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A Scalable Server Architecture for Mobile Presence Services in Social Network

ABSTRACT Social network applications are becoming increasingly popular on mobile devices. A mobile presence service is an essential component of a social network application because it maintains each mobile users presence information, such as the current status (online/offline), !S location and network address, and also updates the users online friends with the information continually. "f presence updates occur fre#uently, the enormous number of messages distributed by presence servers may lead to a scalability problem in a large$scale mobile presence service. %o address the problem, we propose an efficient and scalable server architecture, called !resence &loud, which enables mobile presence services to support large$scale social network applications. 'hen a mobile user (oins a network, !resence &loud searches for the presence of his/her friends and notifies them of his/her arrival. !resence &loud organi)es presence servers into a #uorum$based server$to$server architecture for efficient presence searching. "t also leverages a directed search algorithm and a one$hop caching strategy to achieve small constant search latency. 'e analy)e the performance of !resence &loud in terms of the search cost and search satisfaction level. %he search cost is defined as the total number of messages generated by the presence server when a user arrives* and search satisfaction level is defined as the time it takes to search for the arriving users friend list. %he results of simulations demonstrate that !resence &loud achieves performance gains in the search cost without compromising search satisfaction.

Existing System "n this section, we describe previous researches on presence services, and survey the presence service of e+isting systems. 'ell known commercial ", systems leverage some form of centrali)ed clusters to provide presence services. -ennings """ et al. presented a ta+onomy of different features and functions supported by the three most popular ", systems, A",, ,icrosoft ,S. and /ahoo0 ,essenger. %he authors also provided an overview of the system architectures and observed that the systems use client$server$based architectures. Skype, a popular voice over "! application, utili)es the lobal "nde+ ( ") technology to provide a presence service for users. " is a multi$tiered network architecture where each node maintains full knowledge of all available users. Since Skype is not an open protocol, it is difficult to determine how "

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A Scalable Server Architecture for Mobile Presence Services in Social Network

technology is used e+actly. ,oreover, 1iao et al. analy)ed the traffic of ,S. and A", system. %hey found that the presence information is one of most messaging traffic in instant messaging systems. "n, authors shown that the largest message traffic in e+isting presence services is buddy .2%"3/ messages. Proposed System: 4ecently, there is an increase amount of interest in how to design a peer$to$peer S"!. !5!S"! has been proposed to remove the centrali)ed server, reduce maintenance costs, and prevent failures in server$based S"! deployment. %o maintain presence information, !5!S"! clients are organi)ed in a 67% system, rather than in a centrali)ed server. 7owever, the presence service architectures of -abber and !5!S"! are distributed, the buddy-list search problem we defined later also could affect such distributed systems. "t is noted that few articles in discuss the scalability issues of the distributed presence server architecture. Saint Andre analy)es the traffic generated as a result of presence information between users of inter$domains that support the 1,!!. 7ouri et al. Show that the amount of presence traffic in S",!89 can be e+tremely heavy, and they analy)e the effect of a large presence system on the memory and &!: loading. %hose works in study related problems and developing an initial set of guidelines for optimi)ing inter$domain presence traffic and present a 67%$based presence server architecture. 4ecently, presence services are also integrated into mobile services. 3or e+ample, ; !! has defined the integration of presence service into its specification in :,%S. "t is based on S"! protocol, and uses S",!89 to manage presence information. 4ecently, some mobile devices also support mobile presence services. 3or e+ample, the "nstant ,essaging and !resence Services (",!S) was developed by the 'ireless <illage consortium and was united into 2pen ,obile Alliance (2,A) ",!S in 5==>. "n, &hen et al. proposed a weakly consistent scheme to reduce the number of updating messages in mobile presence services of "! ,ultimedia Subsystem (",S). 7owever, it also suffers scalability problem since it uses a central S"! server to perform presence update of mobile users. "n, authors presented the server scalability and distributed management issues in ",S$based presence service.

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A Scalable Server Architecture for Mobile Presence Services in Social Network

MODULES? @. !resence &loud server overlay. 5. 2ne$hop caching strategy. ;. 6irected buddy search. Modules Description ! Presence Cloud ser"er o"erl#y %he !resence &loud server overlay construction algorithm organi)es the !S nodes into a server$to$server overlay, which provides a good low$diameter overlay property. %he low$diameter property ensures that a !S node only needs two hops to reach any other !S nodes. $! One%&op c#c&ing str#tegy %o improve the efficiency of the search operation, !resence &loud re#uires a caching strategy to replicate presence information of users. "n order to adapt to changes in the presence of users, the caching strategy should be asynchronous and not re#uire e+pensive mechanisms for distributed agreement. "n !resence &loud, each !S node maintains a user list of presence information of the attached users, and it is responsible for caching the user list of each node in its !S list, in other words, !S nodes only replicate the user list at most one hop away from itself. %he cache is updated when neighbors establish connections to it, and periodically updated with its neighbors. %herefore, when a !S node receives a #uery, it can respond not only with matches from its own user list, but also provide matches from its caches that are the user lists offered by all of its neighbors.

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A Scalable Server Architecture for Mobile Presence Services in Social Network

'e contend that minimi)ing searching response time is important to mobile presence services. %hus, the buddy list searching algorithm of !resence &loud coupled with the two$hop overlay and one$hop caching strategy ensures that !resence &loud can typically provide swift responses for a large number of mobile users. 3irst, by organi)ing !S nodes in a server$to$server overlay network, we can therefore use one$hop search e+actly for #ueries and thus reduce the network traffic without significant impact on the search results. Second, by capitali)ing the one$hop caching that maintains the user lists of its neighbors, we improve response time by increasing the chances of finding buddies. &learly, this mechanism both reduces the network traffic and response time. Aased on the mechanism, the population of mobile users can be retrieved by a broadcasting operation in any !S node in the mobile presence service. ,oreover, the broadcasting message can be piggybacked in a buddy search message for saving the cost. System Re)uirement Speci*ic#tion: +#rd,#re Re)uirements: !rocessor Speed 4A, 7ard 6isk $ $ $ $ !entium B""" @.@ 7) 5>C ,A (min) 5= A

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A Scalable Server Architecture for Mobile Presence Services in Social Network

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CO-CLUS.O"n this paper, we have presented !resence &loud, a scalable server architecture that supports mobile presence services in large$scale social network services. 'e have shown that !resence &loud achieves low search latency and enhances the performance of mobile presence services. "n addition, we discussed the scalability problem in server architecture designs, and introduced the buddy$list search problem, which is a scalability problem in the distributed server architecture of mobile presence services. %hrough a simple mathematical model, we show that the total number of buddy search messages increases substantially with the user arrival rate and the number of presence servers. %he results of simulations demonstrate that !resence &loud achieves ma(or performance gains in terms of the search cost and search satisfaction. 2verall, !resence &loud is shown to be a scalable mobile presence service in large$scale social network services.

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