How to implement own dissector to dissect payload of AMQP? - tcp

right now I am struggling with implementing a functionality to dissect my own protocol within the payload of AMQP.
There is no problem dissecting it if it's only send via TCP.. But if AMQP is on top of it, there seems to be some problems.
Right now I have only those links which aren't very much helpful :(
Wireshark: display filters vs nested dissectors
In the moment my code is very much like in the example link, but I don't know how to reference my own dissector.
I can provide code - but it looks very much as the example but without the JSON part.
I appreciate every help! Thank you!

Related

ChunkedWriteHandler vs HttpObjectAggregator?

I was hoping to ask for some clarification on the roles of the ChunkedWriteHandler and the HttpObjectAggregator. Do these two effectively do opposite things?
In the following setup:
p.addLast("client_codec", new HttpClientCodec());
p.addLast("chunker", new ChunkedWriteHandler());
p.addLast(new ClientHandler());
Does having the chunker actually do anything? Since I don't have an HttpObjectAggregator in the pipeline, isn't the data going to by written downstream in chunks anyways? When would I need to use a ChunkedWriteHandler for an HTTP server/client?
Thank you!
Please read the javadocs on the classes... ChunkedWriteHandler has nothing to do with HTTP at all. It allows to write implementations of ChunkedInput in an "efficient" manner while HttpObjectAggregator ensures you only see FullHttp* in the handler after it.

How to used NetworkBehavior in Unity3D

Check the Picture- Image Here
I made a c# script then change the MonoBehavior to NetworkBehavior
then pud the script in the Main Camera.
I have problem using NetworkBehavior I dont know how to execute it, I want to try the SyncVar and other attributes that can help about server-client data networking.
thanks.
It is difficult to tell what is going on from you picture, and it would be helpful if you could tell us exactly what you are looking for, but as far as SyncVar working, it is important to note that it only works from the server side. That is, you can't sync an attribute from a remote player to the server, but the server can sync a player's attribute to everyone else. another thing to note about sync var is that it only works on basic types and unity math types (quaternion, vector3, etc.) if I recall correctly. If you need more help please try to be more specific.

Network Protocol implementation

As part of a project work i am supposed to "implement" any network protocol of my choice. I googled for it but didnt find anything that would help a beginner like me to start off. Could anyone please give some ideas on where to begin?
Thanks in advance!
PS: am not sure of the tags either.
You can try DHCP. It is relatively simple and common.
http://en.wikipedia.org/wiki/Dynamic_Host_Configuration_Protocol
To start you can cover the same subnet/vlan case. (Server client same subnet.)
Next do the different subnet/vlan case if you have time.

BTstack on MSP430F5438A + CC2564 bluetooth module

First, is there any good documentation for the btstack API's. I am trying to learn how to fully use btstack , send and receive data, look for devices within range and initiate connection.I am implementing this for MSP-430F5438A + CC2564 Bluetooth module.
http://code.google.com/p/btstack/wiki/MSP430GettingStarted
This website has some examples, but I am still confused, I need someone to break it down for me.Is there a template that I can start of. Anything would be helpful. If there is a step by step reference on how to connect to a device and exchange packets, it would be really great. Thanks is advance
In the regular "GettingStarted" page is a little explanation on what goes on in the packet handler, which is the main part of where you basically put all of your new code.

Edge-Side-Includes: How do esi:inline tags work

I have been looking at the ESI (Edge-Side-Includes) specs, but I cannot quite figure out how esi:inline elements work. Can anyone explain that?
Finally, I figured it out. You send a response with an <esi:include> and in the reply to that one you include <esi:inline>-marked fragments for later re-use.
That is a pretty slick way to allow retrieval of many small pieces in one large request.

Resources