[Verano 2016 - Ive - Coralys]
Object Oriented Programming (OOP) is a programming paradigm that promotes the design of programs by having different objects interacting together to solve a problem. C++ is one of the programming languages that promotes object oriented programming, allowing programmers to create their own classes from scratch or derive them from other existing classes. Other languages that promote OOP are Java, Python, JavaScript and PHP.
In OOP, each object encapsulates within itself certain properties about the entity being modeled. For example, an object that models a point encapsulates the coordinates x and y of the point being represented. Furthermore, each object allows certain actions to be carried out on itself with the methods that the object contains. For example, an object of the class point could carry out the action of changing the value of the x coordinate.
When the object class we need to use in our program has not been predefined in a library, we need to declare and implement our own class. To do this, we define classes that contain data with certain properties or attributes, and actions that we want to carry out with this data through the use of methods or member functions. This way, we can organize the information and processes in objects that have the properties and methods of a class. In today’s laboratory experience, you will practice defining a class and implementing some of its methods by completing a simple network sniffer. The sniffer captures all the internet protocol (IP) packets that flow through your computer in the lab, and some other packet information.
Before you get to the laboratory you should have:
An object is an entity that contains data and procedures to manipulate them. Similar to how each variable has a type of data associated to it, each object has a class associated to it, which describes the properties of the the objects: its data (attributes), and the procedures that can be used to manipulate its data (methods).
It is not necessary to know all of the details about the methods of the object to define and use an object, but you must know how to create it and how to interact with it. The necessary information is available in the class’s documentation. Before creating objects of any class, we should familiarize ourselves with its documentation. The documentation indicates, among other things, what entity is trying to be represented in the class, and its interface or methods available to manipulate the objects of the class.
So you can see an example of a class, take a look at the documentation of the Bird
class which can be found in this link..
A class is a description of the data and processes of an object. The class’s declaration establishes the attributes that each of the objects of the class will have, and the methods that it can invoke.
If it isn’t specified otherwise, the attributes and methods defined in a class will be private. This means that the variables can only be accessed and changed by the methods of the class (constructors, setters, and getters, among others).
The following is the skeleton of the declaration of a class:
class ClassName
{
// Declarations
private:
// Declaration of variables or attributes
// and prototype member functions
// that are private for this class
type privateVar
type nameOfPrivateMemFunc(type of the parameters);
public:
// Declarations of attributes
// and prototypes of method functions
// that are public for the entire program
type publicVar;
type nameOfPublicMemFunc(type of the parameters);
};
Computers communicate with each other through the Internet Protocol (IP). When a computer sends information to another computer, the information is sent via Internet packets that contain the source address, which is the Internet address of the computer sending the information, and the destination address, which is the Internet address of the computer that receives the message. The Internet addresses are used to guide the information from one computer to another, but once the arrives to its destination, who is supposed to receive the information? Which application must receive the information?
The Internet packets must also specify the application that is sending the information and the application that must receive it. We can think of the Internet addresses like home postal mail addresses, and that the applications that send and receive the information are the persons that send and receive postal letters. To send a letter via postal mail, the recipient of the letter must be specified. This corresponds to the application that receives the information. To identify the source and destination application, the Internet protocol uses what is known as port numbers. This way, looking the packet information, the source and destination addresses and ports can be identified.
For instance, when your lab computer communicates with the server for Moodle, the packets that carry the information from your computer to the web server contains the source address, which is the address of the lab computer, and the destination address which is the Moodle server. The source port is the port of your web browser and the destination port is the port of the Moodle web server.
The Internet addresses occupy 4 bytes (32 bits), and usually are presented to users as strings of 4 decimal values. Each decimal value between 0 and 255 is the decimal representation of one of the 4 bytes: “(0-255).(0-255).(0-255).(0-255)”. Some examples of IP addresses are: 10.0.1.10
, 192.168.10.11
, 136.145.54.10
.
Port numbers are composed of 2 bytes or 16 bits. Therefore port numbers range from 0-65535. There are ports numbers assigned to known application services such as number 22 for ssh, 23 for telnet, 25 for smtp, 80 for http, and so on.
To complicate things a little bit, each computer network card has an unique identifier that is used for the communication between you computer and the network device that routes the network traffic from the Internet and local network to your computer and vice-versa (Ethernet protocol). This unique identifier is known as the Hardware address (a.k.a Multiple Access Controll (MAC) address), is represented using 6 bytes (48 bits), and is presented to the users as strings of 6 hexadecimal values (each pair of hexadecimal digits corresponds to 1 byte). Each hex value is the hex representation of the 6 bytes: “(00-ff):(00-ff):(00-ff):(00-ff):(00-ff):(00-ff)”. Some examples of MAC addresses are: e0:f8:47:01:e9:90
and 70:ad:60:ff:fe:dd:79:d8
.
A packet sniffer (also known as packet analyzer - protocol analyzer - or network analyzer) is a computer program that can intercept and log traffic passing over a digital network, or network device. As data flows across the network, the sniffer captures each packet and, if needed, decodes the packet’s raw data[1].
Each packet captured by a sniffer has a structure similar to the ilustrated in Figure 1.
Figure 1. Structure of each Ethernet packet captured by a sniffer.
Inside the structure shown in Figure 1 is found:
Inside the payload, the IP packet contains various field, among them:
In this laboratory experience, you will complete a simple packet sniffer that captures all the IP packets that flow through your laboratory computer, and some additional information of the packets. Additionally, it detects the non encrypted requests of images in the web, and displays the images in the GUI.
The application that you will complete today allows the users to analyze network traffic and monitor the images that are being tranfered through the net.
Figure 2 shows an image of the application interface. Each row in the table is the information of each captured packet. The text box under the table presents an ASCII summary of a selected packet from the table. The list in the right presents the images that have been captured by the sniffer.
Figure 2. The user interface of the Simple Packet Sniffer application.
To create a packet sniffer you can use the pcap library that provides an interface to access the data passing across your network card. This library contains a function that returns a raw stream of bytes of each packet captured.
The task of the sniffer programmer to decode the raw stream into human readable information. Fortunately this is not your task, but you can learn how to do it; if you want, by reading the source code of this laboratory. Your task is to follow the exercises below so you provide the packet sniffer with the needed objects (classes) to process the packets.
Load the project SimpleSniffer
into QtCreator
. There are two ways to do this:
sudo qtcreator /home/eip/labs/classes-simplesniffer/SimpleSniffer.pro
Bitbucket
: Use a terminal and write the command git clone http:/bitbucket.org/eip-uprrp/classes-simplesniffer
to download the folder classes-simplesniffer
from Bitbucket
. In this directory, you need to run QtCreator with administrator (root) privileges:
sudo qtcreator ./SimpleSniffer.pro
Configure the project. In this laboratory experience you will be working with the files ethernet_hdr.h
, ethernet_packet.h
, ethernet_packet.cpp
, ip_packet.h
and ip_packet.cpp
.
Study the file ethernet_hdr.h
. This file contains the definition of the data structure that represents an Ethernet header.:
#define ETHER_ADDR_LEN 6
struct sniff_ethernet {
u_char ether_dhost[ETHER_ADDR_LEN]; /* destination host address */
u_char ether_shost[ETHER_ADDR_LEN]; /* source host address */
u_short ether_type; /* IP? ARP? RARP? etc */
};
The Ethernet header above is used to decode the ethernet part of the raw data in each packet. It is composed of the source MAC address (ether_shost, 6 bytes), the destiantion MAC address (ether_dhost, 6 bytes), and the type of Ethernet packet (ether_type, 2 bytes), which is used to determine if the packet is an IP packet.
As you know, it is not a good idea to show this information format to a regular user. Your first task is to define the functions of the C++ class that defines the functions that translate the MAC address information into human readable strings.
The following code is the definition of the class ethernet_packet
, that can be found in file ethernet_packet.h
:
class ethernet_packet
{
sniff_ethernet ethernet ;
// Returns a 6 bytes MAC address in string representation.
string mac2string(u_char []) ;
public:
ethernet_packet(); // Default constructor
// Set the ethernet variable member ether_dhost to the values
// received in the array
void setEtherDHost(u_char []) ;
// Same as above but to the ether_shost
void setEtherSHost(u_char []) ;
// Set the ethernet type to the value received.
void setEtherType(u_short) ;
// returns the string representation of the ethernet addresses
string getEtherDHost() ;
string getEtherSHost() ;
// Return the ethernet type
u_short getEtherType() ;
};
Note that each object of the class ethernet_packet
only has one attribute: a structure of type sniff_ethernet
named ethernet
The rest are methods that act as interface to the attribute:
void setEtherDHost(u_char [])
: is a setter to the field ether_dhost
of the attribute ethernet
void setEtherSHost(u_char [])
: is a setter to the field ether_shost
of the attribute ethernet
void setEtherType(u_short)
: is a setter for the field ether_type
of the attribute ethernet
getEtherDHost()
and getEtherSHost()
are getters that return the values of ether_dhost
and ether_shost
in a human readable format, i.e. 6 pairs of hexadecimal digits (for example, e0:f8:47:01:e9:90
).getEtherType()
is a getter that returns the value of ether_type
as unsigned char.string mac2string(u_char [])
receives an array of six unsigned characters and returns the corresponding string to its hexadecimal representation. For example, if it receives { 0x8A, 0x11, 0xAB, 0xFF, 0x12, 0x34}
it must return the string "8A:11:AB:FF:12:34"
.Your task in this exercise is to implement the seven functions listed above in the file ethetnet_packet.cpp
. The headers of some of the functions are provided in the file.
Study the definitions of the functions of the class ip_packet
found in file ip_packet.cpp
Your task is to create the declaration of the class ip_packet
in the file ip_packet.cpp
. The attributes of the class ip_packet
must be:
string
to store the source and destination IP addresseschar
) variable to store the IP protocolunsigned short
to store the source and destination portstring
to store the packet payload.In the declaration of the class ip_packet
you must specify that it is a derived class (inherits) of the class ethernet_packet
.
ethernet_packet.cpp
and ip_packet.h
that you defined. Remember to use good programming techniques, include the names of the programmers involved, and document your program.