availability in the sprite distributed file system
In the Sprite environment, tolerating faults means recovering from them quickly. Our position is that performance and availability are the desired features of the typical locally-distributed office/engineering environment, and that very fast server recovery is the most cost-effective way of providing such availability. Mechanisms used for reliability are often inappropriate in systems with the primary goal of performance, and some availability-oriented methods using replicated hardware or processes cost too much for these systems. In contrast, availability via fast recovery need not slow down a system, and our experience in Sprite shows that in some cases the same techniques that provide high performance also provide fast recovery. In our first attempt to reduce server recovery times to less than a minute, we take advantage of the distributed state already present in our file system, and a high-performance log-structured file system currently under implementation.
availability distributed file systems systems environments fault posit performance feature engine server recovery cost reliability method hardware process experience high-performance implementation structure log effect