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Ping Pong Project - 19/04/2018 09:25 EDT

Your client will send a simple ping message to a server, receive a corresponding pong message back from the server, and determine the delay between when the client sent the ping message and received the pong message. This delay is called the Round Trip Time (RTT). The functionality provided by the client and server is similar to the functionality provided by standard ping program available in modern operating systems.

However, standard ping programs use the Internet Control Message Protocol (ICMP) (which we will study in Chapter 4).

Here we will create a nonstandard (but simple!) UDP-based ping program. Your ping program is to send 10 ping messages to the target server over UDP. For each message, your client is to determine and print the RTT when the corresponding pong message is returned. Because UDP is an unreliable protocol, a packet sent by the client or server may be lost. For this reason, the client cannot wait indefinitely for a reply to a ping message. You should have the client wait up to one second for a reply from the server; if no reply is received, the client should assume that the packet was lost and print a message accordingly.

The RTT test of your ping program should be compared to the standard ping routine. Also, the RTT test should be done in the case of unique and variable number of clients. In case the number of clients is greater than one the server outputs the client IP address for each client request.

II. Wireshark with Ping

Close all your Internet applications and run wireshark both at the client and server sides. Analyze the sent and received packets at both sides and state the running protocols at both sides. Compare the ping pong messages to the standard ping message.

Skills: Coding, Java, Programming

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