// network.h // Data structures to emulate a physical network connection. // The network provides the abstraction of ordered, unreliable, // fixed-size packet delivery to other machines on the network. // // You may note that the interface to the network is similar to // the console device -- both are full duplex channels. // // 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. #ifndef NETWORK_H #define NETWORK_H #include "copyright.h" #include "utility.h" // Network address -- uniquely identifies a machine. This machine's ID // is given on the command line. typedef int NetworkAddress; // The following class defines the network packet header. // The packet header is prepended to the data payload by the Network driver, // before the packet is sent over the wire. The format on the wire is: // packet header (PacketHeader) // data (containing MailHeader from the PostOffice!) class PacketHeader { public: NetworkAddress to; // Destination machine ID NetworkAddress from; // source machine ID unsigned length; // bytes of packet data, excluding the // packet header (but including the // MailHeader prepended by the post office) }; #define MaxWireSize 64 // largest packet that can go out on the wire #define MaxPacketSize (MaxWireSize - sizeof(struct PacketHeader)) // data "payload" of the largest packet // The following class defines a physical network device. The network // is capable of delivering fixed sized packets, in order but unreliably, // to other machines connected to the network. // // The "reliability" of the network can be specified to the constructor. // This number, between 0 and 1, is the chance that the network will lose // a packet. Note that you can change the seed for the random number // generator, by changing the arguments to RandomInit() in Initialize(). // The random number generator is used to choose which packets to drop. class Network { public: Network(NetworkAddress addr, double reliability, VoidFunctionPtr readAvail, VoidFunctionPtr writeDone, int callArg); // Allocate and initialize network driver ~Network(); // De-allocate the network driver data void Send(PacketHeader hdr, char* data); // Send the packet data to a remote machine, // specified by "hdr". Returns immediately. // "writeHandler" is invoked once the next // packet can be sent. Note that writeHandler // is called whether or not the packet is // dropped, and note that the "from" field of // the PacketHeader is filled in automatically // by Send(). PacketHeader Receive(char* data); // Poll the network for incoming messages. // If there is a packet waiting, copy the // packet into "data" and return the header. // If no packet is waiting, return a header // with length 0. void SendDone(); // Interrupt handler, called when message is // sent void CheckPktAvail(); // Check if there is an incoming packet private: NetworkAddress ident; // This machine's network address double chanceToWork; // Likelihood packet will be dropped int sock; // UNIX socket number for incoming packets char sockName[32]; // File name corresponding to UNIX socket VoidFunctionPtr writeHandler; // Interrupt handler, signalling next packet // can be sent. VoidFunctionPtr readHandler; // Interrupt handler, signalling packet has // arrived. int handlerArg; // Argument to be passed to interrupt handler // (pointer to post office) bool sendBusy; // Packet is being sent. bool packetAvail; // Packet has arrived, can be pulled off of // network PacketHeader inHdr; // Information about arrived packet char inbox[MaxPacketSize]; // Data for arrived packet }; #endif // NETWORK_H