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BitTorrent Nathan Marz Raylene Yung

BitTorrent Nathan Marz Raylene Yung. BitTorrent BitTorrent consists of two protocols – Tracker HTTP protocol (THP) How an agent joins a swarm How an agent

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BitTorrent

Nathan MarzRaylene Yung

BitTorrent

• BitTorrent consists of two protocols– Tracker HTTP protocol (THP)

• How an agent joins a swarm• How an agent learns of other agents in the swarm

– Peer Wire Protocol (PWP)• How agents connect with each other (handshake)• How agents tell each other what data they have• How agents request and send data• We focused on this part of the protocol

Peer Wire Protocol MessagesMsg Name Sender Recipient Payload

CHOKE Peer1 Remote peer

UNCHOKE Peer1 Remote peer

INTERESTED Peer1 Remote peer

UNINTERESTED Peer1 Remote peer

HAVE Peer1 Peer2 index the index of a piece that Peer1 has successfully downloaded and validated

BITFIELD Peer1 Peer2 Bitfield Contains bitfield of pieces successfully downloaded by Peer1

REQUEST Peer1 Peer2 Used to identify specific block

PIECE Peer1 Peer2

CANCEL Peer1 Peer2 Used to identify specific block

Overview

• PRISM is not a natural way to define distributed protocols with non-deterministic adversary

• Presentation:1. Overview of challenges of modeling a

complicated protocol in PRISM2. Techniques we used to overcome these

challenges3. Results

Generating PRISM Model

• We wrote PHP Script– Always generates:

• One seeder• One attacker

– Takes parameters:• # Agents• # Pieces• # Blocks per Piece

Issues with PRISM

• Problem #1: We want to model logical structures like:If received block “l” for piece “p”

If all blocks downloaded for “p”if all blocks for “p” verify

set status of “p” to dl/verifiedelse clear all blocks for “p”

• PRISM only allows commands of the following form:[condition] -> [probability distribution of results]

Issues with PRISM

• Solution: Hierarchical commandsCond: a = 1

Result: 0.5: a’=0 + 0.5: a’=2

Cond: b = 1 & c=1

Result: c’=2

Cond: b=2

Result: c’=3

Cond: ELSE

Result: NULL

[] a=1 & b=1 & c=1 -> 0.5: (a’=0) & (c’=2) + 0.5: (a’=2) & (c’=2);[] a=1 & b=2 -> 0.5: (a’=0) & (c’=3) + 0.5: (a’=2) & (c’=3);[] a=1 & !(b=1 & c=1) & !(b=2) -> 0.5: (a’=0) + 0.5: (a’=2);

ELSE <-> Conjunction of negations of siblings

Issues with PRISM

• Problem #2: ONLY the attacker can be nondeterministic AND all agents must be able to make progress at the same time

• If agents are nondeterministic:– “Attacks” PRISM finds will include attacker’s decisions

and agent’s decisions– This doesn’t make sense

• Attacker should only be allowed to do a certain amount of actions before letting the agents process their state/make requests/etc.

Issues with PRISM

• Solution Part 1:– Simulation is turn based– Turn counter increments from agent 0 to agent 1

to agent 2, etc. and eventually back to agent 0

Cond: turn=0

Result: NULL

Cond:ELSE

Result: turn’=1( ... Tasks for agent 0 …)

Issues with PRISM

• Solution Part 2: Force agent to execute tasks in sequence– Takes advantage of most tasks being self-

contained and independent• Ex: If I received an “interested” message from agent

“2”, set internal state of “thinks_agent_2_is_interested” to true

• Ex: If I think agent “2” has a block, make a request for that block with random probability

– Implemented with a “counter” variable

Issues with PRISM

• Solution Part 2

Cond: turn=0

Result: NULL

Cond:ELSE

Result: turn’=1 & counter’=0

Cond: counter=0

Result: counter’=1

Cond: counter=1

Result: counter’=2

Cond: ELSE

Result: NULL

Cond: ELSE

Result: NULL(Task 1)

(Task 2)

Issues with PRISM• Problem #3: State space must be kept small or else

PRISM runs out of memory– Various optimizations were made to reduce state space:

1. Counter variable instead of boolean flag for whether task was done during turn

2. Seeder doesn’t send requests and agents don’t send blocks to seeder

– Maximum feasible model was (unfortunately):• 2 agents• 2 pieces• 1 blocks• 1 seeder• 1 attacker• Anything bigger causes PRISM to run out of memory

Sample Code

Sample Code

Results

• Our feasible model is too small to simulate any realistic scenario– Key part of attacks is #blocks/piece– # agents changes how attacks would work– In realistic scenario, agents are downloading from

many different peers

Rational Reconstruction

• Handshaking protocol– Attackers can easily change agents perception of

other agents (what pieces they have, what pieces they are interested in)

– When something unusual happens, agents break connections

– When connection reestablished they reset their perceptions

Rational Reconstruction

• Verify message consistency– BitTorrent protocol is unclear about what to do

when a message is received– Example: What happens when an agent receives a

“Piece” message?• An agent should verify that they made a request for

that data from the source IP address• Otherwise, it could be an attacker sending bad data

– Similar verification of IP addresses should occur with other BitTorrent messages

DOS Opportunity in BitTorrent

Honest agent

Good block

Bad block

If an attacker can cause an agent to accept one bad block, the agent needs to re-download entire piece!

There are typically 200 blocks per piece by default!

#blocks/piece is a speed/security tradeoff

Conclusion

• BitTorrent is too large and complicated to be analyzed by model checker

• More feasible approach would be to define specific attacks and use simulation to estimate their efficiency

• The conditions under which to accept data should be stricter than described in RFC