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Figure 2333 Four-way handshaking
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sets up a state table and allocates other resources while waiting for the next segment to arrive After a while, however, the server may collapse due to the exhaustion of resources The designers of SCTP have a strategy to prevent this type of attack The strategy is to postpone the allocation of resources until the reception of the third packet, when the IP address of the sender is verified The information received in the first packet must somehow be saved until the third packet arrives But if the server saved the information, that would require the allocation of resources (memory); this is the dilemma The solution is to pack the information and send it back to the client This is called generating a cookie The cookie is sent with the second packet to the address received in the first packet There are two potential situations 1 If the sender of the first packet is an attacker, the server never receives the third packet; the cookie is lost and no resources are allocated The only effort for the server is "baking" the cookie 2 If the sender of the first packet is an honest client that needs to make a connection, it receives the second packet, with the cookie It sends a packet (third in the series) with the cookie, with no changes The server receives the third packet and knows that it has come from an honest client because the cookie that the sender has sent is there The server can now allocate resources The above strategy works if no entity can "eat" a cookie "baked" by the server To guarantee this, the server creates a digest (see 30) from the information, using its own secret key The information and the digest together make the cookie, which is sent to the client in the second packet When the cookie is returned in the third packet, the server calculates the digest from the information If the digest matches the one that is sent, the cookie has not been changed by any other entity
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The whole purpose of an association is to transfer data between two ends After the association is established, bidirectional data transfer can take place The client and the server can both send data Like TCP, SCTP supports piggybacking
PROCESS-TO-PROCESS DELNERY: UDp, TCp, AND SCTP
There is a major difference, however, between data transfer in TCP and SCTP TCP receives messages from a process as a stream of bytes without recognizing any boundary between them The process may insert some boundaries for its peer use, but TCP treats that mark as part of the text In other words, TCP takes each message and appends it to its buffer A segment can carry parts of two different messages The only ordering system imposed by TCP is the byte numbers SCTP, on the other hand, recognizes and maintains boundaries Each message coming from the process is treated as one unit and inserted into a DATA chunk unless it is fragmented (discussed later) In this sense, SCTP is like UDP, with one big advantage: data chunks are related to each other A message received from a process becomes a DATA chunk, or chunks if fragmented, by adding a DATA chunk header to the message Each DATA chunk formed by a message or a fragment of a message has one TSN We need to remember that only DATA chunks use TSNs and only DATA chunks are acknowledged by SACK chunks
In SCTP, only DATA chunks consume TSNs;
DATA chunks are the only chunks that are acknowledged
Let us show a simple scenario in Figure 2334 In this figure a client sends four DATA chunks and receives two DATA chunks from the server Later, we will discuss
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