code/machine/network.cc
// network.cc
// Routines to simulate a network interface, using UNIX sockets
// to deliver packets between multiple invocations of nachos.
//
// DO NOT CHANGE -- part of the machine emulation
//
// Copyright (c) 1992-1993 The Regents of the University of California.
// All rights reserved. See copyright.h for copyright notice and limitation
// of liability and disclaimer of warranty provisions.
#include "copyright.h"
#include "system.h"
// Dummy functions because C++ can't call member functions indirectly
static void NetworkReadPoll(int arg)
{ Network *net = (Network *)arg; net->CheckPktAvail(); }
static void NetworkSendDone(int arg)
{ Network *net = (Network *)arg; net->SendDone(); }
// Initialize the network emulation
// addr is used to generate the socket name
// reliability says whether we drop packets to emulate unreliable links
// readAvail, writeDone, callArg -- analogous to console
Network::Network(NetworkAddress addr, double reliability,
VoidFunctionPtr readAvail, VoidFunctionPtr writeDone, int callArg)
{
ident = addr;
if (reliability < 0) chanceToWork = 0;
else if (reliability > 1) chanceToWork = 1;
else chanceToWork = reliability;
// set up the stuff to emulate asynchronous interrupts
writeHandler = writeDone;
readHandler = readAvail;
handlerArg = callArg;
sendBusy = FALSE;
inHdr.length = 0;
sock = OpenSocket();
sprintf(sockName, "SOCKET_%d", (int)addr);
AssignNameToSocket(sockName, sock); // Bind socket to a filename
// in the current directory.
// start polling for incoming packets
interrupt->Schedule(NetworkReadPoll, (int)this, NetworkTime, NetworkRecvInt);
}
Network::~Network()
{
CloseSocket(sock);
DeAssignNameToSocket(sockName);
}
// if a packet is already buffered, we simply delay reading
// the incoming packet. In real life, the incoming
// packet might be dropped if we can't read it in time.
void
Network::CheckPktAvail()
{
// schedule the next time to poll for a packet
interrupt->Schedule(NetworkReadPoll, (int)this, NetworkTime, NetworkRecvInt);
if (inHdr.length != 0) // do nothing if packet is already buffered
return;
if (!PollSocket(sock)) // do nothing if no packet to be read
return;
// otherwise, read packet in
char *buffer = new char[MaxWireSize];
ReadFromSocket(sock, buffer, MaxWireSize);
// divide packet into header and data
inHdr = *(PacketHeader *)buffer;
ASSERT((inHdr.to == ident) && (inHdr.length <= MaxPacketSize));
bcopy(buffer + sizeof(PacketHeader), inbox, inHdr.length);
delete []buffer ;
DEBUG('n', "Network received packet from %d, length %d...\n",
(int) inHdr.from, inHdr.length);
stats->numPacketsRecvd++;
// tell post office that the packet has arrived
(*readHandler)(handlerArg);
}
// notify user that another packet can be sent
void
Network::SendDone()
{
sendBusy = FALSE;
stats->numPacketsSent++;
(*writeHandler)(handlerArg);
}
// send a packet by concatenating hdr and data, and schedule
// an interrupt to tell the user when the next packet can be sent
//
// Note we always pad out a packet to MaxWireSize before putting it into
// the socket, because it's simpler at the receive end.
void
Network::Send(PacketHeader hdr, char* data)
{
char toName[32];
sprintf(toName, "SOCKET_%d", (int)hdr.to);
ASSERT((sendBusy == FALSE) && (hdr.length > 0)
&& (hdr.length <= MaxPacketSize) && (hdr.from == ident));
DEBUG('n', "Sending to addr %d, %d bytes... ", hdr.to, hdr.length);
interrupt->Schedule(NetworkSendDone, (int)this, NetworkTime, NetworkSendInt);
if (Random() % 100 >= chanceToWork * 100) { // emulate a lost packet
DEBUG('n', "oops, lost it!\n");
return;
}
// concatenate hdr and data into a single buffer, and send it out
char *buffer = new char[MaxWireSize];
*(PacketHeader *)buffer = hdr;
bcopy(data, buffer + sizeof(PacketHeader), hdr.length);
SendToSocket(sock, buffer, MaxWireSize, toName);
delete []buffer;
}
// read a packet, if one is buffered
PacketHeader
Network::Receive(char* data)
{
PacketHeader hdr = inHdr;
inHdr.length = 0;
if (hdr.length != 0)
bcopy(inbox, data, hdr.length);
return hdr;
}