Path: utzoo!utgpu!water!watmath!clyde!rutgers!ames!pasteur!ucbvax!CCQ.BBN.COM!pogran From: pogran@CCQ.BBN.COM (Ken Pogran) Newsgroups: comp.protocols.tcp-ip Subject: Re: PSN 7 End-to-End question. Message-ID: <8801291156.AA15789@ucbvax.Berkeley.EDU> Date: 29 Jan 88 00:05:07 GMT Sender: usenet@ucbvax.BERKELEY.EDU Organization: The Internet Lines: 61 Robert, One of your questions has an easy answer; the answer to the other is a lot more complex. X.25 was chosen to replace 1822 for new IMP connections because it is an international standard that has broad support among host vendors. It's DoD policy to adopt commercial standards whenever possible. This says nothing one way or the other, of course, about the relative technical merits of X.25 and 1822 as access protocols to a wide-area packet network. Why was it deemed necessary for an End-to-End protocol in the network? Well, first: the network has ALWAYS had an end-to-end protocol. It's not something that's been made a big deal of. The new end-to-end protocol introduced in PSN 7 is the first change in this protocol since the relatively early days of the deployed ARPANET. The purpose of the end-to-end (EE) protocol is, primarily, to manage the INTERNAL resources of the network in response to the demand for services from the network's hosts. It's called an end-to-end protocol because it operates between the source PSN (the PSN to which the host originating a given message is attached) and the destination PSN (the PSN to which the host which is the destination of the message is attached). The EE functionality of the PSNs of the network is in addition to the "store-and-forward" functionality that occurs from one PSN to the next. The "IMP-to-IMP" protocol accomplishes reliable transmission from one PSN to the next; the EE protocol manages resource utilization for a flow of data "across" the network from source to destination PSN. It also provides the mechanism by which a PSN is able to enform a source host about what happened to his message -- whether it was delivered to the destination (host gets a RFNM, in 1822 parlance), or not (host gets a Destination Dead, or Transmission Incomplete, in the event something in the network failed while the message was in transit). EE ACKs are on a per-host-message basis, which in an IP world translates into per-IP-packet. (Under the "new EE" of PSN 7, EE ACKS can be aggregated when being sent across the net for efficiency, but are sorted out at the source PSN for proper presentation -- via individual RFNMS in 1822, for example -- to the source host. In the ARPANET, messages from hosts can be up to (approx) 8K bits long and are fragmented by the PSN into packets of (approx) 1K bits. The EE protocol is employed for all host traffic in the network; after all, it's used to manage the resources of the network itself. Which answers the question of why the EE protocol was deemed necessary in a network that already has PSN-to-PSN reliability. Hope this helped. Regards, Ken Pogran