Simple Module Quon

Package: oversim.overlay.quon
File: src/overlay/quon/Quon.ned

C++ definition

(no description)

Quon

Usage diagram:

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Inheritance diagram:

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Extends:

Name Type Description
BaseOverlay simple module

Base class for overlay implementations

Used in compound modules:

Name Type Description
OverlayQuon compound module (no description)

Parameters:

Name Type Default value Description
rpcUdpTimeout double

default timeout value for direct RPCs

rpcKeyTimeout double

default timeout value for routed RPCs

optimizeTimeouts bool

calculate timeouts from measured RTTs and network coordinates

rpcExponentialBackoff bool

if true, doubles the timeout for every retransmission

localPort int

UDP port for overlay messages

overlayId int

identifies the overlay this node belongs to (used for multiple overlays)

debugOutput bool

enable debug output

keyLength int

overlay key length in bits

nodeId string

optional nodeId as string in hexadecimal notation

useCommonAPIforward bool

enable CommonAPI forward() calls

drawOverlayTopology bool

draw arrow to successor node?

hopCountMax int

maximum number of overlay hops

recNumRedundantNodes int

numRedundantNodes for recursive routing

joinOnApplicationRequest bool

only join the overlay on application request

collectPerHopDelay bool

delay statistics for single hops

routeMsgAcks bool

use RPCs for route messages

lookupRedundantNodes int

number of next hops in each step

lookupParallelPaths int

number of parallel paths

lookupParallelRpcs int

number of nodes to ask in parallel

lookupVerifySiblings bool

true, if siblings need to be authenticated with a ping

lookupMajoritySiblings bool

true, if sibling candidates are selected by a majority decision if using parallel paths

lookupMerge bool

true, if parallel Rpc results should be merged

lookupFailedNodeRpcs bool

communicate failed nodes

lookupStrictParallelRpcs bool

limited the number of concurrent rpcs to parameter parallelRpcs

lookupUseAllParallelResponses bool

merge all parallel responses from earlier steps

lookupNewRpcOnEveryTimeout bool

send a new RPC immediately after an RPC timeouts

lookupNewRpcOnEveryResponse bool

send a new RPC after every response, even if there was no progress

lookupFinishOnFirstUnchanged bool

finish lookup, if the last pending RPC returned without progress

lookupVisitOnlyOnce bool

if true, the same node is never asked twice during a single lookup

lookupAcceptLateSiblings bool

if true, a FindNodeResponse with sibling flag set is always accepted, even if it is from a previous lookup step

routingType string

default routing mode (iterative, semi-recursive,...)

rejoinOnFailure bool

rejoin after loosing connection to the overlay?

sendRpcResponseToLastHop bool

needed by KBR protocols for NAT support

recordRoute bool

record visited hops on route

dropFindNodeAttack bool

if node is malicious, it tries a findNode attack

isSiblingAttack bool

if node is malicious, it tries a isSibling attack

invalidNodesAttack bool

if node is malicious, it tries a invalidNode attack

dropRouteMessageAttack bool

if node is malicious, it drops all received BaseRouteMessages

measureAuthBlock bool

if true, measure the overhead of signatures in rpc messages

restoreContext bool

if true, a node rejoins with its old nodeId and malicious state

areaDimension double

movement range from [0.0, 0.0] to [areaDimension, areaDimension]

joinTimeout double

retry join timeout in seconds

deleteTimeout double

delete dead/offline neighbors from list of known neighbors after # seconds

aliveTimeout double

ping neighbor status in seconds

contactBackupIntervall double

contact backup neighbors every # seconds

numBackups int

the number of binding beackups per quadrant

cacheInterval int

interval to cache position in login cache

connectionLimit double

maximum # of neighbor connections (for use with dynamic AOI)

minAOIWidth double

minimum area of interest size (for use with dynamic AOI)

AOIWidth double

this nodes area of interest (maximum area of interest when dynamic AOI is used)

AOIBuffer double

increase AOI by fixed amount

AOIAdaptionSensitivity double

how much the AOI can be adapted in one step (for use with dynamic AOI) (max=1)

AOIGossipSensitivity double

how much the AOI adaption can be influenced by neighbors (for use with dynamic AOI) (max=1)

addJoinDelay double
AOIAdaptLinear bool

use linear AOI adaption? (for use with dynamic AOI)

useSquareMetric bool

use max(|a.x - b.x|, |a.y - b.y|) as distance metric instead of euclidean distance

newNeighborsOnlyBinding bool

notify only binding and softstate neighbors over new neighbors

Properties:

Name Value Description
class Quon
display i=block/circle

Gates:

Name Direction Size Description
udpIn input

gate from the UDP layer

udpOut output

gate to the UDP layer

tcpIn input

gate from the TCP layer

tcpOut output

gate to the TCP layer

appIn input

gate from the application

appOut output

gate to the application

direct_in input

gate for sendDirect

Source code:

simple Quon extends BaseOverlay
{
    parameters:
        @class(Quon);
        double areaDimension; // movement range from [0.0, 0.0] to [areaDimension, areaDimension]
        double joinTimeout @unit(s); // retry join timeout in seconds
        double deleteTimeout @unit(s); // delete dead/offline neighbors from list of known neighbors after # seconds
        double aliveTimeout @unit(s); // ping neighbor status in seconds
        double contactBackupIntervall @unit(s); // contact backup neighbors every # seconds
        int numBackups; // the number of binding beackups per quadrant
        int cacheInterval @unit(s); // interval to cache position in login cache
        double connectionLimit; // maximum # of neighbor connections (for use with dynamic AOI)
        double minAOIWidth; // minimum area of interest size (for use with dynamic AOI)
        double AOIWidth; // this nodes area of interest (maximum area of interest when dynamic AOI is used)
        double AOIBuffer; // increase AOI by fixed amount
        double AOIAdaptionSensitivity; // how much the AOI can be adapted in one step (for use with dynamic AOI) (max=1)
        double AOIGossipSensitivity; // how much the AOI adaption can be influenced by neighbors (for use with dynamic AOI) (max=1)
        double addJoinDelay @unit(s);
        bool AOIAdaptLinear; // use linear AOI adaption? (for use with dynamic AOI)
        bool useSquareMetric; // use max(|a.x - b.x|, |a.y - b.y|) as distance metric instead of euclidean distance
        bool newNeighborsOnlyBinding; // notify only binding and softstate neighbors over new neighbors
}