Outline of the HUMP client program main loop.
HUMP, unlike BUMP, does not have an UNLATCHED state. However, we will say
that the state before ACK[0] has been sent is UNCONNECTED, followed by a
CONNECTED state.
- UNCONNECTED, until we have received the handoff packet and sent ACK[0]
to the new port (allowing the server to send DATA[1])
- CONNECTED, once we've sent ACK[0]
- DALLY, after we've received the final data packet
Here's a first pass at a pseudocode outline of the main body of the program;
while it is pseudocode, note that while(true)
and continue are legitimate
java. Note how the use of continue
makes elses unnecessary.
There are three main problems here: dally() is unspecified, the transition
from UNLATCHED to LATCHED is unclear (and the program does not implement it
correctly, clear or not), and the timeout-event handling is incomplete.
while (true) {
replyDG =
s.receive() // possibly a timeout
if TIMEOUT:
retransmit previous packet (ACK or REQ)
continue
wrong IP addr:
continue
wrong port:
// really separate from wrong IP-addr
send error packet
continue
wrong length: //
can't even check for DATA opcode if there aren't enough bytes!
continue
wrong protocol:
continue
wrong opcode (not DATA):
continue
create DATA packet out of replyDG
wrong blocknum:
continue
// now we have a good packet!
write data
expected_block ++;
send ACK to destport
if (size < 512) {
dally();
// to be discussed
break;
// done
}
}
The first steps are to implement the size < 512 check (but use a symbolic
constant!), and to implement the sanity checks above.
Now on to the timeout issue. There are two different uses of the term here.
Suppose the timeout period is, say, 2000 ms.
- A SocketTimeoutException, meaning that the socket received nothing at
all for 2000 ms. Let's call this a "hard timeout".
- It's time to resend. We are expecting Data[N] and haven't received it
for at least 2000 ms (though we may have received other things). Let's
call this a "soft timeout".
It should be clear that a 2000-ms hard timeout does imply a soft timeout: if
you've received nothing, then you certainly haven't received the packet you
were waiting for. However, the converse
is not true! It is possible for you to receive a steady stream of
"noise" packets, that serve to prevent a hard timeout from ever occuring,
but because none of them is the correct packet you still have to have a soft
timeout. (It is also possible to set the hard timeout interval to a much
smaller value, even 500 ms, but then rely on elapsed-time checks to
determine when to retransmit.)
We implement soft timeouts by checking the elapsed time. The current time is
always available in System.currentTimeMillis(); you will save that value
each time you send an ACK packet (including ACK[0]):
send_time =
System.currentTimeMillis();
Next, we check at the top of the while loop, before even
receiving a packet, that the elapsed time has not been exceeded. If you do
this to check elapsed time for soft timeouts, you no longer really need to
do anything for hard timeouts (except continue).
The hard-timeout interval becomes the clock granularity, in effect: if the
soft-timeout interval is 2000 ms and the hard-timeout interval is 1000 ms,
then in the worst case you wait until 2000+1000 = 3000 ms before actually
noticing and responding to the soft timeout.
After every "hard" timeout you check the elapsed time for a "soft" timeout.
At this point, a (short) hard timeout no longer implies a (long) soft
timeout.
Note that, although the elapsed-time check is at the beginning of the loop
here, it's never executed immediately after receiving a valid packet because
after receiving a valid packet (and sending an ACK) we always update
send_time, and the elapsed-time check will then fail until we've had at
least once attempt at s.receive(). In other words, you don't need a flag or
any special logic to prevent checking the elapsed time immediately after
sending: it's harmless then.
Send REQ
get HANDOFF
Send ACK[0]
send_time = System.currentTimeMilllis();
while (true) {
check elapsed time: if exceeded (ie if a soft timeout),
resend whatever was sent most
recently (always in ackDG, which makes this very simple)
send_time =
System.currentTimeMilllis();
replyDG =
s.receive() // possibly a timeout
if HARD_TIMEOUT:
do nothing!
continue
wrong IP addr:
continue
wrong port:
// really separate from wrong IP-addr
send error packet
continue
wrong length: //
can't even check for DATA opcode if there aren't enough bytes!
continue
other checks:
continue
not DATA
continue
create DATA packet out of replyDG
wrong blocknum:
continue
// now we have a good packet!
// this
is the part you would modify to implement sliding windows
write data
expected_block ++;
send ACK to destport
send_time =
System.currentTimeMilllis();
if (size < 512) {
dally();
// to be discussed
break;
// done
}
}
To implement sliding windows, you will change how you
deal with a "good" packet, which is now a packet within the receive
window. See the sample code in Chapter 6 of my book. If the arriving
packet is at the bottom end of the window (blocknum = LAST_ACKED+1, then
write that block, and then write any stored blocks that have contiguous
numbering. Then send an ACK for the highest-numbered stored block you have
just sent, and set send_time.
If the arriving packet is in the window but not at the bottom, then store
it somewhere. Do not send an ACK for the just-arriving packet. You can
resend a duplicate ACK[LAST_ACKED] if you wish, in which case you would
again update send_time.