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Please help me with a QoS rule for a game.

Discussion in 'Tomato Firmware' started by Rocky Grim, Mar 14, 2012.

  1. Rocky Grim

    Rocky Grim Networkin' Nut Member

    I am having problems with a user using games on Facebook which are crippling the bandwidth on my network. The problem is the game is being prioritized as HTTP traffic since it is browser based and uses D-Port 443. I have seen these games such up as much as 5mb of my 7mb connection. As far as S-Ports it uses a lot of various ones. The S-Ports are in the 1300-1646 if that helps any. Anyone have an idea on what I can do about this situation? I have to figure something out as this thing is just draining me, and causing super high ping times that are ruining gaming on my 360. Thanks in advance fellas.
  2. Rocky Grim

    Rocky Grim Networkin' Nut Member

    Okay I have looked into this situation again. I need some expert advice. The WWW rule is set to 512kb by default. My connection is 7mb/768kb. I tried running a speed test while the game was being played. There was next to no upload speed left. Therefore, I think this rule is set to high for me. I don't know for sure though. I am not very expired at this but I am trying to learn and understand. Can I set the rule to something smaller like 256kb? Then, set the filexfer rule to 256+? That way the traffic will drop down in priority sooner allowing upload speed for things like my Xbox 360 etc?
  3. BikeHelmet

    BikeHelmet Networkin' Nut Member

    That is how I would go about solving it.

    I just checked my QOS rules, and they are actually set to 256KB and 256+; I must've come to the same conclusion as you, sometime in the past.
  4. Rocky Grim

    Rocky Grim Networkin' Nut Member

    Sweet thanks for the reply. I will give that a shot, and see how things go. I wish there was a way to single out those specific games. That would be great. However, I don't think it is even possible with these games.
  5. Planiwa

    Planiwa LI Guru Member

    If your game is classed as HTTPS 'download' at 512, and you reduce that to 256, it will slow down your game sooner. :)

    If you are the only user on the network, maybe you should make a list of the compteing traffic?
    What you called "things like my Xbox 360 etc". If that traffic is not HTTPS, then perhaps you can priorize all HTTPS traffic?
  6. bluenote

    bluenote Networkin' Nut Member

    What facebook game could possibly cripple your network?
  7. Rocky Grim

    Rocky Grim Networkin' Nut Member

    The problem is my connection only has a upload speed of 768kb. If the rule is set to 512kb that is almost all of my upload bandwidth. I am also not the only user on the network. There are 3 of us total. The games being played are games like Global Warfare and Farmville. Go play one and look at the about of bandwidth the games can suck up. Make sure you actually play the game while looking instead of letting it sit idle. There are numerous connections on port 443 from the game. The game will take as much bandwidth as you assign it seams and use every single drop of it. It doesn't bother me if it is using 512kb of the download. However, when the game is the only thing open and playing on one computer, and I run a speed test on another computer I am getting speeds of like .10mbps-.15mbps. This shows that they are sucking up all the upstream bandwidth.
  8. BikeHelmet

    BikeHelmet Networkin' Nut Member

    True. But that was the goal of the new QOS system. Being able to use all downstream/upstream, yet stop things from interfering with each other.


    When over 256KB of data has been downloaded by a single connection, it gets bumped to Web-Low, which is different from Web-High. I have Web-High set with double-digit minimums on Downstream/Upstream, while Web-Low is set much lower. (only high enough that anything mis-classified as Web-Low isn't crippled) All of this means that any other traffic should take priority over Web-Low.

    Games... I set the minimum outbound to about 50%. I'm on a 640kbit DSL line, so my practical upstream is 512kbit. I need at least 50% of that guaranteed to avoid stuff interfering with games. I also set my downstream to about 30% to ensure I always have ~1.5-2mbit available for my games.

    I blotted out the irrelevant parts to avoid confusion.

  9. Planiwa

    Planiwa LI Guru Member

    There is a major flaw in the paradigm of LAN-Router-QOS.
    This illustrates this.

    Conventional "wisdom": Games need high latency but need very low data volumes, so let's give them all the (upstream) resources they demand.

    That's fine for old-fashioned games.

    Along comes a new game that uses the webcam challenges the players to engage in martial arts. Multiple players. Now we need quick response and huge data traffic.

    So much for the old paradigm.

    Earlier today I had a conversation about Fair-Share vs. QOS for home-LANs, with one of the more knowledgeable people in town. He suggested I write an Internet RFC on it.

    This seems like a natural conversation in this forum, since there are many practitioners and some developers. Problem is that there are few sys admins here.

    * * *

    Biggest problem is that so few people are willing to tackle the concepts. For example, the OP really does not understand the meaning of 512kB traffic total on a connection. He confuses that with 768kbit/s data rate.

    He needs to stop .... and ... think. Really think. ....

    The two are incommensurable. They're totally unrelated.

    Ah, what's the use? It' so much more fun to play the game of hit-and-miss than to stop an think.
  10. Rocky Grim

    Rocky Grim Networkin' Nut Member

    Well, I wasn't the only person that misread that since other people made the same adjustment. Further more I am very competent on how to break speeds down. This means that there is a flaw somewhere else that I need to investigate further. Which I believe I am going to have a hard time narrowing down because the Facebook games defiantly do use ports 80 and 443.
  11. Planiwa

    Planiwa LI Guru Member

    Let's recapitulate the situation:
    There are 3 users. The sync rate is 768/7000 kb/s.
    One user often plays a game that uses up all downstream bandwidth and all upstream bandwidth.
    The game uses numerous simultaneous "HTTPS" connections.
    This causes "super high latency and ruins (Xbox 360) games" for the other 2 users.

    * * *

    The FairShare sytem would handle this situation automatically by not allocating so many resources to any user, that any user will be impeded. (That includes the first user, since trying to use "all" resources will actually degrade one's own performance.)

    We can try to approximate FairShare with Tomato QOS.

    Let's start with EqualShare:

    Be sure to set the limits properly -- at most 70% of the gross (sync) data rates. 60% of data rate is a good start.
    Give each user his own class: A, B, C .
    Limit each class to 33% up and down (set rate=33% and limit=33%)
    No other classes. No special treatment for anything, including DNS!

    This should definitely improve matters for the two remaining users, and it clearly treats every user equally.
    It is simple, easy to implement, and easy to understand. I propose running this for a week or two, and observing any problems such as skewed unclassified connections.

    Then we can move from EqualShare to FairShare:
    For each user, set rate=33% and limit=90%.

    * * *

    Of course this approach is contrary to all the conventional wisdom. ;-)

    [I wonder if anyone has actually done this.]

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