Separate vs Combined Characteristics in one Gatt - bluetooth-lowenergy

We're trying to determine whether to use separate GATT characteristics or combine multiple properties into one custom characteristic.
The benefits of combining is fairly clear: one transaction, many properties.
But even with multiple characteristics (one property per), the transaction seems quick enough.
Is this entirely an arbitrary decision? Or are there best practices?

This is highly relevant and depends on the system you're trying to implement. My recommendation is to go for many separate characteristics. The reason is that you will be simplifying the application both on the GATT server side (where all the characteristics are stored) and the GATT client side. For example, if you use multiple characteristics, this means that you have to add extra intelligence to your GATT client side to separate the data in those characteristics. If the data side is variable, then this will be even more complicated. If in the future you have to update this combined characteristic with new features, the task will probably be relatively more complex for both the client and the server side compared to having many characteristics as things will be more categorised and compartmentalised.
Another thing to consider is testing. When you create your GATT server application, you'd want to test it with one or many different GATT client implementations (e.g. iOS device, Linux machine, etc). For that, it will be a lot easier if the remote device is not getting a combined characteristic and trying to make sense of the data.
Finally, please note that as you said, the transaction in Bluetooth is relatively quick and you will not be getting a huge difference when using multiple characteristics vs one. The reason is that by default the characteristic length is 20 and the Bluetooth packet length is 27 (unless you're using a Bluetooth 4.2 feature known as Data Length Extension, which not all phones support). Therefore, even if you use characteristic lengths greater than 20, the Bluetooth stack/baseband will divide the characteristic into chunks and send them over air, therefore not achieving the improved throughput that you aimed for.
I hope this helps.

Related

What is lockstep in Peer-to-Peer gaming?

I am researching about Peer-To-Peer network architecture for games.
What i have read from multiples sources is that Peer-To-Peer model makes it easy for people to hack. Sending incorrect data about your game character, whether it is your wrong position or the amount of health point you have.
Now I have read that one of the things to make Peer-To-Peer more secure is to put an anti-cheat system into your game, which controls some thing like: how fast has someone moved from spot A to spot B, or controls if someones health points did not change drastically without a reason.
I have also read about Lockstep, which is described as a "handshake" between all the clients in Peer-to-Peer network, where clients promise not to do certain things, for instance "move faster than X or not to be able to jump higher than Y" and then their actions are compared to the rules set in the "handshake".
To me this seems like an anti-cheat system.
What I am asking in the end is: What is Lockstep in Peer-To-Peer model, is it an Anti-Cheat system or something else and where should this system be placed in Peer-To-Peer. In every players computer or could it work if it is not in all of the players computer, should this system control the whole game, or only a subset?
Lockstep was designed primarily to save on bandwidth (in the days before broadband).
Question: How can you simulate (tens of) thousands of units, distributed across multiple systems, when you have only a vanishingly small amount of bandwidth (14400-28800 baud)?
What you can't do: Send tens of thousands of positions or deltas, every tick, across the network.
What you can do: Send only the inputs that each player makes, for example, "Player A orders this (limited size) group ID=3 of selected units to go to x=12,y=207".
However, the onus of responsibility now falls on each client application (or rather, on developers of P2P client code) to transform those inputs into exactly the same gamestate per every logic tick. Otherwise you get synchronisation errors and simulation failure, since no peer is authoritative. These sync errors can result from a great deal more than just cheaters, i.e. they can arise in many legitimate, non-cheating scenarios (and indeed, when I was a young man in the '90s playing lockstepped games, this was a frequent frustration even over LAN, which should be reliable).
So now you are using only a tiny fraction of the bandwidth. But the meticulous coding required to be certain that clients do not produce desync conditions makes this a lot harder to code than an authoritative server, where non-sane inputs or gamestate can be discarded by the server.
Cheating: It is easy to see things you shouldn't be able to see: every client has all the simulation data available. It is very hard to modify the gamestate without immediately crashing the game.
I've accidentally stumbled across this question in google search results, and thought I might as well answer years later. For future generations, you know :)
Lockstep is not an anti-cheat system, it is one of the common p2p network models used to implement online multiplayer in games (most notably in strategy games). The base concept is fairly straightforward:
The game simulation is split into fairly short time frames.
After each frame players collect input commands from that frame and send those commands over the network
Once all the players receive the commands from all the other players, they apply them to their local game simulation during the next time frame.
If simulation is deterministic (as it should be for lockstep to work), after applying the commands all the players will have the same world state. Implementing the determinism right is arguably the hardest part, especially for cross-platform games.
Being a p2p model lockstep is inherently weak to cheaters, since there is no agent in the network that can be fully trusted. As opposed to, for example, server-authoritative network models, where developer can trust a privately-owned server that hosts the game. Lockstep does not offer any special protection against cheaters by itself, but it can certainly be designed to be less (or more) vulnerable to cheating.
Here is an old but still good write-up on lockstep model used in Age of Empires series if anyone needs a concrete example.

Best approach for transfering large data chunks over BLE

I'm new to BLE and hope you will be able to point me towards the right implementation approach.
I'm working on an application in which the peripheral (battery operated) device continuously aggregate sensor readings.
On the mobile side application there will be a "sync" button, upon button press, I would like to transfer all the sensor readings that were accumulated in the peripheral to the mobile application.
The maximal duration between sync's can be several days, hence, the accumulated data can reach a size of 20Kbytes.
Now, I'm wondering what will be the best approach to perform the data transfer from the peripheral to the central application.
I thought about creating an array of characteristics where each characteristic will contain a fixed amount of samples (e.g. representing 1hour of readings).
Then, upon sync, I will:
Read the characteristics count (how many 1hours cells).
Then read the characteristics (1hour cells) one by one.
However, I have no idea if this is a valid approach ?
I'm not sure if this is the most "power efficient" way that I can
use.
I'm not sure if Characteristic READ is the way to go, or maybe
I need to use indication instead.
Any help here will be highly appreciated :)
Thanks in advance, Moti.
I would simply use notifications.
Use one characteristic which you write something to in order to trigger the transfer start.
Then have another characteristic which you simply stream data over by sending 20 bytes at a time. Most SDKs for BLE system-on-a-chips have some way to control the flow of data so you don't send too fast. Normally by having a callback triggered when it is ready to take the next notification.
In order to know the size of the data being sent, you can for example let the first notification contain the size, and rest of them the data.
This is the most time and power efficient way since there can be sent many notifications per connection interval, compared if you do a lot of reads instead which normally requires two round trips each. Don't use indications since they also require basically two round trips per indication. They're also quite useless anyway.
You could possibly increase the speed also by some % by exchanging a larger MTU (which leads to lower L2CAP/ATT headers overhead).

How to define topology in Castalia-3.2 for WBAN

How can defined topology in Castalia-3.2 for WBAN ?
How can import topology in omnet++ to casalia ?
where the topology defined in default WBAN scenario in Castalia?
with regard
thanks
Topology of a network is an abstraction that shows the structure of the communication links in the network. It's an abstraction because the notion of a link is an abstraction itself. There are no "real" links in a wireless network. The communication is happening in a broadcast medium and there are many parameters that dictate if a packet is received or not, such as the power of transmission, the path loss between transmitter and receiver, noise and interference, and also just luck. Still, the notion of a link could be useful in some circumstances, and some simulators are using it to define simulation scenarios. You might be used to simulators that you can draw nodes and then simply draw lines between them to define their links. This is not how Castalia models a network.
Castalia does not model links between the nodes, it models the channel and radios to get a more realistic communication behaviour.
Topology is often confused with deployment (I confuse them myself sometimes). Deployment is just the placement of nodes on the field. There are multiple ways to define deployment in Castalia, if you wish, but it is not needed in all scenarios (more on this later). People can confuse deployment with topology, because under very simplistic assumptions certain deployments lead to certain topologies. Castalia does not make these assumptions. Study the manual (especially chapter 4) to get a better understanding of Castalia's modeling.
After you have understood the modeling in Castalia, and you still want a specific/custom topology for some reason then you could play with some parameters to achieve your topology at least in a statistical sense. Assuming all nodes use the same radios and the same transmission power, then the path loss between nodes becomes a defining factor of the "quality" of the link between the nodes. In Castalia, you can define the path losses for each and every pair of nodes, using a pathloss map file.
SN.wirelessChannel.pathLossMapFile = "../Parameters/WirelessChannel/BANmodels/pathLossMap.txt"
This tells Castalia to use the specific path losses found in the file instead of computing path losses based on a wireless channel model. The deployment does not matter in this case. At least it does not matter for communication purposes (it might matter for other aspects of the simulation, for example if we are sampling a physical process that depends on location).
In our own simulations with BAN, we have defined a pathloss map based on experimental data, because other available models are not very accurate for BAN. For example the, lognormal shadowing model, which is Castalia's default, is not a good fit for BAN simulations. We did not want to enforce a specific topology, we just wanted a realistic channel model, and defining a pathloss map based on experimental data was the best way.
I have the impression though that when you say topology, you are not only referring to which nodes could communicate with which nodes, but which nodes do communicate with which nodes. This is also a matter of the layers above the radio (MAC and routing). For example it's the MAC and Routing that allow for relay nodes or not.
Note that in Castalia's current implementations of 802.15.6MAC and 802.15.4MAC, relay nodes are not allowed. So you can not create a mesh topology with these default implementations. Only a star topology is supported. If you want something more you'll have to implemented yourself.

network-on-chip verilog code

I have written and simulated a Verilog code in ISE Project Navigator 2013. this is an RTL model that describes the network-on-chip routers, buffers and links.
which device is better for synthesis and implementation?
How can I get the static and dynamic power consumption, a packet transfer delay, area and the other factors that indicates network performance, using ISE Project Navigator?
The question is very open ended so I will try to provide as general an answer as possible.
Now you have said that you have the code for a NOC Router in ISE. This would imply that you or the designer has a rough idea of the frequency at which the internal logic/system has to operate. The maximum clock tree frequency of your target device and would then be one of the key parameters that you need to check. If your design is running at around 150-200 MHz and is appropriately pipelined (small muxes, not more than 2-3 levels of logic between pipelining stages), then almost any of the currently available device families from both Xilinx and Altera should be suitable.
The next important consideration is of external connectivity. Does your design need high-speed serial connectivity with an external device. If that is true, then you would need to select a device that has high-speed SERDES IPs in-built. That would then limit your choice of devices.
Another factor to consider is interface to external SDRAM or RLDRAM. If your design needs to interface with such external devices, then you need to pick a device that has support either through a softcore or a Megafunction (Altera) or a hard IP block.
Finally you need to look at your logic utilization. You want to chose a device that is just big enough to satisfy your requirements, unless your design is part of a bigger project and there are modules that would be designed later and would sit alongside your NOC. You would have to make a rough guess of the number of LEs/LUTs that your design would need and pick a device 50% bigger than that. You can then run a trial synthesis run and check if your estimates are okay. If they are, and your device is less than 50% utilized, you could go in to a smaller device as need be.
There are also a few other considerations such as number of IOs, presence of a PLL/Clock manager that may affect your choice of device

Developing Communication Protocol for XBee

I am using XBee Digimesh Modules in API-Mode to send data between different industrial machines allowing them to share data, information and commands.
The API-Mode offers some basic commands, mainly to perform addressing and talk with the XBee Module itself in order to do configuration, etc.
Sending user data is done via a corresponding XBee API-Command which allows to send user-defined data with a maximum payload of 72 Bytes.
Since I want to expand this communication to allow integration of more machines, etc. I am thinking about how to implement a basic communication system that's tailored perfectly to the super small payload of just 72 Bytes.
Coming from the web, I normally would use some sort of JSON here but that would fill up the payload very quickly.
Also it's not possible to send a frame with lot's of information since this also fills up the payload very quickly.
So I came up with a different way of communicating. Instead of transmitting frames packed with information, what about sending some sort of Messages like this:
Machine-A Broadcasts: Who's there?
Machine-B Answers: It's me I am a xxx-Machine
Machine-C Answers: It's me I am a xxx-Machine
Machine-A now evaluates the replies and decides to work with Machine-B (because Machine-C does not match As interface):
Machine-A to B: Hello B, Give me some Value, please!
Machine-B to A: There you go: 2.349590
This can be extended to different short messages. After each message the sender holds the type of message in a state and the reply will be evaluated in relation to the state / context.
What I was trying to avoid was defining a bit-based protocol (like MIDI) which defines all events as bit based flags. Since we do not now what type of hardware there will be added in the future I want a communication protocol that's very flexible and does not need a coordinator or message broker, etc.
But since this is the first time I am thinking about communication protocols I am curious to know if there might be some existing frameworks that can handle complex communication on a light payload.
You might want to read through the ZigBee Cluster Library specification with a focus on the general commands. It describes a system of attribute discovery and retrieval. Each attribute has a 16-bit ID and a datatype (integers of various sizes, enumerated types, bitmaps) that determines its size.
It's a protocol designed for the small payloads of an 802.15.4 network, and you could potentially based your protocol off of a subset of it. Other ZigBee specifications are simply a list of defined attributes (and commands) for a given 16-bit cluster ID.
Your master device can go through a discovery process to get a list of attribute IDs, and then send a request to get values for multiple IDs in one shot. The response will be packed tight with a 16-bit ID, 8-bit attribute type and then variable length data. Even if your master device doesn't know what the ID corresponds to, it can pass the data along to other systems (like a web server) that do know.

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