CN102457441B - PSN (Packet Switched Network) data packet processing method and device - Google Patents

PSN (Packet Switched Network) data packet processing method and device Download PDF

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CN102457441B
CN102457441B CN201210013207.3A CN201210013207A CN102457441B CN 102457441 B CN102457441 B CN 102457441B CN 201210013207 A CN201210013207 A CN 201210013207A CN 102457441 B CN102457441 B CN 102457441B
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packet
psn
data
frame
buffer memory
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CN102457441A (en
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郭志惠
王德明
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Raisecom Technology Co Ltd
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Raisecom Technology Co Ltd
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Abstract

The invention discloses a PSN (Packet Switched Network) data packet processing method and device, belonging to the data processing technology. The method comprises the following steps of: after receiving a data packet, determining a written address of the data packet; and when the written address of the PSN data packet is determined to be a cached initial address, detecting whether a packet header of the PSN data packet is correct; if correct, writing data of the PSN data packet; and otherwise, dropping the PSN data packet by using a multi-frame or the PSN data packet as a unit. As the data packet is dropped when the packet header is incorrect, the influences of written incorrect data on the data packet in the follow-up cache can be avoided; and meanwhile, the data in the next frame can be written at an initial position of the cache well so as to prevent an error from expanding.

Description

A kind of PSN data package processing method and device
Technical field
The present invention relates to data processing technique, relate in particular to a kind of PSN data package processing method and device.
Background technology
IETF(Internet Engineering Task Force, Internet Engineering task groups) subordinate's PWE3(Pseudo-Wire Emulation Edge to Edge, pseudo wire emulation end to end) working group is devoted to the research of emulation one deck and two layer services on packet switching network specially.PWE3 mechanism for transmitting TDM(Time Division Multiplexing, time division multiplexing in packet network) business provides may.
TDMoIP(Time Division Multiplexing over IP, on IP network, transmit TDM) be a kind of specific implementation technology under PWE3 mechanism, this technology has realized the Circuit Emulation Service of TDM operation transmission on packet switching network, can be at Ethernet, MPLS(Multi-Protocol Label Switching, multiprotocol label switching) Packet Based Network, MEF(Metro Ethernet Forum, territory Ethernet) etc. carry out on network PDH/SDH(accurate synchronous/SDH (Synchronous Digital Hierarchy)) etc. the transmission of TDM business.
PWE3 network reference model as shown in Figure 1, PWE3 equipment completing circuit copying.It is restrainted the TDM traffic assignments of access to different bundle() in Packet Based Network, transmit.Each bundle can independently configure CESoPSN(Structure-Aware Time Division Multiplexed Circuit Emulation Service over Packet Switched Network, have the TDM service of structure to transmit on the packet switching network) and SAToP(Structure-Agnostic Time Division Multiplexing over Packet, structureless TDM service transmits in message) in any consensus standard and this agreement support miscellaneous service, PWE3 equipment can provide multiple bundle.Each bundle has a source address and destination address.
This equipment is supported non-structure and is had the E1 access service of two types, structure.For structureless E1, a whole E1 link data of a bundle passage carrying.For the E1 business that has structure, any number time slot in an E1 of a bundle passage carrying.
For example, as shown in Figure 2, in an E1 data link, have 32 time slots, can make time slot 2/3/4/5 form in bundle0(Fig. 2 and represent with B0), time slot 28/29/30 is formed in bundle1(Fig. 2 and represent with B1).
PWE3 equipment is supported transmitting-receiving bidirectional function, and as shown in Figure 3, the process that this equipment carries out Business Processing comprises:
Step S301, PWE3 transmitter side equipment receive TDM business;
Step S302, PWE3 transmitter side equipment is the bundle passage to appointment by the TDM traffic assignments of access;
Step S303, PWE3 transmitter side equipment become PSN packet data package by TDM Business Stream according to the configuration packages of corresponding bundle;
The grouping bag of encapsulation is sent to PSN network by step S304, PWE3 transmitter side equipment;
Step S305, PWE3 receiver side equipment receive TDMoIP bag from PSN network;
The TDMoIP that step S306, PWE3 receiver side recognition of devices receive wraps and extracts corresponding bundle channel number;
Step S307, PWE3 receiver side equipment solve tdm data according to the configuration of bundle from TDMoIP grouping bag;
Step S308, PWE3 receiver side equipment will solve tdm data according to bundle and eliminate shake and recovered clock;
Step S309, PWE3 receiver side equipment are sent the tdm data of eliminating shake and recovered clock into TDM network according to bundle.
In step S308, can eliminate shake by data cached mode, compensated the PDV(Packet Delay Variation being brought by Packet Based Network by dithering cache in circuit simulation equipment, packet delay changes), the morning bag that buffer memory comes than expection, reorder than expecting the late bag of coming, prevent abandoning of bag.Simultaneously can provide data for TDM port according to the speed of TDM network.
But, in the time of data writing in dithering cache, if write wrong data in the original position of buffer memory, easily cause that the follow-up data that write in buffer memory occur compared with serious mistake.
Summary of the invention
The embodiment of the present invention provides a kind of PSN data package processing method and device, wrong data is written in the original position in buffer memory and causes follow-up correct message to recover avoiding.
A kind of PSN data package processing method, comprising:
Receive after packet switching network PSN packet, determine the writing address of described PSN packet;
In the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of described PSN packet is correct, write the data of described PSN packet, in the time determining that packet header of described PSN packet is incorrect, with multi-frame or take PSN packet as unit abandons described PSN packet;
Wherein, the packet header of described definite described PSN packet is correct, specifically comprises:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of described PSN packet meets call format, determine that the packet header of described PSN packet is correct.
A kind of PSN data packet processing, comprising:
Determining unit, for receiving after packet switching network PSN packet, determines the writing address of described PSN packet;
Processing unit, for in the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of described PSN packet is correct, write the data of described PSN packet, in the time determining that packet header of described PSN packet is incorrect, with multi-frame or take PSN packet as unit abandons described PSN packet;
Wherein, described processing unit determines that the packet header of described PSN packet is correct, specifically comprises:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of described PSN packet meets call format, determine that the packet header of described PSN packet is correct.
The embodiment of the present invention provides a kind of PSN data package processing method and device, receiving after packet, determine the writing address of this packet, and in the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and when correct, write the data of PSN packet, otherwise abandon PSN packet take multi-frame or PSN packet as unit.Due in the time that packet header appearance is wrong, packet discard, thereby the impact of the data of avoiding write error on the packet in follow-up buffer memory, being also convenient to next frame data can be written in the original position of buffer memory preferably, prevents wrong extend and correct message cannot recover.
Accompanying drawing explanation
Fig. 1 is TDMoIP transport network architecture schematic diagram in prior art;
Fig. 2 is bundle access diagram in prior art;
Fig. 3 is TDMoIP transceiving data flow process figure in prior art;
The PSN data package processing method flow chart that Fig. 4 provides for the embodiment of the present invention;
The method flow diagram to data writing in buffer memory that Fig. 5 provides for the embodiment of the present invention;
The method flow diagram of reading out data from buffer memory that Fig. 6 provides for the embodiment of the present invention;
The PSN data packet processing structural representation that Fig. 7 provides for the embodiment of the present invention.
Embodiment
The embodiment of the present invention provides a kind of PSN data package processing method and device, receiving after packet, determine the writing address of this packet, and in the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and when correct, write the data of PSN packet, otherwise abandon PSN packet take multi-frame or PSN packet as unit.Owing to occurring in packet header when wrong, packet discard, thereby the impact of the data of avoiding write error on the packet in follow-up buffer memory, being also convenient to next frame data can be written in the original position of buffer memory preferably, prevents wrong extension.
As shown in Figure 4, the PSN data package processing method that the embodiment of the present invention provides, comprising:
Step S401, receive after packet switching network PSN packet, determine the writing address of PSN packet;
Step S402, in the time determining the initial address that the writing address of PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of PSN packet is correct, write the data of PSN packet, otherwise abandon PSN packet with multi-frame or take PSN packet as unit.
Because the writing position of each PSN packet is to calculate according to the PSN packet writing in the original position of buffer memory, so need to guarantee the correctness in the PSN packet packet header of this position, if packet header is incorrect, abandon PSN packet with multi-frame or take PSN packet as unit, can make the correct PSN packet in follow-up packet header be written in the original position of buffer memory, prevent the impact of data write error mistake on follow-up data bag.
In step S401, for each PSN packet, can be according to No. SN of the packet of PSN packet No. SN, the size of PSN packet and the initial address storage of buffer memory, determine the writing address of this PSN packet, in the time determining that the writing address of this PSN packet exceeds buffer memory scope, can determine that this PSN packet should be written in the initial address of buffer memory.For example, suppose that cache size is 100 units of writing, each PSN packet takies the unit of writing, the PSN packet writing in the original position of current cache be for No. SN 1, working as the PSN packet that No. SN is 58 should be written in the 58th unit of writing, in the time receiving the 101st PSN packet, determine that this PSN packet should be written in the initial address of buffer memory, if the packet header of this PSN packet is correct, be written into the initial address of buffer memory, and what upgrade the packet that writes in the initial address of current cache is for No. SN 101, in the time receiving follow-up PSN packet, determine these PSN packets position that should write take No. SN as 101.
In step S402, determine that the packet header of PSN packet is correct, specifically comprise:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of PSN packet and all meet call format, determine that the packet header of PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of PSN packet and all meet call format, determine that the packet header of PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of PSN packet meets call format, determine that the packet header of PSN packet is correct.
Generally, for multi-frame structure, a common multi-frame comprises one or more PSN packets, and for single frames structure, a common PSN packet comprises one or more single frames.
With multi-frame or take packet as unit abandons when described PSN packet, if the data structure of current transmission is multi-frame structure, abandon other PSN packet in current PSN packet and current multi-frame, wherein, other PSN packet in current multi-frame is specially No. SN and is less than the PSN packet of the PSN packet number that a multi-frame comprises with the difference of No. SN of current PSN packet; If the data structure of current transmission is single frames structure or without frame structure, abandon current PSN packet.
If in the multi-frame abandoning, there is part PSN packet to be written in buffer memory, can not wipe, in the time writing next frame data, the data that write can be capped.
Take multi-frame structure as example, suppose in multi-frame structure, each frame comprises 16 PSN packets, first PSN packet is frame head, be for No. SN that 51 PSN packets need is written to the original position in buffer memory if detect so, need to determine in the packet header in this PSN packet whether comprise multi-frame head, and whether package head format and multi-frame head form be correct, if comprise multi-frame head, and packet header and multi-frame head form are all correct, can be normally 51-66 by No. SN PSN packet is written to front 16 units of writing in buffer memory; In packet header in PSN packet, do not comprise multi-frame head if detect, or packet header or multi-frame head exist when wrong, abandon the PSN packet that No. SN is 51-66.
Further, in order to prevent that, in the situation that data writing amount is larger, the data cover writing falls the data that are not yet read,, before writing the data of PSN packet, can also first determine that the data volume not being read in buffer memory is less than predefined first threshold.
If determine when the data volume not being read in buffer memory is more than or equal to predefined first threshold, abandon PSN packet with multi-frame or take PSN packet as unit.
Under normal circumstances, for utilizing more fully spatial cache, first threshold to be set to approach the value of cache size better.
Generally, while having PSN packet to arrive PWE3 equipment in packet network, this equipment just starts to carry out write operation, and should be because TDM network requirement continuously sends data, thus this equipment need to be from buffer memory reading out data sending in TDM network continuously.
Read operation and write operation can be undertaken by time-multiplexed mode, also can be undertaken by the mode of scheduling.In the time being undertaken by time-multiplexed mode, in the time slot distributing for read operation, the Data Concurrent reading in buffer memory send, and in the time slot distributing for write operation, the data in PSN packet is write to buffer memory; In the time being undertaken by the mode of scheduling, for each time slot, determine and carry out read operation or carry out write operation by scheduling mode.
When for each time slot, determine when carrying out read operation or carrying out write operation by scheduling mode, if in a time slot, receive only write request, only carry out write operation, if receive only read requests, only carry out read operation, if while receiving read requests and write request simultaneously, carry out write operation, this read operation is deferred to while receiving read requests next time and is carried out.
Be continuous owing to sending data to TDM network, the data of packet network transmission happen suddenly, so in the time receiving read requests and write request, carry out write operation and can improve read-write efficiency simultaneously, guarantee to try one's best few packet discard simultaneously.Simultaneously owing to data first can being stored in inner buffer after data read, the data of storing in this inner buffer at least can continue 0.5ms data and send to TDM link, so read operation is postponed till while receiving read requests and is carried out, conventionally do not affect the continuity that sends data to TDM network next time.
In order to prevent because the data in buffer memory are very few, cause read operation not carry out continuously, reading before Data Concurrent in buffer memory send at every turn, can first determine that the data volume not being read in buffer memory is more than or equal to predefined Second Threshold, if determine, the data volume not being read in buffer memory is less than predefined Second Threshold, illustrate that the data in buffer memory are very few, sky may be read, now can first send the padding data for replacing the data that read from buffer memory to TDM network, until the data volume in buffer memory is while reaching Second Threshold, normally read again the data in buffer memory.In the time sending padding data, can, in the time that current transmission frame is multi-frame, send padding data take multi-frame as unit equally; In the time that current transmission frame is single frames, send padding data take 4 single frames as unit; In the time that current transmission data are non-structure data, take 0.5 millisecond as unit transmission padding data.
Concrete, at the packet that receives packet network, and in buffer memory when data writing, as shown in Figure 5, specifically comprise the steps:
Step S501, determine and packet header sop detected, and can carry out write operation;
Step S502, carry out packet header processing, extract No. bundle and No. SN, calculate the writing address of this PSN packet;
Step S503, judge according to No. SN whether this PSN packet is the bag of normal sequence, if so, execution step S504, otherwise execution step S509; Concrete, in the time of the maximum S/N that is greater than the PSN packet writing in buffer memory for No. SN of this PSN packet, can determine the bag that this PSN packet is normal sequence, the maximum S/N number of the PSN packet writing in buffer memory if be less than, can determine that this PSN packet is the late bag arriving;
Step S504, judge whether this PSN packet can receive, if so, execution step S504, otherwise execution step S508; Concrete, in the time that frame head corresponding to this PSN packet has been dropped, this PSN packet cannot be received;
Step S505, judge whether the writing address of this PSN packet is the initial address of buffer memory, if so, execution step S506, otherwise execution step S507;
Step S506, judge that whether the packet header of this PSN packet is correct, if so, execution step S507, otherwise execution step S508;
Step S507, this PSN packet is write to dithering cache, upgrade No. SN of the PSN packet that writes in the initial address of buffer memory, the data volume that is not read, maximum S/N number with and memory address;
Step S508, abandon PSN packet take multi-frame or PSN packet as unit;
Step S509, judge whether the data in the writing address that this PSN packet is corresponding are read out, if so, execution step S508, otherwise, execution step S510;
Step S510, in the time determining that the writing address of this PSN packet is not the initial address of buffer memory, this PSN packet is write in corresponding writing address, replace the data in this address, and in the time determining the initial address that the writing address of this PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of described PSN packet is correct, write the data of described PSN packet, otherwise abandon PSN packet with multi-frame or take PSN packet as unit.
In step S510, can also be in the time that the writing address of determining this PSN packet be the initial address of buffer memory, directly this PSN packet is write in corresponding writing address, replace the data in this address, the initial address that the writing address of this PSN packet is buffer memory is determined in timing, do not carry out the detection of PSN packet packet header correctness, thereby improve write efficiency yet.
Accordingly, in the data that read in buffer memory, and when sending in TDM network, as shown in Figure 6, specifically comprise the steps:
Step S601, define bundle passage and need reading out data, and can carry out read operation;
No. bundle, step S602, extraction;
Step S603, judge whether current time slots is the initial time slot of this bundle, if so, execution step S604, otherwise execution step S607;
Step S604, search reading address table by No. bundle, search data initial address;
Step S605, judge whether to read the data in this initial address, if so, execution step S606, otherwise execution step S608;
Step S606, from buffer memory reading out data, upgrade the data volume not reading in the reading address of this bundle and buffer memory;
Step S607, judge whether the data reading state of this bundle is occupied state, if so, execution step S606, otherwise execution step S608;
Step S608, to TDM network send padding data.
In step S608, occupied state refers to, carrying out in the initialization procedure that data write and read, first should in buffer memory, write certain data volume, just allow reading out data from buffer memory, in initialization procedure, the data volume of storing in buffer memory can guarantee the follow-up continuity reading.When data volume in buffer memory does not reach the amount that can start to read, make whether data reading state is occupied state, do not allow reading out data from buffer memory, now, can send padding data to TDM network, to guarantee to send to TDM network the continuity of data.
The embodiment of the present invention is also corresponding provides a kind of PSN data packet processing, and this device can be specially PWE3 equipment, and as shown in Figure 7, this device comprises:
Determining unit 701, for receiving after packet switching network PSN packet, determines the writing address of PSN packet;
Processing unit 702, for in the time determining the initial address that the writing address of PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of PSN packet is correct, write the data of PSN packet, otherwise abandon PSN packet with multi-frame or take PSN packet as unit.
Wherein, determining unit 701 specifically for:
Receive after packet switching network PSN packet, according to No. SN of PSN packet No. SN, the size of PSN packet and the packet of the initial address storage of described buffer memory, determine the writing address of PSN packet.
Processing unit 702 determines that the packet header of described PSN packet is correct, specifically comprises:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of PSN packet and all meet call format, determine that the packet header of PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of PSN packet and all meet call format, determine that the packet header of PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of PSN packet meets call format, determine that the packet header of PSN packet is correct.
Processing unit 702 abandons PSN packet with multi-frame or take packet as unit, specifically comprises:
If the data structure of current transmission is multi-frame structure, abandon other PSN packet in current PSN packet and current multi-frame, other PSN packet in described current multi-frame is specially No. SN and is less than the PSN packet of the PSN packet number that a multi-frame comprises with the difference of No. SN of current PSN packet;
If the data structure of current transmission is single frames structure or without frame structure, abandon current PSN packet.
Processing unit 702 also for:
After abandoning PSN packet with multi-frame or take PSN packet as unit, after abandoned multi-frame or PSN packet, and the correct packet in packet header writes the initial address of buffer memory, and upgrades No. SN of packet of the initial address storage of buffer memory.
Further, in order to prevent that, in the situation that data writing amount is larger, the data cover writing falls the data that are not yet read, processing unit 702 also for:
Before writing the data of PSN packet, determine that the data volume not being read in buffer memory is less than predefined first threshold.
And, processing unit 702 also for: in the time determining that the data volume that is not read of buffer memory is more than or equal to predefined first threshold, abandon PSN packet with multi-frame or take PSN packet as unit.
Processing unit 702 also for: the Data Concurrent that reads buffer memory send.
In order to prevent, because the data in buffer memory are very few, causing read operation not carry out continuously, processing unit 702 also for:
Reading before Data Concurrent in buffer memory send, determine that the data volume not being read in buffer memory is more than or equal to predefined Second Threshold.
Processing unit 702 also for: in the time determining that the data volume that is not read of buffer memory is less than predefined Second Threshold,
In the time that current transmission frame is multi-frame, send padding data take multi-frame as unit;
In the time that current transmission frame is single frames, send padding data take 4 single frames as unit;
In the time that current transmission data are non-structure data, take 0.5 millisecond as unit transmission padding data.
When can not be simultaneously to data writing in buffer memory with from buffer memory when reading out data, processing unit 702 also for:
In the time slot distributing for read operation, the Data Concurrent reading in buffer memory send, and in the time slot distributing for write operation, the data in PSN packet is write to buffer memory; Or
For each time slot, determine and carry out read operation or carry out write operation by scheduling mode.
When for each time slot, determine when carrying out read operation or carrying out write operation by scheduling mode, processing unit 702 also for:
While receiving at the same time read requests and write request, carry out write operation.
The embodiment of the present invention provides a kind of PSN data package processing method and device, receiving after packet, determine the writing address of this packet, and in the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and when correct, write the data of PSN packet, otherwise abandon PSN packet take multi-frame or PSN packet as unit.Owing to occurring in packet header when wrong, packet discard, thereby the impact of the data of avoiding write error on the packet in follow-up buffer memory, being also convenient to next frame data can be written in the original position of buffer memory preferably, prevents wrong extension.
Obviously, those skilled in the art can carry out various changes and modification and not depart from the spirit and scope of the present invention the present invention.Like this, if within of the present invention these are revised and modification belongs to the scope of the claims in the present invention and equivalent technologies thereof, the present invention is also intended to comprise these changes and modification interior.

Claims (18)

1. a PSN data package processing method, is characterized in that, comprising:
Receive after packet switching network PSN packet, determine the writing address of described PSN packet;
In the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of described PSN packet is correct, write the data of described PSN packet, in the time determining that packet header of described PSN packet is incorrect, with multi-frame or take PSN packet as unit abandons described PSN packet;
Wherein, the packet header of described definite described PSN packet is correct, specifically comprises:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of described PSN packet meets call format, determine that the packet header of described PSN packet is correct.
2. the method for claim 1, is characterized in that, the described writing address of determining described PSN packet, is specially:
According to No. SN of described PSN packet No. SN, the size of described PSN packet and the packet of the initial address storage of described buffer memory, determine the writing address of described PSN packet.
3. the method for claim 1, is characterized in that, described with multi-frame or take packet as unit abandons described PSN packet, specifically comprise:
If the data structure of current transmission is multi-frame structure, abandon other PSN packet in current PSN packet and current multi-frame, other PSN packet in described current multi-frame is specially No. SN and is less than the PSN packet of the PSN packet number that a multi-frame comprises with the difference of No. SN of current PSN packet;
If the data structure of current transmission is single frames structure or without frame structure, abandon current PSN packet.
4. the method for claim 1, is characterized in that, with multi-frame or after take PSN packet as unit abandons described PSN packet, also comprises:
After abandoned multi-frame or PSN packet, and the correct packet in packet header writes the initial address of described buffer memory, and upgrades No. SN of packet of the initial address storage of described buffer memory.
5. the method for claim 1, is characterized in that, before writing the data of described PSN packet, also comprises:
Determine that the data volume not being read in described buffer memory is less than predefined first threshold;
In the time determining that the data volume not being read in described buffer memory is more than or equal to predefined first threshold, with multi-frame or take PSN packet as unit abandons described PSN packet.
6. the method for claim 1, is characterized in that, also comprises:
The Data Concurrent reading in described buffer memory send.
7. method as claimed in claim 6, is characterized in that, reading before Data Concurrent in described buffer memory send, also comprises:
Determine that the data volume not being read in described buffer memory is more than or equal to predefined Second Threshold;
In the time determining that the data volume not being read in described buffer memory is less than predefined Second Threshold,
In the time that current transmission frame is multi-frame, send for replacing the padding data of the data that read from buffer memory take multi-frame as unit;
In the time that current transmission frame is single frames, send for replacing the padding data of the data that read from buffer memory take 4 single frames as unit;
In the time that current transmission data are non-structure data, send for replacing the padding data of the data that read from buffer memory take 0.5 millisecond as unit.
8. method as claimed in claim 6, is characterized in that, also comprises:
In the time slot distributing for read operation, the Data Concurrent reading in described buffer memory send, and in the time slot distributing for write operation, the data in PSN packet is write to buffer memory; Or
For each time slot, determine and carry out read operation or carry out write operation by scheduling mode.
9. method as claimed in claim 8, is characterized in that, when for each time slot, determines when carrying out read operation or carrying out write operation by scheduling mode, also comprises:
While receiving at the same time read requests and write request, carry out write operation.
10. a PSN data packet processing, is characterized in that, comprising:
Determining unit, for receiving after packet switching network PSN packet, determines the writing address of described PSN packet;
Processing unit, for in the time determining the initial address that the writing address of described PSN packet is buffer memory, whether the packet header of detecting PSN packet is correct, and in the time determining that packet header of described PSN packet is correct, write the data of described PSN packet, in the time determining that packet header of described PSN packet is incorrect, with multi-frame or take PSN packet as unit abandons described PSN packet;
Wherein, described processing unit determines that the packet header of described PSN packet is correct, specifically comprises:
If the data structure of current transmission is multi-frame structure,, in the time thering is multi-frame head and packet header and multi-frame head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is single frames structure,, in the time thering is single frames head and packet header and single frames head in the packet header of described PSN packet and all meet call format, determine that the packet header of described PSN packet is correct;
If the data structure of current transmission is without frame structure,, in the time that the packet header of described PSN packet meets call format, determine that the packet header of described PSN packet is correct.
11. devices as claimed in claim 10, is characterized in that, described determining unit specifically for:
Receive after packet switching network PSN packet, according to No. SN of described PSN packet No. SN, the size of described PSN packet and the packet of the initial address storage of described buffer memory, determine the writing address of described PSN packet.
12. devices as claimed in claim 10, is characterized in that, described processing unit with multi-frame or take packet as unit abandons described PSN packet, specifically comprise:
If the data structure of current transmission is multi-frame structure, abandon other PSN packet in current PSN packet and current multi-frame, other PSN packet in described current multi-frame is specially No. SN and is less than the PSN packet of the PSN packet number that a multi-frame comprises with the difference of No. SN of current PSN packet;
If the data structure of current transmission is single frames structure or without frame structure, abandon current PSN packet.
13. devices as claimed in claim 10, is characterized in that, described processing unit also for:
With multi-frame or after take PSN packet as unit abandons described PSN packet, after abandoned multi-frame or PSN packet, and the correct packet in packet header writes the initial address of described buffer memory, and upgrade No. SN of packet of the initial address storage of described buffer memory.
14. devices as claimed in claim 10, is characterized in that, described processing unit also for: before writing the data of described PSN packet, determine that the data volume not being read in described buffer memory is less than predefined first threshold;
In the time determining that the data volume not being read in described buffer memory is more than or equal to predefined first threshold, with multi-frame or take PSN packet as unit abandons described PSN packet.
15. devices as claimed in claim 10, is characterized in that, described processing unit also for:
The Data Concurrent reading in described buffer memory send.
16. devices as claimed in claim 15, is characterized in that, described processing unit also for:
Reading before Data Concurrent in described buffer memory send, determine that the data volume not being read in described buffer memory is more than or equal to predefined Second Threshold;
In the time determining that the data volume not being read in described buffer memory is less than predefined Second Threshold,
In the time that current transmission frame is multi-frame, send for replacing the padding data of the data that read from buffer memory take multi-frame as unit;
In the time that current transmission frame is single frames, send for replacing the padding data of the data that read from buffer memory take 4 single frames as unit;
In the time that current transmission data are non-structure data, send for replacing the padding data of the data that read from buffer memory take 0.5 millisecond as unit.
17. devices as claimed in claim 15, is characterized in that, described processing unit also for:
In the time slot distributing for read operation, the Data Concurrent reading in described buffer memory send, and in the time slot distributing for write operation, the data in PSN packet is write to buffer memory; Or
For each time slot, determine and carry out read operation or carry out write operation by scheduling mode.
18. devices as claimed in claim 17, is characterized in that, when for each time slot, determine when carrying out read operation or carrying out write operation by scheduling mode, described processing unit also for:
While receiving at the same time read requests and write request, carry out write operation.
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