A Scalable Architecture for Maintaining
Referential Integrity in Distributed Information Systems
Frank Kappe
Institute for Information Processing and Computer Based New Media (IICM),
Graz University of Technology,
A-8010 Graz, Austria
(fkappe@iicm.tu-graz.ac.at)
Abstract
One of the problems that we experience with today's most widespread
Internet Information Systems (like WWW or Gopher) is the lack of
support for maintaining referential integrity. Whenever a resource
is (re)moved, dangling references from other resources may occur. This paper presents a scalable architecture for automatic
maintenance of referential integrity in large (thousands of servers)
distributed information systems. A central feature of the proposed
architecture is the p-flood algorithm, which is a scalable,
robust, prioritizable, probabilistic server-server protocol for
efficient distribution of update information to a large collection
of servers. The p-flood algorithm is now implemented in the Hyper-G
system, but may in principle also be implemented as an add-on for
existing WWW and Gopher servers. Keywords:
Hypertext, Link Consistency, Distributed Information System,
Internet, Gopher, WWW, Hyper-G, Scalability, p-flood. Category:
H.5.1, C.2.4
1 Introduction
The problem is quite familiar to all net surfers: Every now and then
you activate a link (in the case of WWW [Berners-Lee et al. 94]) or menu item (in
the case of Gopher [McCahill 94]), but the resource the link or menu
item refers to cannot be fetched. This may either be a temporary
problem of the network or the server, but it may also indicate that
the resource has been permanently removed. Since the systems mentioned
above rely on Uniform Resource Locators (URLs) [Berners-Lee 93] for
accessing information, it may also mean that the resource has only
been moved to a new location. It may also happen that a resource is
eventually replaced by a different one under the same name (location). The net effect of this is that a certain percentage of references are
invalid. We may expect that this percentage will rise as time goes by,
since more and more documents become outdated and are eventually
removed, services are shut down or moved to different servers, URLs
get re-used, etc. Obviously, it would be desirable to have some
support for automatically removing such dangling references to a
resource which is deleted, or at least to inform the maintainers of
those resources. For the sake of the following discussion, let us stick to the
hypertext terminology of documents and links instead of
the more general terms resource and reference. The techniques
described will work for any relationship between any kind of object,
but for explanation purposes is is easier to speak only about links
and documents. Page 84
Let us assume that we would maintain a link database at every server
that keeps track of all the links involving this server, i.e. emanate
from and/or point to a document that resides on this server. Storing
the links outside of the documents in a link database (like it is done
in the Intermedia [Haan et al. 92] and Hyper-G [Andrews et al. 95][Kappe et al. 94]
systems) will not only give us an efficient solution for the dangling
link problem (as we will see); it also enables more advanced user
interfaces for navigation in the information space, such as local maps
and location feedback [Andrews and Kappe 94], and allows links between
arbitrary document types.
2 Scalability
An important issue that needs to be addressed when dealing with
distributed algorithms (systems, protocols) is that of
scalability. Ideally, the behavior of a scalable system
should not - or "almost not" - depend on variables like the number
of servers, documents, links, or concurrent users of the system. In
the Internet environment, scalability is a very important aspect of
system design, since the values of these variables are already high
and are continuing to grow extremely fast. Looking more closely at the
issue, we may distinguish four kinds of scalability:
- Scalable Performance
- The performance (measured by the
response time perceived by the user) should not depend on the number
of concurrent users or documents. This requirement cannot be met in a
centralized system, and therefore implies the use of a distributed
system, where users and documents are more or less evenly
distributed over a number of servers which are connected by a
network.
Unfortunately, it may still happen that for some reason a large
number of users access a small set of documents residing on a single
server. Under such circumstances the distributed system performs
like a centralized system, with all the load placed on a single
computer and on a certain part of the network. Obviously, one has
to avoid such situations, e.g. through the use of replication
(placing copies of that scarce resource on a number of servers). A
good example of a scalable system which relies heavily on
replication is the USENET news service [Kantor and Lapsley 86]. When I read
news, I am connected to my local news server which holds copies of
the news articles that have been posted lately. When accessing a
certain article, it does not need to be fetched from the originating
site. Therefore, the response time does not depend on how many
other Internet users access the same article at the same time (it
does depend on the number of users connected to my local news
server, though). When searching through a number of documents, the response time will
increase with the number of documents searched. Good search engines
use data structures giving O(log n) access performance, i.e.
there exists a constant c so that the time t it takes to search
n documents is smaller than c*log n. Intuitively, this
means that for large n a further increase of n will have less
effect on t, which is good. Therefore we may say that logarithmic
performance is acceptable for an algorithm to qualify as scalable in
performance. Page 85
- Scalable Traffic
- Replication may require additional
traffic to be sent over the network. Obviously, every news article
has to be sent to every news server so that it can be read locally.
However, it may well be that most of the articles that have been
sent to my local news server are never read by anyone here. Care has
to be taken that total traffic increases not more than linearly with
the number of servers. For example, solutions where every server
periodically sends state information directly to all other servers
are not scalable, since it requires
messages to be sent
(n being the number of servers this time). - Scalable Robustness
- By robustness we mean that the
system should not rely on a single server or a single network
connection to work at all times, nor should it assume that all
servers of a given set are available at a given time. The
multi-server transaction, master-slave and distributed
update control systems described in the next section are all
examples that do not scale in this respect.
- Scalable Management
- The functioning of the system should
not rely on a single management entity. For example, the Internet's
Domain Name Service works because its management is
distributed. With the current Internet growth rate of about 3
million hosts per year [Network Wizards 94] (about 10,000 per
work day) centralized registration is infeasible. This requirement
also suggests that configuration and reconfiguration of
server-server communication paths should be automatic, as opposed to
managed by a central service.
3 Related Work
3.1 Gopher, WWW and Hyper-G
In the World-Wide Web [Berners-Lee et al. 94] data model, documents are connected
by links. The links are stored directly inside the documents, which
has the advantage of a simple server implementation. On the other hand,
the absence of a separate link database not only limits the set of
linkable document types and prohibits advanced user interfaces
(overview maps, 3D-navigation, etc.), it also makes it hard if not
impossible to ensure the integrity of the Web. When a document is
removed, it would require parsing all other documents to find the
links pointing to that document, so that they could also be removed or
at least the owners of the other documents informed. While such a tool
would be conceivable for the local server, it is simply impossible to
scan all WWW documents on all Web servers in the world, without the
aid of pre-indexed link databases. The consequence is that there is no
referential integrity in today's World-Wide Web, not even between
documents stored on the same server. Interestingly, the more primitive Gopher [McCahill 94] system does
maintain referential integrity in the local case. When a document
(which is an ordinary file on the server's file system) is deleted (or
moved or modified), the menu item that refers to it (which is a
directory entry) is updated as well. This is automatically taken care
of by the underlying operating system (unless you try real hard to
break it and use the symbolic links of UNIX). References to remote
servers remain insecure, however. While both Gopher and WWW scale quite well with respect to the number
of servers, documents, and links, there is a scalability problem with
respect to Page 86
the number of users. When a large number of users for some
reason decides to access the same document at the same time, the
affected server and the network region around it become overloaded.
This phenomenon (Jakob Nielsen calls it a "Flash crowd"
[Nielsen 95] after a 1973 science fiction story of Larry Niven) was
observed during the 1994 Winter Olympics in Lillehammer, where the
Norwegian Oslonett provided the latest results and event photographs
over the Web and drowned in information requests. Similar but smaller
flash crowds appear when a new service in announced on the NCSA
"What's New" page or in relevant newsgroups. This problem may be alleviated by the use of cache servers,
which keep local copies of information which has been recently
requested, and give users requesting the same information again the
local copy instead of fetching it from the originating site. This
strategy does not work, however, in two cases:
- When users access many different documents from a large data set
(e.g., an encyclopedia, a reference database). Replication of the
whole dataset would help, but this would in general require moving
from URLs to URNs (Uniform Resource Names), which identify the
document by its name (or ID) rather than location.
- When the information is updated frequently. Some update
protocol would be required that ensures that caches are updated
so that the latest version of the document is delivered.
In the Hyper-G system [Kappe et al. 93] a full-blown database engine is
employed to maintain meta-information about documents as well as their
relationships to each other (this includes, but is not restricted to,
links). Since the links are stored in this database and not in the
documents themselves, and since modifications of documents or their
relationships are only possible via the Hyper-G server, referential
integrity can easily be maintained for local documents. The link
database makes links bidirectional, i.e. one can find the source
from the destination (as well as vice versa). In order to keep this
useful property when a link spans physical server boundaries, both
servers store the link information as well as replicas of the remote
document's meta-information. This means that all updates related to
the documents and the link in question have to be performed on both
servers in order to keep the web consistent, thus requiring an
update protocol between servers.
3.2 Multi-Server Transactions
A possible solution for the update problem is the so-called
multi-server transaction or collaborating servers approach
[Coulouris and Dollimore 88]. When a document on one server has to be
modified (or deleted), the server storing the document acts as
coordinator and contacts and informs all other servers which are
involved. When all other servers have acknowledged the receipt of the
update, the coordinator tells them to make the change permanent. A few
more details are necessary to make sure that the transaction is
committed by all servers - even in the case of a server crash in the
middle of the transaction - [Coulouris and Dollimore 88], but in
general, this method works and has been implemented in a number of
systems (to my knowledge, first in the Xerox Distributed File
System [Israel et al. 78]). An earlier version of Hyper-G also
adopted this method [Kappe 93]. Page 87
However, the multi-server transaction has scalability problems in
certain situations. When for some reason many servers (say, 1000)
decide to refer to a specific document (e.g., by pointing a link to it
or by replicating it), all of them have to be informed and acknowledge
the update before it can be performed. This not only increases network
traffic and slows down things considerably, but it also requires that
all servers involved have to be up and running, or the transaction
cannot be completed. As the number of participating servers increases
(and given the unreliability of the Internet), the probability that
all of them are reachable approaches zero. This means that it
becomes practically impossible ever to modify a heavily-referenced
object.
3.3 Master/Slave Systems
In a Master/Slave System there is one primary server (the
master) and a number of secondary servers (the slaves). The
primary server holds a master copy of the replicated object and
services all update requests. The slaves are updated by receiving
notification of changes from the master or by taking copies from the
master copy. Clients may read data from both master and slaves, but
write only to the master. This scheme is well-suited to applications where objects are read
frequently and updates happen only infrequently. The Sun Yellow Pages
(YP) service (nowadays known as NIS) is an example of a master/slave
system. The central master server also makes it easy to resolve conflicts
between update requests and maintain consistency. The obvious
disadvantage is that the master server has to be up and running in
order to perform updates. Otherwise, this scheme scales very well
(provided that we have a good way of propagating updates from master
to slaves).
3.4 Distributed Update Control
The Distributed Update Control [Coulouris and Dollimore 88] scheme
allows any server that holds a copy of an object to perform updates on
it, without a single coordinating server, even when some servers are
unreachable, and without the possibility for conflicts. This requires that a server knows about all the other servers that
also have copies (let us call this set of servers the
server-set). In a perfect world, all the copies would be identical,
but because of network failures and for performance reasons it may not
be possible or desirable to immediately notify all servers of an
update. We may instead adopt a looser form of consistency (weak
consistency), in which all copies eventually converge to the same
value at some time interval after the updates have stopped. However, one still wants to be sure that all read requests are based
on up-to-date copies and all updates are performed on the latest
version. The trick which ensures this is majority consensus:
updates are written to a (random) majority of the server-set (more
than 50%). Before every read or write operation, the server that is
in charge of performing the request contacts some other servers of the
server-set and requests the object's version number (or modification
time) to identify the current version. When a majority has answered,
at least one of it has the current version. This is because in every
two majorities there is at least one common member. Page 88
The advantage of this algorithm is its robustness: There is no single
point of failure and it works even in the face of failure of almost 50%
of the server-set. The downside of it is again scalability: The
server-set for any object must be known to all members of the
server-set, and more than 50% of the set has to be contacted before
every write and even read operation. If the set contains, say, 1000
servers, we have to get a response from 501 of them! This requirement may be relaxed for read operations if we are willing
to accept weak consistency. Still, it is mandatory for write
operations to ensure that no conflicting updates can occur.
3.5 Harvest and flood-d
Harvest [Bowman et al. 94] is a new Internet-based resource discovery
system which supports an efficient distributed "information gathering"
architecture. So-called "Gatherers" collect indexing information from
a resource, while the so-called "Brokers" provide an indexed query
interface to the gathered information. Brokers retrieve information
from one or more Gatherers or other Brokers, and incrementally update
their indexes. The idea is that Gatherers should be located close to
the resources they index, while Brokers are located close to the
users. Harvest heavily relies on replication to achieve good performance. The
indexes created by the Gatherers are periodically replicated to the
Brokers. Since the indexes tend to be large, this has to be done
efficiently. Harvest uses a technique called flooding for this purpose.
Rather than having a Gatherer send its indexes to all Brokers, they
are sent to only k of them (e.g., k = 2). It is then the
responsibility of the k chosen nodes to distribute the indexes to
another k each, and so on. While of course the total number of
indexes that have to be transferred remains the same, flooding has the
nice property of distributing the network and server load over the
whole network. The flood algorithm used by Harvest is called flood-d
[Danzig et al. 94]. Flood-d tries to minimize the network cost and
propagation time of the flood by computing a "cheap", k-connected
logical update topology based on bandwidth measurements of the
underlying physical network. An important requirement was that this
topology should not need manual configuration (like for example the
Network News [Kantor and Lapsley 86]), but shall be computed and updated
automatically. Finding a good approximation of the optimal topology
is computationally expensive, however (finding the optimum is even
NP-complete), especially when the replication group becomes very
large. The paper [Danzig et al. 94] therefore suggests to use a
hierarchical scheme of smaller replication groups. However, it is left
open how this hierarchy can be found and updated automatically.
4 An Architecture for Referential Integrity
Let us assume that we maintain a link database at every server which
keeps track of all the links local to the server as well as those that
go in and/or out of the server, i.e. emanate from and/or point to a
document residing on another server. Maintaining referential integrity
is relatively easy in the case of local links. We will now concentrate
on the issue of maintaining integrity in the case of links which span
server boundaries. Page 89

Figure 1 illustrates this situation. The hyperweb is
partitioned by server boundaries (the servers are labeled A, B, and C
in the figure). Links which span server boundaries are shown as
thicker edges. We will call these links surface links, and
documents connected to other servers by such links shall be called
surface documents (the others are called core links and core
documents, respectively). Although not apparent from
Figure 1, a server's surface will typically be small compared
to its core. In order to keep the useful property of bidirectional
links, the link information of surface links must be stored in
both affected servers. For increased performance, the servers also
keep replicas of the other surface document's meta-information. In
figure 1, server A stores document 1 plus a replica of document 2's
meta-info and the link between them, while server B stores document 2
plus replicas of documents 1's and 3's meta-info and the links from 1
to 2 and from 2 to 3. In this setup, documents on different servers are interconnected as
tightly as the documents on a single server. The bidirectional links
enable more advanced navigation techniques (the link map shown in
Figure 1 can actually be computed and shown to the
user), but also simplify maintenance of the hyperweb: when I choose
to remove document 2, the system can inform me that this will affect
document 1 on server A and document 3 on server C (among others on
server B). I may either use this information to manually modify the
affected documents Page 90
and links, or let the system ensure automatically
that at least the links from 1 to 2 and from 2 to 3 are removed as
well. The problem which remains is how to inform the other servers that
document 2 has been removed. As already mentioned, an earlier
implementation of Hyper-G used the knowledge about what documents are
affected to directly engage the other servers in a multi-server
transaction, in order to remove document 2 and all links to and from
it. As was also discussed earlier, this approach has problems when
many servers must participate in the transaction (because many links
point to the document). Therefore, we decided to adopt a weak consistency approach,
whereby we accept that the hyperweb may be inconsistent for a certain
period of time, but is guaranteed to converge to a consistent state
eventually. Of course, we would like to keep the duration of the
inconsistency as short as possible. Like in the master/slave model, updates may only take place at a
well-defined server. Unlike the master/slave model, this server is not
the same for all operations, but depends on the document or link being
modified (or removed or inserted): For documents, it is the server
which holds the document; for links, it is the server which holds the
document where the link emanates (in our example, server B would be
responsible for updates of document 2, while the link from 1 to 2
would be updated by server A). This reduces the problem of overload of
the master, while eliminating the problem of conflicting updates (they
are handled one after the other). One disadvantage remains: the master
server must be available at update time. However, since for security
reasons users wishing to update document 2 must have write permission
for document 2 (this is checked by server B which holds document 2),
this fact is inevitable and we have to live it, anyway. Updates of core documents or core links require no further action
(integrity is maintained by the local link database). However, other
servers need to be notified of updates happening at a server's surface
(i.e. updates of surface documents or surface links). We chose to use
a flood algorithm similar to the one employed by Harvest to propagate
updates from the master to the slaves (i.e. all other servers),
because of its scalability (the traffic generated does not depend on
the number of references to the object in question), because it does
not require that the recipients are available at update time, and
because it can be used for other purposes as well (like distributing
server addresses and statistics, and maintaining the consistency of
replicas and caches).
5 The p-flood algorithm
The flood-d algorithm described in [Danzig et al. 94] is optimized
for minimizing the cost of the flood. This makes sense because it is
designed for applications which need to flood large amounts of data.
Our application - sending update notifications - sends only small
messages ("document 2 removed" can be encoded in a few bytes), and
hence has somewhat different requirements:
- Speed
- Messages should propagate fast in order to minimize
the duration of inconsistencies.
- Robustness
- The protocol should guarantee eventual
delivery of every message to every server, even when some servers
are down. When a server that
Page 91
has been unavailable comes up again, it
should receive all the messages it has missed in between.
- Scalability
- The time it takes to inform all servers
should not depend heavily on the number of servers. Likewise, the
amount of traffic generated should not depend heavily on the number
of servers. Of course, since every message must be sent to every
server at least once, O(n) is a lower bound for the total traffic
generated.
- Automatic
- We do not want to configure flood paths
manually (like in the News service).
- Priority
- Since we intend to use the protocol for other
purposes as well, it would be nice to have a priority parameter
attached to every message that determines its acceptable propagation
delay and bandwidth consumption.

The p-flood algorithm is a probabilistic algorithm which
fulfills the above requirements. Figure 2 illustrates
its behavior. The servers are arranged in a circle (for example by
sorting them according to their Internet address; see section
7.1 for a discussion how this can be done in a
better way). Every server knows all other servers (updates of the
server list will of course be transported by the algorithm itself). Servers accumulate update messages which are generated either by
the server itself (as a result of modification of a surface document
or surface link), or are received from other servers, in their
update list. Once in a while (every few minutes) the update list
is sent to p other servers ( ). We will call this time
period a step of the algorithm. For p=1, updates are sent only
to the immediate successor, otherwise they are also sent to p-1
other servers that are chosen at Page 92
random. If p is fractional, they
are sent to other servers only with probability p-1. For example,
p=1.3 means that one message is sent to the successor, and another
one with probability .3 to a random server; p=3.2 means that it is
sent to the successor, two other random servers plus one other random
server with probability .2. Figure 2 shows one step of the p-flood algorithm with
p=1.5. Note that at every step the operations described above are
performed by all servers in parallel, i.e. within the step time period
every server performs one step (the clocks of the servers do not have
to be synchronized). We may observe that at every step p*n
update lists are sent (n being the number of servers). The higher the value of p, the shorter the time it takes to reach
all servers, but the higher the amount of traffic generated (it
happens that the same message is received more than once by some
servers). The algorithm in principle allows the assignment of
different values of p to individual messages, so we may call p the
priority of the message. After a message has successfully been transmitted to a server's
immediate successor, it is removed from the sending server's update
list and not sent again to any server in future steps. This ensures
that messages are removed after they have been received by all servers
and keeps the update lists relatively short. Messages are time-stamped
using a per-server sequence number, so that duplicates can be
discarded and messages can be processed in the correct order by the
receiver. What happens when a server is down or unreachable? Since a message
must not be discarded from the update list until it has successfully
been sent to the successor (we assume that a reliable transport
protocol like TCP is used and that receipt is acknowledged), the
message will effectively wait there until the successor comes up
again. Almost immediately after that, the accumulated update messages
will be sent. In a way, every server is responsible for delivering
messages to its successor. The penalty is that when a server is down
for a long period of time, its predecessor's update list grows. Setting the priority p=1 (send messages only to the successor) will
effectively block update messages in case of an unreachable server and
is therefore not feasible. A higher values of p not only speeds up
the propagation of the messages significantly, but also contributes to
the robustness of the algorithm. In the example of Figure
2, a crash of server B would not inhibit update
messages from server A being propagated to the other servers. A few extensions of p-flood are necessary for real use. They are
described later in section 7, in order to not
burden the reader with additional complexity at this point.
6 Simulation Results
This section presents data gathered by running extensive simulations
of p-flood. We will first concentrate on "perfect world"
simulations (i.e. all servers are reachable) and then look at the
effect of network and server faults.
6.1 The Behavior of p-flood in the Perfect World
In this first set of experiments we want to find out how weak exactly
our weak consistency is, i.e. how long it takes to arrive at a
consistent state after updates Page 93
have stopped, how this time depends on
the number of servers and the priority factor p, and how much
traffic is generated over time. 
Figure 3 gives us a feeling of how p-flood
performs. It is assumed that m update messages have been generated
at the n different servers before the simulation starts, and we
watch their propagation to the other servers, in particular how long
it takes until they arrive there. It turns out that it does not matter
whether all m updates are made on a single server or whether they
are distributed randomly over the n servers, but the random
placements gives smoother curves, so I have chosen this method for
producing the graphs. The top graph shows how the update information is propagated to the
1000 servers, using different values of p. A higher value of p
gives faster propagation, e.g. at p=2 and n=1000, 50% of the
servers are reached after about 4 steps, 99% after 7 steps, and the
last one is typically updated after 10-13 steps. The price for faster
propagation is a higher load on the servers and networks: The middle
graph shows the average size of the update list held at each server,
and the bottom graph shows the traffic in messages that is sent at
each step. Since every message has to be sent to every server at least once,
every algorithm that delivers every message to every server will need
to transmit at least m*n messages, so we will call this number the
optimum traffic. Under Page 94
perfect-world conditions, the total
traffic sent by p-flood is p*n*m messages, or p*optimum. The point is
that the flood algorithm distributes this traffic nicely over time and
over the whole network, as opposed to the trivial solution where every
server simply sends all its updates to all other servers (which
requires only optimum messages to be sent). The lower the
value of p, the more network-friendly the update. Clearly, there is a tradeoff between fast propagation and peak network
load. Figure 3 suggests that a good setting of p is
somewhere between 1 and 2. 
Figure 4 demonstrates the remarkable scalability of
p-flood with respect to the number of servers. The time to reach
50% and 99% (The time to update 100% of the servers is
of course always an integer value and subject to a great deal of
randomness. The 99% value can be interpolated and is less affected
by randomness, so I decided to use this value to get smoother curves
in the graphs. The 100% value is about 3-6 steps higher). of the
servers is plotted against the number of servers. The logarithmic
performance of p-flood is clearly visible, meaning that that
p-flood is well-suited for use in the context of very large
server groups. Figure 5 plots the propagation delay (again, reaching
50% and 99% of the servers) versus the priority p for a constant
number of servers (n=1000). When I first ran the experiments, I was surprised to see that the
messages traveled about twice as fast as I had expected. For example,
for p=1 it takes about 500 steps (not 1000) to reach all 1000
servers, for p=2 it takes about 4 (not 9; ) steps to reach
the first 500 servers, etc. It turns out that this happens because the clocks in the servers which
determine the step time are not synchronized. When one server's
timer expires and the server then sends its update list to another
server, the other server's timer will in general not expire a full
step time later, but after some random time interval between 0 and the
step time. On average, it will expire after half of the step time,
which explains the observed effect. In the simulation, the behavior of the parallel server processes was
modeled on a single computer, i.e. for every step the individual
servers performed their update operations one after the other. If
implemented carelessly, this serialization could lead to wrong
results: In the example of figure 2, processing the
servers in the order A-B-C-D-E-F-G-H would always propagate all
updates to all servers in one single step! Instead, reality was
modeled more closely by processing the servers in the order given by a
randomly chosen permutation of the servers, Page 95

mimicking the random
expiration of the server's timers. Still, messages will travel
slightly slower in reality, especially if the step time is not large
compared to the average transmission time of updates lists.
6.2 Network and Server Failure
Since one of the major requirements for our flood algorithm was its
robustness with respect to network and server failures, we will now
take a close look to this issue. First, let me make the distinction between soft or transient
errors and hard or persistent errors. Soft errors are temporary
network errors due to routing problems or network overload. This type
of errors occur rather frequently in the Internet, but usually only
for a short period of time. Hard errors last longer (e.g, as a result
of a hardware failure) but fortunately happen less frequently. Figure 6 shows the effect of soft errors on the
propagation delay and the traffic generated. The propagation delay
(i.e. the time to reach 50%/99% of the servers) increases only
slowly with increased soft error rate. A soft error rate of 10% means
that in every step 10% of the update propagations will fail (10% of
the servers are unreachable), which are chosen randomly. In the next
step, another random set of 10% fail, but is unlikely that the two
sets are identical. The bottom graph of Figure 6 shows how traffic increases
with increased soft error rate. The set of messages that is sent
increases, but the number of acknowledged messages (i.e. that are sent
successfully) remains constant. Since Page 96

p-flood detects duplicate
messages and messages that arrive out of order itself, we could in
principle use an unreliable protocol like UDP to transmit messages and
acknowledgments. However, UDP is very much subject to soft errors
(e.g., packets dropped). Using TCP, the transport protocol repairs a
large number of soft errors itself. When a server is temporarily
unreachable, this will usually already been detected during the
opening of the connection, and the messages will never be sent in this
case. This means that for TCP the "messages sent" graph is not
significant, i.e. the number of messages actually sent is constant
with respect to soft errors. 
Hard errors are usually described by the two variables Mean Time
Before Failure (MTBF) and Mean Time To Repair (MTTR) (Figure
7). Then uptime, i.e. the fraction of time the
server is up, is defined as 
Page 97
In our simulations, we will measure MTBF and MTTR in units of steps.
For MTTR = 1 we have soft (transient) errors, larger values of
MTTR mean that a same server is down for a longer period of time. It
is expected that server uptime will be well over 90% (this is
already a bad value; it means that a server will be unreachable for
2.4 hours per day). In the beginning, MTTR/(MTBF+MTTR) servers are
marked as down, with the time they remain down chosen randomly between
0 and MTTR. The others are assigned a time they remain up between 0
and MTBF. It is assumed that the servers which are down also carry
update messages (they could have been accumulated before they went
down; the servers could be only unreachable from the outside but
running). During the simulation, servers that come up remain up for
MTBF steps, those that go down remain down for MTTR steps. 
In Figure 8, uptime is constantly 90%, and MTTR
varies between 1 and 100. The top graph shows the effect on the
propagation delay. Because of the probabilistic nature of
p-flood there is almost no effect on the remaining servers, which
is why the time to reach 50% of the servers remains almost constant.
Of course, there is an impact on the time to reach 99% of the servers
(because only 90% are available), which grows linearly with MTTR. The
number of messages sent also grows linearly. This time the number of
messages which are sent and acknowledged (i.e. the ones that would be
sent when we use TCP) also increases, but only slowly. Figure 9 takes a closer look at the effect of hard
errors on the performance of p-flood. In order to make the
effects clearly visible, 10% of the servers (100) are held down (or
unreachable) until step 50, when they all come up simultaneously. The
graphs can be divided in three phases: During the first phase (until about step 17), updates propagate almost
as usual (only slightly slower than the p=1.5 curve in Figure
3), but level off when Page 98

approximately 81% of the updates
are processed (because 90% of the updates are then processed by 90%
of the servers; remember that the 10% unreachable servers also
generated 10% of the updates). In the second phase (steps 18 to 49) the system is in a more or less
stable state. Since this state may last for a long time (until the
servers come up again; in our experiment this is step 50), it is worth
analyzing what exactly happens during this phase. We may observe that
the set of servers can be partitioned in three disjoint groups:
- Those that are down. If we call d the fraction of servers that
are down, then the number of servers in this group is d*n
(in our example: d=0.1, n=1000 d*n = 100).
- The predecessors of the servers that are down. Since a
predecessor may also be down (with probability d), in which case
it belongs to the previous group, the number of members of this
group is
(in our example: 90). - The others, i.e. those that are up and not predecessors of an
unavailable server. The number of such servers is (in our example: 810).
The members of group 3 are able to flush their whole update list
already during the first phase, i.e. their update list size during
phase 2 is zero. Members of group 2 keep messages destined for the
group 1 members. The number of such messages is (1-d)*m at
each server. The unavailable servers carry m/n Page 99
messages each. The
average update list size (as plotted in the middle graph of Figure
9) during phase 2 is therefore 
The members of group 2 constantly try to send messages to their
successors (which are group 3 members) and to other random servers. At
p=1.5, every group-2-server sends .5 messages per step to random nodes
(which will succeed with probability (1-d)), plus one message per step
to its successor (which is guaranteed to fail). The members of group 1
and 3 send nothing. The total number of messages sent at each step of
phase 2 can therefore be calculated as , in our example 1.5*90*900 = 121,500. Out of these,
(1-p)/p are successful (in our example, one third or 40500). The
calculation corresponds nicely with the simulated results shown in the
bottom graph of Figure 9. Again, the number of messages sent and not
acknowledged is insignificant if we use TCP as transport protocol,
because the fact that a server is down is discovered already when
attempting to open the connection, and nothing will be sent if the
open fails. In the third phase, after the unavailable servers come up at step 50,
the members of group 2 immediately succeed in propagating their update
lists to their successors, which causes the dramatic effects shown in
Figure 9 shown around step 50. After that, it takes a
few more steps to propagate the updates that were kept by the
unavailable servers to all servers.
6.3 Traffic Estimates
Let us now try to estimate the (additional) amount of network traffic
that would be caused by applying the described architecture to a
distributed information system. In order to do so, we assume the
following values of variables:
- 1,000 servers (n).
- 100 surface objects (documents and links) per server, i.e. we
assume a total of 100,000 surface objects. Note that the number of
core objects would be much higher but is irrelevant here.
- 10% of the surface objects are updated per day, i.e. a total of
10,000 updates messages (m) have to be propagated every day.
Again, updates of core objects are irrelevant.
- Note that while the traffic generated is dependent on the number
of servers and documents, it does not depend on the number of users
of the system.
Then, the total number of messages sent per day is p-optimum, with messages (every
message shall be delivered to every server). A message is a few bytes
long (say, 10). At p=1.5, we would generate network-wide traffic
of bytes (150 MB) per day, or 4.5 GB per month. On the other hand, the NSFnet currently (Nov. 94) transmits about
22,462 GB per month [Merit Network Information Center 94]. If we assume
that 25% of the whole (non-local) Internet traffic pass the NSFnet
(i.e. the whole traffic is about 90,000 GB/month), this means that the
update messages of our information system would cause an additional
0.005% of network traffic; in other words, the effect is negligible. Page 100
Another nice property of p-flood is that the traffic is
distributed evenly over the whole set of servers, which means that the
amount of traffic seen by a single server does not increase when the
number of servers is increased (As has been shown before, the
total Internet traffic generated does depend on the number of
servers). It only depends on the number of updates of surface
objects. Of course, it may is possible to operate servers in an
isolated fashion, in order to avoid being molested by any traffic at
all. Since every update message has to be propagated to every server, the
nature of p-flood can be compared to the USENET news service.
However, the messages are much smaller than news articles. The numbers
given are for perfect-world performance. Consult Figures
6 and 8 to see the effect of soft and hard
errors on network traffic.
7 Extensions of p-flood
The description of p-flood in section 5 was a
bit simplistic for the purpose of understanding the simualtion
results. However, the following details have to be addressed when
actually implementing p-flood:
7.1 Arranging the Servers
A potential weakness of p-flood is its random usage of logical
Internet connections, without knowledge of the underlying physical
network. There is no preference of fast links over slow ones, as in
flood-d. On the other hand, random selection of flood paths
propagates the updates faster than the cost-based selection
[Danzig et al. 94], which tends to use the same links again and again. However, p-flood chooses its propagation paths in both
non-probabilistic (the immediate successor) and probabilistic (among
the other servers) ways. The amount of randomness is controlled by the
p parameter. Since for reasonable values of p (see the simulations
in section 6) most traffic runs over the static
circle of servers (see figure 2), clever arrangement
of servers in this circle can vastly reduce network cost and delay,
without giving away the advantages of fast propagation and robustness
by random choice of some of the flood paths. Computing the optimal circle using actual bandwidth measurements would
be difficult, since it would require gathering a fully connected
matrix of bandwidth between servers. Furthermore, the measurements would
have to be repeated quite frequently, because global network
utilization changes with the time of the day. Hand-configuring is not
considered an option. Therefore, we choose a more pragmatic, heuristic
approach: Servers are sorted according to their reversed fully-qualified domain
name. Server i then is the successor of server i-1, and the first
server is the successor of the last one. Sorting by reverse domain
name (i.e. by last character first) results in all servers in for
example Belgium (domain .be) being neighbors in the circle, followed
by the servers in Germany (domain .de) and so forth. Within Germany,
the servers located in, e.g., Berlin will be neighbors (domain
-berlin.de). Since Page 101
in most cases local connectivity is cheaper and
faster than international connections, this simple trick will result
in better use of the available bandwidth (Unfortunately, host
names in the US domains (.edu, .com, .gov, .mil, .net) in general do
not give any hints on the host's geographical location, with the
exception of the new .us domain)). No computations (other than
sorting) and measurements are necessary.
7.2 Adding and Removing Servers
When a server is added to or removed from the server list,
p-flood itself - with a high priority p - is used to notify all
servers. The servers modify their server list accordingly (using the
sort order described in section 7.1). During propagation of server list updates (addition and removal of
servers, moving a server to a different host) it is important that a
server uses its old server list for flooding, until the message has
been acknowledged by the successor. Simple modifications of server
attributes (e.g., description, Internet address, e-mail of
administrator) do not require such precautions.
7.3 Recovery after Catastrophic Events
When operating a large number of servers it may and will happen (not
too often, hopefully) that catastrophic events occur which result in
loss of information (for example a head crash on the server's disk).
In such cases, operation needs to be resumed from a backup copy of the
information base. If the backup copy is i days old, then the
restarted server has lost all its updates of the last i days. This
is inevitable, though. However, other servers may also have a now obsolete picture of our
server's surface. For example, somebody may have recently (less than
i days ago) created a new document in our server, with a link
pointing to (or from) another document on another server. The document
has now disappeared and of course this link also has to be destroyed
in order to keep a consistent state. In other words, the other servers
also have to roll back to the situation i days ago. In such a situation, our server may flood a special message that
contains its whole surface (documents and links), thus requesting all
other servers to check this picture against their view of our server,
and adjust their information about our server accordingly.
7.4 Repairing Inconsistencies
Under certain conditions an inconsistency in the hyperweb may occur.
For example, let us assume that a link is made from a document on
server A to a document on server B. The document on server B was not
previously on the surface. At about the same time (i.e., before the
update message reflecting this operation arrives at server B) server B
deletes the document the links is going to point to. Since it is not
on the surface there is no need to inform other servers about the
deletion, so server A will not be notified and will keep its link. Server B can detect this inconsistency when the update message from
server A eventually arrives, since it requests creation of a link to a
non-existing object. Page 102
It may now flood a "document removed" message for
this non-existing object, as if it had been on the surface. Alternatively, we may choose to live with such (rare) inconsistencies
for a while, and have all servers periodically flood their whole
surface, like after a catastrophic event (section
7.3). This would serve as a fall-back mechanism that
deals with all kinds of inconsistencies and errors, including
unforeseeable hardware and software errors in the update server. Since
these messages may be rather long, they should be sent infrequently and
with low priority. The exact time and priority will have to be
determined when we have a feeling of how often such problems occur.
8 Summary
The paper presents a scalable architecure for guaranteeing
referential consistency in large, distributed information systems, for
example distributed hypermedia systems like Gopher, WWW, and
Hyper-G. Server objects (documents, links) are divided into surface and core
objects. We assume that servers are able to maintain referential
integrity for core objects (like the Hyper-G server) themselves, so
only surface objects need to be treated specially when modified. A
fast, robust, prioritizable flood algorithm, p-flood, is
specified to propagate messages containing update information about
surface objects between servers. Extensive simulations of p-flood show that the protocol is
scalable, fast, and can cope with spurious errors and persistent
failure of servers and networks. The traffic generated is negligable
compared to other sources of Internet traffic. The architecture described and p-flood is now being implemented
in the Hyper-G system, but can in principle be applied to any kind of
distributed information system.
References
[Andrews and Kappe 94] Andrews K., Kappe F.: "Soaring Through
Hyperspace: A Snapshot of Hyper-G and its Harmony Client". In Herzner
W., Kappe F. (editors), Proc. of Eurographics Symposium on
Multimedia/Hypermedia in Open Distributed Environments, Graz,
Austria. Springer (1994), 181-191.
[Andrews et al. 95] Andrews K., Kappe F., Maurer H.: "Hyper-G: Towards
the Next Generation of Network Information Technology". Information
Processing and Management (1995). Special issue: Selected Proceedings
of the Workshop on Distributed Multimedia Systems, Graz, Austria,
Nov. 1994.
[Berners-Lee 93] Berners-Lee T. "Uniform Resource Locators". Available
on the WWW at URL
http://info.cern.ch/Hypertext/WWW/Addressing/URL/Overview.html (1993).
[Berners-Lee et al. 94] Berners-Lee T., Cailliau R., Luotonen A.,
Nielsen H. F., Secret A.: "The World-Wide Web" Communications of the
ACM, 37, 8 (1994), 76-82.
[Bowman et al. 94] Bowman C. M., Danzig P. B., Hardy D. R., Manber U.,
Schwartz M. F.: "Harvest: A Scalable Customizable Discovery and Access
System". Technical Report CU-CS-732-94, Department of Computer
Science, University of Colorado, Boulder (1994). Available by
anonymous ftp from ftp.cs.colorado.edu in
/pub/cs/techreports/schwartz/Harvest.ps. Page 103
[Coulouris and Dollimore 88] Colouris G. F., Dollimore J.:
"Distributed Systems: Concepts and Design". Addison-Wesley (1988).
[Danzig et al. 94] Danzig P., DeLucia D., Obraczka K.: "Massively
Replicating Services in Autonomously Managed Wide-Area
Internetworks". Technical report, Computer Science Department,
University of Southern California (1994). Available by anonymous ftp
from catarina.usc.edu in /pub/kobraczk/ToN.ps.Z
[Haan et al. 92] Haan B. J., Kahn P., Riley V. A., Coombs J. H.,
Meyrowitz N. K.: "IRIS Hypermedia Services". Communications of the
ACM, 35, 1 (1992), 36-51.
[Israel et al. 78] Israel J. E., Mitchell J. G., Sturgis H. E.:
"Separating Data from function in a Distributed File System". In
Lanciaux D. (editor), Operating Systems: Theory and Practice,
17-27. North-Holland, Amsterdam (1978).
[Kantor and Lapsley 86] Kantor D., Lapsley P.: "Network News Transfer
Protocol - A Proposed Standard for the Stream-Based Transmission of
News. Internet RFC 977". Available by anonymous ftp from nic.ddn.mil
in file rfc/rfc977.txt (1986).
[Kappe 93] Kappe F.: "Hyper-G: A Distributed Hypermedia System". In
Leiner B. (editor), Proc. INET '93, San Francisco,
California. Internet Society (1993), DCC-1-DCC-9.
[Kappe et al. 93] Kappe F., Pani G., Schnabel F.: "The Architecture of
a Massively Distributed Hyperedia System". Internet Research:
Electronic Networking Applications and Policy, 3, 1 (1993), 10-24.
[Kappe et al. 94] Kappe F., Andrews K., Faschingbauer J., Gaisbauer
M., Maurer H., Pichler M., Schipflinger J.: "Hyper-G: A New Tool for
Distributed Hypermedia". In Proc. Distributed Multimedia Systems and
Applications, Honolulu, Hawaii. IASTED/ISSM, ACTA Press, ISBN:
0-88986-194-3 (1994), 209-214.
[McCahill 94] McCahill M. P., Anklesaria F. X.: "Evolution of Internet
Gopher". Information Processing and Management (1995). Special issue:
Selected Proceedings of the Workshop on Distributed Multimedia
Systems, Graz, Austria, Nov. 1994.
[Merit Network Information Center 94] Merit Network Information
Center: "NSFNET Backbone Statistics". Up-to-date figures are available
by anonymous ftp from nic.merit.edu in /nsfnet/statistics (1994)
[Network Wizards 94] Network Wizards: "Internet Domain
Survey". Up-to-date figures are available on the WWW at URL
http://www.nw.com/zone/WWW/top.html (1994).
[Nielsen 95] Nielsen J.: "Multimedia & Hypertext: The Internet
Beyond", Academic Press (1995)
Page 104
|