IP Philosophy and Layered Hierarchy

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IP packets are not guaranteed . When you send an IP packet, you have absolutely no idea if it will be received. Even worse , you can't tell if a packet has reached its destination.

Doesn't that sound like an incredibly stupid way to design a network? Maybe so, but think about it for a moment. Imagine how much more complex the routing hardware would have to be to ensure that every IP packet arrived intact at its proper destination. Right now, the routers don't care; they take the data and keep relaying it on until it either gets to its destination, or they discard the packet as junk. Simple hardware is cheaper to build, and faster as well.

So, what is the point of unreliable communications? With digital data, even one byte missing out of a file can make the entire thing useless, so unreliable communications seems like the opposite of what you'd really want!

Instead of letting hardware control integrity and validation, the IP model puts software in charge. Before going into this topic, I want to explain the layered hierarchy of Internet communications.

Internet protocols are actually designed into four distinct layers :

  • Network layer

  • Internet layer

  • Transport layer

  • Application layer

Each time you send a packet of data over the Internet, it is encapsulated by a new header at each layer. For example, if you are sending Hyper Text Transfer Protocol ( HTTP ) data, which is basically web-page data, the data you send is first enclosed into an HTTP header at the Application layer. Then, the HTTP application sends the packet to the operating system, which adds a Transport layer packet header as well as an IP packet header for the Internet layer. (HTTP uses TCP as the Transport Layer Protocol. And I will get to TCP in a bit.) Finally, depending on what device you use for Internet access, a Network layer packet header is added to the packet, and finally it is sent on its way. Figure 1.10 is a pictorial representation of the layered hierarchy of Internet packets. This particular example demonstrates browsing the WWW with an Ethernet connection.

Figure 1.10. In this standard four-layer packet structure, each packet of data is prefixed with the header of the various protocols it uses.

graphic/01fig10.gif


Previously, I told you all about the IP protocol. This protocol makes its home in the second layer, the Internet layer. I started there first, because it is really the most important layer when dealing with Internet communications. Now I will go into more depth on the layers themselves .

Network Layer

The lowest layer is called both the Network layer and the Physical layer , because it is the layer that is added to a packet whenever a physical device sends the data. Examples of this include an Ethernet card (Ethernet Protocol), a modem (PPP Protocol), a wireless Internet card (802.11b protocol), or a cable modem (DOCSIS protocol). Each of these devices operates in a different way and has its own header format depending on its needs.

The great thing about the layered protocol system is that the physical devices don't care what kind of data you are sending over them, so you can send any kind of data, as long as the recipient of the data expects it and knows how to decode it.

Internet Layer

The Internet layer is perhaps the most important layer, since every device in a single network must understand and recognize it. The primary purpose of the Internet layer is to provide routing and addressing services, so the routers know where to send packets. A network can use many different kinds of devices, such as modems and Ethernet cards, and as long as they all understand the Internet layer protocol in use, the network should operate perfectly .

Of the three major Internet layer protocols, I have described the two most commonly used: IPv4 and IPv6. In the past, a third protocol, called IPX or Internetwork Packet Exchange, was widely used as well. IPX is superior to IP in a few ways, but it never really caught on and is pretty much dead today. One of IPX's notable characteristics was that it had a segmented address space. It had 32-bit network addresses, and each network also had a 48-bit node address, essentially using 80-bit addresses.

Transport Layer

I haven't talked much about this layer yet, but it is important. The Transport layer accommodates protocols such as TCP, UDP (explained in a section that follows ) and Internet Control Message Protocol (ICMP). These protocols are primarily designed to handle connections, rate of data transmission, and data integrity verification.

For example, as I mentioned before, if you use the IP protocol, you have absolutely no idea if the packet you sent reached its destination. To solve this problem, you need to have the Transport layer protocol handle the transmission.

For example, when you wrap your data into a TCP ( Transmission Control Protocol ) packet, TCP calculates the checksum of all of the data, and then your operating system wraps the entire TCP packet into an IP header and sends that out.

When the recipient of your packet gets the data you sent, it sends an acknowledgement (ACK) packet over TCP, saying that it got the packet. It may, however, fail to receive your message for a variety of reasons. If the original TCP packet gets lost, for example, the ACK packet would never have been sent, or the ACK packet itself may have gotten lost. If the sender doesn't receive the ACK packet, the sender sends the data again, and keeps sending the data until he receives a confirmation that the data has been sent. Here's a simple listing of the process:

  1. Send packet.

  2. Wait for ACK.

  3. If no ACK in given amount of time, go back to 1.

  4. Send next packet.

The hardware costs for this method of data verification are far lower than making the IP protocol itself check the integrity of data and respond to the sender that there was an error. The routing hardware doesn't really care much about acknowledgements; instead, it just assumes the communications succeeded, and it lets the end computers figure out if something went wrong. The reason this works is because the number of times data transmission fails is far fewer than the number of times that the transmission is successful, so there's really no point in making every node along the transmission path check that it is successful, and send errors backward along the path .

There is a slight chance of data transmission error, and that slows things down a little bit, because the sender keeps trying to send the data; but, in the end, that is a far more desirable solution than having incredibly expensive routing hardware.

The User Datagram Protocol (UDP) elects to forego the data integrity issues and opts instead for speed over integrity; in other words, delivery is not guaranteed. For this reason, UDP is quite often preferred over TCP for very fast games , such as first person shooters. I won't cover UDP in detail in this book because it is not an important protocol for low-speed MUDs. I'll be sticking with TCP, which is a little slower but more robust and has guaranteed delivery.

Application Layer

The Application layer is theoretically the highest layer of a packet header, and it contains information about the specific application you are using with the packet. Examples of popular Application layer protocols include HTTP, File Transfer Protocol (FTP), Telnet, Simple Mail Transfer Protocol (SMTP), and so on. The topics in this book focus almost entirely on creating and using application layer protocols for MUDs.

Other Layers

The four-layer model is really just a recommendation for networking; it's not a necessity. In the past, some crazy people have demonstrated this fact using completely useless technologies. For example, there is an IP over SMTP protocol, which defines how to send IP packets over SMTP. Of course, SMTP is built on top of TCP, which in turn is built on top of IP, so what is the point? Who knows? Never underestimate what a nerd and some free time can accomplish. After all, as game programmers, who are we to judge?

It is usually accepted to use the slash notation (/) to show protocol layering. For example, you may have heard of TCP/IP. This means that you are using TCP over the IP protocol. It is literally pronounced "TCP over IP." Slash notation, however, is not common for other combinations, because the entire idea of networked communications is to keep the layers as independent as possible. That way, you can easily use higher protocols over different lower protocols. This is why you don't see people saying "HTTP over TCP over IP." Not only is it a mouthful to say, but you aren't really required to send HTTP over TCP anyway (though I've really never seen anyone who doesn't).

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MUD Game Programming
MUD Game Programming (Premier Press Game Development)
ISBN: 1592000908
EAN: 2147483647
Year: 2003
Pages: 147
Authors: Ron Penton

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