Net::Frame::Layer::ARP - Address Resolution Protocol layer object
use Net::Frame::Layer::ARP qw(:consts); # Build a layer my $layer = Net::Frame::Layer::ARP->new( hType => NF_ARP_HTYPE_ETH, pType => NF_ARP_PTYPE_IPv4, hSize => NF_ARP_HSIZE_ETH, pSize => NF_ARP_PSIZE_IPv4, opCode => NF_ARP_OPCODE_REQUEST, src => '00:00:00:00:00:00', dst => NF_ARP_ADDR_BROADCAST, srcIp => '127.0.0.1', dstIp => '127.0.0.1', ); $layer->pack; print 'RAW: '.$layer->dump."\n"; # Read a raw layer my $layer = Net::Frame::Layer::ARP->new(raw => $raw); print $layer->print."\n"; print 'PAYLOAD: '.unpack('H*', $layer->payload)."\n" if $layer->payload;
This modules implements the encoding and decoding of the ARP layer.
See also Net::Frame::Layer for other attributes and methods.
Hardware and protocol address types.
Hardware and protocol address sizes in bytes.
The operation code number to perform.
Source and destination hardware addresses.
Source and destination IP addresses.
The following are inherited attributes. See Net::Frame::Layer for more information.
Object constructor. You can pass attributes that will overwrite default ones. See SYNOPSIS for default values.
These two methods are basically used to increase the speed when using recv method from Net::Frame::Simple. Usually, you write them when you need to write match method.
This method is mostly used internally. You pass a Net::Frame::Layer::ARP layer as a parameter, and it returns true if this is a response corresponding for the request, or returns false if not.
The following are inherited methods. Some of them may be overridden in this layer, and some others may not be meaningful in this layer. See Net::Frame::Layer for more information.
Load them: use Net::Frame::Layer::ARP qw(:consts);
Hardware address types.
Protocol address types.
Hardware address sizes.
Protocol address sizes.
Operation code numbers.
Broadcast address for src or dst attributes.
Patrice <GomoR> Auffret
Copyright (c) 2006-2015, Patrice <GomoR> Auffret
You may distribute this module under the terms of the Artistic license. See LICENSE.Artistic file in the source distribution archive.