Transcript ppt
Designing IP
EE 122: Intro to Communication Networks
Fall 2010 (MW 4-5:30 in 101 Barker)
Scott Shenker
TAs: Sameer Agarwal, Sara Alspaugh, Igor Ganichev, Prayag Narula
http://inst.eecs.berkeley.edu/~ee122/
Materials with thanks to Jennifer Rexford, Ion Stoica, Vern Paxson
and other colleagues at Princeton and UC Berkeley
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Goals of Today’s Lecture
Transitioning from high-level
principles to low-level design
• Review basic design decisions
• Discuss the design of IP
– The “what” and “why” of the IP header
• Compare with IPv6
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Review of Basic Design Decisions
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Five Basic Design Decisions (so far)
1. Packet-switching
2. Best-effort service model
3. Layering
4. A single internetworking layer
5. The end-to-end principle (and fate-sharing)
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1. What is Packet Switching?
• Divide messages into a sequence of packets
• Network deals with each packet individually
– What is an alternative to this?
• Means that each packet must contain all
relevant network information in its header
– Design of protocol almost synonymous with header
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Why Packet-Switching?
• Achieve higher levels of utilization
– Statistical multiplexing
– Why is this more important for the Internet than for the
phone network?
• Avoid per-flow state inside the network
– Plenty of routing state, but no per-flow state
– Follows from notion of fate-sharing
– Enables robust fail-over
• Why not virtual circuits?
– The notion of “soft-state” is midway between DG and VC6
2. What is “Best Effort”?
• Network makes no service guarantees
– Just gives its “best effort
• Service can be imperfect
–Packets may be lost
–Packets may be corrupted
–Packets may be delivered out of order
–Packet may be significantly delayed
source
destination
IP network
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Why Best-Effort (BE)?
• BE means never having to say you’re sorry…
– No need to reserve bandwidth and memory
– No need to do error detection & correction
– No need to remember from one packet to next
– No need to make packets follow same path
• Easier to survive failures
– Transient disruptions are okay during failover
• Simplifies interconnection between networks
– Minimal service promises
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But What About Applications?
• Some applications want more:
– No losses or corruption, with packets delivered in order
o They just want the data
– Minimal and predictable delays
o And they want it now!
• Is Best Effort good enough for these applications?
• Perhaps most important question Internet got right
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Use Higher Layers to Compensate
• No error detection or correction
– Higher-level protocol can provide error checking
• Successive packets may not follow the same path
– Not a problem as long as packets reach the destination
• Packets can be delivered out-of-order
– Receiver can put packets back in order (if necessary)
• Packets may be lost or arbitrarily delayed
– Sender can send the packets again (if desired)
– Receiver can buffer packets for smooth playout
• No network congestion control (beyond “drop”)
– Sender can slow down in response to loss or delay
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What Can’t Higher Layers Do?
• Higher layers cannot make delay smaller
• If applications needs guarantee of low-delay, then
need to ensure adequate bandwidth
– Will keep queueing delay low
– No way to help with speed-of-light latency
• What applications need guaranteed low-delay?
• Can the Internet support phone calls?
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3. What is and Why Layering?
• Modularity partitions functionality into modules
• Laying is a particularly simple form of modularity
• Modules only deal with layers above and below
– Simplifies interactions between modules
– Simplifies introduction of new protocols
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4. Why one networking layer protocol?
• Unifies the architecture
• As long as applications can run over IP-based
protocols, they can run on any network
• As long as networks support IP, they can run any
application
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The Internet Hourglass
SMTP HTTP DNS
TCP
Applications
NTP
UDP
IP
Transport
Waist
Data Link
Ethernet
Copper
SONET
Fiber
802.11
Radio
Physical
The Hourglass Model
There is just one network-layer protocol, IP.
The “narrow waist” facilitates interoperability.
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Alternatives to universal IP?
• What would happen if we had more than one
network layer protocol?
• Are there disadvantages to having only one
network layer protocol?
– Some loss of flexibility, but the gain in interoperability
more than makes up for this
– Because IP is embedded in applications and in
interdomain routing, it is very hard to change
– Having IP be universal made this mistake easier to
make, but it didn’t cause this problem
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5. What is the End-to-End Principle?
• E2E Principle guides placement of functionality
– If hosts can implement functionality correctly, implement
it in a lower layer only as a performance enhancement
– But do so only if it does not impose burden on
applications that do not require that functionality
• Fate Sharing guides placement of state
– Keep state on elements that rely on it, when possible
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The Design of IP
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Designing IP
• What does it mean to “design” a protocol?
• Answer: specify the syntax of its messages and
their meaning (semantics).
– Syntax = elements in packet header, their types & layout
o representation
– Semantics = interpretation of elements
o information
• What semantics do we need in the IP header?
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What Info Should Header Provide?
• Getting the packet there:
– Where is packet going?
– Which protocol will process packet on host?
• Network handling of packet:
– How should the packet be forwarded (e.g., priority)
– Where does header and packet end?
• Dealing with problems:
– Has header been corrupted? [Why not payload?]
– Has packet been fragmented?
o If so, provide information needed to reconstruct
– Is packet caught in a loop?
o If so, drop packet
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Header Info (continued)
• Extensibility: (how can we let IP change?)
– Which IP version and options are expected?
• Miscellaneous:
– Where did packet come from? [Why is this needed?]
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From Semantics to Syntax
• The past two slides discussed the kinds of
information the header must provide
• Will now show the syntax (layout) of the header,
and discuss the semantics in more detail
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5 Minute Break
Questions Before We Proceed?
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IP Packet Structure
4-bit
8-bit
4-bit
Version Header Type of Service
Length
(TOS)
3-bit
Flags
16-bit Identification
8-bit Time to
Live (TTL)
16-bit Total Length (Bytes)
8-bit Protocol
13-bit Fragment Offset
16-bit Header Checksum
32-bit Source IP Address
32-bit Destination IP Address
Options (if any)
Payload
IP Packet Structure
4-bit
8-bit
4-bit
Version Header Type of Service
Length
(TOS)
3-bit
Flags
16-bit Identification
8-bit Time to
Live (TTL)
16-bit Total Length (Bytes)
8-bit Protocol
13-bit Fragment Offset
16-bit Header Checksum
32-bit Source IP Address
32-bit Destination IP Address
Options (if any)
Payload
IP Packet Header Fields
• Version number (4 bits)
– Indicates the version of the IP protocol
– Necessary to know what other fields to expect
– Typically “4” (for IPv4), and sometimes “6” (for IPv6)
• Header length (4 bits)
– Number of 32-bit words in the header
– Typically “5” (for a 20-byte IPv4 header)
– Can be more when IP options are used
• Type-of-Service (8 bits)
– Allow packets to be treated differently based on needs
– E.g., low delay for audio, high bandwidth for bulk transfer
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IP Packet Structure
4-bit
8-bit
4-bit
Version Header Type of Service
Length
(TOS)
3-bit
Flags
16-bit Identification
8-bit Time to
Live (TTL)
16-bit Total Length (Bytes)
8-bit Protocol
13-bit Fragment Offset
16-bit Header Checksum
32-bit Source IP Address
32-bit Destination IP Address
Options (if any)
Payload
IP Packet Header Fields (Continued)
• Total length (16 bits)
– Number of bytes in the packet
– Maximum size is 65,535 bytes (216 -1)
– … though underlying links may impose smaller limits
• Fragmentation: when forwarding a packet, an
Internet router can split it into multiple pieces
(“fragments”) if too big for next hop link
• Must reassemble to recover original packet
– Need fragmentation information (32 bits)
– Packet identifier, flags, and fragment offset
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Where Should Reassembly Happen?
Host A
MTU=1000B
MTU=1000B
MTU=500B
Host B
R1
1000
500
500
R2
1000
MTU (Maximum Transfer Unit) = Maximum packet size handled by network
• A1: router R2
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Where does Reassemble Happen?
Host A
MTU=1000B
MTU=1000B
MTU=500B
Host B
R1
500
500
R2
1000
MTU (Maximum Transfer Unit) = Maximum packet size handled by network
• A2: end-host B (receiver)
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Where does Reassemble Happen?
Host A
MTU=1000B
MTU=500B
R3 MTU=1000B
Host B
R1
500
500
R2
1000
MTU (Maximum Transfer Unit) = Maximum packet size handled by network
• A2: correct answer
– Fragments can travel across different paths!
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Fragmentation, con’t
• Identifier (16 bits): used to tell which fragments
belong together
• Flags (3 bits):
– Reserved (RF): unused bit
– Don’t Fragment (DF): instruct routers to not fragment the
packet even if it won’t fit
o Instead, they drop the packet and send back a “Too Large” ICMP
control message
o Forms the basis for “Path MTU Discovery”, covered later
– More (MF): this fragment is not the last one
• Offset (13 bits): what part of datagram this
fragment covers in 8-byte units
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Example of Fragmentation
• Suppose we have a 4,000 byte datagram sent
from host 1.2.3.4 to host 3.4.5.6 …
Version Header Type of Service
Length
4
0
5
Identification: 56273
TTL
127
Protocol
6
Total Length: 4000
R/D/M
0/0/0
Fragment Offset: 0
Checksum: 44019
Source Address: 1.2.3.4
Destination Address: 3.4.5.6
(3980 more bytes here)
• … and it traverses a link that limits datagrams to
1,500 bytes
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Example of Fragmentation (con’t)
• Datagram split into 3 pieces
• Example:
4000
20
20
3980
1480
1500
20
1200
1220
20
1300
1320
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Example of Fragmentation, con’t
• Datagram split into 3 pieces. Possible first piece:
Version Header Type of Service
Length
4
0
5
Identification: 56273
TTL
127
Protocol
6
Total Length: 1500
R/D/M
0/0/1
Fragment Offset: 0
Checksum: xxx
Source Address: 1.2.3.4
Destination Address: 3.4.5.6
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Example of Fragmentation, con’t
• Possible second piece:
Version Header Type of Service
Length
4
0
5
Identification: 56273
TTL
127
Protocol
6
Total Length: 1220
R/D/M
0/0/1
Fragment Offset: 185
(185 * 8 = 1480)
Checksum: yyy
Source Address: 1.2.3.4
Destination Address: 3.4.5.6
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Example of Fragmentation, con’t
• Possible third piece:
Version Header Type of Service
Length
4
0
5
Identification: 56273
TTL
127
Protocol
6
Total Length: 1320
R/D/M
0/0/0
Fragment Offset: 335
(335 * 8 = 2680)
Checksum: zzz
Source Address: 1.2.3.4
Destination Address: 3.4.5.6
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Offsets vs Numbering Fragments?
• Q: why use a byte-offset for fragments rather than
a numbering each fragment?
• Ans #1: with a byte offset, the receiver can lay
down the bytes in memory when they arrive
• Ans #2 (more fundamental): allows further
fragmentation of fragments
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IP Packet Structure
4-bit
8-bit
4-bit
Version Header Type of Service
Length
(TOS)
3-bit
Flags
16-bit Identification
8-bit Time to
Live (TTL)
16-bit Total Length (Bytes)
8-bit Protocol
13-bit Fragment Offset
16-bit Header Checksum
32-bit Source IP Address
32-bit Destination IP Address
Options (if any)
Payload
Time-to-Live (TTL) Field (8 bits)
• Potentially lethal problem
– Forwarding loops can cause packets to cycle forever
– As these accumulate, eventually consume all capacity
• Time-to-live field in packet header
– Decremented at each hop, packet discarded if reaches 0
– …and “time exceeded” message is sent to the source
o Using “ICMP” control message; basis for traceroute
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IP Packet Header Fields (Continued)
• Protocol (8 bits)
–Identifies the higher-level protocol
o E.g., “6” for the Transmission Control Protocol (TCP)
o E.g., “17” for the User Datagram Protocol (UDP)
–Important for demultiplexing at receiving host
o Indicates what kind of header to expect next
protocol=6
protocol=17
IP header
IP header
TCP header
UDP header
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IP Packet Header Fields (Continued)
• Checksum (16 bits)
–Complement of the ones-complement sum of all
16-bit words in the IP packet header
• If not correct, router discards packet
o So it doesn’t act on bogus information
• Checksum recalculated at every router
– Why?
– Why include TTL?
– Why only header?
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IP Packet Structure
4-bit
8-bit
4-bit
Version Header Type of Service
Length
(TOS)
3-bit
Flags
16-bit Identification
8-bit Time to
Live (TTL)
16-bit Total Length (Bytes)
8-bit Protocol
13-bit Fragment Offset
16-bit Header Checksum
32-bit Source IP Address
32-bit Destination IP Address
Options (if any)
Payload
IP Packet Header (Continued)
• Two IP addresses
–Source IP address (32 bits)
–Destination IP address (32 bits)
• Destination address
–Unique identifier/locator for the receiving host
–Allows each node to make forwarding decisions
• Source address
–Unique identifier/locator for the sending host
–Recipient can decide whether to accept packet
–Enables recipient to send a reply back to source43
IPv6
IPv4 and IPv6 Header Comparison
IPv6
IPv4
Version
IHL
Type of Service
Identification
Time to Live
Total Length
Flags
Protocol
Fragment
Offset
Version
Traffic Class
Payload Length
Flow Label
Next
Header
Hop Limit
Header Checksum
Source Address
Source Address
Destination Address
Options
Padding
Field name kept from IPv4 to IPv6
Fields not kept in IPv6
Name & position changed in IPv6
New field in IPv6
Destination Address
Summary of Changes
• Eliminated fragmentation
• Eliminated header length
• Eliminated checksum
• New options mechanism (next header)
• Expanded addresses
• Added Flow Label
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IPv4 and IPv6 Header Comparison
IPv6
IPv4
Version
IHL
Type of Service
Identification
Time to Live
Total Length
Flags
Protocol
Fragment
Offset
Version
Traffic Class
Payload Length
Flow Label
Next
Header
Hop Limit
Header Checksum
Source Address
Source Address
Destination Address
Options
Padding
Field name kept from IPv4 to IPv6
Fields not kept in IPv6
Name & position changed in IPv6
New field in IPv6
Destination Address
Next Lecture
• IP Addressing
• Read K&R: 4.4.2
• If you want to check out IPv6: K&R 4.4.4
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