182 lines
6.9 KiB
C++
182 lines
6.9 KiB
C++
// -*- Mode: C++; c-file-style: "gnu"; indent-tabs-mode:nil; -*-
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//
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// Copyright (c) 2006 Georgia Tech Research Corporation
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// All rights reserved.
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//
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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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// Author: George F. Riley<riley@ece.gatech.edu>
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//
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// Define the basic Node object for ns3.
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// George F. Riley, Georgia Tech, Fall 2006
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// The Node class is the building block for all network element definitions
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// in ns3. The design approach is to create a node object by including
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// one or mode "node capabilities", selecting the capabilities based on
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// the desired features and behavior of a node. For example, an
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// "InternetNode" has capabilities for a list of network devices, a layer 3
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// protocol list, a layer 4 protocol list, and a list of processs.
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// A "SensorNode" has a list of network devices, a list of "Sensors", and
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// an energy model.
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//
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// To create a new node class, perform the following steps.
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//
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// 1) Create your node subclass as a direct descendent of the Node base class.
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// 2) Add members to your node subclass that are pointers to each of the
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// node capabilities you need. We use pointers here rather than direct
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// objects, since you might want a SensorNode with a specific energy
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// model that derives from the base EnergyModel capability.
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// 3) Override each of the "Get*" virtual member functions of the Node base
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// class to return the appropriate pointer to each capability.
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// 4) Implement a copy constructor that calls the "Copy" method on each
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// capability in your class. Do NOT just copy the pointers, as this will
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// result in "double delete".
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// 5) Implement a destructor that deletes each of your capabilities.
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// 6) Implement a Copy() method that returns a copy of your node. This
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// is usually just one line of code, calling "new" and specifying the
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// copy constructor. See the Copy method in InternetNode for an example.
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//
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// To implement a new Capability, perform the following steps:
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//
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// 1) Create your new capability class as a direct descendent of the
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// NodeCapability base class.
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// 2) If needed, implement a copy constructor. This is typically only
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// needed if your capability does dynamic memory management (ie. new
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// and delete).
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// 3) If needed, implement a destructor. Again, this is typically only
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// needed if you use dynamic memory.
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// 4) Implement a Copy() method that returns a copy of your capability.
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// 5) Implement a "Get*" virtual method in the node base that returns
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// the null capability.
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//
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// To implement a variation on an existing capability, perform
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// the following steps:
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//
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// 1) Create your new capability as a subclass of an existing capability.
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// 2) Override the capability members as needed to implement the desired
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// behavior.
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// 3) Override the Copy() method to create a copy of your capability
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// subclass.
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//
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// The design team for ns3 expects that the number of different node
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// capabilities will remain relatively small over time. Contributors
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// and those modifying ns3 for their own uses are encouraged to subclass
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// an existing capability where possible.
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#ifndef __NODE_H__
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#define __NODE_H__
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#include <vector>
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#include <list>
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#include "ns3/smartvector.h"
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#include "ns3/smartset.h"
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namespace ns3 {
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class L3Demux;
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class Ipv4L4Demux;
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class NetDeviceList;
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class Ipv4;
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class Udp;
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class Arp;
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class TraceContext;
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class TraceResolver;
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class NodeList;
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class Node {
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friend class NodeList;
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friend class SmartVector<Node*>;
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friend class SmartSet<Node*>;
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public:
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typedef SmartVector<Node*> SmartNodeVec_t;
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Node();
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Node(uint32_t); // Specify which system for a distributed simulation
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virtual ~Node();
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virtual Node* Copy() const = 0;// Make a copy of this node
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virtual TraceResolver *CreateTraceResolver (TraceContext const &context) = 0;
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uint32_t GetId (void) const;
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uint32_t GetSystemId (void) const;
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void SetSystemId(uint32_t s);
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#ifdef REMOVE_FOR_NOW
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// Define a protected delete operator. This will prevent users
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// from attempting to delete Node objects. The deletion of
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// Nodes is completely the responsibility of the Node class,
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// and in no case should be deleted by users.
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protected:
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void operator delete(void* a)
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{ // Just call the normal delete
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::delete (Node*)a;
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}
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#endif
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public:
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// Static methods for creating nodes and managing the node stack
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// Create a new node. The node will be a copy of the top of the
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// node prototype list
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static Node* Create();
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// Create with a uint32_t is used by distributed simulations to
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// indicate system ownership of the new node.
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static Node* Create(uint32_t);
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static Node* GetNodePrototype(); // Get the current node prototype
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// Specifies the type of node to be returned by Create()
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// This version specifies a pre-configured node to use as the prototype
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// Of course the passed object can be any subclass of Node.
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static Node* PushNodePrototype(const Node&);
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// THis version replicates the top of the prototype stack
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static Node* PushNodePrototype();
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// Remove the top of the prototype stack
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static void PopNodePrototype();
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// Node access
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static const SmartNodeVec_t& Nodes(); // Get a vector of all nodes
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static void ClearAll(); // Delete all nodes for memory leak checking
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static void ClearAllPrototypes();// Delete the prototype stack
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// Global static variables
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private:
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static uint32_t g_nextId; // Next available ID
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static SmartNodeVec_t g_nodes; // Vector of all nodes created
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static SmartNodeVec_t g_prototypes; // Node prototype stack
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protected:
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void SetId(uint32_t); // NodeList::Add() calls this
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public:
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// Virtual "Getters" for each capability.
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// These exist to allow owners of a generic Node pointer to get
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// a pointer to the underlying capability, a pointer to a "NULL"
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// capability if one exists, or the nil pointer if not.
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// Each of these has a default behavior of returning a null capability
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// of the correct type if one exists, or the nil pointer if no
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// null capability exists.
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virtual L3Demux* GetL3Demux() const;
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virtual Ipv4L4Demux* GetIpv4L4Demux() const;
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virtual NetDeviceList* GetNetDeviceList() const;
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virtual Ipv4 * GetIpv4 (void) const;
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virtual Udp * GetUdp (void) const;
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virtual Arp * GetArp (void) const;
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private:
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uint32_t m_id; // Node id for this node
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uint32_t m_sid; // System id for this node
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};
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} //namespace ns3
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#endif
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