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Architecture and Trial Implementation of A Performance Testing Framework

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Architecture and Trial Implementation of a

Performance Testing Framework

Final Report for COMP420Y

Brendon Jones

Department of Computer Science

Hamilton, New Zealand

October 22, 2004


Abstract

The WAND Emulation Network is used by researchers to undertake performance evaluation of computer
network software and hardware. While the network provides a powerful environment for testing, many of the
procedures are ad hoc. Researchers must invest time in developing their own measurement system. Further,
these systems are disjoint from one another, so results are not necessarily comparable.
This report details the development of a testing framework that will allow easy emulation setup and mea-
surement. Amongst the more important of these components is the automatic configuration of the network
and the generation of traffic to create situations that fully test the capabilities of a device.

i
Acknowledgements

I would like to acknowledge the members of the WAND group for their support during this project. Extra
thanks should go to my supervisor Richard Nelson for all of his help throughout the year.

ii
Contents

1 Introduction 1
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

2 Background 3
2.1 Network Performance Metrics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.1.1 Current Performance Metric Research . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.1.2 Current Performance Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Network Emulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2.1 Emulab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2.2 WAND Emulation Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.3 Network Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3.1 ns-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3 Implementation 7
3.1 Configuration Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.2 Language Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.2.1 Parsing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.2.2 Overriding ns-2 Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.3 Custom ns-2 Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.3.1 Emulation Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.4 Emulation Daemon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4.1 Transport Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.4.2 Command Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.4.3 Application Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.4.4 Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

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3.4.5 Traffic Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.4.6 Security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.5 Network Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.5.1 Hosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.5.2 Topology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.5.3 NIST Net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.6 Disk Imaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
3.6.1 Creating a Disk Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
3.6.2 Boot Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.6.3 Custom RAM Disk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

4 Results 23
4.1 Accurate Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.2 Performance Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

5 Conclusions and Future Work 26

A Emulation Machine Specifications 28

B Abridged User Guide 30


B.1 Global Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
B.2 Creating and Configuring Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
B.3 Creating and Configuring Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
B.4 Creating and Configuring Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
B.5 Creating and Configuring Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
B.6 Final Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Bibliography 34

iv
List of Figures

3.1 Available Configuration Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9


3.2 Default ns-2 Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.3 ns-2 Integrated with Emulation System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4 Emulation Daemon Protocol Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.5 Example Topology Diagram Generated by dot . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.6 Simplified Boot Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

4.1 Competing UDP Flows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

A.1 Machine Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29


A.2 Overview of Emulation Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

v
Chapter 1
Introduction

Networking is a very active area of research. New protocols are always under development, and existing ones
are being tweaked or added to as well. New devices are being created to put in networks to improve security,
reliability or performance. Before these are deployed, it is important to understand how they will behave in a
real network, and interact with existing protocols and devices. It is not sensible for these tests to take place in
a production network because of the possibility of damage being caused or existing traffic being interrupted.
Also, it is such a random environment that results are not always able to be trusted. Instead, what is needed is
a closed system over which a researcher has full and total control, and in which they can conduct experiments.

1.1 Motivation

Network simulation is becoming increasingly prevalent as the way to test new ideas and research, and so
it is important that we are able to accurately validate the results gained through it. In this case, simulation
is the process of experimenting with the diverse attributes of networking in a software environment. The
physical devices, computers, wiring, operating system and user behaviour are represented by models based
on their specifications and observed behaviour. Situations that would otherwise be hypothetical or simply
difficult to create can be explored, repeated and tweaked, with constraints on time and scale imposed only by
the speed of the hardware the simulation is running on. Because these models are necessarily abstracted in
nature to make their performance tractable, simulation cannot always accurately predict the subtle interactions
that occur between different implementations of network stacks, operating systems and the various network
devices along a path. Despite this, good simulators that are consistent are useful for comparative studies and
are a valuable resource for improving the state of networking. Exactly how much it differs from the “reality”
of a situation, and how consistent it is need to be known. Heidermann, Mills and Kumar[6] acknowledge that
the “growing reliance on simulation raises the stakes with regard to establishing the correctness and predictive
merits of specific simulation models”, and that methods of validation need to be improved.

1
Emulation is one of the preferred methods for validating simulation (and to a lesser extent, testing in its
own right), but despite this, tools for emulation lag behind in terms of quality and availability. It is perhaps
understandable that this is so, because emulation brings together many different areas of computing in order
to provide a closed, controllable environment constructed with real equipment. The one-to-one correlation
between nodes used in emulation and the physical machines (rather than the one physical machine, many
nodes approach simulation is capable of) means a sizable network of computers is required to be able to
emulate a complex topology. All these need to be managed, configured and updated in order to keep them
going, and there is the added issue of how testing is performed and how it is made to produce results. What is
needed is a way to perform emulation in a manner similar to simulation, with the advantages of both.

1.2 Goals

The overall goal of this project is to create a system for users to interact with that removes the complexity of
current network emulation. If the user is completely unable to spot any difference in the process when they
conduct simulations and emulations and they can apply the same skill set to both, then this goal will have
been realised and surpassed. More practically, this implementation will likely function as a precursor to such
a system, and will identify key points that need to be understood while itself developing into a full featured
but less streamlined interface to emulation.
The first step is taking care of configuring machines and lowering the cost of maintaining them. To do
so it should remove the need for users to be involved with specific configuration, and instead allow them to
focus on their experiments (while the system takes care of the details). This configuration should take place
quickly, so that experiments can be rapidly modified to suit changing conditions, and so that it can be time
shared between users with low overhead.
Secondly, experimentation needs to be controllable at a higher level than it is currently. At present the
method tends to revolve around logging into each machine involved, starting and stopping test software and
copying around results files. Doing so manually is time consuming and scripting it takes effort and is usually
non portable between different situations. The system should provide alternatives to this so that testing can
be simply a matter of the user specifying how and where to test, and all the work is taken care of behind the
scenes. Whether it is possible to cover all options will need to be investigated, and a way to allow the more
complex tests to be run found, should this be necessary.

2
Chapter 2
Background

Interest in the performance of computer networks has grown alongside the networks themselves, to the point
where it is no longer a small part of network administration, but a fully fledged area of research. Modern
networks, network devices and protocols are constantly being evaluated to determine how they interact with
other parts of the network, and how they can be changed to work better. New ideas are not put into production
until their impact is fully understood.
This chapter discusses some of the background work in network performance that this project builds on. In
particular, the efforts of the Internet Engineering Task Force (IETF) to create standardised tests and measures,
and the range of approaches that other groups have taken in order to understand how new systems will behave
– more specifically, different ways that are commonly used to determine the state of a network, and methods
of simulating and emulating networks. The ideas put forward by the IETF with respect to performance testing
are important ones and should at least be considered as part of the process. Also, investigating how the
current batch of simulators behave and how other network emulators have dealt with the problems they have
encountered can give useful insights.

2.1 Network Performance Metrics

An essential part of the project is ensuring that it is possible to test as many metrics as possible. This means that
it is important to understand what aspects of network performance are considered most important and useful,
in addition to how the tests are commonly performed. Standardised metrics for measuring performance allow
comparison across results obtained by different researchers. These should guide development of the whole
performance testing framework being developed as part of this project, in such a way that the architecture is
capable of supporting them.
Of interest here are the IP Performance Metrics[9] and Benchmarking Methodology[1] IETF Working
Groups, who are responsible for publications detailing their recommendations for network measurement, and
methodology for testing. Another source of useful data on metrics is the available toolset for performance

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testing. Such software is written to fill a perceived need, and so its existence can show which aspects are of
importance to the networking community as a whole. Often the results of commonly used software of this
type develop into a de facto standard, or correspond with a more formal metric.

2.1.1 Current Performance Metric Research

Most of the relevant documentation available is dominated by the standards published by the IP Performance
Metrics, and Benchmarking Methodology working groups, which are all aimed at developing metrics and tests
that can give an accurate measure of how well devices within a network function, though each group has a
different focus.
The IP Performance Metrics group is aimed at metrics that any user, privileged or not can perform. As
such they are mostly measuring end to end performance from the current location in the network. Regular
users are most interested in the characteristics of the path between themselves and the remote machine they
are dealing with, and how these directly affect the performance they observe. This means that the tests are
based around connectivity, throughput and latency along the path, and are all very simple to perform.
The Benchmarking Methodology Working Group is at the opposite end of the spectrum, being interested
in intense testing of many aspects of both equipment and services within a closed laboratory environment, with
a focus on network devices rather than end host or end to end performance. They explain in very precise terms
their methods for testing classes of system, and what metrics are tested. In particular they have published
documents that standardise terminology and describe techniques for testing such things as routers, firewalls,
and switches.
One of the original plans for the project was to decide on which metrics were important, and to include as
many of them as possible. This was not possible however, as the sheer number and variability of the different
metrics precluded catering to all of them, and choosing just a subset was not desired. Instead, design moved
towards making the system generic and flexible enough that any of the tests would be able to be performed.

2.1.2 Current Performance Tools

In order to understand their networks, administrators and users employ a wide variety of tools. Many of these
have become standard programs that any operating system will include, and most are publicly available to
anyone who wishes to make use of them. For example, it would be unusual to be without the ping and
traceroute utilities that are useful for diagnosing network connectivity issues. Of perhaps more relevance
to this project are lesser known tools such as pathchar[15] and iperf[10] that are used for exploring
such characteristics of a link as bandwidth and latency. These tend to focus on user observable behaviour of
network paths rather than the specifics of what what is happening internally at each hop – which makes sense
in that the tools are designed to be used in a live network, where user access is not normally given to the

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internals of routers.
Currently available tools can be useful in the design of the project in a couple of ways. They can be used
as a source of data to load the network and create cross traffic during experiments, while measurements are
taken elsewhere. Alternatively, they can be used to make measurements while different circumstances are
experimented with.

2.2 Network Emulation

As mentioned, network emulation is one approach to providing an environment for testing. It involves using
real machines to represent the problem space, and using them to recreate situations that could be found in
any live network. This means tests can be run with accurate implementations of protocols and timers for high
confidence in the results. The cost it takes to set up and run tests are the major disadvantages to emulation.
This section discusses the approach taken previously by large emulation projects, as well as detailing the
original network upon which this project is built.

2.2.1 Emulab

Emulab[21] is one of the largest emulation projects currently underway, involving more than 150 PCs, and
is made available for research use. The motivation behind Emulab is to provide an easy to use system that
takes care of configuring a network topology for a researcher to use as a platform for conducting their own
experiments. Simple scripts are used to describe nodes and the links between them, and then the system
installs the machines afresh, and configures them to use the new topology. Researchers are then free to run
their own tests and collect their own measurements on a private network.
The Emulab project is a successful one in that it does provide everything it claims too, and is well used.
However, it only goes part of the way towards fully integrating simulation and emulation. It is merely a
configuration tool, and it is up to the individual to create their own traffic models. This means that when
the results of tests run on Emulab are compared with those of tests run in a simulator, there are two major
differences instead of one – the traffic models as well as the underlying network (real or simulated) are likely
to be different. If the same model could be used for both this would help remove and inconsistency and make
results more comparable.

2.2.2 WAND Emulation Network

The WAND Emulation Network[20] is a network of 24 PCs around a central server. With multiple interfaces
per machine, it allows for flexible topology configuration, making it useful as a test-bed for any sort of network
research. The problem with it is that it is almost completely manually configured. Machines need to be

5
installed and configured separately, and conducting experiments involves manually logging in and running
commands, unless time is spent on developing scripts to help automate the process for a particular set of
tests. This is less than desirable, as it takes a researchers focus away from the purpose of their experiment,
and forces them to deal with the logistics of it instead. The configuration framework this report describes
replaces this with automated systems that remove the need for detailed and specific knowledge about network
management.
Also available in the Emulation Network are a number of DAG[4] 3.5E network capture cards. They are
passive devices that are transparent to the rest of the network, and record all packets that pass through them.
Their clocks are synchronised to a GPS pulse, and so are capable of timestamping packets with an accuracy
in the order of 100 nanoseconds. These can be inserted into any point of the network to get highly accurate
records of network traffic.
Appendix A discusses the physical details of the hardware used within the WAND Emulation Network in
greater detail.

2.3 Network Simulation

The other approach to testing is through simulation. More common than emulation because it tends to be
easier, faster and in many cases free, simulation represents the problem space entirely in software. This often
increases the speed at which it can be run, and makes for great scalability. These points offset the slight
inaccuracy that tends to be present due to the abstractions of network protocols and interactions they use.

2.3.1 ns-2

ns-2[19] is a free and open source discrete event simulator designed for network research. Under con-
stant development for many years, it is feature-rich, and contains implementations of most protocols that are
commonly used. Because of its usefulness as a platform to develop protocols in, there also exist third party
modules that provide support for most protocols that have been produced and experimented with in the last
few years. The ease with which it can be extended like this by anyone is one of its strong points – the whole
backend is written in extremely modular C++ for speed of execution, with the front end written in in OTcl[12]
for speed of modification.

6
Chapter 3
Implementation

The construction of the configuration and testing framework went through a number of distinct processes. At
a very high level, this involved a stage where machines are prepared and put into a ready state, followed by
setting up and actually performing the tests, though each of these is itself more complex than a single step.
Initially work was done on developing a language to describe the network design and how testing should
be done before deciding on leveraging that of the ns-2 simulator, this is detailed in Section 3.1. Once that
had been resolved, it was possible to start work on the architecture that would allow the configuration to be
put into action. The custom ns-2 agent that acts as a gateway between scripts and the live network is covered
in Section 3.3, followed by a description of the software that runs on the network hosts to perform these
commands in Section 3.4. Specifics of the configuration process are described next in Section 3.5. Section 3.6
contains a detailed description of the low level work required to have machines running in a state that allows
all the rest of the configuration to be possible.

3.1 Configuration Language

There needs to be a way for users to specify what sort of network they would like created, how hosts com-
municate, and what sorts of tests should be performed, and this has to be on a more abstract level than if they
were to manually configure it themselves in order to have value. The process of selecting a language and its
format is covered in Section 3.2, followed by the initial approach taken to integrate it in Section 3.2.1. The
change in approach that led to the accepted solution is then in Section 3.2.2.

3.2 Language Choice

The first step was to decide on the format of the language, and how users would communicate their ideas
through it. This could be done in a number of ways such as through a configuration script, command line
parameters to some program, or interactively. It was decided to use a configuration script for this purpose.

7
Using a configuration script provides a way to see historical emulations by being persistent even when config-
uration is not taking place. Both interactive and command line options are transient unless saved elsewhere,
though that is not greatly useful unless the settings can be reloaded and reused – in which case they essentially
become a configuration script.
Writing configuration files in an XML based language was a possibility in order to make it portable and
easy to understand, but this was decided against. Rather than write a new language, employing one that is
already in use in a similar domain allows for transference of the skills, knowledge and tools. Because of
this, the configuration language is based directly on that of the ns-2 network simulator. Its popularity and
widespread use made it an obvious choice, and it had been seen to be successful when used for the same
purpose in the Emulab project. Emulab have greatly expanded on the language vocabulary in order to allow
many aspects of their network to be separately configured, but a conscious decision was made to use it here
without modification except in the case where not doing so would harm functionality.
If most ns-2 scripts can be run without major changes, then this makes available a large body of prior
research that can be easily validated in an emulation environment. OTcl is the language of ns-2 configuration
scripts, and is now the language of emulation configuration scripts, which helps to lessen the distinction
between the two somewhat.

3.2.1 Parsing

Example ns-2 scripts from the website and tutorial portrayed them to be straightforward and linear config-
uration files. Essentially, these were lists of commands and their arguments. This made it appear possible
that the information could be harvested using a simple parser, and one was implemented using the standard
Unix tools Flex[3] and Bison[2]. Rules were built up to cover all the commands that provided information
useful to setting up the emulation system, and to extract it into a usable form. This reached the stage where
it understood a basic set of commands, and could hold a global view of the network described, knowing what
machines existed and how they were connected. Development using this approach quickly stopped however
when further investigation into example ns-2 scripts showed something that was not obvious before – it is
very common to make full use of the language features that OTcl provides. This means that real scripts often
contain flow control structures such as if and while statements, and use variables extensively. The simple
parser was designed to handle scripts that were simply attribute value pairs and would not work with anything
more complex. Attempting to extend the parser was dropped because the task was too large, especially in the
time frame that is available, and so other options needed to be looked at.

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Command Purpose Notes
node Create a new node Extra parameter added
modifyImage Specify the disk image to use New command
simplex-link Create a one way link between nodes Interface unchanged
duplex-link Create a two way link between nodes Interface unchanged
lossmodel Add a loss model to a link between nodes Interface unchanged
All ns-2 agents Responsible for packet transport Four new additions, interface unchanged
All ns-2 applications Responsible for traffic generation Interface unchanged
attach-agent Adds an agent to a node / application to an agent Interface unchanged
connect Links two agents together Interface unchanged

Figure 3.1: Available Configuration Commands

3.2.2 Overriding ns-2 Functions

Because of the possibility that variables will contain useful information, and the various flow of control op-
tions, the next approach was to get inside ns-2 and use the information that it had available. Here the strength
of using an open source project was seen as it was a simple matter to begin replacing key internal functions
with new code to discover how they worked. Tracing through the execution of the code and displaying de-
bug output meant that the execution path could be marked for each function call, and thus which functions
needed changing in order to incorporate the new system. This was explored in a top down manner, beginning
with the obvious functions that are called within all ns-2 scripts, and exploring the functions they called to
understand their interactions with other parts of the system. It turns out that most of the top level functions
follow the principle of only performing a single task, and so were easy to trace and replace with new code.
An important point in favour of this approach is that it still essentially matched commands and caused code to
run – instead of the parser making the match it was now being done by the Tcl interpreter. This meant that all
the configuration code was still useful, and only needed bindings added so that it could be called from within
Tcl, saving much time that would have been wasted re-implementing it all.
In order to work with older ns-2 scripts, it is vital that there are as few changes away from the original
specification as possible, preferably none. All the modified functions have been made to work with exactly
the same number and type of arguments as the originals, except in a single case where change was necessary
to fit in with the physical system. To access configuration options that are not normally a part of ns-2, but
are required to set up extra features of the Emulation Network, a number of extra commands were added to
the set. These new commands and the ways in which the interface to existing ones have been modified can be
seen in Figure 3.1.

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3.3 Custom ns-2 Agent

In order to allow ns-2 to control the traffic model, it needs a way to communicate with the traffic generation
process running on the emulation nodes. The traffic models normally interact directly with each transport
agent running within ns-2, and so in order to have them interact with something external, a custom agent
had to be created. Although there are already options available for having ns-2 act as an emulator and
communicate with other machines (and act as a network of arbitrary size, topology and speed while doing so),
this functionality is incomplete and progress on this appears to have halted.
There are four agents that are involved in this system, though they are all very similar. Two each have been
created for the common protocols in the IP suite, the User Datagram Protocol (UDP), and the Transmission
Control Protocol (TCP). These are described in Section 3.3.1, along with their output and interactions with
the Emulation Network. They link very closely with a software daemon running on each emulation machine,
which is described in Section 3.4.

3.3.1 Emulation Interface

These new agents were created as drop in replacements for the existing agents in ns-2 that would work with
the emulation network instead of with the rest of the simulator. The standard UDP agent was used as the
base step from which to build the UDPEmu and UDPEmuSink agents. Instead of passing messages to other
sections of ns-2, they are now responsible for communicating configuration to the process running on each
emulation node.

Application Model Agent

Link Model

ns−2

Figure 3.2: Default ns-2 Structure

Figure 3.2 shows the way traffic is normally handled inside of ns-2, and where the agents fit into it.
Each element in the diagram is software. The generation of packets uses one of a variety of prebuilt functions

10
that attempts to mimic the distributions of packet sizes and rates that common networking protocols tend to
exhibit, and this is passed on to the agent for a simulated transfer. Using an agent that exchanges information
with a real network removes the need for the simulation aspect as seen in Figure 3.3.

Application Model Custom Agent

ns−2

Link Emulator Emulation Daemon


Physical Network

Emulation Node

Figure 3.3: ns-2 Integrated with Emulation System

The idea behind these new agents is to give the emulation nodes access to the traffic generation models
within ns-2. To do this, it needs to communicate to the machines in the network information about when to
send packets, who to, and how big they should be. When the agent is initialised it opens a control connection
to the host to which the agent belongs (as specified in the configuration script). Through commands described
in Section 3.4, the two end points for each connection for experimental data are made aware of each other.
Information such as user configured packet sizes are also sent.
Apart from the configuration options they now send, the UDP and TCP traffic sources are essentially the
same as their original ns-2 counterparts, but with most of the functionality stripped out. There is no need
for them to fragment traffic or implement congestion control algorithms as this is all taken care of by the host
operating systems. Instead, the agents act as a relay between the ns-2 model and the emulation network –
when the model tells them to send a packet, the pass the appropriate command through the network to the
emulation nodes who do so.

3.4 Emulation Daemon

The other half of the control system with the ns-2 agents is a daemon running on each of the emulation nodes,
whose purpose is to receive and act on control data, generate traffic, and execute commands. This program
is the key to everything that happens on the machines, and as such it is important that it will work on all of

11
them. Currently it has been tested on all operating systems for which there are images, and it works on all
of them – Linux, FreeBSD and OpenBSD. Section describes the early decisions made regarding the transport
protocol to use for control data. Next, Section 3.4.2 gives an outline of the commands that are recognised,
followed by a number of issues encountered implementing them in Section 3.4.3. How these commands relate
to configuration and traffic generation within the network is covered in Sections 3.4.4 and 3.4.5 respectively.
A brief discussion of the security implications is in Section 3.4.6.

3.4.1 Transport Protocol

In order to perform its duties, the Emulation Daemon must communicate with a control source, and any users.
The daemon uses TCP to receive information. In order to lower delay this was initially planned to use the more
lightweight but unreliable UDP, as it was reasoned that the quality of the link would prevent the possibility of
any packets being lost. However, the final decision was made to use TCP. This was for a number of reasons
– firstly reliability is a big issue, as should a control packet setting up one end of a connection be dropped,
then the whole test will completely fail. In most cases for anything useful to come of sending packets in an
experiment, both ends of a connection need to be aware. Secondly, the delay in sending TCP packets can be
minimised by setting the TCP NODELAY socket option to disable the Nagle Algorithm[13], and issues of TCP
being in slow start are mostly resolved by initial control messages that are not time critical being used to open
congestion windows. This means that the only advantage of UDP has been matched by TCP in this situation,
and because of the extra advantages TCP gives in terms of reliability, TCP is the best choice.

3.4.2 Command Set

Each command is a single line of ASCII characters, starting with an identifier and followed by a variable
number of arguments, each argument contained within quotation marks. A line ends with a line feed charac-
ter. A plain text protocol was chosen over a binary one as it is much easier to debug, and building code to
match strings is generally more self documenting than code written to match binary formats. All the possible
commands can be seen in Figure 3.4, and are described below.
The EXEC command is designed to run specified commands that are a part of the host operating system.
It takes as an argument a string containing a command line, which is then passed to and run by a shell in a
new process created with the fork system call. Any output from the command is sent back to the source
– this is discarded in the case of the ns-2 agent controlling it, or possibly saved for later use if it is human
controlled. The idea behind this is that it allows for configuration of the host without the hassle of login names,
passwords, and the appropriate programs being present to allow access, as well as allowing users to control
emulation nodes from the central server.
The commands SETUDP and UDPSINK are used to configure the Emulation Daemon as the source and

12
<Command> −→ <Execute Command> | <Set UDP Target> | <Set UDP Sink> |
<Set TCP Target> | <Set TCP Sink>
<Execute Command> −→ EXEC "<Command String>"<LF>
<Command String> −→ Any printable string
<Set UDP Target> −→ SETUDP " <Address>" " <Port>" " <Packetsize>" <LF>
<Set UDP Sink> −→ UDPSINK " <Port>" <LF>
<Set TCP Target> −→ SETTCP " <Address>" " <Port>" " <Packetsize>" <LF>
<Set TCP Sink> −→ TCPSINK " <Port>" <LF>
<Port> −→ <Digit>*
<Packetsize> −→ <Digit>*
<Address> −→ 1*3<Digit> . 1*3<Digit> . 1*3<Digit> . 1*3<Digit>
<Digit> −→ 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 9
<LF> −→ 0x0A

Figure 3.4: Emulation Daemon Protocol Specification

sink ends of a UDP connection respectively. As a sink, the daemon only needs to know which UDP port to
listen on for a connection, but as a source of traffic it needs to know the destination address, port and packet
size that should be used.
SETTCP and TCPSINK follow the same reasoning as the equivalent UDP commands, but use the TCP
protocol. TCP is a connection oriented protocol, but making the initial connection is deferred until data
is ready to be sent – receiving the SETTCP message simply configures and prepares the daemon for the
connection, without actually making it.

3.4.3 Application Testing

During its development, the standard telnet program was used to act as a source of control data. This,
combined with the textual nature of the communications protocol had the advantage of simplifying the testing
process – commands could be entered arbitrarily and the output immediately observed. Because telnet
ends every line sent with a carriage-return and line feed, this was initially adopted as the standard ending to
a command. Working directly with input from telnet gave the option of leaving it as a method for user
configuration and execution of commands.
When it came time to integrate the Emulation Daemon with current users of the Emulation Network, a
design flaw became apparent that was missed during (or perhaps because of) the method of testing. Communi-
cating with the daemon independently of the ns-2 agent worked well when tested interactively in telnet,
but would fail every time it was used as part of an automated process. A scripted telnet session that was fed
data from a pipe would connect and appear to transfer everything successfully, but it would then terminate as
the daemon replied with the output of the command. Studying logs of network traffic and debug output from
the daemon confirmed that the connection and transfer were completed, and that the clients telnet session

13
was terminating early. The command lines used in the tests that were failing were of the form:

echo EXEC \"ping -c 1 localhost\" | telnet localhost 5000

This redirects the output of the echo command to the connection opened by telnet, and is the simplest
case of what is necessary to properly automate tests through the use of scripts. For some reason, telnet
was behaving differently when it was used as part of a pipe, compared to when it was used interactively.
Looking closer at the network traffic showed that it was telnet closing the connection, not the Emulation
Daemon, and that it closed it as soon as it had sent all its data. This was the problem - it had done what was
expected of it, and terminated. The solution here was very simple once the problem was known. Replacing
the telnet utility with netcat, which would hold the network connection open after sending all its data
and only close when the remote end did, worked. The only change required to the original code was to change
the requirement for lines to end in a carriage-return and line feed to simply a line feed.

3.4.4 Configuration

The first function the Emulation Daemon performs is configuration. It is available from machine startup, it is
able to run commands on the host system, and so is a good choice for setting up each machine. Other possi-
bilities exist for doing the same thing, but almost all require some sort of authentication and/or transferring of
files, which takes time and adds complexity. Once the disk imaging process is complete, and determines that
the hosts have successfully booted, the already generated configuration information is sent over the network
to the Emulation Daemon. This is already in the form of shell commands, and all that needs to be done is for
them to be run on the appropriate machine. This is done by sending them to the daemon as part of an EXEC
command, which is treated no differently to any other use of the command.

3.4.5 Traffic Generation

Once the network is configured and working, a researcher could use it as an environment in which to perform
their tests, but the Emulation Daemon has facilities for taking care of this also – in conjunction with the new
ns-2 agents, each daemon is capable of acting as both a source and a sink for network traffic simultaneously.
This was not the case originally, instead it was planned to use an already developed traffic generator called
(C)RUDE[17]. Free, open source and with very clear code, but with the failing being that it only provided
UDP support, and added to the number of separate programs that needed to be running. Once it became ap-
parent that the Emulation Daemon would be needed for configuration and would be running anyway, and after
investigating other emulation facilities this changed. Rather than spend time updating the code of (C)RUDE
to work with TCP and working on models for traffic generation, the Emulation Daemon was updated to com-
municate directly with ns-2.

14
A node is configured by to act as a sink when it receives a UDPSINK or TCPSINK command from an
ns-2 agent during its initialisation. The immediate action this causes the daemon to take is to begin listening
on the port assigned to it in the received message. This functionality is very simple, and only requires the
Emulation Daemon to receive packets and output cumulative statistics. Every packet received prints a line
containing a timestamp and the current total number of bytes received. There is no difference between the
UDP and TCP sinks. When in source mode because of receiving a SETUDP or SETTCP command, the
daemon listens for control data from its attached ns-2 agent that describe when packets should be sent. As
a source of network traffic, the daemon is reliant on the information it receives from one of the ns-2 agents
discussed in Section 3.3. If the traffic models of ns-2 are not appropriate, the user is able to use the Emulation
Daemons EXEC functionality to run their own traffic generation or testing software.

3.4.6 Security

The issue of security is an important one, especially when dealing with network related software that, should it
be exploited could allow attackers access to machines or services. This is such a large and overwhelming field
that it was determined best to place aside and ignore completely. The Emulation Daemon has no authentication
mechanisms and allows any connections, it runs with root privileges and will run any program it is told to run.
As security is not taken into account at all, this development is completely unfettered by the restrictions being
secure would impose – no concessions or compromises have had to be made in the way the system operates
and so it is a powerful tool for machine configuration and testing. Having to enter passwords or deal with keys
would partially defeat the purpose of the daemon, and using a Secure Shell connection would have been more
practical. If security had been an issue, then that would have grown to fill the available time frame.
In this circumstance however, the security of the software is not as vital as it might seem, despite giving
remote root access to every machine in the network. The WAND Emulation Network is a private network that
is inaccessible from the global Internet. There is only a single machine from which users may interact with
the network, and that is the central server. The server is already protected by appropriate security precautions,
and user accounts are only issued to people who require them. All of these users are part of a cooperative
academic environment, and are trusted to have no malicious intent. Should this not be the case, it is a simple
matter to revoke their access and re-image any compromised machines.

3.5 Network Configuration

When the modified ns-2 examines its configuration file there is a lot of information that needs to be stored
for later use. Much of the configuration relies on having full knowledge of the network, and so cannot take
place until the entire script has been read. At the end of the script when all this information is complete, it is

15
saved to disk while the machines are imaged. Once they have booted, this configuration is made live.

3.5.1 Hosts

Hosts on the network have a number of features – machine number, IP address (of each interface), operating
system, routing, hostname and user accounts to name some of the more visible ones. All of these need to be
configured in order to have a working machine. However, every one of these is set up to be automatically con-
figured within the disk image itself, or inferred from other commands in the script. The only two commands
that directly refer to host configuration are the node creation and node image selection ones.
The node command has been slightly modified to include as a parameter the number of the physical
machine that should represent the node. This change is important because of the limited number of hosts
available on the Emulation Network, and because there are two distinct types of host (refer Appendix A for
details). In order to efficiently make use of these resources and not disadvantage other users, the machine
allocation scheme is manual – an automated way to determine the best physical machine to use for each
node representation would be a useful extension to the system. The second host configuration command
modifyImage is a wholly new command that was created in order to specify the disk image a machine
should load. This defaults to a standard Debian Linux install running a 2.4.20 kernel, but can be changed to
any of the available disk images. Changing any of these options affects the processes that perform the disk
imaging of nodes.
Those options that are unique per machine and isolated from outside influences are set as soon as enough
information is available. Hostnames are created based on the number of the physical machine, and others such
as user accounts are already a part of the disk image itself. The rest of the changeable host configuration, in
particular addressing and routing is decided upon later based on what links are created between nodes. The
node information structure within the system is created blank, and values are filled in as other options are set.

3.5.2 Topology

Once the nodes have been added, they need to be linked together in order to be able to send data. This is a
two part process firstly involving configuring the hosts in order to use these links, and secondly, physically
changing the network to create these links.
Each simplex-link and duplex-link in the configuration file creates an entry in an adjacency
matrix. Every link is equally weighted on a boolean scale that simply determines if a link exists between
two machines or not. Once all desired links have been created and this matrix is completed, an All Pairs
Shortest Path algorithm is run over it in order to determine the shortest route from each pair of machines.
This information is used to statically configure the routing tables of emulation machines. It is possible that
a dynamic routing protocol such as OSPF could be used to do this, but it introduces extra traffic onto the

16
network, which is not always desirable.
The next step is to connect the machines together physically with cabling. Emulab has every single ma-
chine always connected to each other, and uses Virtual Private Networks to isolate the different test networks.
This requires enough switch ports to cater for every interface the machines have and high bandwidth between
switches if multiple ones are used, both of which have high monetary costs associated with them. This project
uses a set of passive patch panels to which are routed cables coming from the non-control interfaces of ma-
chines in the network. Connections can be made between machines simply by running a crossover cable
between them, or various devices such as hubs, switches and routers can be inserted at this point to change
the topology. This needs to be done manually any time there is a routing change, but this is acceptable in the
scheme of things as it takes place in another room outside of the server room, where there are less issues with
granting physical access. To aid in changing cables and for reference during testing, a diagram of the network
topology is created using the tool dot[5] from a dump of the adjacency matrix and interface addresses.

Figure 3.5: Example Topology Diagram Generated by dot

Currently under construction is an electronic patch panel that will allow connections to be made inter-
nally without the need to physically move cables. This means that the system itself will be able to assume
responsibility for the correct machines being connected, and will do so much faster than any manual method.

3.5.3 NIST Net

NIST Net[14] is a tool for artificially adding latency and loss to a network, or constraining bandwidth. This is
useful because the emulation network has only 100 megabit per second Ethernet links, but often it is needed to
emulate links that are slower and of poorer quality. Rather than use physically different networking technolo-

17
gies in an attempt to cater for all possible circumstances, a more flexible solution is to use software to recreate
the attributes of a certain link type. NIST Net allows each link to be individually configured with different
parameters for bandwidth, delay, and chance of being dropped or duplicated, meaning any combination of
link quality and speed can be created up to the actual maximum speed of the real links.
NIST Net is easy to install and run, and performs its intended task well. Before deciding to use it, tests
were run to check the accuracy of any imposed limits and it was found to be close enough for most practical
purposes. When used to introduce latency, the mean observed delay was approximately 0.2ms greater than the
expected value, and deviated at most 0.1ms in each direction. Latency is often measured with a granularity at
the millisecond level, and so this difference is so small that it is not an important factor. Its bandwidth limiting
aspect was also tested and also found to be satisfactory. With low limits, the observed and expected possible
bandwidth were almost identical, (the observed value was very slightly less). As limits rise the observed and
expected values meet at about the 1 megabit mark, after which the observed value is slightly higher than it
should be. At its highest point, this difference is still less than 2%, and if it is an issue it can be worked around
by setting values slightly lower.
Using NIST Net is not without problems however. Because of the way that it intercepts incoming pack-
ets, it causes some strange interactions with other programs that are trying to use the packets at the same
time. As part of the evaluation process of NIST Net, packets sent as part of a bulk transfer were observed
with tcpdump[18]. Every incoming packet was duplicated in the output from tcpdump, as if the sending
machine had sent everything twice. Packets observed leaving a machine were unaffected. Unfortunately no
solution was found for this other than two work arounds – edit trace files to remove the duplicate packets, or
perform captures on the receiving host of any transfer.
Another problem encountered with NIST Net is that on occasion the scheduler breaks down, and packets
are no longer allowed through it as they should be. No cause was found for this either, though it only ever
happened after long periods of use. Methods are included within NIST Net to restart the clock and to flush out
packets, which helps to correct the problem when it occurs, but the fact that it happens at all is a rather large
negative.
NIST Net only works with Linux kernel versions in the 2.0.xx, 2.2.xxx and 2.4.xx ranges, which limits
its use to machines running Linux with a somewhat outdated kernel. This is because it is a kernel module,
and is written to work within a very specific environment. This problem, and those discussed above make it
necessary that at some time it either be fixed, or replaced. For the purposes of showing how this whole system
could be made to work it is suitable, but alternatives will need to be found to enable it to work successfully with
other operating systems, and into the future with newer kernel versions. Under FreeBSD, Dummynet[16] is
the most commonly used tool for modifying link characteristics and works with firewall rules to select packets
and delay/limit them. It has been a part of FreeBSD since 1998, and should continue to be a part of it for

18
the foreseeable future. Linux kernels in the new 2.6 series are starting to contain more possibilities for traffic
shaping and should also be investigated as a possible replacement for NIST Net running on old kernels. If all
other options fail, extra nodes running an operating system that works with this software can be inserted into
links specifically to modify links.

3.6 Disk Imaging

Disk imaging involves the creation of a complete copy of a hard drive which can later be used to overwrite
the contents of another drive. If the copy was originally made of a fully configured and working operating
system, then the recipient now also has a fully working operating system installed. A library of disk images
can be created so that any machine could have one of a variety of operating systems deployed on it easily.
This is useful for a couple of reasons. Firstly it makes keeping large numbers of machines up to date much
easier – changes can be made to a single machine of which an image is then made and sent out to all the
others. This takes a fraction of the time it would take to replicate the changes manually and eliminates the
need to individually perform installs and updates. In terms of its use here, disk imaging is a way to ensure that
identical software configurations can be run, and that installing machines takes a minimum of time and effort.
The process of copying images around can often be done remotely, and in the case of this project it must be
possible to perform without having physical access as the machines are in a locked server room. Granting
access to this room with many other critical machines is not taken lightly, and so other ways have to be found
to create and install images.
Secondly, it is important that the environment be in a known state before performing any experiments. If
previous tests have modified system settings, and someone is unaware of this, there can be little validity to any
results they get. Re-imaging all machines involved beforehand removes this uncertainty. Changing between
completely different environments is also easily achieved through the use of disk imaging.
Writing a disk imaging program is no small task, and so it was decided to make use of an existing appli-
cation in order to save development time. This meant it was important that any tool selected be free and open
source so that it could be modified to be more suitable for the specific needs of the project. Of the open source
options, Frisbee[7] (created to work within Emulab, but also freely available to anyone who wishes to use it)
looked to do what was needed best. It uses multicast for distribution of disk images which is fast and efficient,
is generally well documented.

3.6.1 Creating a Disk Image

The imagezip program within Frisbee is used for the creation of compressed disk images. It understands
the format of NTFS, EXT2 and FFS filesystems (amongst others), and so is able to selectively copy only the

19
sectors of a disk/partition that contain data, which it then compresses. Should a filesystem be of an unknown
type, it is still capable of making a “raw” copy in which everything is copied verbatim, including areas of the
disk that are unused. On the nodes in the WAND Emulation Network, imagezip takes in the order of 10
minutes to copy and compress a basic install of Debian Linux, FreeBSD or OpenBSD, which are the three
operating systems currently in the disk image library.
Before this can be done however, there needs to exist a base install that will work in the environment of
the emulation network, and contain enough tools such that it is useful as soon as it is installed. The first step
towards creating an image is to have an understanding of how it will be used and thus what it will need to
have installed in order to do so. Using Debian Linux as an example, the very first thing to be configured was
the package management system apt so that it would be able to retrieve packages from the local server rather
than more official sources (as access to the Internet is blocked). With this in place, any shortcomings in the
toolset can be corrected at the users convenience. The small programs that are often taken for granted but are
necessary to actually use a machine such as text editors and common network tools were also installed, and
standard user accounts created. The most important changes made were networking related – each machine
is configured to use the Dynamic Host Configuration Protocol (DHCP), and to synchronise clocks with the
server using the Network Time Protocol (NTP). Having each clock in the network set to the same time means
that timestamped events can be compared across machines, which is likely to be a common occurrence when
testing.
It is important that the harddisk of the machine being imaged is not written to at any point during the
process, otherwise inconsistencies can occur between the the original machine and the image, as well as cause
errors within the filesystem structure of the image. The first attempt at imaging discovered this, as every time
the image was reloaded, the machine spent a while repairing disk structures. The next approach involved the
use of the Linux distribution Knoppix[11] on a live CD to create a working system that did not rely on disk
access – it was reasoned that imaging is not a common activity, and so the physical access required to use a live
CD could perhaps be allowed. It soon became apparent that images were going to be created more frequently
than first thought, and the process needed to be completely remote. Further investigation showed that the
Unix command mount(8) could be used to selectively change the way that filesystems were mounted, and
could force them into a read-only state. With this, the contents of the harddisk can be frozen and made
unchangeable while the system is still running, and imagezip can be run through a remote login, passing
the disk image data back through the network. The read-only state is not permanent however, as the system
files that determine how devices are mounted on boot is unchanged, only the current, running configuration.

3.6.2 Boot Procedure

As well as creating images remotely, it is just as important that they can be installed remotely as well.

20
Time Client Server

Wake On LAN

DHCP Exchanges

TFTP Request PXE files

TFTP transfer

TFTP Request Kernel + RAM Disk

TFTP transfer

Join Multicast Group + Server

Receive Disk Image

Figure 3.6: Simplified Boot Procedure

The boot procedure when installing a disk image makes use of a number of the Wired for Management
(WfM)[8] features available on the machines in the network. Each machine can be powered on remotely using
a “magic packet” based around the MAC address of the NIC connected to the control network, (this is known
as Wake on LAN in the WfM specification) which then enters the Preboot eXecution Environment (PXE). This
involves using extension options to the Dynamic Host Configuration Protocol to retrieve configuration infor-
mation from a central server, which includes the specification of a bootable image that should be downloaded
and run. This image is the custom RAM disk described above and is downloaded from the server using the
Trivial File Transfer Protocol (TFTP), then executed within the PXE environment.
Once the RAM disk is booted and running, the imaging process can begin. The client connects to the
central machine that is running the Frisbee server, which begins to send the disk image to the multicast group
they all belong to. As more clients boot they join the group, and start receiving the file at whatever point it
happens to be at, while at the same time requesting any parts they may have missed due to joining late, or loss
within the network. As data is received, it is extracted onto disk, and once the entire image is extracted the
client leaves the multicast group and shuts down to wait for the rest to finish. Wake on LAN is used again
to power on all the machines, which will skip the PXE boot step and instead boot from the newly extracted

21
image on their disk.

3.6.3 Custom RAM Disk

Disk imaging has the problem that overwriting the contents of the hard drive currently in use can have un-
predictable results. The solution offered by Frisbee to overcome this involves the use of a FreeBSD live CD,
which loads using a RAM disk and is based in memory. The hard drive does not get used, and so can be
imaged with no side effects. This does not fit in with the WAND Emulation Network however, as imaging
needs to be automated and require no physical access to the machines involved – putting CDs in drives for the
purpose of installing disk images violates this just as much as it does when creating the images. The whole
process of using the CD also includes manually entering the commands to run the imaging software. A custom
RAM disk was created that would allow the imaging to happen with no user intervention.
The RAM disk uses a Minix filesystem because of its low overhead requirements, and contains a minimal
Linux kernel, an init program, and a number of supporting programs that it needs to do its job – a DHCP
client and the Frisbee client. These last two are used straight out of the box, as-is, but the init needed to
be created to fit this particular need. It runs the DHCP client, then collects information about the available
interfaces on that particular machine which it uses to build an appropriate Frisbee command line. This is
necessary because it has to be generic enough to run on any machine in the network, it’s not practical to hard
code addresses for each host. It runs Frisbee, and once imaging is complete, it tidies up and then shuts down
the machine ready for the next step.

22
Chapter 4
Results

The end result of the project is a system that works for configuring the WAND Emulation Network, and for
providing traffic generation for experimental purposes. Its can be best judged in two ways – that it does indeed
configure all aspects of the network such that it can be used for testing, and that it makes proper use of the
application models within ns-2 when performing the tests. Section 4.1 briefly discusses what has come
from the configuration and automation aspect, while 4.2 looks at how well ns-2 fits into the framework and
generates traffic.

4.1 Accurate Configuration

Deciding whether the configuration produced by the system is correct is obvious. The inputs are clear and
unambiguous, and describe exactly what the end result should be, if this matches with the network that is
given to the user after configuration, then it is a success. Through the course of development, this has been
proven correct as test networks consistently match their specifications. The best way to determine its accuracy
is perhaps through the way it is treated by users.
At the time of writing, the system is being used regularly by Sam Jansen for experiments related to his
Ph.D involving integrating code from real network stacks into the ns-2 simulator. It is important to him that
he has a method of validating that the behaviour of his code in the simulator is the same as it is when running
normally, and this is provided in the form of an automatically configured network. Changing topologies and
requirements means that machines are often re-imaged, and they are always in the desired state.

4.2 Performance Testing

The second criteria is more complex to test, and requires using the system to its full extent. The real test is
that the emulation network can properly apply the application models within ns-2 in a physical environment
to be useful for measuring performance. The quality of the models is not the issue, it is the faithfulness with

23
which they are reproduced now that more interactions are involved with many different devices. Because a
real network stack is now responsible for sending and receiving traffic rather than the abstracted model within
ns-2, the chances of results from simulation and emulation matching are slim. Instead, the same trends
should be visible within both sets of results because of similar network and protocol artifacts, and because the
traffic is being generated from the same source.
Though the Emulation Daemon had been tested during its development, that was at the packet level –
individual packets were sent and observed to ensure that they were correctly formed and sent at the right time.
Once the emulation agents for ns-2 had been completed, it needed to be seen how well they would integrate.
They had been written to work together, but the number of different situations the Emulation Daemon must
cater for meant that there were still plenty of cases that had not yet been fully explored.

Figure 4.1: Competing UDP Flows

The most simple test was the generation of UDP traffic in the emulation network based off a simple
constant bit-rate model within ns-2 running on the server. A configuration file was created to set up two
directly connected machines, and to run two UDP streams from one machine to the other. Both of these were
set up to send a constant 1Mb/s of data, which was also the maximum capacity of the link. One stream was
started ahead of the other and allowed the whole network to itself, before starting the second stream. After
some time the second stream was stopped and the first was allowed unrestricted access again. Figure 4.1
shows this situation in the ns-2 simulator on the left, and then again in the emulation network on the right,
and both generally look exactly as it is expected they should. The first stream initially uses the entire available
bandwidth until the second stream starts, from which point the bandwidth is shared equally between them.
Once the second stream completes, then the amount of data being transmitted by the first stream once again
fills the link.
Of note is that the second stream in the simulator transmits at the same rate as the first stream for a short
period, before they both settle into an even amount, while in emulation the second flow never gets a chance

24
to send at more than half the available bandwidth. This illustrates the differences that are common between
emulation and simulation, and the importance of validation. Discovering what these differences are is the first
step towards understanding why they exist and working towards removing them.
While this section only demonstrates UDP traffic, it shows that the emulation framework is in place to
extend a traffic model from ns-2 onto the network. The interaction between the custom agents and the
Emulation Daemon is consistent with the way the tested ns-2 model works in its native environment, and so
should extend to other similar models. Other protocols and more complex scenarios could be tested with little
modification to the system.

25
Chapter 5
Conclusions and Future Work

The development of this framework has shown that network emulation is viable, and does not need to be
as complex to use as it currently is. It is quite possible to have a system that wraps around the physical
network and provides methods for configuration that do not require users to have specialist knowledge. The
framework described is based on the infrastructure and resources available and is specific to this situation, but
there is enough flexibility in the interface and supporting code base that it could be modified to support other
simulators or physical networks.
Deciding to base the configuration language on ns-2 gave firm direction in terms of what needed to be
implemented to have a working system. Following the most commonly used functions in example ns-2
scripts was useful in providing an understanding of what was important, which was needed to successfully
rewrite them all. The challenge was to deal with the internal ns-2 representations of the network and convert
them into a format from which real configuration could be made.
Creating custom agents to transfer the configuration and traffic model data to the network from ns-2
required a remote agent on each emulation node – the Emulation Daemon. Although more difficult than
reusing an existing system for remote command execution, and traffic generation, this allowed more flexibility
and freedom to design a protocol that was simple, with low overhead.
Making use of the Frisbee tools for disk imaging allowed more time for other tasks. However, in order
to work in this environment, it needed to be automated. Adding extra configuration options to ns-2 was
necessary, which means configuration scripts can no longer be completely identical to those normally used
with ns-2, but the gains far outweigh any complications due to this. Improving it to run remotely using a
RAM disk and PXE was very important to the overall usability of the system.
The decision to ignore security concerns is one that cannot be ignored forever. It was the most practical
approach to take during the development of this framework, but will need to be addressed at a later date.
The project was developed with the expectation that it would be used by other networking researchers,
and work planned for the future should support this. A brief user guide has been written and is included as

26
Appendix B, but it will be necessary to work with users for a period to ensure they fully understand how the
system operates. Extensions may be necessary to support more complex tests researchers wish to perform, or
to add functionality that they require. The use the network has seen already has shown that users have vastly
different requirements and levels of complexity in their experiments. Based on their needs the disk image
library is likely to expand, and graphical elements could be built to make the entire process easier.
Because this system works very closely with ns-2 and allows simulations to be reproduced on a real
network, it enables validation of the simulator in a way that was not possible before. Being able to compare
the differences in emulation and simulation directly makes any differences all the more obvious, and the
implications this will have with regard to simulation quality can only be positive.

27
Appendix A
Emulation Machine Specifications

The WAND Emulation Network consists of 24 machines that are physically identical in every way apart from
the number of network interfaces they posses. 14 of the nodes have 5 network interfaces, and the remaining
10 have 2. One of these interfaces on each machine is used to transfer control data, and so connects to the
much more powerful server machine. The other interface(s) are available for configuring into any topology
and transmitting experimental data. Figure A.1 shows the specifications of all nodes that are involved in the
operation of the network.
All the their interfaces on the control network are terminated at a Cisco 2950T switch. It has 24 10/100
ports, and 2 10/100/1000 ports, one of which is connected to the central server. In a similar configuration, all
emulation nodes are connected via serial to a Cyclades TS2000 terminal server for “out of band” management,
or recovery in the case a user misconfigures network settings. The terminal server also provides access to
configure the switch, as well as controlling a Cyclades AlterPath PM8i-10A power management strip for
remote power cycling. Figure A.2 shows how all these components fit together.
The object labelled Patch Panel is a set of 3 patch panels in a separate room to which access is much less
restricted than the server room that holds the machines themselves. Each of the remaining non-control inter-
faces on the emulation nodes is terminated here in such a fashion that the topology can be set up by changing
the way interfaces are connected. Extra devices such as switches or routers can be inserted into the network
at this point, along with DAG cards for performing packet capture. There is currently a research project un-
derway that aims to build a s special patch panel that can be configured to make connections electronically,
removing the need for manual patching.

28
Type 1 Node (Dell Optiplex GX1) Type 2 Node (Dell Optiplex GX1) Server Node
Quantity 14 10 1
Processor Pentium2 350MHz Pentium2 350MHz Pentium4 1.8GHz
Memory 64MB 64MB 1GB
NICs 1x 3Com 3c905B 1x 3Com 3c905B 2x Intel E1000
1x MikroTik 4 port w/ Intel Chipset 82559 1x Realtek RTL 8139 1x Intel E100

Figure A.1: Machine Specifications

Server
University
Network

Serial

Terminal Serial
Switch
Server

Serial

Emulation
Power Network
Strip
24
machines
Patch Panel

Figure A.2: Overview of Emulation Network

29
Appendix B
Abridged User Guide

The configuration file used in this system is very similar to that used by the ns-2 simulator, and knowledge of
their format can be transferred almost directly to this domain. They are written in OTcl, and so have available
all the language constructs it possesses.

B.1 Global Settings

Every script should begin with the following line, in order to properly set up all parts of the simulator and
provide access to its functions:

set ns [new Simulator]

Depending on what the desired use of the system is, one of the next two commands may be useful.
Calling config-only will skip the disk imaging stage and proceed directly to configuring the machines
themselves. The image-only command is the inverse of that, only performing disk imaging and not doing
any configuration at all. Of course, if both of these are omitted the system will do the full set of tasks.

$ns config-only
$ns image-only

If it is only being used for configuration and/or imaging, then that is the only prerequisite. If the traffic
generation aspects are also going to be used, then it is important to set the internal event scheduler within
ns-2 to act in real time with the following command:

$ns use-scheduler RealTime

Once the required commands are taken care of, the rest can be performed. The only restriction on the ordering
is that each node, link, agent and application must be created before attempting to set any of its attributes.

30
B.2 Creating and Configuring Nodes

In simulation, users have the freedom of creating almost as many nodes as they wish, with the only tradeoff
being in terms of performance. With emulation however, the number of nodes is limited by the physical
number of machines available, in the case of the WAND Emulation Network at this point in time, this is 24.
Each created node must be linked to a particular machine at the time it is created:

set <node_name> [$ns node <machine_number>]

This will create the node with the name <node name>, on the physical machine with the number <machine number>.
It will have the default image installed on it (currently a Debian Woody install with a 2.4.20 kernel), although
this can be changed with the command:

modifyImage <machine_number> "/path/to/image/file"

The machine numbered <machine number> will instead be imaged with the file at the specified path, assum-
ing that it is indeed a valid disk image, and that it exists.

B.3 Creating and Configuring Links

Links come in two types – simplex (one way) and duplex (two way). Simplex links are useful in pairs to create
asymmetric links, while duplex links create a link that is the same in both directions.

$ns simplex-link <source_node> <dest_node> <bw>Mb/Kb <delay> <queue_model>


$ns duplex-link <source_node> <dest_node> <bw>Mb/Kb <delay> <queue_model>

Two node names need to specified first, as the source and destination nodes for that link. <bw> is
the bandwidth of the link in Megabytes or Kilobytes, and the units should be expressed as either “Mb” or
“Kb” respectively. There should be no whitespace between the value and the units. <delay> is measured in
milliseconds, with the units “ms” following the value. If either bandwidth or delay are given the value “0”
then they are untouched and the link will run at full speed. The only legal value for the <queue model>
currently is ”DropTail”.
Loss can be added to a link with the creation of a loss model. The only one currently supported is a
uniform loss model based on packets.

set <loss_model> [new ErrorModel/Uniform <drop_rate> pkt]


$ns lossmodel <loss_model> <source_node> <dest_node>

These commands will create a loss model called <loss model>, that drops <drop rate> of all packets (on a
scale from 0 to 1). This loss model can then be attached to the link between <source node> and <dest node>.

31
Currently there is the limitation that each lossmodel may only be used for one link, reusing it will overwrite
the old one.

B.4 Creating and Configuring Agents

Agents are responsible for getting the data sent across the network. The type of agent you create determines
what protocol will be used. Currently the emulation network supports UDP and TCP, and there is a pair of
agents for each protocol. In each pair, one agent is a source of traffic and the other is a sink. The source sends
packets to its associated sink, which outputs statistics and acknowledges them if required.

set <agent_name> [new Agent/UDPEmu]


set <agent_name> [new Agent/TCPEmu]
set <agent_name> [new Agent/UDPEmuSink]
set <agent_name> [new Agent/TCPEmuSink]
$ns attach-agent <node_name> <agent_name>
$ns connect <source_agent_name> <destination_agent_name>

Each experimental connection must consist of a UDPEmu or TCPEmu agent and a corresponding UDPE-
muSink or TCPEmuSink agent. Once each agent is created, the node that it relates to must be specified by
“attaching” the agent to the node with the attach-agent command. Finally, to show which pairs of agents
should interact the connect command links agents with agents.

B.5 Creating and Configuring Applications

Applications decide at what rate data should be written to the agents for sending onto the network. There are
two main types of these - basic traffic generators, and simulated application models. The traffic generators
follow a simple function, such as the pareto distribution, or are simply constant bit rate streams. The applica-
tion models include FTP and Telnet (and others such as various Internet worms, and a lot of custom models
written by researchers which are not covered in this outline).

set <app_name> [new Application/Traffic/CBR]


set <app_name> [new Application/Traffic/Exponential]
set <app_name> [new Application/Traffic/Pareto]
set <app_name> [new Application/FTP]
set <app_name> [new Application/Telnet]
<app_name> attach-agent <agent_name>

32
Once an application model has been instantiated, it has to be attached to the transport agent that it should
run over using a different version of the attach-agent command. Each application has their own con-
figuration options but almost all support a basic set of commands to change packet sizes and data transfer
rates.

<app_name> set packetSize_ <packet_size>


<app_name> set rate_ <rate>Mb/Kb

Packet size is specified in bytes, and rate in megabits or kilobits per second. Other attributes that can be
modified are explained further in the ns-2 manual. Applications also need to be configured to start and end
at certain times with commands of the following form:

$ns at <time> "<application_name> start"


$ns at <time> "<application_name> stop"

This will start the specified application sending data <time> seconds after the experiment has started
running. This is specified as a floating point value.

B.6 Final Points

There are two more things that must happen before a script is complete – the end time must be specified in a
similar style to how timing is configured for applications:

$ns at <time> "finish"

and finally the command to actually start the experiment must be included. If it is not, then nothing at all will
happen. This should be the last line in the file:

$ns run

In order to actually run the emulation, ns-2 must be invoked with the name of the file containing the extra
functions for use in emulation, and the name of the configuration script. The shell script /usr/local/bin/emu.sh
runs ns-2 with all the appropriate files, and if given the name of a configuration file will have it executed.
Use it as follows:

/usr/local/bin/emu.sh <configuration_file>

33
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