How to implement in DVMRP, MOSPF in NS2 - network-programming

I am trying to implement the above multicast protocol using ns2, but i am unable to find correct source on how to build the protocol.
I read through the documentation, all they said about was Centralised Multicast, Dense Mode, Shared Tree Mode and Bidirectional Shared Mode, but i have no idea as to how to implement DVMRP.

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comparison between mqtt and coap using omnetpp

I want to compare MQTT and CoAP application layer protocols on reliability and power consumption in simulator: omnetpp.
Does Omnetpp support these two protocols?
Is there any existing open source project that I can check?
I watched a youtube video and found that the author just have a simple parameter in the omnetpp.ini file: IOT.*.protocol = "MQTT" or "COAP". This is not standard option right? I wonder what extra work has to be done.
Thanks in advance,
Alex
CoAP and MQTT models are not available for OMNeT++. In the video, the guy is definitely showing his own project.
You can create the MQTT simulation model by modifying the TCP applications given in INET and use your own message class with MQTT payload.

Is there a published protocol standard for home environment and appliance control via the Internet?

I am starting to look into home environment and appliance control via the Internet.
I have an infotainment background that includes audio transport in distributed infotainment systems via MOST and Ethernet. For the latter I have experience with IEEE1722 (IEEE 1722 - LAYER 2 TRANSPORT PROTOCOL WORKING GROUP FOR TIME-SENSITVE STREAMS).
As I looked into IoT and the home domain (I use that term loosely to include appliances, security, environment, landscape maintenance) I had hoped to find a standard command and control protocol, for example something analogous to IEEE1722.1, but applicable to command and control in the home domain.
I did some searching and I see there are a number of packaged solutions (i.e. products and software recommendations) available. There are also a number of kits out there (e.g. RPI3 and Beaglebone Black, TINI) that would be useful platforms for a type of home controller however I found no mention of a standard protocol for command and control of the home apps. We have the lower layer protocols like IP, TCP, UDP, SSL, HTTP ... etc but as far as I could tell no standard application layer protocol.
Does such a protocol standard (either formal or de-facto) exist? If so could you please provide a pointer to it?
BTW there was a hit on my search in Stackoverflow:
"Is there any standard for Smart Home?" But from what I could tell that was someone asking for the answer to questions posed by their classroom lecturer. It had -1 votes. My questions is not that.
Thanks in advance.
Jim
I did further searching and found https://developer.apple.com/homekit/ and http://www.knx.org/media/docs/Flyers/KNX-Basics/KNX-Basics_en.pdf and https://www.electronichouse.com/smart-home/home-automation-protocols-what-technology-is-right-for-you/#comments Thanks

How to generate H323 (Including H225 & H245) protocol packets?

I'm trying to write a simple DPI (Deep Packet Inspection) tool. In my current phase, I need to develop a H.323 protocol detector. To aim this goal I need a H.225 / H.245 packet generator. I seems that almost all tool use SIP and RTP & RTCP protocol. Does anybody have any idea which tool use H323 protocols in VOIP?
There is number of h323 libraries, some of them are openh323 and openoh323/openooh323.
But ALL libraries have issues and alot of bugs. Main issue - protocol is VERY complex if compare with sip or other modern protocols and ALL vendors do "vendor-specific" addons/changes in protocol way they think "better for client".
As result it is hard to work with any tools. Easy way detect is just get signatures like 'h323', 'rtp' etc.

Implementing ospf topology collector

I need to implement a software module that is able to retrieve the topology of an autonomous system.
Looking at the various protocol that are implemented in Cisco routers i concluded that the only two alternatives to obtain topology are smnp and ospf.
The first one is a workaround and i don't want to use it, this leads to ospf.
I haven't found library in c, java and python that are usable; this one ( http://www.ospf.org/ )is probably the most complete but comes without documentation and i don't have enough time to analyze all the code.
So i found quagga that can implement a software ospf router; seems the perfect alternative since it can work with both real network and simulated network in gns3.
But it's possible to obtain the ospf routing table from quagga since everything is from command line?
This are my conclusions and doubts if someone can suggest something better or help me with the next step it would be appreciated since i'm stuck at the moment.
Use quagga's ospfclient feature. There is already an example provided in the ospfclient directory (see ospfclient.c) which will show you how to retrieve the LSA database from a quagga/ospfd instance. For this solution to work you need to attach a PC to one of your OSPF backbone routers and configure quagga/ospfd on it to successfully learn the routes then you start your ospfclient to retrieve any information you need.

Available Game network protocol definition languages and code generation

I've been looking for a good general purpose binary network protocol definition framework to provide a way to write real-time game servers and clients (think World Of Warcraft or Quake III) in multiple languages (e.g. Java backend server and iPhone front-end client written in Objective-C and Cocoa).
I want to support Java Flash clients, iPhone clients and C# clients on windows (and XNA clients on XBOX).
I'm looking for a way to efficiently send/receive messages over a TCP/IP or UDP socket stream connection. I'm not looking for something that can be sent over an HTTP Web Service, like JSON or XML marshalled Objects. Although Hessian's binary web service protocol is a very interesting solution
I want a network protocol format and client/server basic implementation that will allow a client to connect to a server and send any message in the defined protocol and receive any message in the protocol without having to bind to some kind of RPC endpoint. I want a generic stream of any message in my protocol incoming and outgoing. This is so that I can support things like the server sending all clients the positions of various entities in the game every 100 milliseconds.
The network protocol frameworks I've found are as follows:
Google's Protocol Buffer - but it lacks support for things like sending/receiving arbitrary messages from your given protocol.
Apache Thrift - an interesting option but it is geared mainly towards RPC instead of generic game client/server socket type connections where the client or server can send messages at any time and not just in response to a client RPC request.
Raknet Multiplayer - Raknet provides full multiplayer network library (it's free for indie development with revenue under $250k)
UPDATE : OculusVR Acquired RakNet and its Free/OpenSource now. U can find it on Github
Hessian Binary Web Service Protocol - is a HTTP web service binary protocol, it is well-suited to sending binary data without any need to extend the protocol with attachments.
Raknet provides a good game/simulation oriented multiplayer library.
Apache Thrift and Google's protocol buffers seem to be the simplest approaches to using in a game network protocol client/server architecture.
Hessian seems like a great fit if you want to create a web based game server with a Java or flash client using some type of server push technology like COMET. Hessian might provide a really interesting way to support real-time games on the web and even be able to host them on VM web solutions like Google's App engine or Amazon's EC2.
There's some discussion about using various protocol definition frameworks for games and other uses:
Comparison of Various Serialization Frameworks
Thrift vs Protocol Buffers - Thrift is declared the better framework because it has a fully supported RPC client/server implementation
Using Protocol Buffers for client server Game API determining what type of message to decode
Bi-Directional RPC using thrift
DIS
If you do go the route of writing your own protocol, you may want to read the answer I posted here.
In summary it discusses what you should think about when writing a protocol, and list a few tricks for versioning and maintaining backwards and forward compatibility.
If you are really concerned about multiple platforms and language, be sure to take into account endian issues. A binary protocol designed for this use must use network-byte-order, so it needs custom per-data-type serialization functions; you cannot just blindly push C structs into network buffers.
A common solution for this problem at game companies is to have protocol description language or specification in a simple format like XML or python or lua, and then have code generation for each target language that generated packet classes with both data structure and serialization. This specification could use a type system that starts with basic types, then extends to include game-specific types with semantic information, enumerations or more complex structures. For example a data file could look like:
Attack = {
source = 'objectId',
target = 'objectId',
weapon = 'weapon::WEAP_MAIN',
seed = 'int'
}
This could generate code like:
#define PT_ATTACK 10002
class PacketAttack : public Packet {
public:
PacketAttack () : m_packetType(PacketAttack::s_packetType) {}
ObjectId m_source;
ObjectId m_target;
WeaponType m_weapon;
int m_seed;
bool Write(Stream* outStream) {
Packet::Write(outStream);
outStream << m_source;
outStream << m_target;
outStream << m_weapon
outStream << m_seed;
}
bool Read(Stream* inStream);
static const int s_packetType;
};
This does require some more infrastructure.. streams, packet base classes, safe serialization functions..
I want to echo Bill K's suggestion. It's not hard to roll your own protocol.
For the iPhone side, have a look at AsyncSocket which support for delimiter based TCP packets built in, and it's not hard to build a solution which uses packet headers.
If you quickly want to have a testserver to play against AsyncSocket on the iPhone, you can look at Naga (for the java server part) which has ready made stuff both for delimiter based packets and packets with headers. Naga was partially written with networked games in mind.
I disagree with "roll your with simple delimited strings approach": question is, what exactly would be the benefit? Getting to write and maintain more code?
The only reasons I could see would be lack of tool support (writing for some odd platform), or specific (very) hard performance or message size constraints.
Or, sometimes, really wanting to write a format -- that's ok, but it must be an explicit reason.
Depending on exact needs I would suggest considering JSON, since it can read and write arbitrary messages; has good object binders for Java (just like xml), is easier to read than binary formats, and is all around "good enough" for many use cases.
If message size is very important, Protobuf can work well -- while its size is not always as small as gzipped alternatives (gzip+xml, gzip+json compress very well), it's usually close.
ASN.1 fits the definition of "good general purpose binary network protocol definition framework". It's also standardized by ITU-T, so there's a lot of existing tools and libraries for various languages.
The DER encoding is suitable for efficient network communications, the XER encoding for human-readable (and writable) permanent storage.
Because you want to use different languages and also because you want something clean/small, I suggest the protocol buffers of google. You need a pre-compile part for the RPC but I really think that's the best option when you begin to mix different languages.. Here's the link: http://code.google.com/apis/protocolbuffers/docs/overview.html
Why not implement UDP directly? Your question mostly mentions what you don't want.. What further form of abstration do you want on top of UDP?
Download the Quake III sourcecode and see how they frame game updates over UDP?
The IP protocol has been designed to support multiple devices/OSes in a uniform way, isn't this what you ask for?
What protocol has implementations across a huge range of systems, hmm, IP perhaps?

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