[179779] in North American Network Operators' Group
Re: IP DSCP across the Internet
daemon@ATHENA.MIT.EDU (Mike Hammett)
Thu May 7 07:46:07 2015
X-Original-To: nanog@nanog.org
Date: Thu, 7 May 2015 06:46:00 -0500 (CDT)
From: Mike Hammett <nanog@ics-il.net>
To: nanog list <nanog@nanog.org>
In-Reply-To: <alpine.DEB.2.02.1505071130141.32169@uplift.swm.pp.se>
Errors-To: nanog-bounces@nanog.org
That sounds like a rather poor implementation. What if they had more than one VoIP call?
Seems like this thread has more FUD than real examples.
-----
Mike Hammett
Intelligent Computing Solutions
http://www.ics-il.com
----- Original Message -----
From: "Mikael Abrahamsson" <swmike@swm.pp.se>
To: "Mark Tinka" <mark.tinka@seacom.mu>
Cc: "nanog list" <nanog@nanog.org>
Sent: Thursday, May 7, 2015 4:32:52 AM
Subject: Re: IP DSCP across the Internet
On Wed, 6 May 2015, Mark Tinka wrote:
> With color-aware policing toward a customer in Uganda, any traffic
> coming from that peer in South Africa was getting dropped toward that
> customer in Uganda. After a very odd sequence of troubleshooting events,
> we found that the AF DSCP alues being set by the peer in South Africa
> (and us passing them due to the old kit not being able to remark on
> ingress) was causing the color-aware policer in Uganda to drop traffic
> toward the customer there.
I have heard similar stories where game traffic ended up in a 100
kilobit/s VoIP queue which worked fine until there were a lot of nearby
players in the game, then things started working very badly. Also nice
corner case :P
So yes, setting all external Internet traffic to DSCP=BE (0) is something
one wants to do.
--
Mikael Abrahamsson email: swmike@swm.pp.se