A Discrete-Event Network Simulator
Models

UDP model in ns-3

This chapter describes the UDP model available in ns-3.

Generic support for UDP

ns-3 supports a native implementation of UDP. It provides a connectionless, unreliable datagram packet service. Packets may be reordered or duplicated before they arrive. UDP calculates and checks checksums to catch transmission errors.

This implementation inherits from a few common header classes in the src/network directory, so that user code can swap out implementations with minimal changes to the scripts.

Here are the important abstract base classes:

  • class UdpSocket: This is defined in: src/internet/model/udp-socket.{cc,h} This is an abstract base class of all UDP sockets. This class exists solely for hosting UdpSocket attributes that can be reused across different implementations, and for declaring UDP-specific multicast API.
  • class UdpSocketImpl: This class subclasses UdpSocket, and provides a socket interface to ns-3’s implementation of UDP.
  • class UdpSocketFactory: This is used by the layer-4 protocol instance to create UDP sockets.
  • class UdpSocketFactoryImpl: This class is derived from SocketFactory and implements the API for creating UDP sockets.
  • class UdpHeader: This class contains fields corresponding to those in a network UDP header (port numbers, payload size, checksum) as well as methods for serialization to and deserialization from a byte buffer.
  • class UdpL4Protocol: This is a subclass of IpL4Protocol and provides an implementation of the UDP protocol.

ns-3 UDP

This is an implementation of the User Datagram Protocol described in RFC 768. UDP uses a simple connectionless communication model with a minimum of protocol mechanism. The implementation provides checksums for data integrity, and port numbers for addressing different functions at the source and destination of the datagram. It has no handshaking dialogues, and thus exposes the user’s data to any unreliability of the underlying network. There is no guarantee of data delivery, ordering, or duplicate protection.

Usage

In many cases, usage of UDP is set at the application layer by telling the ns-3 application which kind of socket factory to use.

Using the helper functions defined in src/applications/helper, here is how one would create a UDP receiver:

// Create a packet sink on the receiver
uint16_t port = 50000;
Address sinkLocalAddress(InetSocketAddress (Ipv4Address::GetAny (), port));
PacketSinkHelper sinkHelper ("ns3::UdpSocketFactory", sinkLocalAddress);
ApplicationContainer sinkApp = sinkHelper.Install (serverNode);
sinkApp.Start (Seconds (1.0));
sinkApp.Stop (Seconds (10.0));

Similarly, the below snippet configures OnOffApplication traffic source to use UDP:

// Create the OnOff applications to send data to the UDP receiver
OnOffHelper clientHelper ("ns3::UdpSocketFactory", Address ());
clientHelper.SetAttribute ("Remote", remoteAddress);
ApplicationContainer clientApps = (clientHelper.Install (clientNode);
clientApps.Start (Seconds (2.0));
clientApps.Stop (Seconds (9.0));

For users who wish to have a pointer to the actual socket (so that socket operations like Bind(), setting socket options, etc. can be done on a per-socket basis), UDP sockets can be created by using the Socket::CreateSocket() method as given below:

Ptr<Node> node = CreateObject<Node> ();
InternetStackHelper internet;
internet.Install (node);

Ptr<SocketFactory> socketFactory = node->GetObject<UdpSocketFactory> ();
Ptr<Socket> socket = socketFactory->CreateSocket ();
socket->Bind (InetSocketAddress (Ipv4Address::GetAny (), 80));

Once a UDP socket is created, we do not need an explicit connection setup before sending and receiving data. Being a connectionless protocol, all we need to do is to create a socket and bind it to a known port. For a client, simply create a socket and start sending data. The Bind() call allows an application to specify a port number and an address on the local machine. It allocates a local IPv4 endpoint for this socket.

At the end of data transmission, the socket is closed using the Socket::Close(). It returns a 0 on success and -1 on failure.

Please note that applications usually create the sockets automatically. Please refer to the source code of your preferred application to discover how and when it creates the socket.

UDP Socket interaction and interface with Application layer

The following is the description of the public interface of the UDP socket, and how the interface is used to interact with the socket itself.

Socket APIs for UDP connections:

Connect()
This is called when Send() is used instead of SendTo() by the user. It sets the address of the remote endpoint which is used by Send(). If the remote address is valid, this method makes a callback to ConnectionSucceeded.
Bind()
Bind the socket to an address, or to a general endpoint. A general endpoint is an endpoint with an ephemeral port allocation (that is, a random port allocation) on the 0.0.0.0 IP address. For instance, in current applications, data senders usually bind automatically after a Connect() over a random port. Consequently, the connection will start from this random port towards the well-defined port of the receiver. The IP 0.0.0.0 is then translated by lower layers into the real IP of the device.
Bind6()
Same as Bind(), but for IPv6.
BindToNetDevice()
Bind the socket to the specified NetDevice. If set on a socket, this option will force packets to leave the bound device regardless of the device that IP routing would naturally choose. In the receive direction, only packets received from the bound interface will be delivered.
ShutdownSend()
Signals the termination of send, or in other words, prevents data from being added to the buffer.
Recv()
Grabs data from the UDP socket and forwards it to the application layer. If no data is present (i.e. m_deliveryQueue.empty() returns 0), an empty packet is returned.
RecvFrom()
Same as Recv(), but with the source address as parameter.
SendTo()
The SendTo() API is the UDP counterpart of the TCP API Send(). It additionally specifies the address to which the message is to be sent because no prior connection is established in UDP communication. It returns the number of bytes sent or -1 in case of failure.
Close()
The close API closes a socket and terminates the connection. This results in freeing all the data structures previously allocated.

Public callbacks

These callbacks are called by the UDP socket to notify the application of interesting events. We will refer to these with the protected name used in socket.h, but we will provide the API function to set the pointers to these callback as well.

NotifyConnectionSucceeded: SetConnectCallback, 1st argument
Called when the Connect() succeeds and the remote address is validated.
NotifyConnectionFailed: SetConnectCallback, 2nd argument
Called in Connect() when the the remote address validation fails.
NotifyDataSent: SetDataSentCallback
The socket notifies the application that some bytes have been transmitted at the IP layer. These bytes could still be lost in the node (traffic control layer) or in the network.
NotifySend: SetSendCallback
Invoked to get the space available in the tx buffer when a packet (that carries data) is sent.
NotifyDataRecv: SetRecvCallback
Called when the socket receives a packet (that carries data) in the receiver buffer.

Validation

The following test cases have been provided for UDP implementation in the src/internet/test/udp-test.cc file.

  • UdpSocketImplTest: Checks data received via UDP Socket over IPv4.
  • UdpSocketLoopbackTest: Checks data received via UDP Socket Loopback over IPv4.
  • Udp6SocketImplTest : Checks data received via UDP Socket over IPv6.
  • Udp6SocketLoopbackTest : Checks data received via UDP Socket Loopback over IPv6 Test.

Limitations

  • UDP_CORK is presently not the part of this implementation.
  • NotifyNormalClose, NotifyErrorClose, NotifyConnectionRequest and NotifyNewConnectionCreated socket API callbacks are not supported.