244 lines
8.6 KiB
C++
244 lines
8.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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//
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// Network topology
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//
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// 10Mb/s, 10ms 10Mb/s, 10ms
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// n0-----------------n1-----------------n2
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//
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//
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// - Tracing of queues and packet receptions to file
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// "tcp-large-transfer.tr"
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// - pcap traces also generated in the following files
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// "tcp-large-transfer-$n-$i.pcap" where n and i represent node and interface
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// numbers respectively
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// Usage (e.g.): ./ns3 run tcp-large-transfer
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#include "ns3/applications-module.h"
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#include "ns3/core-module.h"
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#include "ns3/internet-module.h"
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#include "ns3/ipv4-global-routing-helper.h"
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#include "ns3/network-module.h"
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#include "ns3/point-to-point-module.h"
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#include <fstream>
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#include <iostream>
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#include <string>
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using namespace ns3;
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NS_LOG_COMPONENT_DEFINE("TcpLargeTransfer");
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/// The number of bytes to send in this simulation.
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static const uint32_t totalTxBytes = 2000000;
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/// The actual number of sent bytes.
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static uint32_t currentTxBytes = 0;
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// Perform series of 1040 byte writes (this is a multiple of 26 since
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// we want to detect data splicing in the output stream)
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/// Write size.
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static const uint32_t writeSize = 1040;
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/// Data to be written.
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uint8_t data[writeSize];
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// These are for starting the writing process, and handling the sending
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// socket's notification upcalls (events). These two together more or less
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// implement a sending "Application", although not a proper ns3::Application
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// subclass.
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/**
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* Start a flow.
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*
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* \param localSocket The local (sending) socket.
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* \param servAddress The server address.
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* \param servPort The server port.
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*/
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void StartFlow(Ptr<Socket> localSocket, Ipv4Address servAddress, uint16_t servPort);
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/**
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* Write to the buffer, filling it.
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*
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* \param localSocket The socket.
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* \param txSpace The number of bytes to write.
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*/
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void WriteUntilBufferFull(Ptr<Socket> localSocket, uint32_t txSpace);
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/**
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* Congestion window tracker function.
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*
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* \param oldval Old value.
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* \param newval New value.
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*/
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static void
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CwndTracer(uint32_t oldval, uint32_t newval)
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{
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NS_LOG_INFO("Moving cwnd from " << oldval << " to " << newval);
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}
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int
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main(int argc, char* argv[])
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{
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// Users may find it convenient to turn on explicit debugging
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// for selected modules; the below lines suggest how to do this
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// LogComponentEnable("TcpL4Protocol", LOG_LEVEL_ALL);
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// LogComponentEnable("TcpSocketImpl", LOG_LEVEL_ALL);
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// LogComponentEnable("PacketSink", LOG_LEVEL_ALL);
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// LogComponentEnable("TcpLargeTransfer", LOG_LEVEL_ALL);
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CommandLine cmd(__FILE__);
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cmd.Parse(argc, argv);
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// initialize the tx buffer.
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for (uint32_t i = 0; i < writeSize; ++i)
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{
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char m = toascii(97 + i % 26);
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data[i] = m;
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}
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// Here, we will explicitly create three nodes. The first container contains
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// nodes 0 and 1 from the diagram above, and the second one contains nodes
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// 1 and 2. This reflects the channel connectivity, and will be used to
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// install the network interfaces and connect them with a channel.
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NodeContainer n0n1;
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n0n1.Create(2);
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NodeContainer n1n2;
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n1n2.Add(n0n1.Get(1));
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n1n2.Create(1);
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// We create the channels first without any IP addressing information
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// First make and configure the helper, so that it will put the appropriate
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// attributes on the network interfaces and channels we are about to install.
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PointToPointHelper p2p;
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p2p.SetDeviceAttribute("DataRate", DataRateValue(DataRate(10000000)));
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p2p.SetChannelAttribute("Delay", TimeValue(MilliSeconds(10)));
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// And then install devices and channels connecting our topology.
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NetDeviceContainer dev0 = p2p.Install(n0n1);
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NetDeviceContainer dev1 = p2p.Install(n1n2);
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// Now add ip/tcp stack to all nodes.
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InternetStackHelper internet;
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internet.InstallAll();
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// Later, we add IP addresses.
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Ipv4AddressHelper ipv4;
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ipv4.SetBase("10.1.3.0", "255.255.255.0");
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ipv4.Assign(dev0);
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ipv4.SetBase("10.1.2.0", "255.255.255.0");
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Ipv4InterfaceContainer ipInterfs = ipv4.Assign(dev1);
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// and setup ip routing tables to get total ip-level connectivity.
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Ipv4GlobalRoutingHelper::PopulateRoutingTables();
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///////////////////////////////////////////////////////////////////////////
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// Simulation 1
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//
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// Send 2000000 bytes over a connection to server port 50000 at time 0
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// Should observe SYN exchange, a lot of data segments and ACKS, and FIN
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// exchange. FIN exchange isn't quite compliant with TCP spec (see release
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// notes for more info)
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//
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///////////////////////////////////////////////////////////////////////////
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uint16_t servPort = 50000;
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// Create a packet sink to receive these packets on n2...
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PacketSinkHelper sink("ns3::TcpSocketFactory",
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InetSocketAddress(Ipv4Address::GetAny(), servPort));
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ApplicationContainer apps = sink.Install(n1n2.Get(1));
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apps.Start(Seconds(0.0));
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apps.Stop(Seconds(3.0));
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// Create a source to send packets from n0. Instead of a full Application
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// and the helper APIs you might see in other example files, this example
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// will use sockets directly and register some socket callbacks as a sending
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// "Application".
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// Create and bind the socket...
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Ptr<Socket> localSocket = Socket::CreateSocket(n0n1.Get(0), TcpSocketFactory::GetTypeId());
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localSocket->Bind();
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// Trace changes to the congestion window
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Config::ConnectWithoutContext("/NodeList/0/$ns3::TcpL4Protocol/SocketList/0/CongestionWindow",
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MakeCallback(&CwndTracer));
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// ...and schedule the sending "Application"; This is similar to what an
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// ns3::Application subclass would do internally.
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Simulator::ScheduleNow(&StartFlow, localSocket, ipInterfs.GetAddress(1), servPort);
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// One can toggle the comment for the following line on or off to see the
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// effects of finite send buffer modelling. One can also change the size of
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// said buffer.
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// localSocket->SetAttribute("SndBufSize", UintegerValue(4096));
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// Ask for ASCII and pcap traces of network traffic
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AsciiTraceHelper ascii;
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p2p.EnableAsciiAll(ascii.CreateFileStream("tcp-large-transfer.tr"));
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p2p.EnablePcapAll("tcp-large-transfer");
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// Finally, set up the simulator to run. The 1000 second hard limit is a
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// failsafe in case some change above causes the simulation to never end
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Simulator::Stop(Seconds(1000));
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Simulator::Run();
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Simulator::Destroy();
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return 0;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// begin implementation of sending "Application"
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void
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StartFlow(Ptr<Socket> localSocket, Ipv4Address servAddress, uint16_t servPort)
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{
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NS_LOG_LOGIC("Starting flow at time " << Simulator::Now().GetSeconds());
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localSocket->Connect(InetSocketAddress(servAddress, servPort)); // connect
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// tell the tcp implementation to call WriteUntilBufferFull again
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// if we blocked and new tx buffer space becomes available
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localSocket->SetSendCallback(MakeCallback(&WriteUntilBufferFull));
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WriteUntilBufferFull(localSocket, localSocket->GetTxAvailable());
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}
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void
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WriteUntilBufferFull(Ptr<Socket> localSocket, uint32_t txSpace)
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{
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while (currentTxBytes < totalTxBytes && localSocket->GetTxAvailable() > 0)
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{
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uint32_t left = totalTxBytes - currentTxBytes;
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uint32_t dataOffset = currentTxBytes % writeSize;
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uint32_t toWrite = writeSize - dataOffset;
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toWrite = std::min(toWrite, left);
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toWrite = std::min(toWrite, localSocket->GetTxAvailable());
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int amountSent = localSocket->Send(&data[dataOffset], toWrite, 0);
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if (amountSent < 0)
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{
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// we will be called again when new tx space becomes available.
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return;
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}
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currentTxBytes += amountSent;
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}
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if (currentTxBytes >= totalTxBytes)
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{
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localSocket->Close();
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}
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}
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