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The term is only halfway over, but your Distributed Computing Systems course has already been brutal - you need some R&R if you are to make it to the break. What you want to do is kick back, relax and watch a flick from the comfort of your home. Using your new found networks knowledge, you have a plan to make this happen - the magic of the some text-based video, your computer and, of course, some slick network programming!
Due date: Tuesday, April 15th, by 11:59pm
You use a non-centralized system for your movie searching. Users input a text-based query, which the local Nutella client multicasts to other Nutella peers. Any Nutella peer with a match on the content responds. At that time, the local Nutella client contacts a remote peer that responded and requests the movie. The remote peer then streams the movie to the local Nutella client.
From the viewpoint of an active Nutella client looking for a movie, the steps of the search process are as follows:
From the viewpoint of a passive Nutella client (the Nutella server process), the process is:
When contacted, a Nutella peer streams a requested movie. Whereas downloading and playing a movie means the entire movie file is transferred to a client before it is played out, streaming has a client play out the movie while it receives the frames over the network. So, when streaming, the server sends the movie frames at the frame playout rate.
You should stream at no more than 10 frames per second. Streaming
at 1-3 frames per second is fine, too (and it means you have fewer
movie frames to make :-)). In C/C++, a delay between sending each
frame can be achieved by using sleep()
or, for timing
granularity finer than a second,
usleep()
(see the man pages for details). While the
actual frame rate is not particularly important for this assignment,
the idea is to get an "animated" effect.
From the viewpoint of a Nutella client wanting to stream, the steps in the streaming process are:
From the viewpoint of a passive Nutella client (or server), the streaming process is:
You can assume a Nutella peer only sends one movie at a time. Thus, while sending a stream, your Nutella peer can either ignore any subsequent multicast searches for movies, or ignore any additional requests for streaming movies. If you want to add the capability of simultaneously streaming more than one movie (to different Nutella peers), that if fine, however.
A user should be able to play a movie (i.e., request a stream from a different Nutella peer) while sending a movie to someone else. Note, you can handle this requirement by actually having a multi-process/threaded Nutella client or by having the Nutella player being a separate program (so, a separate process) from the Nutella streamer.
Each Nutella peer has some movies they are willing to share by streaming to other Nutella peers (you can assume some tit-for-tat reasoning for this, not specified in this assignment). For convenience, the list of movies a peer has should be specified outside of the compiled code (i.e., not hard coded). Options include: 1) kept in a configuration file (say, ".nutella") which contains information on the file location of each movie, or refers to a directory with the movies; 2) an environment variable that refers to the movie directory (e.g., NUTELLA=/home/claypool/nutella); or 3) specifying the movie directory via a command line argument, where every file in that directory is a movie.
The movie files themselves are human-readable text containing the animation frames and a frame separator. The format of a movie file is:
picture 1, arbitrarily long end picture 2, arbitrarily long end ...
For example, the start of the walk.txt file is:
o | | end o | / \ end o | | end o | / \ end o | | end ...
Earlier creative creations include:
For inspiration, there have been some amazing, hand-made creations of ASCII movies, such as Star Wars ASCIIMation. There is also a community that has worked on converting and playing standard image video as ascii video, such as at ASCIImeo.
Feel free to be creative with the movies you make. If you stick to the movie format given above, others in the class can share your creations. Have fun!
You use IP multicast sockets for your query communications.
IP multicast allows a message sent to reach several receivers
simultaneously. An end-point of a multicast socket is the same as
that of a unicast socket and specified by an IP address and a port.
The valid range of multicast addresses are: 239.0.0.1
to 239.255.255.255
. Valid ports are integers
above the ephemeral port range (so, 5000+).
To simplify the use of multicast sockets, you may use some code
wrappers (think of them as middleware) written especially for projects
like this. The source file containing these wrappers
is msock.c
and a header file
containing prototype definitions
is msock.h
. The routines
provided in msock.h
are:
/* msockcreate -- Create socket from which to read. return socket descriptor if ok, -1 if not ok. */ int msockcreate(int type, char *address, int port); /* msockdestroy -- Destroy socket by closing. return socket descriptor if ok, -1 if not ok. */ int msockdestroy(int sock); /* msend -- Send multicast message to given address. return number of bytes sent, -1 if error. */ int msend(int sock, char *message, int len); /* mrecv -- Receive message on given mcast address. Will block. return bytes received, -1 if error. */ int mrecv(int sock, char *message, int max_len);
To use the msock wrappers, you must compile the file
msock.c
yourself. Do this by downloading both the
msock.c
and msock.h
files to your directory
and using the command gcc -c msock.c
. Better still, use
a Makefile.
See mcast.tar for an example
of how these wrappers might be used (extract with tar xvf
and then type "make
").
You may only need one multicast address for your Nutella system, since both queries and responses can be to the same address. However, conceptually it may be cleaner to have a multicast address for queries and a multicast address for responses. For example:
USE IP PORT Query 239.xxx.xxx.1 7000 Response 239.xxx.xxx.2 7001
Warning! Be careful of errant multicast code. Below is an example of what might happen due to multicast program that sends too much data (this one due to my own errant code :-().
From: "Charles R. Anderson" <cra@WPI.EDU> To: system@cs.wpi.edu, mvoorhis@WPI.EDU, jbanning@WPI.EDU Cc: netops@WPI.EDU Subject: cs.wpi.edu flooding network cs.wpi.edu is flooding the network with multicast traffic, causing network outages in Fuller Labs. I have disabled the port. -- Charles R. Anderson cra@wpi.edu Network Engineer (508) 831-6110 Computing and Communications Center X2220 on-campus Worcester Polytechnic Institute Fax (508) 831-5483In general, you should be ok if you only send one multicast packet request for each query the user types in but be sure to debug carefully before you run multicast code and monitor your code performance as your do so.
Below is an example of a possible peer-to-peer interaction, with one node acting as a server and the second a client:
SERVER PEER CLIENT PEER Server started. Client started. Listening... Enter movie name: Thor Sending search request Waiting for response ... Received search request for "Thor" Movie not here, so no response Listening... Timeout, movie not found Enter movie name: Walk Sending search request Received search request "Walk" Movie here Sending IP 130.215.36.67, port 7832 to client Listening... Received IP and port from server Sending request to stream... Connection request received. Streaming movie "Walk" to client... O Movie done. Sending done message. | Listening... / \ ... Received done message. Enter movie name:
If you want to make a player that reads from a movie file, your code would:
Open file While file not empty Read everything until "end", writing to stdout Discard "end" Pause appropriate amount Clear screen end while Close fileMaking such a player can be good for trying out movies before offering them for streaming or as part of implementing a multicast client player.
For your streaming socket code, use the information on sockets from your project 2, and the class slides on sockets.
Remember, if a process reads from a socket that has no data, it
blocks until there is data. You can poll a non-blocking socket for
data (use MSG_DONTWAIT with recvfrom()
or
use fcntl()
on the socket). Or, you can
use select()
to see if any socket has information.
See select.c
for a
C/C++ sample and do a man 2 select
for more information.
Or, the ioctl()
call can be used to see the number of
bytes available in a socket before reading using the FIONREAD
parameter as the second argument (e.g., ioctl(sock, FIONREAD,
&bytes)
). Again, see the man pages for more information.
To clear the screen between frames, check out this snippet of code (works on most terminals).
Important! Before you are ready to submit, make sure your
nutella system works on the CCC machines (e.g., one peer
on cccwork3.wpi.edu
and another
on cccwork4.wpi.edu
and a third
on cccwork2.wpi.edu
). Regardless of where you develop
your code, you are responsible for making sure your projects run on
these machines!
You must hand in the following:
.h
files.
README.txt
that contains information required to run
your system.
Use tar
with gzip
to archive your files.
For example:
mkdir lastname-proj3 cp * lastname-proj3 /* copy all the files you want to submit */ tar czvf proj3-lastname.tgz lastname-proj3 /* bundle & compress */Submit your assignment (
proj3-lastname.tgz
):
/cs/bin/turnin submit cs4513 project3 proj3-lastname.tgz
If you need more information, see Using the turnin Program for additional help with turnin.
A grading guide provides a point breakdown for the individual project components, also shown below.
Grading Guidelines | |
---|---|
Client peer movie search. | |
Server peer response to search. | |
Server peer movie parsing. | |
Server peer streaming. | |
Client peer movie playing. | |
Movie looping (request another or repeat). | |
Overall proper use of multicast, socket communication. | |
Documentation to run, Makefile, etc. | |
Overall robustness (i.e., no bugs) |
Grading Rubric:
90-100 The streaming system meets all specified requirements. Nutella p2p streaming fully implemented, with clients able to query movie, server processes responding, clients playing and the system being robust overall. Proper use of multicast and socket communication. All documentation included.
80-89 The streaming system meets most specified requirements. Nutella p2p streaming implemented, with queries, response and movie playing, but occasional bugs and/or documentation is missing.
70-79 The streaming system meets some specified requirements. Nutella p2p streaming framework setup, but query or response not fully functioning and playout of movie may not commence properly. Occasional bugs, but system still compiles and runs. Documentation may be missing.
60-69 The streaming system fails to meet many specified requirements. Nutella p2p streaming not functional. Server and client pieces compile and run but are not fully integrated. Socket communication works for some aspects of the system but not completely. May be some bugs. Documentation may be missing.
0-59 The streaming system does not meet most specified requirements. Nutella p2p system not implemented in that most of the system cannot be started, significant problems or crashes arise during even short runs. Documentation missing and/or problems in compilation.
Send all questions to the TA mailing list (cs4513-staff at cs.wpi.edu).