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Network Working Group                                    Andrew G. MalisRequest for Comments: 979                       BBN Communications Corp.                                                              March 1986PSN END-TO-END FUNCTIONAL SPECIFICATIONStatus 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 thatMalis                                                           [Page 1]

RFC 979                                                       March 1986PSN 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 orMalis                                                           [Page 2]

RFC 979                                                       March 1986PSN End-to-End Functional Specification      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.Malis                                                           [Page 3]

RFC 979                                                       March 1986PSN End-to-End Functional Specification      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,Malis                                                           [Page 4]

RFC 979                                                       March 1986PSN End-to-End Functional Specification               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 inSection 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.Malis                                                           [Page 5]

RFC 979                                                       March 1986PSN 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               inSection 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 isMalis                                                           [Page 6]

RFC 979                                                       March 1986PSN 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 subnetMalis                                                           [Page 7]

RFC 979                                                       March 1986PSN 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 (seeSection 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 inSection 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 underlyingMalis                                                           [Page 8]

RFC 979                                                       March 1986PSN 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.  ThisMalis                                                           [Page 9]

RFC 979                                                       March 1986PSN End-to-End Functional Specification               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 perSection 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).Malis                                                          [Page 10]

RFC 979                                                       March 1986PSN End-to-End Functional Specification         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 withSection 6.24 of the 1984 X.25 Recommendation.      Note that Called Line Address Modification is not supported.Malis                                                          [Page 11]

RFC 979                                                       March 1986PSN 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.Malis                                                          [Page 12]

RFC 979                                                       March 1986PSN 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 beMalis                                                          [Page 13]

RFC 979                                                       March 1986PSN 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 levelsMalis                                                          [Page 14]

RFC 979                                                       March 1986PSN 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.Malis                                                          [Page 15]

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