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