How to Simulate D2D Communication Projects Using NS3

To simulate the Device-to-Device (D2D) Communication enables the direct communication among mobile devices without routing data via a central base station (BS) or core network. It is particularly helpful in situation such as proximity-based services, offloading traffic from the core network, and public safety communications. The simulation framework NS3 can be replicated D2D communication by leveraging its LTE module, Wi-Fi (Ad-hoc or Direct Mode), or custom configurations. To achieve optimal simulation results, we encourage you to connect with phdprime.com. We are fully equipped with a diverse range of tools and resources to meet your requirements.

Now, we provided below is a step-by-step approach to replicating D2D communication using NS3, specifically concentrating on LTE-based D2D communication. We can also execute the D2D over Wi-Fi (Ad-hoc mode) if LTE is not required.

Steps to Simulate D2D Communication Projects in NS3

  1. Install NS3 with LTE Support

Make sure that NS3 is installed with the LTE module allowed. We can be verified the installation with:

./waf list-modules

Seek the lte module in the list. If it is available then we proceed to set up the D2D communication.

  1. Understanding LTE-based D2D Communication

In LTE-based D2D communication:

  • UEs (User Equipments) communicate directly without going via the eNodeB (base station).
  • ProSe (Proximity Services) is a framework described by 3GPP to permit D2D communication.
  • D2D communication can happen in in-band (reusing cellular resources) or out-of-band (using Wi-Fi or Bluetooth) modes.
  1. Simulating D2D Communication Using LTE

Below is an instance of how to replicate LTE-based D2D communication in NS3. Two UEs (devices) communicate directly with each other, with a simple LTE configure and a mechanism for D2D communication.

Example Code for D2D Communication Simulation:

#include “ns3/core-module.h”

#include “ns3/network-module.h”

#include “ns3/internet-module.h”

#include “ns3/lte-module.h”

#include “ns3/mobility-module.h”

#include “ns3/applications-module.h”

using namespace ns3;

NS_LOG_COMPONENT_DEFINE (“D2DCommunicationSimulation”);

int main (int argc, char *argv[])

{

CommandLine cmd;

cmd.Parse (argc, argv);

// Create LTE Helper and EPC Helper (core network)

Ptr<LteHelper> lteHelper = CreateObject<LteHelper> ();

Ptr<PointToPointEpcHelper> epcHelper = CreateObject<PointToPointEpcHelper> ();

lteHelper->SetEpcHelper (epcHelper);

// Create a single remote host connected to the PGW (Packet Gateway)

Ptr<Node> remoteHost = CreateObject<Node> ();

InternetStackHelper internet;

internet.Install (remoteHost);

Ptr<Ipv4StaticRouting> remoteHostStaticRouting = Ipv4RoutingHelper::GetRouting<Ipv4StaticRouting> (remoteHost->GetObject<Ipv4> ());

// Create two UEs for D2D communication

NodeContainer ueNodes;

ueNodes.Create (2);  // 2 UEs for D2D

// Create and configure the mobility model for UEs (stationary for simplicity)

MobilityHelper mobility;

mobility.SetMobilityModel (“ns3::ConstantPositionMobilityModel”);

mobility.Install (ueNodes);

ueNodes.Get (0)->GetObject<MobilityModel> ()->SetPosition (Vector (0.0, 0.0, 0.0));  // UE1 at origin

ueNodes.Get (1)->GetObject<MobilityModel> ()->SetPosition (Vector (20.0, 0.0, 0.0)); // UE2 at 20 meters

// Install LTE devices on UEs (direct D2D communication)

NetDeviceContainer ueLteDevs = lteHelper->InstallUeDevice (ueNodes);

// Install internet stack on UEs

internet.Install (ueNodes);

// Assign IP addresses to UEs

Ipv4InterfaceContainer ueIpIface;

ueIpIface = epcHelper->AssignUeIpv4Address (NetDeviceContainer (ueLteDevs));

// Enable Proximity Services (ProSe) for D2D communication

lteHelper->EnableProximityServices (ueNodes);

// Configure D2D communication directly between UEs (bypassing the eNodeB)

lteHelper->SetAttribute (“UseDirectCommunication”, BooleanValue (true));  // Enable direct D2D communication

// Set up UDP echo server on UE1

UdpEchoServerHelper echoServer (9);

ApplicationContainer serverApp = echoServer.Install (ueNodes.Get (0));

serverApp.Start (Seconds (1.0));

serverApp.Stop (Seconds (10.0));

// Set up UDP echo client on UE2 to send data to UE1

UdpEchoClientHelper echoClient (ueIpIface.GetAddress (0), 9);

echoClient.SetAttribute (“MaxPackets”, UintegerValue (1000));

echoClient.SetAttribute (“Interval”, TimeValue (Seconds (0.1)));  // Send packets every 100ms

echoClient.SetAttribute (“PacketSize”, UintegerValue (1024));  // Simulate data packet

ApplicationContainer clientApp = echoClient.Install (ueNodes.Get (1));

clientApp.Start (Seconds (2.0));

clientApp.Stop (Seconds (10.0));

// Enable PCAP tracing for packet capture

lteHelper->EnablePcap (“d2d”, ueLteDevs.Get (0));

// Run the simulation

Simulator::Run ();

Simulator::Destroy ();

return 0;

}

Explanation of Code:

  1. LTE Setup: The LteHelper and EPC Helper replicate the LTE infrastructure, via for D2D, the concentrate is on UE-to-UE communication.
  2. UEs (User Equipments): Two UEs are made and configure to communicate directly with each other (D2D) instant of going through the eNodeB.
  3. Proximity Services (ProSe): This is permitted to allow D2D communication among the UEs.
  4. Direct Communication: The SetAttribute(“UseDirectCommunication”, BooleanValue(true)) permits the UEs to communicate without routing via the base station.
  5. UDP Communication: A basic UDP echo client-server setup is used to replicate data transmission among the two UEs.
  6. Mobility Model: The UEs are stationary, however we can insert a dynamic mobility model to mimic real-world vehicular or pedestrian movement.
  1. Simulating D2D Using Wi-Fi (Ad-hoc Mode)

D2D communication can also be replicated using Wi-Fi Direct or Ad-hoc mode in which devices are communicate directly without the requirement for a central access point.

Here’s an instance of how to configure D2D communication using Wi-Fi in Ad-hoc mode.

Example Code for Wi-Fi D2D Communication:

#include “ns3/core-module.h”

#include “ns3/network-module.h”

#include “ns3/internet-module.h”

#include “ns3/wifi-module.h”

#include “ns3/mobility-module.h”

#include “ns3/applications-module.h”

using namespace ns3;

NS_LOG_COMPONENT_DEFINE (“WifiD2DCommunication”);

int main (int argc, char *argv[])

{

CommandLine cmd;

cmd.Parse (argc, argv);

// Create two nodes for D2D communication

NodeContainer d2dNodes;

d2dNodes.Create (2);

// Set up Wi-Fi devices in Ad-hoc mode

WifiHelper wifi;

wifi.SetStandard (WIFI_PHY_STANDARD_80211g);

YansWifiPhyHelper wifiPhy = YansWifiPhyHelper::Default ();

YansWifiChannelHelper wifiChannel = YansWifiChannelHelper::Default ();

wifiPhy.SetChannel (wifiChannel.Create ());

WifiMacHelper wifiMac;

wifiMac.SetType (“ns3::AdhocWifiMac”);

NetDeviceContainer devices = wifi.Install (wifiPhy, wifiMac, d2dNodes);

// Set up mobility model (constant position for simplicity)

MobilityHelper mobility;

mobility.SetMobilityModel (“ns3::ConstantPositionMobilityModel”);

mobility.Install (d2dNodes);

d2dNodes.Get (0)->GetObject<MobilityModel> ()->SetPosition (Vector (0.0, 0.0, 0.0));  // Node 1

d2dNodes.Get (1)->GetObject<MobilityModel> ()->SetPosition (Vector (10.0, 0.0, 0.0));  // Node 2

// Install the internet stack

InternetStackHelper internet;

internet.Install (d2dNodes);

// Assign IP addresses

Ipv4AddressHelper ipv4;

ipv4.SetBase (“10.1.1.0”, “255.255.255.0”);

Ipv4InterfaceContainer interfaces = ipv4.Assign (devices);

// Set up a UDP echo server on node 1

UdpEchoServerHelper echoServer (9);

ApplicationContainer serverApp = echoServer.Install (d2dNodes.Get (0));

serverApp.Start (Seconds (1.0));

serverApp.Stop (Seconds (10.0));

// Set up a UDP echo client on node 2

UdpEchoClientHelper echoClient (interfaces.GetAddress (0), 9);

echoClient.SetAttribute (“MaxPackets”, UintegerValue (1000));

echoClient.SetAttribute (“Interval”, TimeValue (Seconds (0.1)));  // Send packets every 100ms

echoClient.SetAttribute (“PacketSize”, UintegerValue (1024));  // Simulate sensor data

ApplicationContainer clientApp = echoClient.Install (d2dNodes.Get (1));

clientApp.Start (Seconds (2.0));

clientApp.Stop (Seconds (10.0));

// Enable PCAP tracing

wifiPhy.EnablePcap (“wifi-d2d”, devices.Get (0));

// Run the simulation

Simulator::Run ();

Simulator::Destroy ();

return 0;

}

Explanation:

  1. Wi-Fi Ad-hoc Mode: The WifiMacHelper is configure for AdhocWifiMac that permitting the devices to communicate directly without an access point.
  2. Mobility Model: The nodes are stationary, however we can use the dynamic mobility models to replicate real movement.
  3. UDP Communication: Data is sent among the two devices using a UDP echo client-server application.
  1. Advanced Features for D2D Communication
  2. Relay Nodes and Multi-hop D2D

We can be prolonged the D2D communication configure to contain the relay nodes in which one device forwards then data to another, then making a multi-hop D2D network. It can be done using routing protocols such as AODV.

  1. Resource Allocation in D2D

In real D2D communication, resource allocation is critical, particularly when distributing resources with cellular users. We can be replicated dynamic resource allocation or scheduling algorithms to prioritize D2D traffic.

  1. Mobility Models

We can mimic various mobility scenarios (e.g., pedestrians, vehicles) using models such as:

  • RandomWaypointMobilityModel (for random movement).
  • ConstantVelocityMobilityModel (for vehicles).
  1. Power Control

D2D communication can advantage from power control methods to reduce interference with cellular users. We can adapt the transmission power of devices to replicate power control mechanisms.

  1. Performance Metrics for D2D Communication

Some key performance parameters to estimate in D2D communication contain:

  • Throughput: The amount of data effectively sent among the devices.
  • End-to-End Delay: The time taken for data to travel from the source to the end device.
  • Packet Delivery Ratio (PDR): The ratio of effectively delivered packets to the total transmitted packets.
  • Energy Efficiency: The energy consumption of devices in the course of D2D communication, particularly in battery-constrained environments.
  1. Run the Simulation

To run the simulation, we compile and implement the code using:

./waf –run scratch/d2d-communication-simulation  # For LTE-based D2D

./waf –run scratch/wifi-d2d-communication  # For Wi-Fi-based D2D

Through the above simulation process, we clearly understand the concepts and how to simulate and execute the D2D communication using NS3 that focus on LTE-based D2D communication. We will present more details on this topic in upcoming script, if required.

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