AnyLogic. How to count the average queue size? - queue

I built the model of packets transmission through two networks in multipath scenario. Each packet is presented as an agent. The Logic is the following: firstly, packets are transmited into the Network1 (if it has enough resources), if resources are not enough in Network1 the packets are transmitted into Network2. If there are not enough resources in both Networks the packets are waiting in the Queue. The packets also have the lifetime. If the lifetime is up the packet leave the Queue.
How to count the average size of the queue? I mean the packets which are waiting in the queue, but don't pass it immediatelly. If there is enough resourses in any Network to send the data we shouldn't count this packet because it will immediately leave the queue. However the Queue count each packet on Enter. From the other side, the packets may wait for resources. How to count the average number of waiting packets in a queue through the simulation?
Also the Queue shows that larger numbers of input data (more packets than were generated).
I will appreciate any help. Thank you.

Create a cyclic event that regularly computes queue.size(). You decide on the interval.
The event then adds this value to a new Statistics object and you can retrieve the mean and other stats from that (use myStatisticsObject.add(queue.size()) in the event)

Related

How exactly do socket receives work at a lower level (eg. socket.recv(1024))?

I've read many stack overflow questions similar to this, but I don't think any of the answers really satisfied my curiosity. I have an example below which I would like to get some clarification.
Suppose the client is blocking on socket.recv(1024):
socket.recv(1024)
print("Received")
Also, suppose I have a server sending 600 bytes to the client. Let us assume that these 600 bytes are broken into 4 small packets (of 150 bytes each) and sent over the network. Now suppose the packets reach the client at different timings with a difference of 0.0001 seconds (eg. one packet arrives at 12.00.0001pm and another packet arrives at 12.00.0002pm, and so on..).
How does socket.recv(1024) decide when to return execution to the program and allow the print() function to execute? Does it return execution immediately after receiving the 1st packet of 150 bytes? Or does it wait for some arbitrary amount of time (eg. 1 second, for which by then all packets would have arrived)? If so, how long is this "arbitrary amount of time"? Who determines it?
Well, that will depend on many things, including the OS and the speed of the network interface. For a 100 gigabit interface, the 100us is "forever," but for a 10 mbit interface, you can't even transmit the packets that fast. So I won't pay too much attention to the exact timing you specified.
Back in the day when TCP was being designed, networks were slow and CPUs were weak. Among the flags in the TCP header is the "Push" flag to signal that the payload should be immediately delivered to the application. So if we hop into the Waybak
machine the answer would have been something like it depends on whether or not the PSH flag is set in the packets. However, there is generally no user space API to control whether or not the flag is set. Generally what would happen is that for a single write that gets broken into several packets, the final packet would have the PSH flag set. So the answer for a slow network and weakling CPU might be that if it was a single write, the application would likely receive the 600 bytes. You might then think that using four separate writes would result in four separate reads of 150 bytes, but after the introduction of Nagle's algorithm the data from the second to fourth writes might well be sent in a single packet unless Nagle's algorithm was disabled with the TCP_NODELAY socket option, since Nagle's algorithm will wait for the ACK of the first packet before sending anything less than a full frame.
If we return from our trip in the Waybak machine to the modern age where 100 Gigabit interfaces and 24 core machines are common, our problems are very different and you will have a hard time finding an explicit check for the PSH flag being set in the Linux kernel. What is driving the design of the receive side is that networks are getting way faster while the packet size/MTU has been largely fixed and CPU speed is flatlining but cores are abundant. Reducing per packet overhead (including hardware interrupts) and distributing the packets efficiently across multiple cores is imperative. At the same time it is imperative to get the data from that 100+ Gigabit firehose up to the application ASAP. One hundred microseconds of data on such a nic is a considerable amount of data to be holding onto for no reason.
I think one of the reasons that there are so many questions of the form "What the heck does receive do?" is that it can be difficult to wrap your head around what is a thoroughly asynchronous process, wheres the send side has a more familiar control flow where it is much easier to trace the flow of packets to the NIC and where we are in full control of when a packet will be sent. On the receive side packets just arrive when they want to.
Let's assume that a TCP connection has been set up and is idle, there is no missing or unacknowledged data, the reader is blocked on recv, and the reader is running a fresh version of the Linux kernel. And then a writer writes 150 bytes to the socket and the 150 bytes gets transmitted in a single packet. On arrival at the NIC, the packet will be copied by DMA into a ring buffer, and, if interrupts are enabled, it will raise a hardware interrupt to let the driver know there is fresh data in the ring buffer. The driver, which desires to return from the hardware interrupt in as few cycles as possible, disables hardware interrupts, starts a soft IRQ poll loop if necessary, and returns from the interrupt. Incoming data from the NIC will now be processed in the poll loop until there is no more data to be read from the NIC, at which point it will re-enable the hardware interrupt. The general purpose of this design is to reduce the hardware interrupt rate from a high speed NIC.
Now here is where things get a little weird, especially if you have been looking at nice clean diagrams of the OSI model where higher levels of the stack fit cleanly on top of each other. Oh no, my friend, the real world is far more complicated than that. That NIC that you might have been thinking of as a straightforward layer 2 device, for example, knows how to direct packets from the same TCP flow to the same CPU/ring buffer. It also knows how to coalesce adjacent TCP packets into larger packets (although this capability is not used by Linux and is instead done in software). If you have ever looked at a network capture and seen a jumbo frame and scratched your head because you sure thought the MTU was 1500, this is because this processing is at such a low level it occurs before netfilter can get its hands on the packet. This packet coalescing is part of a capability known as receive offloading, and in particular lets assume that your NIC/driver has generic receive offload (GRO) enabled (which is not the only possible flavor of receive offloading), the purpose of which is to reduce the per packet overhead from your firehose NIC by reducing the number of packets that flow through the system.
So what happens next is that the poll loop keeps pulling packets off of the ring buffer (as long as more data is coming in) and handing it off to GRO to consolidate if it can, and then it gets handed off to the protocol layer. As best I know, the Linux TCP/IP stack is just trying to get the data up to the application as quickly as it can, so I think your question boils down to "Will GRO do any consolidation on my 4 packets, and are there any knobs I can turn that affect this?"
Well, the first thing you can do is disable any form of receive offloading (e.g. via ethtool), which I think should get you 4 reads of 150 bytes for 4 packets arriving like this in order, but I'm prepared to be told I have overlooked another reason why the Linux TCP/IP stack won't send such data straight to the application if the application is blocked on a read as in your example.
The other knob you have if GRO is enabled is GRO_FLUSH_TIMEOUT which is a per NIC timeout in nanoseconds which can be (and I think defaults to) 0. If it is 0, I think your packets may get consolidated (there are many details here including the value of MAX_GRO_SKBS) if they arrive while the soft IRQ poll loop for the NIC is still active, which in turn depends on many things unrelated to your four packets in your TCP flow. If non-zero, they may get consolidated if they arrive within GRO_FLUSH_TIMEOUT nanoseconds, though to be honest I don't know if this interval could span more than one instantiation of a poll loop for the NIC.
There is a nice writeup on the Linux kernel receive side here which can help guide you through the implementation.
A normal blocking receive on a TCP connection returns as soon as there is at least one byte to return to the caller. If the caller would like to receive more bytes, they can simply call the receive function again.

UDP Packet loss simulation & probability

I am currently creating a server software that communicates with multiple arduino boards. Due to the hardware, I am using the UDP Protocol. I have a pretty simple mechanism that will resend packages in most of the cases when they get lost. I have two questions now:
How probable is it that UDP Packets get lost in a Network with no Internet access and about 20 arduinos and one computer? Is it even neccessary to have a resend method?
Is there a way I can simulate UDP Packet loss in this network to check if the resend mechanisms are working?
How probable is it that UDP Packets get lost in a Network with no
Internet access and about 20 arduinos and one computer?
The probability is 100% that sooner or later a packet will be dropped.
If you want a more detailed statistic, like the probability of a packet being dropped within any particular period of time, the only real way to know is to try it and found out (using e.g. sequence numbers in the packets so that the receiver(s) can detect when a packet has been dropped by noting the skipped sequence-number). The probability will depend very much on the size of the packets, the speed at which the packets are being sent, the CPU speed of the receivers, what other tasks the receivers are spending CPU time on, the quality of your Ethernet switch, the quality of your Ethernet cables, the phase of the moon, etc etc.
Is it even neccessary to have a resend method?
That depends on what the consequences would be to having a packet dropped. For some applications (e.g. streaming audio or video, or audio-metering data), dropping a packet is no big deal; you just ignore the fact that some data was lost, and continue on with the next packet as usual. For other applications (e.g. file transmit/receive), the loss of a packet means the loss of data that the receiver needs, so you'll want to have some way to recover from that loss, e.g. by detecting it and triggering a resend, or else the entire transfer will fail (or at least the receiver will end up with only a partial file).
Is there a way I can simulate UDP Packet loss in this network to check
if the resend mechanisms are working?
Sure, just put some logic into the receivers so that they occasionally pretend to not have received a packet:
int numBytesReceived = recv(...);
if ((rand()%100) == 0) // Simulate a 1% packet loss rate
{
printf("Pretending to have dropped a packet!\n");
}
else
{
// handle the incoming packet as usual
}

how to receive large number of UDP packets continously in vc++

I am writing an GUI application which receives UDP packets from a FPGA board of 4Gb data continuously (application is a data retrieval system).
I created my own class inherited from CAyncSocket and on receive message I am reading packets through ReceiveFrom API and writing data to file.
As packets are sent continuously from FPGA (about 400k packets of 1KB data) my application is missing the packets. I am receiving only 200k packets. but when I am monitoring with Wireshark all packets are received.
Can anyone suggest any technique or algorithm to solve this problem, so that I can receive large number of UDP packets without loss.
The first thing to understand and accept is that you cannot guarantee that no UDP packets will be dropped. It is part of the nature of the UDP transport layer that any step in the transmission is allowed to drop a UDP packet for any reason, and that this is something that will happen from time to time. In your case, it sounds like the Windows networking stack is dropping the incoming UDP packets after receiving them from the network card, probably because the incoming-UDP-packets buffer associated with your socket is too full and does not have room to store them. This could happen for example if your write-to-disk calls occasionally take a number of milliseconds to return, during which time your app is unable to read more data from the UDP socket.
That said, there are a few things you can do to make the dropping of packets somewhat less likely.
The first (and easiest) thing to do is to increase the size of your socket's incoming-packets-buffer, using setsockopt(SO_RCVBUF). This helps because the larger the buffer is, the more time your program will have to read packets out of the buffer before the networking stack fills the buffer up entirely and starts dropping packets because it has no place to put them.
If that isn't sufficient for your purposes, the other thing you can do is spawn a separate thread that does nothing but receive incoming UDP packets and add them to a queue (for another thread to process later). Because this thread does nothing else besides receive UDP packets, it will be able to respond quickly when new packets have arrived, and thus the incoming-sockets-buffer will be less likely to ever fill up and overflow. You'll probably want to run this thread at a high priority if possible, so that there is less chance of it being held off of the CPU in the case where other threads or programs are competing for CPU time.
If you've implemented both of the above and the rate of packet loss still isn't acceptable, then you may have to step back and re-evaluate your approach. This might include switching from UDP protocol to TCP, or rewriting your code as an in-kernel driver, or switching to a real-time OS that can make better guarantees about response times.

What is the difference between "Interrupt coalescing" and the "Nagle algorithm"?

Is the main difference that?
Interrupt coalescing (ethtool -C eth1 rx-usecs 0) - coalesce the received packets from different connections, i.e. increase bandwitdh, but increase the latency of the receive
Nagle algorithm (socket options = TCP_NODELAY) - coalesce the sent packets from the same connection, i.e. increase bandwitdh, but increasethe the latency of the send
Interrupt coalescing concerns the network driver: the idea is to avoid invoking the interrupt handler anew every time a network packet shows up. Instead, after receiving a packet, the NIC waits until M packets are received or until N microseconds have passed before generating an interrupt. Then the driver can process many packets at once. (Otherwise, with modern gigabit and 10-gigabit adapters, the processor would need to field hundreds of thousands or millions of interrupts per second, which can prevent the system from being able to accomplish much else.) As your link points out, there is (or at least may be) a cost of additional latency since the OS doesn't start processing a received packet at the earliest possible instant.
Nagle's algorithm is focused on reducing the number of packets sent by coalescing payload data from multiple packets into one. The classic example is a telnet session. Without Nagle, every time you press a key, the system has to create an entire new packet (min 64 bytes on Ethernet) to send one byte.
So the intent of interrupt coalescing is to support greater bandwidth utilization, while the intent of Nagle's algorithm is actually to produce lower bandwidth (by sending fewer packets).

How to split received with boost asio udp sockets united datagrams

I've made my UDP server and client with boost::asio udp sockets. Everything looked good before I started sending more datagrams. They come correctly from client to server. But, they are united in my buffer into one message.
I use
udp::socket::async_receive with std::array<char, 1 << 18 > buffer
for making async request. And receive data through callback
void on_receive(const error_code& code, size_t bytes_transferred)
If I send data too often (every 10 milliseconds) I receive several datagrams simultaneously into my buffer with callback above. The question is - how to separate them? Note: my UDP datagrams have variable length. I don't want to use addition header with size, cause it'll make my code useless for third-party datagrams.
I believe this is a limitation in the way boost::asio handles stateless data streams. I noticed exactly the same behavior when using boost::asio for a serial interface. When I was sending packets with relatively large gaps between them I was receiving each one in a separate callback. As the packet size grew and the gap between the packets therefore decreased, it reached a stage when it would execute the callback only when the buffer was full, not after receipt of a single packet.
If you know exactly the size of the expected datagrams, then your solution of limiting the input buffer size is a perfectly sensible one, as you know a-priori exactly how large the buffer needs to be.
If your congestion is coming from having multiple different packet types being transmitted, so you can't pre-allocate the correct size buffer, then you could potentially create different sockets on different ports for each type of transaction. It's a little more "hacky" but given the virtually unlimited nature of ephemeral port availability, as long as you're not using 20,000 different packet types that would probably help you out as-well.