HFSC - seperating bandwitdh from delay
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hi,
ive searched the forum for some time now, but i still cant figure out how one is supposed to setup a minimal delay class.
im not a pfsense user (yet), but maybe you could point me to the right thread where this is explained.
theres quite a lot of info on HFSC in the forums, just havent found the right topic yet :(for now im using this class setup:
#league of legends tc class add dev $dev parent 1:1 classid 1:10 hfsc rt \ rate $((5*$uplink/10))kbit ls rate $((6*$uplink/10))kbit #ssh tc class add dev $dev parent 1:1 classid 1:20 hfsc rt \ rate $((2*$uplink/10))kbit ls rate $((2*$uplink/10))kbit #bulk tc class add dev $dev parent 1:1 classid 1:100 hfsc sc \ rate $((3*$uplink/10))kbit ls rate $((3*$uplink/10))kbit tc qdisc add dev $dev parent 1:100 handle 30: sfq
my primary concern is highest priority for a game called "league of legends" while other users surf/email/something…. on the line.
the game uses small udp pakets, filter looks for destination port which is between 5000 and 5500.the above just over reserves bandwidth, half of the upload speed.
ive seen the HFSC graphs that show where m1 meets m2 at point d, but i dont see how that relates to "decoupling bandwith from delay"
any help is appreciated :)
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While I'm just as lost as most when it comes to pfSense and HFSC, something I read seemed to indicate that, on a realtime service curve, d is the maximum time elapsed before it gets its m1 or m2 rate fulfilled. For example, if you had a game that required 500Kb bandwidth with a good ping of 30ms or lower, you would specify m1 = 500Kb, d = 30ms, m2 = 500Kb. I don't even know if you need to specify m1 in the rt case where burst is not a requirement.
Please bear in kind that I don't know what I'm talking about, and the above could be complete nonsense.