RFC979

From RFC-Wiki


Network Working Group Andrew G. Malis Request for Comments: 979 BBN Communications Corp.

                                                          March 1986
            PSN END-TO-END FUNCTIONAL SPECIFICATION


Status of this Memo

This memo is an updated version of BBN Report 5775, "End-to-End Functional Specification". It has been updated to reflect changes since that report was written, and is being distributed in this form to provide information to the ARPA-Internet community about this work. The changes described in this memo will affect AHIP (1822 LH/DH/HDH) and X.25 hosts directly connected to BBNCC PSNs. Information concerning the schedule for deployment of this version of the PSN software (Release 7.0) in the ARPANET and the MILNET can be obtained from DCA. Distribution of this memo is unlimited.

1 Introduction

This memo contains the functional specification for the new BBNCC PSN End-to-End (EE) protocol and module (PSN stands for Packet Switch node, and has previously been known as the IMP). The EE module is that portion of the PSN code which is responsible for maintaining EE connections that reliably deliver data across the network, and for handling the packet level (level 3) interactions with the hosts. The EE protocol is the peer protocol used between EE modules to create, maintain, and close connections. The new EE is being developed in order to correct a number of deficiencies in the old EE, to improve its performance and overall throughput, and to better equip the PSN to support its current and anticipated host population.

The initial version of the new EE is being fielded in PSN Release 7.0. Both the old and new EEs are resident in the PSN code, and each PSN may run either the old or the new EE (but not both) at any time, under the control of the Network Operations Center (NOC). The NOC has facilities for switching individual PSNs or the entire network between the old and new EEs. When the old EE is running, PSN 7.0's functionality is equivalent to that provided by PSN 6.0, and the differences listed in this memo do not apply. Hosts on PSNs running the old EE cannot interoperate with hosts on PSNs running the new EE.

There are two additional sections following this introduction. Section two describes the motivation and goals driving the new EE project.

Section three contains the new EE's functional specification. It describes the services provided to the various types of hosts that




PSN End-to-End Functional Specification


are supported by the PSN, the addressing capabilities that it makes available, the functionality required for the peer protocol, and the performance goals for the new EE.

Two notes concerning terminology are required. Throughout this document, the units of information sent from one host to another are referred to as "messages", and the units into which these messages are fragmented for transmission through the subnetwork are referred to as "subnet packets" or just "packets". This differs from X.25's terminology; X.25 "packets" are actually messages. Also, in this report the term "AHIP" is used to refer to the ARPANET Host-IMP Protocol described in BBN Report 1822, "Specifications for the Interconnection of a Host and an IMP".

2 Motivation

The old EE was developed almost a decade ago, in the early days of packet-switching technology. This part of the PSN has remained stable for eight years, while the environment within which the technology operates has changed dramatically. At the time the old EE was developed, it was used in only one network, the ARPANET. There are now many PSN-based networks, some of which are grouped into internets. Originally, AHIP was the only host interface protocol, with NCP above it. The use of X.25 is now rapidly increasing, and TCP/IP has replaced NCP.

This section describes the needs for more flexibility and increases in some of the limits of the old EE, and lists the goals which this new design should meet.

2.1 Benefits of a New EE

  Network growth and the changing network environment make improved
  performance, in terms of increasing the PSN's throughput, an
  important goal for the new EE.  The new EE reduces protocol
  traffic overhead, thereby making more efficient use of network
  line bandwidth and transit PSN processing power.
  The new EE provides a set of network transport services which are
  appropriate for both the AHIP and X.25 host interfaces, unlike the
  old EE, which is highly optimized for and tightly tied to the AHIP
  host interface.
  The new EE has an adjustable window facility instead of the old
  EE's fixed window of eight outstanding messages between any host
  pair.  The old EE applies this limit to all traffic between a pair
  of hosts; it has no notion of multiple independent channels or



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  connections between two hosts, which the new EE allows.  A network
  with satellite trunking, and consequently long delays, is an
  example of where the new window facility increases the EE
  throughput that can be attained.  TACs and gateways provide
  another example where the old EE's fixed window limits throughput;
  all of the traffic between a host and a TAC or a gateway currently
  uses the same EE connection and is subject to the limit of eight
  outstanding messages, even if more than one user's traffic flows
  are involved.  With the new EE, this restriction no longer
  applies.
  Supportability also motivates rewriting the EE software.  The new
  EE can be written using more modern techniques of programming
  practice, such as layering and modularity, which were not as well
  understood when the old EE was first designed, and which will make
  the EE easier to support and to enhance.
  Finally, the new EE includes a number of new features that improve
  the PSN's ability to provide services which are more closely
  optimized to what our customers need for their applications.
  These include new addressing capabilities, precedence levels,
  end-to-end data integrity checks, and monitoring and control
  capabilities.

2.2 Goals for the New EE

  The new EE's X.25 support is greatly improved over that provided
  by the old EE.  One element of this improvement is at least
  halving the amount of per-message EE protocol overhead.  Another
  element is the unification of the different storage allocation
  mechanisms used by the old EE and X.25 modules, where data
  transferred between the old EE and X.25 must be copied from one
  type of structure to the other.
  The new EE presents, as much as possible, a non-blocking interface
  to the hosts.  If a host overwhelms the PSN with traffic, the PSN
  ultimately has to block it, but this should happen less frequently
  than at present.
  In the old EE, all of the hosts contend for the same pool of
  resources.  In the new EE, fairness is enforced in resource
  allocation among different hosts through per-host minimum
  allocations for buffers and connection blocks as part of a general
  buffer management system.  This insures that no host can be
  completely "shut out" of service by the actions of another host at
  its PSN.



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  The EE supports four precedence levels and optional (on a per-
  network basis) preemption features.
  Addressing capabilities have been extended to include hunt groups.
  Instead of a fixed window of eight outstanding messages between
  any host pair, the maximum window size on an EE connection is
  configurable to a maximum of 127.  The EE allows host pairs to set
  up multiple connections, each with an independent window.
  A result of the old EE's reliance on destination buffer
  reservation is that subnet packets can be lost if an intermediate
  node goes down.  The new EE uses source buffering with
  retransmission in order to provide more reliable service.
  The new EE has a duplex peer protocol, allowing acknowledgments to
  be piggybacked on reverse traffic to reduce protocol overhead.
  When reverse traffic is not available, acknowledgments are
  aggregated and sent together.
  The result of this development will be end-to-end software with
  greater performance, supportability, and functionality.

3 End-to-End Functionality

This section contains the new EE's functional specification. It describes the services provided to the various types of hosts that are supported by the new EE, the addressing capabilities that it makes available, the functionality required for the peer protocol, the performance goals for the new EE, the EE's network management specification, and provisions for testing and debugging.

3.1 Network Layer Services

  The most important part of designing any new system is determining
  its external functionality.  In the case of the new EE, this is
  the network layer services and interfaces presented to the hosts.
  3.1.1  Common Functionality
     The following three sections list details concerning the new
     EE's support for the X.25, AHIP and Interoperable network layer
     services.  In the interest of brevity, however, additional
     functionality available to all three services is listed herein:
        o  In order to check data integrity as packets cross through
           the network, the old EE relies on a trunk-level,



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           hardware/ firmware-generated, per-packet CRC code (which
           is either 16 or 24 bits in size, depending on the PSN-PSN
           trunk protocol in use) and a software-generated
           per-packet 16-bit checksum.  Neither of these are
           end-to-end checks, only PSN-to-PSN checks.  For the new
           EE, the software checksum has been extended to be an
           optional 32-bit end-to-end checksum, and the per-packet
           software checksum has been reduced to a parity bit.
           The network administration now has a choice as to which
           is most important, efficient utilization of network
           trunks (due to the reduced size of the per-packet
           headers), or strong checks on data integrity.
           Those hosts that require strong data integrity checking
           can request, in their configuration, that all messages
           originating from this host include a 32-bit per-message
           end-to-end checksum.  This checksum is computed in the
           source PSN, is ignored by tandem PSNs along the path, and
           is checked in the destination PSN.  If the checksum does
           not check, the EE's regular source retransmission
           facilities are used to have the message resent.
        o  The old EE's access control mechanism allows 15 separate
           communities of interest to be defined, and uses an
           unnecessarily complicated algorithm to define which
           communities can intercommunicate.  This mechanism is
           being expanded to allow 32 communities of interest,
           rather than the previous limit of 15.  The feature that
           allowed hosts to communicate with a community without
           actually being a member of that community has been
           removed because it was never utilized.
        o  The addressing capabilities of the PSN have been improved
           by the new EE.  In addition to continuing to support the
           old EE's logical addressing facility, hunt groups (for
           both AHIP and X.25 hosts) have been added.  These are
           described further in Section 3.2.
        o  Connection  block  preemption  is  supported on a
           configurable per-network basis.  If a network is
           configured to use  connection block preemption, then
           lower-precedence connections can be closed by the  PSN,
           if  necessary,  in  order  to  maintain  configured
           reserves of PSN resources for higher-precedence
           connections.



PSN End-to-End Functional Specification


        o  The new EE supports congestion control and improved
           resource allocation policies which ensure fairness and
           graceful degradation of service under extreme load.
           Certain resources can be prereserved to each host port,
           and each port can also be limited in its use of shared
           resources.  This ensures that no host can be totally shut
           out from PSN resources by the actions of other hosts at
           the same PSN.  In addition, each PSN is sensitive to
           congestion in both of the PSNs at the endpoints of each
           connection, and it can exert backpressure (flow control)
           on hosts, as necessary, to prevent congestion.
  3.1.2  X.25
     The new EE's X.25 service represents an improvement over the
     X.25 service available from the old EE.  The following
     paragraphs summarize the X.25 support in the new EE:
        o  The new EE provides both DDN Standard and Basic X.25
           service, as described in BBN Reports 5476, "DDN X.25 Host
           Interface Specification," and 5500, "C/30 PSN X.25
           Interface Specification," respectively.  In addition, the
           description of DDN Standard Service, Version 2, is found
           in Section 3.1.4 of this document.
        o  All data packets and call requests are source-buffered in
           the source PSN to provide a better level of reliability
           for network traffic.  This should keep the network from
           issuing a reset on an open connection as a result of a
           lost packet in the subnet or any other occasional
           subnetwork failure.  Except in cases of extreme network
           or node congestion, recovery from lost subnet packets is
           automatic and transparent to the end user or host.
        o  Both local and end-to-end significance for host window
           advancement (based upon the D bit from the host) are
           planned, but only end-to-end significance is included in
           the initial release (the old EE did not include local
           significance).  The D bit is passed through the network
           transparently.
  3.1.3  AHIP
     Another service provided by the new EE is defined in BBN Report
     1822, "Specifications for the Interconnection of a Host and an
     IMP", as amended by Report 5506, "The ARPANET 1822L Host Access
     Protocol".  This ARPANET Host-IMP Protocol (AHIP) service is



PSN End-to-End Functional Specification


     supported in a backwards-compatible manner by the new EE; since
     this is a BBNCC-private protocol, the new EE can improve the
     service to better match its current uses (the AHIP protocol was
     first designed over twelve years ago).  The main changes to
     AHIP are to remove the absolute eight-message-in-flight
     restriction for connection-based traffic, and to improve the
     PSN's "datagram" support for non-connection-based traffic.
     For this new support, datagram service is planned (for PSN
     Release 8.0) to include fragmentation and reassembly by the
     network, but without requiring the network overhead used by
     connections, and without the reliability, message sequencing,
     and duplicate detection that connections provide.  However,
     "destination dead" indications will be provided to the source
     host where possible and appropriate.
     With the new EE, hosts are also able to create multiple
     connections between host pairs by using the 8-bit "handling
     type" field to specify up to 256 different connections.  The
     field is divided into high-order bits that specify the
     connection's precedence, and low-order bits that distinguish
     between multiple connections at the same precedence level.
     Since the new EE is using four precedence levels, the handling
     type field is used to specify 64 different connections at each
     of the four precedence levels.
     AHIP connections will continue to be implicitly created and
     automatically torn down after a configurable period (nominally
     three minutes) of inactivity, or because of connection block
     contention.
     To summarize the new end-to-end's AHIP support:
        o  The old EE's AHIP services are supported in a
           backwards-compatible manner (except where listed below).
        o  The old EE's uncontrolled (subtype 3) message service
           will be replaced, in PSN Release 8.0, by the datagram
           service mentioned above.  This service will provide
           fragmentation and reassembly, so that there is no special
           restriction on the size of datagrams; will not insure
           that messages are delivered in order or unduplicated, or
           provide a delivery confirmation; will notify the source
           host if the destination host or PSN is dead; will not
           require the connection block overhead associated with
           connections; and may lose messages in the subnet, without
           notification to the source host, in the event of subnet



PSN End-to-End Functional Specification


           congestion or component failures.  This service could be
           useful for applications that do not need the absolute
           reliability or sequentiality of connections and therefore
           wish to avoid their associated overhead.
           Datagrams are not supported by the new EE in PSN Release
           7.0.
        o  Connections no longer have the old EE's "eight messages
           in flight" restriction, and a pair of hosts can be
           connected with up to 256 simultaneous implicit
           connections.  In addition, multiple precedence levels are
           supported.
        o  The new EE supports interoperability between AHIP and
           X.25 hosts (see Section 3.1.4 for further details).
        o  AHIP local, distant, and HDH (both message and packet
           mode) hosts are supported.  The new EE does not support
           VDH hosts.  VHA and 32-bit leaders are supported.
        o  Packet-mode HDH has been extended to allow longer packet
           data frames (see BBN Report 1822, Appendix J, for a
           description of the HDH protocol).  Middle packet frames
           can now contain up to 128 octets of data, rather than the
           previous 126 (although there must still be an even number
           of octets per frame).  Last packet frames can now contain
           up to 127 octets of data, rather than the previous 125,
           and the number of octets need not be even.  However, the
           maximum total message size is still 1007 data octets. The
           PSN uses these new packet frame size limits when sending
           packet frames to packet-mode HDH hosts unless the host is
           configured to allow only 126-octet frames.  In addition,
           there are restrictions on packet-mode HDH when
           interoperating with DDN Standard X.25 hosts; these
           restrictions are discussed in Section 3.1.4.
  3.1.4  Interoperability (DDN Standard X.25)
     One of the main goals of the new EE is to provide
     interoperability between AHIP and X.25 hosts.  On the surface,
     this may appear difficult, since the two host access protocols
     have little in common: X.25 presents a connection-oriented
     interface with explicit windowing, while AHIP presents a
     reliable datagram-oriented interface with implicit flow
     control.  However, they both have the same underlying



PSN End-to-End Functional Specification


     functionality:  they allow the hosts to submit and receive
     messages, and they both provide a reliable and sequenced
     delivery service.
     The key to interoperability is the fact that in the new EE,
     both X.25 and AHIP connections use the same underlying
     protocols and constructs.  The new EE has AHIP and X.25 Level 3
     modules that translate between the specific host protocols and
     the EE mechanisms.  Since these Level 3 host modules share a
     common interface with the EE, the fact that the two hosts on
     either side of an EE connection are not using the same access
     protocol is largely hidden.
     As a result, the new EE supports basic interoperability.
     However, there are some special cases that need to be mapped
     from one protocol to the other, or just not supported because
     no mapping exists.  For example, AHIP has no analogue of X.25's
     Interrupt packet, while X.25 does not support an unreliable
     datagram service such as AHIP's subtype 3 messages.  For each
     of these cases, the recommendations of BBN Report 5476, "DDN
     X.25 Host Interface Specification," have been followed.
     The interoperable service provided by the new EE is called DDN
     Standard Service, Version 2.  Standard Service, Version 1, is
     defined in BBN Reports 5760, "Preliminary Interoperable
     Software Design," and 5900 Revision 1, "Supplement to BBN
     Report Nos. 5476 and 5760".
     The major differences between Versions 1 and 2 are:
        o  Version 2 offers improved performance over Version 1.
        o  The EE now provides four precedence levels.  Therefore,
           the four precedence levels allowed in the DDN-private
           Call Precedence Negotiation are mapped directly to subnet
           precedence levels, instead of being collapsed into two
           subnet precedence levels as in Version 1.
        o  On an interoperable connection, the X.25 protocol ID in
           an X.25-originated message is translated to an AHIP link
           number (the upper eight bits of the message-ID field)
           using a lookup table.  Version 1 supports only the IP
           protocol ID and corresponding link number of 155
           (decimal).  Version 2 allows new values to be added to
           the lookup table.  At present, IP is the only protocol
           supported.  In addition, the AHIP link number is also
           used to distinguish one connection from another.  This



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           guarantees that when an AHIP host is sending messages to
           an X.25 host, messages using different link numbers come
           into the X.25 host on different X.25 connections.
        o  Since a "translation module" is no longer necessary in
           the PSN, interoperable connections now have end-to-end
           significance, with a direct correspondence between X.25
           RRs and AHIP RFNMs.  This preserves the meaning of the
           RFNM as defined in Report 1822.  Although Release 7.0
           only offers end-to-end significance, the D bit is passed
           transparently on Standard Service connections between two
           X.25 hosts.
        o  Up to 256 simultaneous connections are supported between
           host pairs that are using the same addresses and
           precedence levels.  Version 1 only supported one such
           connection.
     The following Version 1 services are not offered by Version 2:
        o  Permanent Virtual Circuits.
        o  X.25 protocol bypass (a BBN-private service).
     A number of items in Report 5760 were the subject of some
     discussion, and three of them need to be specifically mentioned
     here.  First, for DDN Standard Service, Version 1,
     acknowledgments have local significance only, and the D bit
     must be set to 0 in the call request.  In DDN Standard Service,
     Version 2, only end-to-end significance is being provided, as
     was mentioned above.  For backwards compatibility with Version
     1, the D bit can be set to 0 or 1 in a call, but hosts are
     advised that only end-to-end significance is provided in
     Version 2.
     Second, non-standard Default Precedence is not supported by
     either Standard Service Version 1 or Version 2.  Support for
     this facility in Version 1 was withdrawn at the request of DCA.
     Third, although DTEs are allowed to request maximum packet
     sizes of 16, 32, and 64 octets, the DCE always negotiates up to
     128 octets, as per Section 6.12 ("Flow Control Parameter
     Negotiation") of the CCITT 1984 X.25 Recommendation.  This is
     true of both Version 1 and Version 2.  Since IP and TCP are
     required when Standard Service is in use, this is a reasonable
     restriction (due to the length of IP and TCP headers).



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     One issue must be raised concerning interoperability between
     X.25 and packet-mode HDH hosts.  In order to efficiently
     interoperate, packet-mode HDH hosts should completely fill
     their middle packet frames with 128 octets of data.
     Packet-mode HDH hosts that send or require receiving middle
     packet frames with less than 128 octets of data can still
     interoperate with X.25 hosts, but at a greater expense of PSN
     CPU resources per message.

3.2 Addressing

  The old EE supports, for both AHIP and X.25 hosts, two forms of
  host addressing, physical and logical.
  Physical addressing consists of identifying a host port by the
  combination of its PSN number and the port number on that PSN.
  Logical addressing allows an arbitrary 16-bit "name" to refer to a
  list of one or more host ports.  The EE tries to open a connection
  to one of the ports in the list according to the criterion chosen
  for that name: first reachable in the ordered list, closest port
  (in terms of routing delay), or round-robin load sharing.
  For the new EE, logical addressing is supported on an explicit
  per-connection basis: all logical-to-physical address translations
  take place in the source PSN when a connection is established.
  Once this translation has occurred, all data messages on the
  connection are sent to the same physical address.
  In addition, hunt groups are also now supported for both X.25 and
  AHIP hosts.  This new capability allows host ports on a
  destination PSN to be combined into a "hunt group".  The ports
  share the same group identifier, and incoming connections are
  evenly spread over the ports in the group.  This differs from
  logical addressing's load sharing, where all name translations
  take place in the source PSN, the different ports can be on any
  number of PSNs, and the load sharing is on a per-source-PSN basis.
  By contrast, all of the host ports in a hunt group are on the same
  PSN, the group-to-port resolution takes place in the destination
  PSN, and the load sharing of incoming connections can be
  guaranteed over the ports by the destination PSN.  For X.25, hunt
  groups comply with Section 6.24 of the 1984 X.25 Recommendation.
  Note that Called Line Address Modification is not supported.





PSN End-to-End Functional Specification


3.3 Protocol Functionality

  The EE peer protocol runs between EE modules in PSNs on either end
  of an EE connection.  This protocol and its mechanisms have to
  perform the following functions:
     o  Provide full duplex connections (the old EE provides simplex
        connections, and any two-way traffic, such as that generated
        by TCP, requires two subnet connections).
     o  Open a connection and optionally send a full message's worth
        of data as a part of the open request (the old EE requires a
        separate opening sequence in each direction before data can
        flow).
     o  Reliably send connection-oriented messages, properly
        fragmented/reassembled and sequenced.
     o  Close (clear) a connection (normally, or in a "clean-up"
        mode after a host or PSN dies).
     o  Reset a connection (like the X.25 reset procedure).
     o  Be able to send a limited amount of out-of-band traffic
        associated with a connection (like the X.25 interrupt).
     o  Use source buffering with message retransmission (after a
        timeout) to insure delivery (the old EE depends on
        destination buffer preallocation, which adds protocol
        overhead and cannot recover from lost packets in the
        subnet).
     o  Use an internal connection window of up to 127 messages.
     o  Support two types of ACKs, Internal ACKs (IACKs) and
        External ACKs (EACKs), which are further described following
        this list
     o  Have an inactivity timer for each connection.  For AHIP and
        Standard X.25, the connection is closed if the timer fires.
        For Basic X.25, the EE uses an internal Hello/I-Heard-You
        sequence with the PSN on the other end of the connection to
        check if the other end's host or PSN is still alive.  If
        not, then the connection is closed.
     o  Be able to gracefully handle resource shortages and avoid
        reassembly lockup problems.



PSN End-to-End Functional Specification


  As mentioned above, the protocol supports two types of
  acknowledgments, IACKs and EACKs.  Both types of ACKs apply to
  messages only; individual packets are not acknowledged.  Since
  windowing is being used, an individual ACK can be used to
  acknowledge more than one message.
  IACKs are used to cancel the retransmission timer and free source
  buffering, and are sent when a message has been completely
  reassembled and delivered from the EE to either the AHIP or X.25
  level 3 module.  This allows the EE to avoid unnecessary message
  retransmissions, and speeds up the process of freeing source
  buffering when destination hosts are slow to accept messages or,
  in the case of X.25, slow to advance the PSN's window to the
  destination (X.25 does not specify any time limit for a host to
  acknowledge that it received a message).
  EACKs are used to advance the end-to-end window and to cause one
  or more end-to-end X.25 RRs or AHIP RFNMs to be sent to the source
  host.  An EACK is sent when an X.25 host acknowledges a message or
  when an AHIP host actually receives it.
  Both types of ACKs are piggybacked, if possible, on reverse
  traffic to the source PSN (for any connection).  Whenever a packet
  is sent to another PSN, it is filled to the maximum allowed
  subnetwork packet size with any outstanding ACKs that may be
  waiting to be sent to that PSN.  After a configurable period, all
  outstanding ACKs for the same PSN are aggregated together and
  sent.  In addition, succeeding ACKs for the same connection can be
  combined into one, and EACKs can be used to imply that a message
  is being IACKed as well (if the destination host is speedy enough
  when receiving or acknowledging messages to allow IACKs and EACKs
  to be combined).
  This ACK aggregation timer interacts with the source buffering
  retransmission timer in the following manner:  whenever a message
  is sent from a host on one PSN to a host on a second PSN, an IACK
  is sent back to the first PSN when the message has been completely
  reassembled by the destination EE, and an EACK is sent when it has
  been delivered (and perhaps ACKed) by the destination host.  The
  IACK must make it back to the source PSN within the limits of the
  retransmission timer, or unnecessary retransmissions could be sent
  across the network.  This limits the ACK aggregation timer to
  being shorter than the source buffering retransmission timer.
  If the destination host is quick enough when accepting traffic
  from its PSN (with respect to the ACK aggregation timer), then the
  EACK can be combined with the IACK, and only the EACK would be



PSN End-to-End Functional Specification


  sent.  If the destination host is even quicker, multiple IACKs and
  EACKs could be combined into one EACK.  In the best case, if there
  is a steady stream of traffic going between the two PSNs in both
  directions (but not necessarily over the same connection or even
  between the same pairs of hosts in each direction), then all of
  the IACKs and EACKs could be piggybacked on data packets and cause
  no additional network packets other than the data packets already
  required to send the data messages across the network. In the
  worst case, however, such as when there is only a one-way flow
  from a source PSN to a destination PSN and the destination host is
  very slow to accept the messages from the network, then each data
  message could result in separate IACKs and EACKs being sent back
  to the source PSN in individual packets.  However, even though the
  IACKs may cause additional packets to cross the network, they are
  still less expensive than the source retransmissions that they are
  used to prevent, and they also serve to free up valuable source
  buffering space.

3.4 Performance and Capacity Goals

  Performance and capacity goals for the new EE include:
     o  Throughput:  The AHIP host-host and host-trunk maximum
        throughput (in packets/second) will be at least as good as
        at present, and should improve for those situations that
        currently entail traffic limitations based upon the old EE's
        underlying protocol.  The current X.25 intrasite host-host
        and host-trunk throughput will each improve by at least 50%.
        The store-and-forward throughput for the new EE's X.25-based
        traffic will improve by at least 100%.
     o  Connections:  The new EE will support at least 500
        simultaneous connections per PSN, and will be able to handle
        at least 50% more call setups per second than at present.
     o  Buffering:  The EE will have at least 400 packet buffers
        available to source-buffer and/or reassemble messages.
     o  Network size:  The EE protocol and module will use data
        structure and message field sizes sufficient to support at
        least up to 255 hosts per PSN and 1023 PSNs per network
        (however, other PSN protocols and modules presently
        constrain these figures to 63 hosts per PSN and 253 PSNs per
        network).
     o  Other:  The EE will support four message precedence levels



PSN End-to-End Functional Specification


        and a maximum message length of 1024 bytes.  For logical
        addressing, the EE will support at least 1024 logical names
        and at least 2048 address mappings per network.