CRUSH -- Connection Reliability Using Stream Handoff

By Ivan Gevirtz

created: Friday, September 23, 2005
updated: Wednesday, June 04, 2008

CRUSH:

Connection Reliability

Using Stream Handoff

Ivan Gevirtz

September 23, 2005

WIPO Link

CRUSH Extensions details the CRUSH product line

Shotgun Port Spray patent

Background

The problem of Firewall Traversal

Voice and Video over IP products work best in a peer-to-peer mode with the minimum number of hops and intermediating equipment.  The ability to do this is limited by the clients ability to establish direct connections.  For nodes with direct, externally routable Internet addresses, this is not really a problem.  However, most home and corporate users reside behind Firewalls, Network Address Translators (NATs), and/or Intrusion Detection Systems.  These devices limit the ability for peers to directly communicate, especially if both peers are behind such devices.

External Addresses Discovery

When the two peers are behind certain kinds of NAT devices, all that is necessary for the peers to communicate is to let the other know its external address.  The opposite peer can send to that address, and the data will get through.  This external address can be determined by asking an address discovery device out in the Internet.  Clique currently uses either its own proprietary "DUDP" discovery server, or a SIP compatible STUN server to fill this purpose.  Once the external address is known, the address is relayed to the other client (often by using an out-of-band mechanism), and both clients use UDP Hole Punch to establish a direct connection.  However, with certain kinds of network devices, such as symmetric NAT's, this address discovery approach won't work.  Instead, Clique has a "shotgun" port spray technique which can effectively be used to establish a connection even in this kind of restrictive environment.  Intrusion Detection Systems (IDS), and symmetric NAPT firewalls may block this approach, but at the moment the patent-pending "Shotgun Port Spray" technique is quite effective.

Traditional Solutions

The simplest solution to the problem of peer-to-peer connection establishment across NAT and firewall devices is to use a relay server stationed on the public Internet.  One example of this is a TURN server.  These servers have Internet routable addresses, and can provide a proxying solution that maintains the connection between the two clients.  However, this is sub-optimal, especially when the connection bandwidth is large, as it is in the case of video.  When the packet payloads are large, relay server technology becomes expensive.  Establishing a direct connection between the peers is preferable.  In addition, relay servers don't allow for end-to-end connection security, as they have to change packet headers during the relaying shuffle.  Session Border Controllers (SBC) are similar to relay servers, however, they sit at the edge of a private LAN-type network, typically in the "Demilitarized Zone" (DMZ).  Another traditional solution is to use UPnP; In some situations where peers are both behind certain UPnP devices, each peer can map to a known external address, and the situation becomes trivial.

Summary of the Invention

CRUSH

Connection Reliability Using Stream Handoff (CRUSH) is a technique to guarantee rapid, successful establishment of connections, while simultaneously improving the clients' chances of establishing a direct peer to peer connection.  This technique works by having CRUSH clients initially establishing connectivity using a CRUSH relay server.  This guarantees immediate connection establishment in almost all network topologies.  Once the connection is established, each CRUSH client then tries to establish a peer to peer connection while simultaneously relaying media (or other connection data) packets through the server.  These CRUSH clients attempts to establish a direct peer to peer connection using all available peer to peer NAT traversal techniques, including UPnP, UDP hole punch, and the patent-pending Clique "Shotgun Port Spray" technique.  Once a peer to peer connection is established, each client begins to send the other its media (or other connection data) directly.  The clients use this information to establish synchronization parameters between the two media paths.  This data may be the (relatively small) audio channel, and the clients may utilize the RTP sequence and timing information to establish cross synchronization.  This audio data is sent through both the relay channel and the peer to peer channel.  When both clients are synchronized, they inform the other client, and initiate a soft handoff.  This soft handoff may be mediated by the CRUSH server.  At this point, the clients switch from sending the video from the relay server to the direct channel, thus releasing resources on the relay server.  Or the synchronization may happen by simple use of industry standard jitter buffering technologies which induce delay in order to drop duplicate packets (one via peer to peer path, the other via CRUSH server), and handle out of order packets.

More Information about CRUSH

To enhance (shorten) connect time, and ensure connectivity between endpoints regardless of network configuration (i.e. for high-end paying customers), a service provider should add CRUSH relay servers to their media infrastructure.  The CRUSH server may either reside on the public Internet or may be dual homed like a SBC, with one end on the Internet and another on a clients private network.  This server proxies media in a manner similar to TURN.  The connection seeking clients begin by sending their RTP media traffic to the CRUSH server.  Then these clients attempt to establish a direct (peer to peer) connection utilizing all available mechanisms.  Once this peer to peer connection is established, the CRUSH clients then begin the process of switching from using the relay server to using the peer to peer connection.  This handoff process may require latency synchronization by matching timing information on RTP data packets.  To save bandwidth, only the audio needs to be sent simultaneously along both paths.  Once synchronization is achieved, video can be abruptly switched between the channels.

Initial use of CRUSH relay server.  This CRUSH server can do many things to facilitate rapid peer to peer connection establishment.  For example, the CRUSH server can determine if the two endpoints are addressable on the same internal network, and initiate Anti-Tromboning -- where each client connects peer-to-peer on the same internal network without any intermediating NAT.  Thus, CRUSH server is like both a TURN and a SBC.

Simultaneous attempts to establish peer to peer connection using various methods, including UPnP, UDP hole punch, Clique's patent-pending Shotgun Port Spray, Anti-Tromboning, and ICE type heuristics.  Meanwhile, media flows through the CRUSH server, thus guaranteeing a prompt and reliable connection.

Upon establishment of PEER TO PEER connection, sends audio along both paths.  Once audio along new path is synchronized, either does a soft (both paths) or hard video handoff.  Soft is preferable if bandwidth is available, but hard should work, because audio allows for synchronization at client side.  In some cases, when bandwidth is plentiful, the handoff can use both audio and video, which may afford an even more seamless handoff.

CRUSH obviates/obsoletes the procedures outlined in ICE.  Whereas ICE takes the approach of attempting to utilize the most preferable connection establishment methodology and gradually degrades to using the most expensive case (relay) for establishing connectivity, CRUSH takes the opposite approach.  It guarantees connectivity by taking the most reliable approach (relay), and then attempts to find a better, more direct approach.  Once one is found, it uses a soft handoff, which may involve synchronization by audio packets, to move to the better approach.  This makes initiation take much less (real!) time, and guarantees reliability of connection.

One of the Netgear Firewalls had an option to "Block UDP Flood".  Interestingly enough, it blocked UDP floods *inbound and outbound*.  The inbound was expected -- to block port scans, but the outbound wasn't.  The outbound is to prevent DDoS attacks -- to prevent others from using your computer to mount DoS attacks.  CRUSH presents an interesting way to alleviate this problem -- Because CRUSH gives us more TIME to establish the peer to peer connection, we can slow the port spray down -- punch the hole and keep it alive and then punch the next port after a longer period of time.  Instead of taking 2 seconds to do the port spray, take 2 minutes.  It's an arms race, but CRUSH gives us the ability to still penetrate.

Benefits & Advantages

  1. Faster connect time.
  2. Guaranteed connections, SLA's.  This can be monetized as a service.  Service cost is less than typical TURN or SBC due to handoff.
  3. Decreases bandwidth requirements and time utilization of relay servers.
  4. Greater chance to establish Peer to Peer connection.  CRUSH server gives the peer to peer establishment process more time, and thus better ability to fool IDS and other systems.
  5. Enables utilization of multiple network/communication paths - as in handoff from wired to unwired.
  6. Initial use of Relay server allows for per-call billing, as well as possible per minute-of-relay billing.
  7. Drives bandwidth utilization, which can be monetized by carrier/provider.
  8. Better Security
  9. E911 and CALEA compliance
  10. Billing mechanism
  11. "Soft" handoff allows for seamless transition.
  12. CRUSH server provides a central place for business rules/ policy compliance.

Detailed Steps

These steps align with the numbered steps in the CRUSH Visio diagram 1.

1. Connect to CRUSH Server

Client A calls Client B via TURN server functionality in CRUSH server.  Each client streams their media to the CRUSH server.  The CRUSH server swaps packets from A with those from B, thus acting as a relay server.  This ensures a guaranteed connection, as well as fast call setup times.

2. Establish Peer To Peer Connection

Clients continue to exchange media via TURN functionality in CRUSH server.  Meanwhile, clients attempt to establish a peer to peer link.  Clients may follow an "ICE" like heuristic approach, trying various methodologies to establish the Peer to Peer connection.  These methodologies may include shared subnet/intranet detection, "trombone" network detection, UPnP port mapping, SBC/ALG utilization, STUN external address discovery along with UDP Hole Punch, and/or Clique's patent-pending Shotgun Port Spray.  Because the connection is already established using the CRUSH server, the Clique Shotgun Port Spray can use more time to intelligently fool IDS and port flood detectors.  The Clique Shotgun Port Spray can randomize the port order it probes, and probe these ports slowly.  All the while, the Clique Shotgun Port Spray sends "Keep Alive" packets through all the existing pinholes to the destination.

3. Synchronize Latency Differences Along Both Pathways

Once a Peer to Peer link is established, the two clients must prepare to handoff from the CRUSH relay server to the peer to peer connection.  In many cases, this step may reduce into simply using a good "jitter buffer" which can reorder and drop duplicate packets, and handle some buffering of rate-changing senders.  Since these buffers are designed to induce delay to compensate for variable inter-packet arrival delays (jitter), they may be ideal to accomplish the latency synchronization.  The path using the CRUSH relay server will, in almost all cases, have more latency than the peer to peer path.  This means that switching to the peer to peer path will not require the jitter buffer to increase in duration, however, it will likely have to buffer more data to maintain the buffer's time duration.  Many jitter buffers handle this seamlessly.  The key here is to make sure that all data packets enter the same jitter buffer, requardless of source (CRUSH server vs. peer to peer).

In some cases, the two peers may need to compute the differential latencies along the two paths.  This is done by simultaneously sending timing packets along both paths and measuring the differential arrival times.  The timing packets may be the audio already being sent via the relay server.  In general, the peer to peer path will be faster, as it involves less intermediating hardware.  There may be some special cases (e.g. optimized network paths) where this is not the case.  Once the differential latency is known, the client adjusts its receive/jitter buffer to compensate for this difference.  For example, if the relay server path uses a 220 ms jitter buffer, and the peer to peer path is 30ms faster (on average), than the peer to peer jitter buffer is set to be 250 ms, so that the packets will be released from both buffers at the same time.  When this is done, the client is ready to handoff.  In the case where the Peer to Peer path is longer, the jitter buffer can be reduced.  There may be times when reducing the size of the jitter buffer is undesirable.  In these cases, the viewer may experience a one time jump during the handoff.  In some cases "Soft" handoff techniques may still be employable to minimize or eliminate this effect.  The buffer lengthening may not actually happen on the jitter buffer.  It may happen via a synchronization buffer which gets the packets from the peer to peer pathway and then passes them into the jitter buffer after the indicated delay.  In addition, blank packets may be generated and used to compensate for timing.

4. Handoff from CRUSH Server

Once the latency differences are accounted for, the client sends a "Handoff" message to the remote client along the peer to peer path.  Upon receipt of the remote clients "Handoff" message, client switches video path.  In other words, client stops sending video to the CRUSH server, and instead sends it along the peer to peer path.  The "Handoff" message may include suggested instructions on when to handoff, such as at next key frame, or at a specific timestamp or packet sequence number.  It may also request a "soft" handoff.  A "soft" handoff is when both audio and video are sent along both paths for a period of time.  This is to ensure the handoff is completely seamless.  Standard call signaling such as SIP re-INVITE or CONTENT-MODIFY.

5. Continue Call to Completion in Peer to Peer mode

The jitter buffers on the clients receive packets from both pathways.  As proper jitter buffers do, it handles reordering packets, and dropping duplicates.  As such, it has no problem dealing with duplicate packets from both pathways, such as duplicate audio during latency synchronization.  From the player's point of view, nothing has changed, and no packets have been lost.  However, once both clients have handed off, the CRUSH relay server stops getting packets.  When it does so, it will timeout, and free appropriate resources.  CRUSH clients could signal to the CRUSH server when they handoff, but this should not be necessary.

Additional capabilities

There may be times when a given media path becomes undesirable.  For example, if a client switches from a wireless network to a wireline network, it may want to use the wireline network.  In this case, the client can use CRUSH to switch networks.  CRUSH would guartantee a quick handoff from one network or network type to another.  It would use step 3 above to synchronize latency with the CRUSH server path.  It would then use 4 to handoff TO the CRUSH server, and then 5 to continue in CRUSH server mode.  It could then follow the whole process, to establish a peer to peer connection using the new network infrastructure.

In addition, the CRUSH server may serve to perform other functions, including external address discovery, determination of port-increment intervals, out-of-band message passing, including the other peer's addresses (internal and external).  The CRUSH server may also bridge private networks, like SBC's.  CRUSH server may also connect with metering and monitoring equipment and may tie in with billing systems.  CRUSH servers may also be used to authenticate endpoints and pass connectiion establishment information and hints to opposite endpoints.  CRUSH servers may provide conference calling capabilities.

Claims

General

  1. Always use relay server first, then hand off
  2. Use media or in-band timing information to synchronize handoff for seamless transition.  Synchronization may be automatic.  
  3. Dynamic change from infrastructure path to infrastructure free path during call.
  4. Use relay server to determine if handoff is appropriate
  5. Use relay server to extend time to establish peer to peer channel
  6. Use marked packets to do seamless handoff
  7. Use relay server to guarantee connection
  8. Use relay server to speed up call setup time.
  9. Use CRUSH server to provide audio only based communication until a peer to peer connection is established.  Then initiate video and handoff.  Because CRUSH is only doing server based audio, it has more capacity, but eventually allows for peer to peer call.  This allows for guaranteed connectivity (audio only) as well as fast audio connection time, while video path is being determined.  Also allows for audio to be recorded/tapped while video is peer to peer.
  10. Use CRUSH server to provide guaranteed audio and best try video.
  11. CRUSH guarantees quick handoff to CRUSH server when switching networks / network types.

Synchronization

  1. Use Audio along both paths to synchronize handoff
  2. Use Audio to synchronize both audio and Video without dual-path video.
  3. Use Audio along two network paths to synchronize the two connection paths
  4. Use Audio to synchronize Video
  5. Use Audio synchronization to allow smooth "soft" handoff of video from one network path to another
  6. Using in-band time-stamped or sequence numbered test packets (instead of audio) to determine differential latency between two media connection paths.  Using this information to synchronize adjustable latency buffers (Jitter Buffers) to allow seamless media synchronization between two different paths.
  7. Using in-signal, in-band information (audio packets with RTP headers) to perform function described in above
  8. Use this data to determine (jitter) buffer characteristics to account for differential path latencies, jitter, reordering and packet loss characteristics
  9. Use other in-band signal, such as DTMF tone or black field/frame, to synchronize data instead of the RTP headers.
  10. Use RTCP to synchronize.
  11. Implicit determination of average differential path latency is the synchronization information, and is done at the clients.

Handoff

  1. Handoff from Relay server to Peer to Peer when available
  2. Handoff from a relay server to a peer to peer connection when one becomes available
  3. Handoff from peer to peer connection to Relay server if a connection closes or peer to peer "circuit" is closed, so as to not lose call
  4. CRUSH Handoff may also be useful for load balancing and optimization among Relay servers, even if a peer to peer connection can not be established.  First, use a known Relay server.  Then search for a less utilized, or closer server.  Finally use CRUSH audio handoff to synchronize and switch to the better Relay server.
  5. Handoff from a relay server to decrease server utilization
  6. Handoff from a relay server to decrease path length
  7. Handoff from a relay server to decrease call latency
  8. Handoff from a relay server to increase end to end security
  9. Handoff from one transport path to another via CRUSH server.  This can include wired to wireless and the like.
  10. If possible during the handoff, initially send the audio and video data along both paths.  This will result in a smoother transition.
  11. Send data along both paths for the duration of the jitter/delay buffers (usually a fraction of a second)
  12. If processing power or bandwidth won't allow for a "soft" handoff, use a hard handoff.  Once the other side reports that paths are synchronized (e.g. via audio data), immediately switch and send along the other (P2P) path.
  13. Use a CRUSH server to handoff between wired and wireless communication channels.  Initial channel could be peer to peer.  Then CRUSH, then go back to peer to peer once handoff is complete.
  14. Allow business rules/policy to determine handoff and routing policy.  This may include call tapping, separate paths for audio and video, etc...

Use Relay server

  1. Always initially use Relay server to shorten connect time and guarantee connection
  2. Use a Relay server to speed connection time and guarantee connection availability
  3. Use Relay server to allow clients to transition from one network to another without losing call
  4. Use Relay server to help determine network path & configurations for best peer to peer connection
  5. CRUSH allows clients to take more time to establish the peer to peer connection.  This allows CRUSH enabled clients to be more clever about avoiding getting blocked by smarter and smarter Intrusion Detection Systems (IDS) and Firewalls.  These systems are learning to block both inbound and outbound traffic that looks like a flood.  This traffic may appear to these systems to be a port scan or a DoS type attack.  Because CRUSH allows the endpoints to open ports more slowly, and in non-sequential order, it is better able to avoid detection by these systems.
  6. Using relay (CRUSH) server to determine if a call needs monitoring.  An example of this would be E911 or CALEA wiretap.  If so, continue using CRUSH relay server.  Otherwise, seamlessly handoff to a peer-to-peer connection.
  7. Use a relay server to authenticate endpoints, and mediate authenticity.  If authentic, allow endpoints to pass secure credentials and handoff to secure peer to peer mode.  Use a relay server to determine if a call needs end to end security.   If so, handoff into a secure peer to peer mode. Begin using relay server.  When a suitable authenticated peer to peer channel is established, use an end-to-end secure encryption protocol to provide end to end traffic data security.  Indicate to the end user when this has happened.  Use a relay server to securely authenticate endpoints, and ensure no Man In the Middle (MIM) intrusions.  If authentic, allow endpoints to pass secure credentials and handoff to secure peer to peer mode.
  8. Use a relay server to speed up call setup time
  9. Use a relay server to utilize increased peer to peer set up time.  this allows for more mechanisms to defeat ID systems and "Flood" detection systems.
  10. Use a relay server to guarantee connectivity
  11. Use a relay server to determine call billing needs, and then handoff.
  12. Use relay server and peer to peer channel to determine QoS parameters for each transport.  Use the one with the more desirable QoS.  Periodically re-check to make sure you're still on the best channel.
  13. Use Relay server to delay handoff to established peer to peer channel until certain criteria are met.  These criteria may be network criteria, or may be media criteria (such as a temporary lul in audio or in motion, or the receipt of a key frame).
  14. Use CRUSH server to help synchronize timing for multipoint conferencing.
  15. Use CRUSH server as a timing server
  16. Use CRUSH server to initially synchronize conferencing, mix them, and then handoff to the various endpoints once they all have the appropriate synchronization information.
  17. Use CRUSH relay server to allow for video peering.  This can be media, signaling, or both.
  18. Use CRUSH server for video peering authentication, billing, signaling, and even transcoding.

Terminology

UDP Pinholing -- Most firewalls, by default, block inbound UDP but allow outbound UDP.  They usually assume that an outbound UDP request to a given server may generate a response.  To accommodate this, once an outbound UDP packet is sent, the firewall keeps a hole allowing response UDP packets to get in.

UDP Hole Punch -- When two peers create a UDP pinhole to each other to allow a bidirectional channel of UDP packets to traverse the firewall, this is called UDP Hole Punch.  Usually, this involves out of band communication of externally visible addressing information.

UPnP Port Mapping -- UPnP devices allow a client to request an externally routable address that they can use to send and receive packets.  A client that utilizes UPnP appears to others to be directly connected to the internet, at least on the given interface address and port.

Shotgun Port Spray -- Clique's patent-pending technique for allowing two clients behind very restrictive firewalls to connect is called the Shotgun Port Spray.  In this technique, both clients repeatedly send packets from various addresses to various addresses.  This has the effect of UDP Hole Punch on a lot of different addresses.  Once one packet manages to have a destination address that had been previously punched open, Shotgun Port Spray manages to connect the clients.  This is a heuristic approach, involving guessing good addresses to use.  Multiple external address discovery methods can help determine what are good addresses to try are.  This may not work with all firewalls, and also may trip ID or Flood alarms.

Keep Alive -- Once a UDP hole is punched, it will eventually time out.  Sending dummy "Keep Alive" packets through this hole has the effect of maintaining it.  To extend the time period over which the Shotgun Port Spray can meaningfully operate, Keep Alives should periodically be sent.

Related Technologies

TURN -- Transport Using Relay NAT (Relay Server) is a device on the public Internet.  Both clients connect to this publicaly accessible relay server, and they can then communicate with each other.  The server just reflects packets from one client to the other. Because each client initiates and talks to a public address, this technique is guaranteed to work.  However, video utilizes large bandwidth, and thus these servers need to be fast and have massive bandwidth. In addition, this server adds latency to the connection, both because increased path lengths as well as relay server processing time. As such, this is an expensive method.  CRUSH improves on TURN because it retains the guaranteed connection, but disintermediates the relay server once a peer to peer connection is established.

Session Border Controller (SBC) -- A Session Border Controler is a SIP VOIP application specific solution which, among other things, attempts to address firewall traversal.  It has an Internet addressable IP address which enables it to function like a relay server for NAT traversal.  It has to be installed in the DMZ (edge) of a service providers network.  It has all the disadvantages of general relay servers, such as TURN.

Anti-Tromboning -- A technique used by Session Border Controllers to allow the media path to be "released" if two endpoints are on the same subnet.  This allows them to have a peer-to-peer connection.  CRUSH may employ techniques similar to anti-tromboning, however, they may happen after call establishment and the beginning of media flow.  CRUSH then will have a "soft" handoff once the peer to peer connection is established.  CRUSH allows for a faster time to media flow, while maintaining all the benefits of anti-tromboning.

STUN -- Simple Traversal of UDP NAT. STUN is a technique aimed at helping a client know its external address, and what kind of firewall it is behind.  In CRUSH, it serves the same purpose as the DUDP discovery server.  The advantage of STUN is that it is standards based, and based on SIP.

Clique Shotgun Port Spray -- This technique improves on standard hole punch methods because it can increases the chances of connecting even in an environment with restrictive NAT's, such as symmetrical NAT.  It does this by first trying the port reported by a discover server (DUDP or STUN), and then sending connection packets to a range of ports centered around the reported port.  This port range widens over time until a connection is established.  Because each side attempts this technique, there is a good chance that an incomming packet will have a tuple which will match the NAT's state table and be sent through to the endpoint.  In other words, say Client A sends discovery packets to client B.  Client B, in turn, sends discovery packets to client A at the same time.  If one of client B's packets' tuples match that of a discovery packet previously sent by client A, it will look to the firewall like a UDP response to client A's packet, and will be directed to client A.  From the NAT's perspective, A sent B a UDP request, and B is now starting to send A its UDP response.  As long as B keeps sending packets with the same tuple parameters to A before the NAT times out that "connection", B will be able to communicate with A.  So these shotgun packets serve two purposes: To attempt to connect to the other endpoint, and to open NAT holes for the other client to get through.  CRUSH uses the Shotgun Port Spray technique with audio packets to establish a peer to peer connection and thus handoff of the relay server.

ICE -- The ICE methodology is a heuristic for establishing a peer to peer connection in the presence of a NAT.  It takes the opposite approach as CRUSH.  ICE mandates trying the most desirable channel first, and then each approach in rank order.  The last approach is to use a TURN server.  ICE is less desirable than CRUSH because it is much slower for call setup, does not use the Shotgun Port Spray, and does not ever hand off of the TURN server.

Universal Plug and Play (UPnP) -- UPnP is a way to request an external address from a NAT device.  If UPnP is available and utilized, the NAT traversal problem is eliminated.

This will be the first patent for Ivan Gevirtz.