@node Emu NetDevice
@chapter Emu NetDevice
@section Behavior
The @code{Emu} net device allows a simulation node to send and receive packets
over a real network. The emulated net device relies on a specified interface
being in promiscuous mode. It opens a raw socket and binds to that interface.
We perform MAC spoofing to separate simulation network traffic from other
network traffic that may be flowing to and from the host.
One can use the @code{Emu} net device in a testbed situation where the
host on which the simulation is running has a specific interface of interest
which drives the testbed hardware. You would also need to set this specific
interface into promiscuous mode and provide an appropriate device name to the
ns-3 emulated net device. An example of this environment is the ORBIT testbed
as described above.
The @code{Emu} net device only works if the underlying interface is up and in
promiscuous mode. Packets will be sent out over the device, but we use MAC
spoofing. The MAC addresses will be generated (by default) using the
Organizationally Unique Identifier (OUI) 00:00:00 as a base. This vendor code
is not assigned to any organization and so should not conflict with any real
hardware.
It is always up to the user to determine that using these MAC addresses is
okay on your network and won't conflict with anything else (including another
simulation using @code{Emu} devices) on your network. If you are using the
emulated net device in separate simulations you must consider global MAC
address assignment issues and ensure that MAC addresses are unique across
all simulations. The emulated net device respects the MAC address provided
in the @code{SetAddress} method so you can do this manually. For larger
simulations, you may want to set the OUI in the MAC address allocation function.
IP addresses corresponding to the emulated net devices are the addresses
generated in the simulation, which are generated in the usual way via helper
functions. Since we are using MAC spoofing, there will not be a conflict
between ns-3 network stacks and any native network stacks.
The emulated net device comes with a helper function as all ns-3 devices do.
One unique aspect is that there is no channel associated with the underlying
medium. We really have no idea what this external medium is, and so have not
made an effort to model it abstractly. The primary thing to be aware of is the
implication this has for IPv4 global routing. The global router module
attempts to walk the channels looking for adjacent networks. Since there
is no channel, the global router will be unable to do this and you must then
use a dynamic routing protocol such as OLSR to include routing in
@code{Emu}-based networks.
@section Usage
Any mixing of ns-3 objects with real objects will typically require that
ns-3 compute checksums in its protocols. By default, checksums are not
computed by ns-3. To enable checksums (e.g. UDP, TCP, IP), users must set
the attribute @code{ChecksumEnabled} to true, such as follows:
@verbatim
GlobalValue::Bind ("ChecksumEnabled", BooleanValue (true));
@end verbatim
The usage of the @code{Emu} net device is straightforward once the network of
simulations has been configured. Since most of the work involved in working
with this device is in network configuration before even starting a simulation,
you may want to take a moment to review a couple of HOWTO pages on the ns-3 wiki
that describe how to set up a virtual test network using VMware and how to run
a set of example (client server) simulations that use @code{Emu} net devices.
@itemize @bullet
@item @uref{http://www.nsnam.org/wiki/index.php/HOWTO_use_VMware_to_set_up_virtual_networks_(Windows)}
@item @uref{http://www.nsnam.org/wiki/index.php/HOWTO_use_ns-3_scripts_to_drive_real_hardware_(experimental)}
@end itemize
Once you are over the configuration hurdle, the script changes required to use
an @code{Emu} device are trivial. The main structural difference is that you
will need to create an ns-3 simulation script for each node. In the case of
the HOWTOs above, there is one client script and one server script. The only
``challenge'' is to get the addresses set correctly.
Just as with all other ns-3 net devices, we provide a helper class for the
@code{Emu} net device. The following code snippet illustrates how one would
declare an EmuHelper and use it to set the ``DeviceName'' attribute to ``eth1''
and install @code{Emu} devices on a group of nodes. You would do this on both
the client and server side in the case of the HOWTO seen above.
@verbatim
EmuHelper emu;
emu.SetAttribute ("DeviceName", StringValue ("eth1"));
NetDeviceContainer d = emu.Install (n);
@end verbatim
The only other change that may be required is to make sure that the address
spaces (MAC and IP) on the client and server simulations are compatible. First
the MAC address is set to a unique well-known value in both places (illustrated
here for one side).
@verbatim
//
// We've got the devices in place. Since we're using MAC address
// spoofing under the sheets, we need to make sure that the MAC addresses
// we have assigned to our devices are unique. Ns-3 will happily
// automatically assign the same MAC address to the devices in both halves
// of our two-script pair, so let's go ahead and just manually change them
// to something we ensure is unique.
//
Ptr<NetDevice> nd = d.Get (0);
Ptr<EmuNetDevice> ed = nd->GetObject<EmuNetDevice> ();
ed->SetAddress ("00:00:00:00:00:02");
@end verbatim
And then the IP address of the client or server is set in the usual way using
helpers.
@verbatim
//
// We've got the "hardware" in place. Now we need to add IP addresses.
// This is the server half of a two-script pair. We need to make sure
// that the addressing in both of these applications is consistent, so
// we use provide an initial address in both cases. Here, the client
// will reside on one machine running ns-3 with one node having ns-3
// with IP address "10.1.1.2" and talk to a server script running in
// another ns-3 on another computer that has an ns-3 node with IP
// address "10.1.1.3"
//
Ipv4AddressHelper ipv4;
ipv4.SetBase ("10.1.1.0", "255.255.255.0", "0.0.0.2");
Ipv4InterfaceContainer i = ipv4.Assign (d);
@end verbatim
You will use application helpers to generate traffic exactly as you do in any
ns-3 simulation script. Note that the server address shown below in a snippet
from the client, must correspond to the IP address assigned to the server node
similarly to the snippet above.
@verbatim
uint32_t packetSize = 1024;
uint32_t maxPacketCount = 2000;
Time interPacketInterval = Seconds (0.001);
UdpEchoClientHelper client ("10.1.1.3", 9);
client.SetAttribute ("MaxPackets", UintegerValue (maxPacketCount));
client.SetAttribute ("Interval", TimeValue (interPacketInterval));
client.SetAttribute ("PacketSize", UintegerValue (packetSize));
ApplicationContainer apps = client.Install (n.Get (0));
apps.Start (Seconds (1.0));
apps.Stop (Seconds (2.0));
@end verbatim
The @code{Emu} net device and helper provide access to ASCII and pcap tracing
functionality just as other ns-3 net devices to. You enable tracing similarly
to these other net devices:
@verbatim
EmuHelper::EnablePcapAll ("emu-udp-echo-client");
@end verbatim
To see an example of a client script using the @code{Emu} net device, see
@code{examples/emu-udp-echo-client.cc} and @code{examples/emu-udp-echo-server.cc}
in the repository @uref{http://code.nsnam.org/craigdo/ns-3-emu/}.
@section Implementation
Perhaps the most unusual part of the @code{Emu} and @code{Tap} device
implementation relates to the requirement for executing some of the code
with super-user permissions. Rather than force the user to execute the entire
simulation as root, we provide a small ``creator'' program that runs as root
and does any required high-permission sockets work.
We do a similar thing for both the @code{Emu} and the @code{Tap} devices.
The high-level view is that the @code{CreateSocket} method creates a local
interprocess (Unix) socket, forks, and executes the small creation program.
The small program, which runs as suid root, creates a raw socket and sends
back the raw socket file descriptor over the Unix socket that is passed to
it as a parameter. The raw socket is passed as a control message (sometimes
called ancillary data) of type SCM_RIGHTS.
The @code{Emu} net device uses the ns-3 threading and multithreaded real-time
scheduler extensions. The interesting work in the @code{Emu} device is done
when the net device is started (@code{EmuNetDevice::StartDevice ()}). An
attribute (``Start'') provides a simulation time at which to spin up the
net device. At this specified time (which defaults to t=0), the socket
creation function is called and executes as described above. You may also
specify a time at which to stop the device using the ``Stop'' attribute.
Once the (promiscuous mode) socket is created, we bind it to an interface name
also provided as an attribute (``DeviceName'') that is stored internally as
@code{m_deviceName}:
@verbatim
struct ifreq ifr;
bzero (&ifr, sizeof(ifr));
strncpy ((char *)ifr.ifr_name, m_deviceName.c_str (), IFNAMSIZ);
int32_t rc = ioctl (m_sock, SIOCGIFINDEX, &ifr);
struct sockaddr_ll ll;
bzero (&ll, sizeof(ll));
ll.sll_family = AF_PACKET;
ll.sll_ifindex = m_sll_ifindex;
ll.sll_protocol = htons(ETH_P_ALL);
rc = bind (m_sock, (struct sockaddr *)&ll, sizeof (ll));
@end verbatim
After the promiscuous raw socket is set up, a separate thread is spawned to do
reads from that socket and the link state is set to @code{Up}.
@verbatim
m_readThread = Create<SystemThread> (
MakeCallback (&EmuNetDevice::ReadThread, this));
m_readThread->Start ();
NotifyLinkUp ();
@end verbatim
The @code{EmuNetDevice::ReadThread} function basically just sits in an infinite
loop reading from the promiscuous mode raw socket and scheduling packet
receptions using the real-time simulator extensions.
@verbatim
for (;;)
{
...
len = recvfrom (m_sock, buf, bufferSize, 0, (struct sockaddr *)&addr,
&addrSize);
...
DynamicCast<RealtimeSimulatorImpl> (Simulator::GetImplementation ())->
ScheduleRealtimeNow (
MakeEvent (&EmuNetDevice::ForwardUp, this, buf, len));
...
}
@end verbatim
The line starting with our templated DynamicCast function probably deserves a
comment. It gains access to the simulator implementation object using
the @code{Simulator::GetImplementation} method and then casts to the real-time
simulator implementation to use the real-time schedule method
@code{ScheduleRealtimeNow}. This function will cause a handler for the newly
received packet to be scheduled for execution at the current real time clock
value. This will, in turn cause the simulation clock to be advanced to that
real time value when the scheduled event (@code{EmuNetDevice::ForwardUp}) is
fired.
The @code{ForwardUp} function operates as most other similar ns-3 net device
methods do. The packet is first filtered based on the destination address. In
the case of the @code{Emu} device, the MAC destination address will be the
address of the @code{Emu} device and not the hardware address of the real
device. Headers are then stripped off and the trace hooks are hit. Finally,
the packet is passed up the ns-3 protocol stack using the receive callback
function of the net device.
Sending a packet is equally straightforward as shown below. The first thing
we do is to add the ethernet header and trailer to the ns-3 @code{Packet} we
are sending. The source address corresponds to the address of the @code{Emu}
device and not the underlying native device MAC address. This is where the
MAC address spoofing is done. The trailer is added and we enqueue and dequeue
the packet from the net device queue to hit the trace hooks.
@verbatim
header.SetSource (source);
header.SetDestination (destination);
header.SetLengthType (packet->GetSize ());
packet->AddHeader (header);
EthernetTrailer trailer;
trailer.CalcFcs (packet);
packet->AddTrailer (trailer);
m_queue->Enqueue (packet);
packet = m_queue->Dequeue ();
struct sockaddr_ll ll;
bzero (&ll, sizeof (ll));
ll.sll_family = AF_PACKET;
ll.sll_ifindex = m_sll_ifindex;
ll.sll_protocol = htons(ETH_P_ALL);
rc = sendto (m_sock, packet->PeekData (), packet->GetSize (), 0,
reinterpret_cast<struct sockaddr *> (&ll), sizeof (ll));
@end verbatim
Finally, we simply send the packet to the raw socket which puts it out on the
real network.