Abstract:
Quality of Service (QoS) and/or bandwidth allocation can be provided for interactive gaming via a Regional/Access Network (RAN). The RAN can provide end-to-end transport between a Gaming Application Service Provider (GASP) and a Customer Premises Network (CPN) that includes a Routing Gateway (RG). Quality of Service (QoS) and/or bandwidth allocation can be provided by determining different levels of subscription service for different subscribers to an interactive game between a plurality of participants. Different QoS and/or bandwidth allocations can be provided to different gaming traffic flows associated with the different subscribers to the interactive game based on the different levels of subscription service of the different subscribers.
Abstract:
Quality of Service (QoS) and/or bandwidth allocation can be provided for interactive gaming via a Regional/Access Network (RAN). The RAN can provide end-to-end transport between a Gaming Application Service Provider (GASP) and a Customer Premises Network (CPN) that includes a Routing Gateway (RG). Quality of Service (QoS) and/or bandwidth allocation can be provided by determining different levels of subscription service for different subscribers to an interactive game between a plurality of participants. Different QoS and/or bandwidth allocations can be provided to different gaming traffic flows associated with the different subscribers to the interactive game based on the different levels of subscription service of the different subscribers.
Abstract:
A method for traffic engineering of connectionless virtual private network (VPN) services that includes receiving physical connectivity data for a connectionless VPN. The data includes service nodes and links between the service nodes. One or more of the service nodes are also edge nodes. Logical connectivity data for the edge nodes is received. A restricted topology is created in response to the physical connectivity data and to the logical connectivity data. The restricted topology includes a single path between each pair of the edge nodes and each path includes a plurality of the service nodes and one or more of the links A bandwidth requirement for each link in the restricted topology is calculated. The bandwidth requirement is reserved on each link in the restricted topology. The method further comprises directing routing software to force a packet received from an edge node through one of the paths in the restricted topology.
Abstract:
A method for traffic engineering of connectionless virtual private network (VPN) services that includes receiving physical connectivity data for a connectionless VPN. The data includes service nodes and links between the service nodes. One or more of the service nodes are also edge nodes. Logical connectivity data for the edge nodes is received. A restricted topology is created in response to the physical connectivity data and to the logical connectivity data. The restricted topology includes a single path between each pair of the edge nodes and each path includes a plurality of the service nodes and one or more of the links. A bandwidth requirement for each link in the restricted topology is calculated. The bandwidth requirement is reserved on each link in the restricted topology. The method further comprises directing routing software to force a packet received from an edge node through one of the paths in the restricted topology.
Abstract:
Quality of Service (QoS) and/or bandwidth allocation can be provided for interactive gaming via a Regional/Access Network (RAN). The RAN can provide end-to-end transport between a Gaming Application Service Provider (GASP) and a Customer Premises Network (CPN) that includes a Routing Gateway (RG). Quality of Service (QoS) and/or bandwidth allocation can be provided by determining different levels of subscription service for different subscribers to an interactive game between a plurality of participants. Different QoS and/or bandwidth allocations can be provided to different gaming traffic flows associated with the different subscribers to the interactive game based on the different levels of subscription service of the different subscribers.
Abstract:
Setup of a Voice over Internet Protocol (VoIP) call is initiated and an authentication token is received for the VoIP call that is set up, that indicates that the VoIP call is authorized. The authentication token is inserted into packets for the VoIP call. The packets, including the authentication token therein, are transmitted into an IP network. The authentication token may be placed in an IP version 6 (IPv6) flowID field.
Abstract:
Setup of a Voice over Internet Protocol (VoIP) call is initiated and an authentication token is received for the VoIP call that is set up, that indicates that the VoIP call is authorized. The authentication token is inserted into packets for the VoIP call. The packets, including the authentication token therein, are transmitted into an IP network. The authentication token may be placed in an IP version 6 (IPv6) flowID field.
Abstract:
A method for traffic engineering of connectionless virtual private network (VPN) services that includes receiving physical connectivity data for a connectionless VPN. The data includes service nodes and links between the service nodes. One or more of the service nodes are also edge nodes. Logical connectivity data for the edge nodes is received. A restricted topology is created in response to the physical connectivity data and to the logical connectivity data. The restricted topology includes a single path between each pair of the edge nodes and each path includes a plurality of the service nodes and one or more of the links. A bandwidth requirement for each link in the restricted topology is calculated. The bandwidth requirement is reserved on each link in the restricted topology. The method further comprises directing routing software to force a packet received from an edge node through one of the paths in the restricted topology.
Abstract:
Quality of Service (QoS) and/or bandwidth allocation can be provided for interactive gaming via a Regional/Access Network (RAN). The RAN can provide end-to-end transport between a Gaming Application Service Provider (GASP) and a Customer Premises Network (CPN) that includes a Routing Gateway (RG). Quality of Service (QoS) and/or bandwidth allocation can be provided by determining different levels of subscription service for different subscribers to an interactive game between a plurality of participants. Different QoS and/or bandwidth allocations can be provided to different gaming traffic flows associated with the different subscribers to the interactive game based on the different levels of subscription service of the different subscribers.
Abstract:
Bandwidth of a subscriber line, such as a Digital Subscriber Line (DSL), that carries Voice over Internet Protocol (VoIP) telephone calls and Internet Protocol Television (IPTV) transmissions is allocated. A message is sent from a VoIP call processor that is associated with the subscriber line and a video server that is associated with the subscriber line, so as to allow a VoIP call to take place at a desired quality of service, notwithstanding concurrent transmission of IPTV to the subscriber line by the video server. The message may be sent by the VoIP call processor in response to initiating setup of a VoIP call for the subscriber line by the VoIP call processor.