------------------------------------ CAIA Game Packet Generator 0.3.1 ------------------------------------ README Date: 6th Feburary 2017 (version 0.3.1 released publicly) Acknowledgements: This work was supported by a grant from the Agilent Technologies Foundation in June 2009. Agilent is the world's premier measurement company. Website: http://caia.swin.edu.au/bitss Summary: Game Packet Generator is part of the Broadband Internet Traffic Simulation & Synthesis(BITSS) project at the Centre for Advanced Internet Architecture. Game Packet Generator is designed to synthesise network game traffic a typical home broadband user would encounter. Synthetic network traffic can be used by ISPs, network engineers, and researchers to test the capabilities of networks. Synthetic game traffic can be injected into the network or be saved as pcap file for later analysis. Using published research on network game modelling [1][2], server to client network game traffic of first person shooter (FPS) can be simulated. Games included in this version are Quake3, Quake4, Enemy Territory 2 Pro, Half-life Counter Strike, Half-life Death Match, Half-life 2 Death match and Half-life2 Counter Strike. Traffic for 2 < N < 32 players can be generated. Future releases of Game Packet Generator will incorporate other online network games such as MMORPG and racing games. For more information on BITSS and Game Packet Gen see [1]. Requirements: SUPPORTED PLATFORMS The CAIA Game Packet Generator up to version 0.3 was designed to run on FreeBSD 8, and has anecdotally been known to run on later versions of FreeBSD. It also has been tested on Linux Ubuntu 9.10. REQUIRED SOFTWARE The Game Packet Gen depends on a number of other software packages. These include: * Python 2.6 * python-numpy * python-scipy * dpkt - python packet creation tool * libdnet - dumb networking library Note: Installation of these software packages are covered in INSTALL.txt Installation: Please see INSTALL.txt for installation with the FreeBSD, and Linux. Documentation: Documentation is available online at the BITSS Website. Licensing: Please see LICENSE.txt for details. Authors: The BITSS project was developed and led by Grenville Armitage and Carl Javier, Phillip Branch and Tony Cricenti at the Centre for Advanced Internet Architectures, Swinburne University of Technology. Code up to version 0.3.0 was primarily developed and implemented by Carl Javier. [1] P. Branch, A. Cricenti, G. Armitage, "A Markov Model of Server to Client IP traffic in First Person Shooter Games", 2008 IEEE International Conference on Communications (ICC 2008), Beijing, China, May 2008 [2] P. Branch, G. Armitage, "Extrapolating Server To Client IP traffic From Empirical Measurements of First Person Shooter games", 5th Workshop on Network System Support for Games 2006 (Netgames 2006) Singapore, October 2006