[Olsr-dev] Idea for small OLSR improvement
Sat Apr 24 15:34:33 CEST 2010
who said that the interface goes down?
or did i overread something?
On Sat, Apr 24, 2010 at 3:07 PM, Henning Rogge <(spam-protected)>wrote:
> Am Samstag 24 April 2010 14:55:26 schrieb Markus Kittenberger:
> > the point is, just keeping the last route "forever" sounds uhmmm .. not
> > desireable for me,..
> > as i prefer having no loop, or long route into nowhere, when trying to
> > reach a node that is actually down,..
> > and if the node is still active, and has any useable links (e.g. lq >
> > than an bugfree, and wellconfigured olsrd mesh, will not drop route to
> > it,..
> > (based on about how much the lq values are changing over time on typical
> > bad links i know)
> > especially your usually 1.0 links would never drop wihtout
> > or a bug, so lets find out why they do!!!
> If the interface goes down the link will be gone at once. Doesn't matter
> LQ it has.
> The second case which cause a link go down directly from 1.0 would be the
> early versions of the etx-ff metric. If it did not get any new packages
> through a link, it would not update the link metric. So it get's removed
> suddenly by the hello timeout. This behaviour should be gone since october
> > but anyways it might be useful to allow somewhat a hysteresis on the
> > "linktoobad" decision (which ist at 0.1)
> > e.g. on lower threshold like 0.05 to stop announcing it, and one
> > significantly higher one like 0.2 to enable it again.
> > this should reduce fluctuations on bad or gone links,..
> > (afaik we already had this idea months ago, and maybe it already in !?
> I remember that YOU did not like this, because it would prevent links
> online without going up to LQ 0.2. ;)
i dont remember *GG
but as long as this thresholds are configureable i think (now) it would be
great to have them,..
> 1) You can't win.
> 2) You can't break even.
> 3) You can't leave the game.
> — The Laws of Thermodynamics, summarized
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