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- 0. Intro.
- Onion Routing is still very much in development stages. This document
- aims to get you started in the right direction if you want to understand
- the code, add features, fix bugs, etc.
- Read the README file first, so you can get familiar with the basics.
- 1. The programs.
- 1.1. "or". This is the main program here. It functions as both a server
- and a client, depending on which config file you give it. ...
- 2. The pieces.
- 2.1. Routers. Onion routers, as far as the 'or' program is concerned,
- are a bunch of data items that are loaded into the router_array when
- the program starts. After it's loaded, the router information is never
- changed. When a new OR connection is started (see below), the relevant
- information is copied from the router struct to the connection struct.
- 2.2. Connections. A connection is a long-standing tcp socket between
- nodes. A connection is named based on what it's connected to -- an "OR
- connection" has an onion router on the other end, an "OP connection" has
- an onion proxy on the other end, an "exit connection" has a website or
- other server on the other end, and an "AP connection" has an application
- proxy (and thus a user) on the other end.
- 2.3. Circuits. A circuit is a single conversation between two
- participants over the onion routing network. One end of the circuit has
- an AP connection, and the other end has an exit connection. AP and exit
- connections have only one circuit associated with them (and thus these
- connection types are closed when the circuit is closed), whereas OP and
- OR connections multiplex many circuits at once, and stay standing even
- when there are no circuits running over them.
- 2.4. Cells. Some connections, specifically OR and OP connections, speak
- "cells". This means that data over that connection is bundled into 128
- byte packets (8 bytes of header and 120 bytes of payload). Each cell has
- a type, or "command", which indicates what it's for.
- 3. Important parameters in the code.
- 3.1. Role.
- 3. Robustness features.
- 4.1. Bandwidth throttling. Each cell-speaking connection has a maximum
- bandwidth it can use, as specified in the routers.or file. Bandwidth
- throttling occurs on both the sender side and the receiving side. The
- sending side sends cells at regularly spaced intervals (e.g., a connection
- with a bandwidth of 12800B/s would queue a cell every 10ms). The receiving
- side protects against misbehaving servers that send cells more frequently,
- by using a simple token bucket:
- Each connection has a token bucket with a specified capacity. Tokens are
- added to the bucket each second (when the bucket is full, new tokens
- are discarded.) Each token represents permission to receive one byte
- from the network --- to receive a byte, the connection must remove a
- token from the bucket. Thus if the bucket is empty, that connection must
- wait until more tokens arrive. The number of tokens we add enforces a
- longterm average rate of incoming bytes, yet we still permit short-term
- bursts above the allowed bandwidth. Currently bucket sizes are set to
- ten seconds worth of traffic.
- The bandwidth throttling uses TCP to push back when we stop reading.
- We extend it with token buckets to allow more flexibility for traffic
- bursts.
- 4.2. Data congestion control. Even with the above bandwidth throttling,
- we still need to worry about congestion, either accidental or intentional.
- If a lot of people make circuits into same node, and they all come out
- through the same connection, then that connection may become saturated
- (be unable to send out data cells as quickly as it wants to). An adversary
- can make a 'put' request through the onion routing network to a webserver
- he owns, and then refuse to read any of the bytes at the webserver end
- of the circuit. These bottlenecks can propagate back through the entire
- network, mucking up everything.
- To handle this congestion, each circuit starts out with a receive
- window at each node of 100 cells -- it is willing to receive at most 100
- cells on that circuit. (It handles each direction separately; so that's
- really 100 cells forward and 100 cells back.) The edge of the circuit
- is willing to create at most 100 cells from data coming from outside the
- onion routing network. Nodes in the middle of the circuit will tear down
- the circuit if a data cell arrives when the receive window is 0. When
- data has traversed the network, the edge node buffers it on its outbuf,
- and evaluates whether to respond with a 'sendme' acknowledgement: if its
- outbuf is not too full, and its receive window is less than 90, then it
- queues a 'sendme' cell backwards in the circuit. Each node that receives
- the sendme increments its window by 10 and passes the cell onward.
- In practice, all the nodes in the circuit maintain a receive window
- close to 100 except the exit node, which stays around 0, periodically
- receiving a sendme and reading 10 more data cells from the webserver.
- In this way we can use pretty much all of the available bandwidth for
- data, but gracefully back off when faced with multiple circuits (a new
- sendme arrives only after some cells have traversed the entire network),
- stalled network connections, or attacks.
- We don't need to reimplement full tcp windows, with sequence numbers,
- the ability to drop cells when we're full etc, because the tcp streams
- already guarantee in-order delivery of each cell. Rather than trying
- to build some sort of tcp-on-tcp scheme, we implement this minimal data
- congestion control; so far it's enough.
- 4.3. Router twins. In many cases when we ask for a router with a given
- address and port, we really mean a router who knows a given key. Router
- twins are two or more routers that all share the same private key. We thus
- give routers extra flexibility in choosing the next hop in the circuit: if
- some of the twins are down or slow, it can choose the more available ones.
- Currently the code tries for the primary router first, and if it's down,
- chooses the first available twin.
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