Networking Working Group                                            Q.Wu
Internet Draft                                                    Huawei
Intended status: Informational                        September 25, 2010
Expires: March 2011

                   Problem Statement for HTTP Streaming
              draft-wu-http-streaming-optimization-ps-01.txt


Abstract

   HTTP Streaming allows breaking the live contents or stored contents
   into several chunks/fragments and supplying them in order to the
   client. However streaming long duration and high quality media over
   the internet has several Challenges when we require the client to
   access the same media content with the common Quality experience at
   any device, anytime, anywhere. This document explores problem
   inherent in HTTP streaming. Several issues regarding network support
   for HTTP Streaming have been raised, which include QoS guarantee
   offering to streaming video over Internet, efficient delivery,
   network control adaptive and real time streaming media
   synchronization support.

Status of this Memo

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   (http://trustee.ietf.org/license-info) in effect on the date of



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   publication of this document.  Please review these documents
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Table of Contents

   1. Introduction.................................................3
      1.1. Why HTTP Streaming......................................4
   2. Terminology and Concept......................................5
   3. Scope and Existing Work......................................5
      3.1. Media Fragments URI.....................................5
      3.2. Media Presentation Description..........................5
      3.3. Playback Control on media fragments.....................6
      3.4. Server Push.............................................6
      3.5. Scope of the problem....................................6
   4. Applicability Statement......................................6
   5. System Overview..............................................7
      5.1. Server Components.......................................7
         5.1.1. Media Encoder......................................8
         5.1.2. Streaming Segmenter................................8
      5.2. Distribution Components.................................8
      5.3. Client Components.......................................8
   6. Deployment Scenarios for HTTP Streaming Optimization.........9
      6.1. HTTP Streaming Push model without Distribution Server....
      involvement..................................................9
      6.2. HTTP Streaming Pull model without Distribution Server....
      involvement..................................................9
      6.3. HTTP Streaming Push model with Distribution Server.......
      involvement..................................................10
      6.4. HTTP Streaming Pull model with Distribution Server.......
      involvement..................................................11
   7. Aspects of Problem...........................................11


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      7.1. Over-Utilization of Resources..........................12
      7.2. Inefficient Streaming Content Delivery.................13
      7.3. Inadequate Streaming Playback Control..................13
      7.4. Lacking Streaming Monitoring and Feedback Support......14
      7.5. No QoS/QoE guaranteed..................................15
      7.6. Lacking Streaming media Synchronization support........15
         7.6.1. Push model........................................15
         7.6.2. Pull model........................................15
   8. Streaming Session State Control.............................16
   9. Security Consideration......................................17
      9.1. Streaming Content Protection...........................17
   10. References.................................................17
      10.1. Normative References..................................17
      10.2. Informative References................................18

1. Introduction

   Streaming service is described as transmission of data over network
   as a steady continuous stream, allowing playback to proceed while
   subsequent data is being received, which may utilize multiple
   transport protocols for data delivery. HTTP streaming refers to the
   streaming service wherein the HTTP protocol is used for basic
   transport of media data. One example of HTTP streaming is progressive
   download streaming which allows the user to access content using
   existing infrastructure before the data transfer is complete.

   Since HTTP streaming takes Existing HTTP as data transport (i.e.,
   HTTP 1.1) and HTTP is operated over TCP, it is much more likely to
   cause major packet drop-outs and greater delay due to TCP with the
   characteristic which keeps TCP trying to resend the lost packet
   before sending anything further.  One way to reduce such major packet
   drop-outs is to introduce media segmentation capability in the
   network behind media encoder, i.e., using segmenter to split the
   input streaming media into a serial of small chunks and meanwhile
   creating manifest file containing reference to each chunks. Allowing
   such streaming media segmentation can mitigate great delays and
   breakups during streaming content playout.

   With media segmentation support, existing streaming technology (e.g.,
   progressive download streaming) is characterized as:

   - Client based pull schemes that more relies on client to handle
      buffer and playback during download.

   - No network support, i.e.,no special server is required other than
      a standard HTTP Server.



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   However streaming long duration and high quality media over the
   internet has several unique Challenges when there are no network
   capabilities available for HTTP Streaming:

   - Client polling for each new data in chunks using HTTP requests is
   not efficient to deliver high-quality video content across the
   Internet

   - Segmentation capability requires over-utilizing CPU and bandwidth
   resources, which may not be a desirable and effective way to improve
   the quality of streaming media delivery

   - Lack of QoS guarantee on the packet switching based Internet , the
   quality of Internet media streaming may significant degrade due to
   rising usage

   - Experience burstiness or other dynamics changes due to bandwidth
   fluctuations and heterogeneous handover.

   - Impossible to fast-forward through any part of a streaming
   contents until it is stored on the user's device

   With these above challenges, the typical user experience in the
   existing streaming schemes can be limited by delayed startups, poor
   quality, buffering delays, and inadequate playback control. Therefore
   these existing streaming schemes can only offer a better experience
   over slower connections.

   This document explores problem inherent in HTTP streaming. Several
   issues regarding network support for HTTP Streaming have been raised,
   which include QoS guarantee offering to streaming video over Internet,
   efficient delivery, network control adaptive and real time streaming
   media synchronization support. The following section defines the
   scope of this document, describes related work and lists the symptoms
   and the underlying problems.

1.1. Why HTTP Streaming

   As the HTTP protocol is widely used on the Internet as data transport,
   it has since been employed extensively for the delivery of multimedia
   content. A significant part of the Internet traffic today formerly
   generated by Peer to Peer (P2P) application has been eclipsed by
   streaming, CDN and direct download. Another trend is the growing
   popularity of connected devices like Smartphones, TVs, PCs and
   tablets is raising interest in multi-screen services that enable
   consumers to access the same media content and quality of experience
   (QoE) on any device, anytime and anywhere. Since almost all the


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   connected devices have browser support, but not all of them can
   afford high CPU load and batteries draining as TVs or PCs, obviously
   it is a best choice to use HTTP streaming to support multi-screen
   video delivery.



2. Terminology and Concept

   The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL
   NOT","SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in
   this document are to be interpreted as described in [RFC2119].

   Pull model: The model that allows the server keep pushing data
   packets to the client.

   Push model: The model that allows the client keep pulling data
   packets from the server.

3. Scope and Existing Work

   This section describes existing related work and defines the scope of
   the problem.

3.1. Media Fragments URI

   W3C Media Fragments Working Group extends URI defined in [RFC3986]and
   specifies some new semantics of URI fragments and URI queries [Media
   Fragments] which is used to identify media fragments. The client can
   use such Media Fragments URI component to retrieve one fragment
   following the previous fragment from the server. However such
   component is not extensible to convey more important streaming
   information about bandwidth utilization, quality control and buffer
   management. Therefore it is a big challenge to use the existing
   infrastructure with such component to delivery streaming contents
   with QoS/QoE guaranteed.

3.2. Media Presentation Description

   [I.D-pantos-http-live-streaming] formerly defines media presentation
   format by extending M3U Playlist files and defining additional flags.
   3GPP TS 26.234 also centers around media presentation format and
   specifies Semantics of Media presentation description for HTTP
   Adaptive Streaming [TS 26.234], which contains metadata required by
   the client(i.e., Smartphone) to construct appropriate URIs
   [RFC3986]to access segments and to provide the streaming service to
   the user. We refer to this media presentation description as playlist


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   component. With such component support, client can poll the new data
   in chunks one by one. However without client request using HTTP, the
   server will not push the new data to the client, therefore it is not
   efficient way to rely on client polling to deliver high quality
   streaming contents across the Internet, especially when bitrate
   switching occurs frequently or bandwidth fluctuates frequently.

3.3. Playback Control on media fragments

   W3C HTML5 Working Group has incorporated video playback features into
   HTML5 Specification which we refer to as local playback control. Such
   local playback capability has been previously dependent on third-
   party browser plug-ins. Now HTML5 specification lifts video playback
   out of the generic <object> element and put it into specialized
   <video> handlers. With such playback control support, implementors
   can choose to create their own controls with plain old HTML, CSS, and
   JavaScript. However this playback control can not be used to control
   streaming contents which are not downloaded to the browser client.
   Another example of playback control is trick mode support specified
   in 3GPP, in this example, the client can pause playback by simply
   holding requesting the new media segementation and resume playback by
   sending new data request. However such capability also relies on and
   stored streaming contents and playlist at the browser client. It is
   Impossible to fast-forward through any part of streaming contents.

3.4. Server Push

   W3C Server Sent Push specification defines an API for opening an HTTP
   connection for receiving push notifications from a server. However
   there is no server-push protocol to be defined in IETF, which can be
   used to work with Server Sent Push API developed by W3C. IETF Hybi
   working group specifies websocket protocol, as one complementary work,
   W3C specifies websocket API. This websocket technolgy provides two-
   way communication with servers that does not rely on opening multiple
   HTTP connections. However it lacks capability to push real time
   streaming data from the server-side to the client.

3.5. Scope of the problem

   TBC.

4. Applicability Statement







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   HTTP Streaming can be used on TCP port 80 or 8080, and traffic to
   that port is usually allowed through by firewalls, therefore, HTTP
   Streaming optimization mechanism can be applied if the client is
   behind a firewall that only allows HTTP traffic.

   HTTP Streaming may also be appropriate if the client sends feedback
   to the server that may cause the multimedia data that is being
   transmitted to change or cause the transmission rate to change.

   Furthermore, HTTP Streaming may be appropriate if the client must
   perform "trick-mode operations" on the multimedia data and prefers
   the server to execute trick modes on its behalf. The term "trick-mode
   operation" refers to operations like fast-forwarding and rewinding
   the data, pausing the transmission, or seeking a different position
   in the multimedia data stream.

5. System Overview

         HTTP
     + Streaming---+
     |  Server     |
     |  +-------+  |
     |  | Media |  |
     |  |Encoder|  |
     |  +-------+  |       +--------------+       +-----------+
     |             |------>|              |------>|   HTTP    |
     |             |       | Distribution |       | Streaming |
     | +---------+ |<------|   Server     |<------|   Client  |
     | |Streaming| |       +--------------+       +-----------+
     | |Segmenter| |
     | +---------+ |
     |             |
     +-------------+
             Figure 1: Reference Architecture for HTTP Streaming

    Figure 1 shows reference Architecture for HTTP Streaming. The
    Architecture should comprise the following components:

5.1. Server Components

     HTTP Streaming Server is the entity that responds to the HTTP
     Connection. It ingests streams from Encoder, breaks the encode
     media into segments, maintains all the information for the live
     streaming, handles Client requests. The HTTP Streaming server
     comprise two key components as follows.




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5.1.1. Media Encoder

     Encoder is the entity that Prepares Streaming Contents for
     transmission. It can be used to takes in live source feeds from an
     audio-vido device and encodes the media and encapsulate with
     specific streaming formats for delivery.

5.1.2. Streaming Segmenter

   The stream segmenter is a process that reads the streaming media from
   the media encoder and divides it into a series of small media files
   with equal duration. Even though each segment is in a seprate file,
   video files are made from a continuous stream which can be
   reconstructed seamlessly.

   The segmenter also creates an index file containing refernces to the
   individual media files. Each time the segmenter completes a new media
   file, the index file is updated. The index is used to track the
   availability and location of the media files. The segmenter may also
   encrypt each media segment and create a key file as part of the
   process.

5.2. Distribution Components

   The distribution system is the entity located between HTTP Streaming
   Server and Streaming Client. The example of distribution system could
   be a web server or web caching system. The distribution system can be
   used to deliver the media files and index files to the client over
   HTTP. It also can be used to offload streams request to the server
   using Caches and facilitate forwarding the streams to the client.

5.3. Client Components

   HTTP Streaming Client is the entity that initiates the HTTP
   connection. The client is responsible for fetching index file, media
   streams in chunks and encrypted keys.












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6. Deployment Scenarios for HTTP Streaming Optimization

   The deployment scenarios are outlined in the following sections.
   The following scenarios are discussed for understanding the overall
   problems of HTTP streaming contents delivery. In the HTTP Streaming,
   although the initial request and the commands are always coming from
   the client, we just focus on the data delivery part. Different model
   can be defined depending on whether:
   o The Distribution Server is not involved in HTTP Streaming
   o Who initiates data delivery

6.1. HTTP Streaming Push model without Distribution Server involvement

   In this case, data exchange happens between HTTP Streaming Server and
   HTTP Streaming Client. Distribution Server does not involve in this
   process. Streaming Content flows from the server to the Client. The
   server keeps pushing the latest data packets to the client and the
   client just passively receives everything. Therefore we also refer to
   it as push mode HTTP streaming.

      +-----------+                              +-----------+
      |   HTTP    |             Push             |   HTTP    |
      | Streaming |----------------------------->| Streaming |
      |  Server   |        HTTP Streaming        |   Client  |
      +-----------+                              +-----------+
                    Figure 2: Push model for HTTP Streaming

6.2. HTTP Streaming Pull model without Distribution Server involvement

   As before, data exchanges between HTTP Streaming Server and HTTP
   Streaming Client. Distribution Server does not involve in this
   process. However, in this scenario, the Client pulls the fragment one
   after another by issuing fragment requests, one for each fragment.
   Then the server needs to either reply with data immediately or fail
   the request.












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     +-----------+             Pull             +-----------+
     |   HTTP    |<-----------------------------|   HTTP    |
     | Streaming |        HTTP Streaming        | Streaming |
     |  Server   |----------------------------->|   Client  |
     +-----------+                              +-----------+
                   Figure 3: Pull model for HTTP Streaming

6.3. HTTP Streaming Push model with Distribution Server involvement

   In this case, data exchanges between HTTP Streaming Server,
   Distribution Server and HTTP Streaming Client. Distribution Server
   with HTTP Cache Support is located between HTTP Streaming Server and
   HTTP Streaming Client and needs to involve in this process. The HTTP
   Streaming Server keeps pushing the latest data packets to the client,
   in the meanwhile, the HTTP Streaming server also push the data
   packets to the distribution server for caching. When the new client
   requests the same data packets as the one pushed to the previous
   client by the server and the data packets requested is cached on the
   distribution server, the distribution server can terminate this
   request on behalf of the HTTP Streaming server and push the requested
   data cached on itself to this new client.



























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       +-----------+      +--------------+        +-----------+
       |   HTTP    |      | Distribution |        |   HTTP    |
       | Streaming |      |   Server     |        | Streaming |
       |  Server   |      | (HTTP Cache) |        |   Client  |
       +-----------+      +--------------+        +-----------+
                                 Push
                    ------------------------------>
                     Push   HTTP Streaming
                   ------->               HTTP Request
                                          <+++++++
                                            Push
                                          -------->
                    Figure 4: Push model for HTTP Streaming

6.4. HTTP Streaming Pull model with Distribution Server involvement

   As before, data exchanges between HTTP Streaming Server, Distribution
   Server and HTTP Streaming Client. The Distribution Server has HTTP
   Cache support. However, in this scenario, the client issues the
   fragment request to the Distribution Server or HTTP Streaming Server.
   Distribution Server may process the fragment Request on behalf of
   HTTP Streaming Server, when the fragment is not cached on the
   distribution server, the distribution server may fail this request.
   In the meanwhile, pulls this fragment from the HTTP Streaming Server
   and caches the data in itself and wait for the subsequent new request
   for this fragment from the clients.

        +-----------+      +--------------+        +-----------+
        |   HTTP    |      | Distribution |        |   HTTP    |
        | Streaming |      |   Server     |        | Streaming |
        |  Server   |      | (HTTP Cache) |        |   Client  |
        +-----------+      +--------------+        +-----------+

                      Pull               HTTP Request
                    <-------               <++++++++

                 HTTP Streaming          HTTP Streaming
                   ------->                ------->
                       Figure 5: Pull model for HTTP Streaming

7. Aspects of Problem

   The Real time streaming service is superior in handling thousands of
   concurrent streams simultaneously, e.g., flexible responses to
   network congestion, efficient bandwidth utilization, and high quality
   performance. However existing related work on HTTP based streaming
   requires nothing from the network and are not up to these challenges.


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7.1. Over-Utilization of Resources

     Streaming begins with preparing the contents for delivery over the
     Internet. The process of encoding contents for streaming over the
     Internet is extremely complicated and demands extensive CPU power
     which can be very expensive in terms of equipment, resources and
     codec. Also Streaming service tends to over-utilize the CPU and
     bandwidth resource to provide better services to end users, which
     may be not desirable and effective way to improve the quality of
     streaming media delivery, in worse case, the media server may not
     have enough bandwidth to support all of the client connections.
     When CPU resources are exhausted or insufficient, the encoding
     algorithm must sacrifice/downgrade quality to enable the process
     to keep pace with live contents rendering for viewing. When the
     encoding process is not fully functioned and flexible, content
     owner or encoder is forced to limit quality or viewing experience
     in order to support live streams. For the non-scalable encoding,
     when MBR(i.e., Multiple Bit Rate) encoding is supported, the
     encoder usually generates multiple streams with different bit
     rates for the same media content, and encapsulates all these
     streams together, which needs additional processing capability and
     a possibly large storage and in worse case, may cause streaming
     session to suffer various quality downgrading, e.g., switching
     from high bit rate stream to low bit rate stream, rebufferring
     when the functionality of MBR is poorly utilized. For the scalable
     encoding, it provides a scalable representation with layered bit
     streams decoding at different bit rate so that rate-control can be
     performed to mitigate network congestion. However, streaming
     application that employs layered coding is sensitive to
     transmission losses, especially the losses of base layer packets.
     Because the base layer represent the most critical part of the
     scalable representation.

     Apart from the consequences of CPU and bandwidth resource over-
     utilization, which are discussed in previous sub-sections, there
     are two additional effects that are undesirable:

     O HTTP is sent over TCP and only supports unicast which may
     increase processing overhead by 30% in contrast with using
     multicast transmission.

     O HTTP relies on multiple connections for concurrency which causes
     additional round trips for connection setup.




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7.2. Inefficient Streaming Content Delivery

     HTTP is not streaming protocol but can be used to distribute small
     chunked contents in order, i.e., transmit any media contents
     relying on time-based operation. Since HTTP streaming is operated
     over TCP, it is much more likely to cause major packet drop-outs
     and greater delay due to TCP with the characteristic which keeps
     TCP trying to resend the lost packet before sending anything
     further. Thus HTTP streaming protocols suffer from the inefficient
     communication established by TCP's design and they are not well
     suited for delivering nearly the same amount of streams as UDP
     transmission or RTSP transmission. When network congestion happens,
     the transport may be degraded due to poor communication between
     client and server or slow response of the server for the
     transmission rate changes.

     Another major issue that plagues HTTP streaming is Client polling
     for each new data in chunks. Such client polling scheme using HTTP
     requests is not efficient to deliver high-quality streaming video
     content across the Internet.

7.3. Inadequate Streaming Playback Control

     Playback control allows user interact with streaming contents to
     control presentation operation (e.g., fast forward, rewind, scrub,
     time-shift, or play in slow motion). RTSP streaming provides such
     capability to control and navigate the streaming session when the
     client receives the streaming contents. Unlike RTSP streaming,
     current HTTP streaming technologies do not provide such capability
     for playback control that users are accustomed to with DVD or
     television viewing, which significantly impacts the viewing
     experience.

     This also has the following effects that are not desirable:

     O When the user requests media fragments that correspond to the
       content's new time index and the media fragments from that point
       forward, the client can not have the possibility to change the
       time position for playback and select another stream for
       rendering with acceptable quality.

     O The user can not seek through media content whilst viewing the
       content with acceptable quality.

     O When the user requests to watch the relevant fragments rather
       than having to watch the full videos and manually scroll for the
       relevant fragments, the client can not have the possibility of


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       jumping to another point within the media clip or between the
       media fragments with acceptable quality (i.e., random access).

     O When the media content the user requests to watch is live stream
       and needs to be interrupted in the middle, e.g., when the user
       takes a phone call, the client can not have the possibility to
       pause or resume the streaming session with acceptable quality
       after it has been invoked.

     O When the user begins to see the content at the new time point, if
       the media fragments retrieved when changing position require the
       same quality as the media fragments currently being played, it
       will result in poor user experience with longer startups latency.

     O When there are different formats corresponding to the terminal
       capabilities and user preferences available for contents, the
       client has no capability to select one format for which the
       content will be streamed.

     O When the user doesn't have time to watch all the streaming
       contents and want to skip trivial part and jump to the key part,
       the client does not provide the capability for selective preview
       or navigation control.

     O When the server wants to replace the currently transmitted video
       stream with a lower bit-rate version of the same video stream,
       the server has no capability to notify this to the client.

7.4. Lacking Streaming Monitoring and Feedback Support

     The usage of streaming media is rapidly increasing on the web. To
     provide a high-quality service for the user, monitoring and
     analyzing the system's overall performance is extremely important,
     since offering the performance monitoring capability can help
     diagnose the potential network impairment, facilitate in root cause
     analysis and verify compliance of service level agreements (SLAs)
     between Internet Service Providers (ISPs) and content provider.

     In the current HTTP streaming technology, it fails to give the
     server feedback about the experience the user actually had while
     watching a particular video. This is because the server controls
     all processes and it is impossible to track everything from the
     server side.

     Consequently, the server may be paying to stream content that is
     rarely or never watched. Alternatively, the server may have a video
     that continually fails to start or content that rebuffers


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     continually. But the Content owner or encoder receives none of this
     information because there is no way to track it.

     Therefore it is desirable to allow the server view detailed
     statistics using the system's extensive network, quality, and usage
     monitoring capabilities. This detailed statistics can be in the
     form of real-time quality of service metrics data.

7.5. No QoS/QoE guaranteed

     Due to the lack of QoS/QoE guarantee on the packet switching based
     Interest, the quality of Internet media streaming may significantly
     degrade due to rising usage. Also Internet traffic generated by
     HTTP streaming may experience burstiness or other dynamics changes
     due to bandwidth fluctuations and heterogeneous handover.

7.6. Lacking Streaming media Synchronization support

7.6.1. Push model

     In the push mode, the client just passively accepts what the server
     pushes out and always knows how the live stream is progressing.
     However if the client's clock is running slower than the encoder's
     clock, buffer overflow will happen, i.e., the client is not
     consuming samples as fast as the encoder is producing them. As
     samples get pushed to the client, more and more get buffered, and
     the buffer size keeps growing over time. This can cause the client
     to slow down packet processing and eventually run out of memory. On
     the other hand, if a client's clock is running faster than the
     encoder's clock, the client has to either keep re-buffering or tune
     down its clock. To detect this case, the client needs to
     distinguish this condition from others that could also cause buffer
     underflow, e.g. network congestion. This determination is often
     difficult to implement in a valid and authoritative manner. The
     client would need to run statistics over an extended period of time
     to detect a pattern that's most likely caused by clock drift rather
     than something else. Even with that, false detection can still
     happen.

7.6.2. Pull model

    In the pull model, the client is the one who initiates all the
    fragment requests and it needs to know the right timing information
    for each fragment in order to do the right scheduling [Smooth
    Streaming]. Given that the server is stateless in the pull model
    and the client could communicate with any server for the same
    streaming session, it has become more challenging. The solution is


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    to always rely on the encoder's clock for computing timing
    information for each fragment and design a timing mechanism that's
    stateless and cacheable.

    With the pull model for HTTP Streaming, The client is driving all
    the requests and it will only request the fragments that it needs
    and can handle. In other words, the client's buffer is always
    synchronized to the client's clock and never gets out of control.
    Currently most of existing streaming schemes are based on pull
    model. However the side effect of this type of clock drift would be
    that the client could slowly fall behind, especially when
    transitioning from a "live" client to a DVR client (playing
    something stored in the past).

8. Streaming Session State Control

   In the push model, the client state is managed both by the client and
   the server[Smooth Streaming]. The server keeps a record of each
   client for things such as playback state, streaming position,
   selected bit rate (if multiple bit rates are supported), etc. While
   this gives the streaming server more control, it also adds overhead
   to the server. What is more important is that each client has to
   maintain the server affinity throughout the streaming session,
   limiting scalability and creating a single point of failure. If
   somehow a client request is rerouted by a load balancer to another
   server in the middle of a streaming session, there is a high
   possibility that the request will fail. This limitation creates big
   challenges in server scalability and management for CDNs (i.e.,
   Content Delivery Network) and server farms.

   In the pull model, the client is solely responsible for maintaining
   its own state [Smooth Streaming]. In turn, the server is now
   stateless. Any client request (fragment or manifest) can be satisfied
   by any server that is configured for the same live content. The
   network topology can freely reroute the client requests to any server
   that is best for the client, which has advantage of load balancing.
   From the server's perspective, all client requests are equal. It
   doesn't matter whether they are from the same client or multiple
   clients, whether they are in live mode or DVR mode, which bit rate
   they're trying to play, whether they're trying to do bit rate
   switching, etc. They're all just fragment requests to the server, and
   the server's job is to manage and deliver the fragments in the most
   efficient way. Unlike some other implementations, the HTTP Streaming
   server's job is once again to keep all the content readily available
   to empower the client's decisions, and to make sure it presents the
   client with a semantically consistent picture. This has two benefits:
   (1) the feedback loop is much smaller as the client makes all the


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   decisions, resulting in a much faster response (e.g. bit rate
   switching), and (2) it makes the server very lean and fast.

   Note that the division of the responsibilities between the server and
   the client has changed in the pull model. The server is focusing on
   delivering and managing fragments with the best possible performance
   and scalability, while the client is all about ensuring the smooth
   streaming/playback experience, which is a much better solution for
   large-scale online video.

9. Security Consideration

9.1. Streaming Content Protection

     In order to protect the content against theft or unauthorized use,
     the possible desirable features include:

     O Authorize users to view a stream once or an unlimited number of
       times.

     O Permit unlimited viewings but restrict viewing to a particular
       machine, a region of the world, or within a limit period of time.

     O Permit viewing but not copying or allow only one copy with a
       timestamp that prevents viewing after a certain time.

     O Charge per view or per unit of time, per episode, or view.

10. References

10.1. Normative References

   [HTML5 ]  http://www.w3.org/TR/html5/video.html#media-elements

   [Server Sent Event] http://www.w3.org/TR/eventsource/

   [Media Fragments] http://www.w3.org/2008/WebVideo/Fragments/WD-media-
                    fragments-spec/

   [Smooth Streaming]

                   http://blogs.iis.net/samzhang/archive/2009/03/27/live
                    -smooth-streaming-design-thoughts.aspx

   [RFC2326] Schulzrinne,H.,Rao, A.,R.Lanphier," Real Time Streaming
             Protocol (RTSP)",RFC2326,April,1998


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   [RFC1945] Berners-Lee,T.,Fielding,R.,H.Frystyk," Hypertext Transfer
             Protocol -- HTTP/1.0", RFC1945, May,1996

   [RFC3986] Berners-Lee,T.Fielding,R.,L.Masinter "Uniform Resource
             Identifier (URI): Generic Syntax", RFC3986, January,2005

   [I.D-pantos-http-live-streaming]

             Pantos,R.,W.,May "HTTP Live Streaming", draft-pantos-http-
             live-streaming-04 (work in progress), June,2010

   [TS 26.234]3GPP TS 26.234, "Transparent end-to-end Packet-switched
             Streaming Service (PSS);Protocols and codecs (Release 9)"

10.2. Informative References

   [PMOLFRAME]

             Clark, A., "Framework for Performance Metric Development",
             ID draft-ietf-pmol-metrics-framework-02, March 2009.

   [J.1080]  Recommendation ITU-T G.1080 "Quality of experience
             requirements for IPTV services"

Authors' Addresses

   Qin Wu
   Huawei Technologies Co.,Ltd.
   101 Software Avenue, Yuhua District
   Nanjing, Jiangsu  210012
   China

   Email: sunseawq@huawei.com

   
   
   
   
   

   






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