Network map
Click any device, switch or exit door to see its details.
Send a message
Pick a sender, a receiver and a type of message. It travels across the map and the log explains what happened.
Message log
Planned tests
| # | Test | Plan says | Result | Match? |
|---|
Zones and their address ranges
Every zone uses a /24 range, meaning 254 usable addresses. Addresses .1 to .20 are kept for fixed devices: .1 is always the zone's exit door (gateway), servers use .10 and .11, the WiFi access point uses .5. Automatic addresses start at .21. A real stadium would give fans a much larger range, or several WiFi zones; one /24 keeps this lab model simple.
Every device and its address
Press a button, then look at the Address conversation box at the bottom of this tab.
Address conversation (DHCP)
Who can reach whom
Read across: the row is the sender, the column is the receiver. Worked out live from the rule lists below, using pings, secure web, web and name lookups.
Rule lists at each exit door
Rules are read top to bottom and the first one that matches wins. Anything that matches no rule is blocked. Replies are checked on their way back too. "Matches" counts how often each rule was used.
Socket locks (port security)
Try an attack:
Switch event log
Each fan adds about 0.01 Mbps of traffic, so 40,000 fans want 400 Mbps: four times what the link can carry.
Delay (how late messages arrive)
What the Internet link carries
Each traffic group right now
The fast-lane settings on the Main Switch
Three layers
| Layer | Device | Job |
|---|---|---|
| Centre | Main Switch | Moves messages between zones, holds every zone's exit door and rule list, hands out addresses, runs the fast lane. |
| Way out | Internet Router | Connects the stadium to the Internet and swaps private addresses for a public one (NAT). |
| Zones | Ticketing, Payments, Press & TV, Cameras, Fan WiFi switches | One switch per zone. Devices plug in here. Each socket is locked to its device. |
| Devices | Gates, tills, TV encoder, cameras, WiFi access point | Get an address automatically, or a fixed one for servers. |
What each zone needs
Limits of this simulator
It models zones, routing between zones, automatic addresses, rule lists (including replies), socket locks and a queue model for the fast lane. It does not run real Cisco software, spanning tree or routing protocols. Delay and loss figures come from a simple model, so they show the effect rather than exact numbers. The Device setup tab lets the same design be built on real equipment.
How a message travels
- A device writes a message to an address.
- Same zone? The zone's switch passes it straight across. No guard involved.
- Different zone? It goes to the zone's exit door (gateway) on the Main Switch.
- The guard reads the zone's rule list from the top. First matching rule decides: allow or block.
- If allowed, the Main Switch delivers it, and the reply is checked by the other zone's guard on the way back.