Using npcap for collection and statistics - networking

Can someone please confirm that capturing packets and measuring network statistics using npcap requires two separate capture handles?
My application's priority is capturing packets, but we'd like to see the statistics, too. However, we will forego the statistics if enabling them impacts packet capture in any way.
Any help in understanding how this is implemented under the hood (broadly speaking) would be greatly appreciated and hopefully settle any concerns we are having with doing this.

Related

wireshark for network analysis without violating any privacy policy

I would like to know the network analysis in the network (traffic monitoring) eg: packet size, webites visited etc.
My requirement was met with wireshark. I would like to know that while using wireshark,
Does it capture the user credentials that are given by the user? (seen in certain websites).
If yes please suggest me any other tool that can do the same without violating any privacy policy.
It depends what options on wireshark you are using, but it can easily do full packet capture which will contain all kinds of sensitive data. If you are just looking at packet headers then you wouldn't have this issue. Wireshark is not really a monitoring tool, you might want to look at the open source tools like ntop/ntopng which will do a better job and be always on.
Why do you care about packet size? Never heard of anyone really wanting that data :)

Is it more effective to obtain real-time sensor information using TCP or UDP

I am working on a project which requires sensor information to be obtained from multiple embedded devices so that it may be used by a master machine. The master currently has classes which contain backing fields for each sensor. Data is continuously read on each sensor and a packet is then written and sent to the master to update that sensor's backing field. I have little experience with TCP/UDP so I am not sure which protocol would work better with this setup.
I am currently using TCP to transfer the data because I am worried about data on our rotary encoders being received out of order. Since my experience with this topic is limited, I am not sure if this is this a valid concern.
Does anyone with experience in this area know any reasons that I should prefer one approach over the other?
How much you care about getting know a packet was delivered?
How much you care about getting know a delivered packet was 100% correct?
How much you care about the order of packet delivery?
How much you care about the peer is currently connected?
If the answers were "I care a lot", you'd prefer to keep on using TCP because it ensure all four points.
The counterpart is that UDP could be more lightweight and fast to handle if you manage small packets.
Anyway, it's not so easy choose this or that. Just try.
And read this brief explanation: http://www.cyberciti.biz/faq/key-differences-between-tcp-and-udp-protocols/
I'm no expert but it seems this might be relevant:
Do you can about losing data?
If so, use TCP. Error recovery is automatic.
If not, use UDP. Lost packets are not re-sent. I also believe ordering here is not guaranteed.

What are some common methods used in game networking?

So I'm writing a fairly simple game with very low networking requirements, I'm using TCP.
I'm unsure where to start in even defining/implementing a protocol for the client and server to use. I've been looking around and I've seen a few examples, for instance Mojang's Minecraft which uses a table of 'commands' the client sends the server and the server sends the client, with numbers of arguments and such.
What's a good way to do this? I've heard complaints about Minecraft's protocol because if you overread by a byte you ruin the entire stream.
Game networking is a broad question, depending on what type of problem you are solving. TCP (may) not even be the correct choice for you.
For example - games that send movement of characters is typically done with UDP. The reason being that character movement isn't critical to the operation of the game, so some data loss of movement is "acceptable". That may be why sometimes your character "jumps" - some UDP packets were lost, or severely out-of-order.
UDP is argued as the preferred protocol for networked games. So before you even get started, carefully consider whether you are even picking the correct protocol.
Overall, I consider Glenn Fiedler's series on developing a networked game a fantastic read. I'd start here. He covers all of the basics of using UDP for gaming.
If you want to use TCP simply just to get a handle on TCP - then Minecraft is a reasonable example. A known list of commands that can be sent back and forth is a simple way to start. However, as you stated, is prone to some problems. This is more aligned with using the wrong protocol than how it was developed.
Google "game networking library" and you'll get a bunch of results. GNE would be a good one to look at.
I guess it depends on what your game is, what it mechanics are, what information is necessary. In any case I think this stack exchange https://gamedev.stackexchange.com/ is more suited to answer your question.
Gamedev.net's networking forum has a great FAQ covering these sorts of questions and many others, however, to make this more than a 'go-there-look-at-that' answer, I'll suggest some small improvements you can make. When using tcp, delivery is guarenteed, but this has a speed cost, which is fine if your not making a fps, but it means you need to get more from the data you do send, a great way to do this is via deltas/differentials, that is, sending only the change in state, not the entire game state, you can also validate your incoming packets for corrupt/anomalys data over and about tcp checks by predicting possibilities are allow, and with the same prediction, you can cut out even more data etc. But as others have said, this is a broad question, and not suited to getting truely helpful answers
As you're coding in lua, the only library anyone uses is luasocket (though ZMQ is gaining ground).
You're really going to have several protocols going: TCP for data that must be received (eg, server commands such as changemap or you_got_kicked, conversations and such; then use UDP for non-compulsory data, or data that quickly expires (eg, character positions).

intercepting network data from a particular program

im looking for a way to detect, and capture data being sent TO and FROM a specific program, ive attempted to use something like wireshark but it all seems to be a bunch of nonsense to me, so i was wondering if anybody could help me get the data, translate it into text, to allow for editing, and then to resend the new edited information on its way.
Look for Capture TCP stream feature/menu item in Wireshark.
Edit: It's actually Follow TCP Stream.
Wireshark is definitely the way to go. It'll capture the data going to a specific port (which you can probably correlate to a the program fairly easily). I hope this isn't happening over SSL though (wireshark isn't going to help you much if it is).
But if you have to reverse engineer the server's communication protocol, capturing the network packets is the least of your problems. Reverse engineering is difficult and can be fairly error prone as it's often based on guess work. My suggestion is to do this as a last resort: if the server is intended to communicate with the outside world, there's probably some protocol documentation floating around somewhere that will be much more reliable than a wireshark trace.

How can I learn _really_ low-level network programming?

So I want to learn all about networks. Well below the socket, down to raw sockets and stuff. And I want to understand hubs, routers, access points, etc. For example, I'd like to be able to write my own software to do this kind of stuff.* Is there a great source for this kind of information?
I know that I'm asking a LOT here, and that to fully explain it all requires from high level down to low level. I guess I'm looking for a source similar in scope and depth to Applied Cryptography, but about networks.
Thanks to anyone who can help to point me (and others like me?) in the right direction.
* Yes, I realize using any of my hand-crafted network stack code would be a huge security issue, and am only looking to do it to learn :)
Similar Question: here. However I'm looking for more than just 'what's below TCP/UDP sockets?'.
Edited for Clarification: The depth I'm talking about is above the driver level. So assuming that the bits can make it to and from the other end of the wire, what next?
I learned IP networking from TCP/IP Illustrated. Highly recommended.
This may not help you learn it, but a packet sniffer like Wireshark will give you some insight into what the data looks like at a pretty low-level protocol (TCP/IP).
As you have obviously recognised, the universe does not start and end with the IP Protocol. Take a look at the OSI 7 Layer Model where IP is a Layer 3 (Network) protocol. Common IP Routers will operate at this level, but there is more complexity you probably should understand in the Data Link and Physical layers before you start coding your own network stacks.
Start with the fundamentals of data communications in all its myriad forms and work your way up the stack until you get to where you need to stop. Data Communications, Computer Networking and Open Systems is a good foundation text, and then look for more detail on each area you need to focus on. Previous answers include good links for IP and TCP/IP, and as mentioned Wireshark will let you look down through some of the layers
CISCO CCNA materials contain a great network fundamentals, but does not affect programming aspect. I'm not sure that there is an official free link, but you can try to find them.
You should equip yourself with a c compiler and the necessary libs and headers for your OS and play around. You may want to read for example:
http://snap.nlc.dcccd.edu/learn/fuller3/chap13/chap13.html
I had some more links in my delicious account, but they all went down the digital drain ;-)
Have you any embedded programming experience ? If so I recommend you buy one of these development boards. They are cheap and allow you work on every part of the networking stack plus all the software tools required are free.
Note that getting going on it isn't easy and I ended up reading the CS8900 IC datasheet to learn how to make it communicate with the ARM7 based processor. But if you enjoy that sort of thing (as I do) then they are great fun.
Hmmm ... have you looked into Computer Networks by Tanenbaum ?
The TCP/IP Guide
I have found the networking chapter in "understanding the linux kernel" and "understanding linux network internals" from oreilly to be very helpful.
The TCP/IP stack is a very good start but there is a lot more and a good understanding of how ethernet works and how ethernet != IP != the-interweb will go a long way.
books on network security often do a decent if not goos job explaining how networks work in a concise context.
what really did the trick for me was taking a job implementing NAT :)
This course worked for me: COS 461 at Princeton. Note that it assumes system-level programming experience with C.
Pretty much all the readings and lectures are available online under "Syllabus". And you can try the assignments too (unfortunately, you won't have access to the Virtual Network System).
Check this.. it is a good collection of information:
http://www.tcpipguide.com/free/t_toc.htm

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