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UDP Ping

The document outlines an assignment focused on socket programming using UDP in Python, where students will create a Ping client to communicate with a provided Ping server. The server simulates packet loss and responds to client messages, while the client must handle timeouts and calculate round-trip times for sent packets. Students are required to submit their client code and verification screenshots upon completion of the task.

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0% found this document useful (0 votes)
19 views3 pages

UDP Ping

The document outlines an assignment focused on socket programming using UDP in Python, where students will create a Ping client to communicate with a provided Ping server. The server simulates packet loss and responds to client messages, while the client must handle timeouts and calculate round-trip times for sent packets. Students are required to submit their client code and verification screenshots upon completion of the task.

Uploaded by

dhwanipatel1911
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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UDP Pinger

In this assignment, you will learn the basics of socket programming for UDP in
Python. You will learn how to send and receive datagram packets using UDP
sockets and, also how to set a proper socket timeout. Throughout the assignment,
you will gain familiarity with a Ping application and its usefulness in computing
statistics such as packet loss rate.
You will first study a simple Internet ping server written in the Python, and
implement a corresponding client. The functionality provided by these
programs is similar to the functionality provided by standard ping programs
available in modern operating systems. However, these programs use a
simpler protocol, UDP, rather than the standard Internet Control Message
Protocol (ICMP) to communicate with each other. The ping protocol allows
a client machine to send a packet of data to a remote machine, and have the
remote machine return the data back to the client unchanged (an action
referred to as echoing). Among other uses, the ping protocol allows hosts to
determine round-trip times to other machines.
You are given the complete code for the Ping server below. Your task is to
write the Ping client.

Server Code
The following code fully implements a ping server. You need to compile and
run this code before running your client program. You do not need to modify
this code. In this server code, 30% of the client’s packets are simulated to be lost. You
should study this code carefully, as it will help you write your ping client.
====================================================
# UDP_Pinger_Server.py
# We will need the following module to generate randomized lost packets
import random
from socket import *
# Create a UDP socket
# Notice the use of SOCK_DGRAM for UDP packets
serverSocket = socket(AF_INET, SOCK_DGRAM)
# Assign IP address and port number to socket
serverSocket.bind(('', 12000))
while True:
# Generate random number in the range of 1 to 10
rand = random.randint(1, 10)
# Receive the client packet along with the address it is coming from
message, address = serverSocket.recvfrom(1024)
# Capitalize the message from the client
message = message.upper()
# If rand is less is than 4, we consider the packet lost and do not respond
if rand < 4:
continue
# Otherwise, the server responds
serverSocket.sendto(message, address)

The server sits in an infinite loop listening for incoming UDP packets. When a
packet comes in and if a randomized integer is greater than or equal to 4, the
server simply capitalizes the encapsulated data and sends it back to the
client.

Packet Loss
UDP provides applications with an unreliable transport service. Messages may
get lost in the network due to router queue overflows, faulty hardware or
some other reasons. Because packet loss is rare or even non-existent in
typical campus networks, the server in this lab injects artificial loss to
simulate the effects of network packet loss. The server creates a variable
randomized integer which determines whether a particular incoming packet
is lost or not.

Client Code
You need to implement the following client program.
The client should send 10 pings to the server. Because UDP is an unreliable
protocol, a packet sent from the client to the server may be lost in the
network, or vice versa. For this reason, the client cannot wait indefinitely for
a reply to a ping message. You should get the client wait up to one second
for a reply; if no reply is received within one second, your client program
should assume that the packet was lost during transmission across the
network. You will need to look up the Python documentation to find out
how to set the timeout value on a datagram socket.

Specifically, your client program should


(1) send the ping message using UDP (Note: Unlike TCP, you do not need to
establish a connection first, since UDP is a connectionless protocol.)
(2) print the response message from server, if any
(3) calculate and print the round trip time (RTT), in seconds, of each packet, if
server responses
(4) otherwise, print “Request timed out”
During development, you should run the UDPPingerServer.py on your
machine, and test your client by sending packets to localhost (or, 127.0.0.1).
After you have fully debugged your code, you should see how your
application communicates across the network with the ping server and ping
client running on different SEEDLAB VMs.

Message Format
The ping messages in this lab are formatted in a simple way. The client
message is one line, consisting of ASCII characters in the following format:
Ping sequence_number time
where sequence_number starts at 1 and progresses to 10 for each successive
ping message sent by the client, and time is the time when the client sends
the message.

What to Hand in
You will hand in the complete client code and screenshots at the client
verifying that your ping program works as required.

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