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If a packet is heard multiple times, rebroadcast using the highest hop limit #5534
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…p limit Sometimes a packet will be in the TX queue waiting to be transmitted, when it is overheard being rebroadcast by another node, with a higher hop limit remaining. When this occurs, modify the pending packet in the TX queue to avoid unnecessarily wasting hops.
This makes sense to me |
Implementation looks good, but I'm not entirely sure about the idea behind it, as it effectively means you're artificially increasing the hop limit for certain branches of the mesh. Not sure this is necessarily a bad thing, as it wouldn't happen if the optimal route was chosen in the first place, but it does go against the idea of limiting the amount of rebroadcasts by setting a proper hop limit. Also, a small issue with this is that a traceroute result will show a route with more hops than the |
The way I see it, is that it is correcting an unintended (and suboptimal) lowering of hop count for those sections. Two different ways of looking at the same situation perhaps? This wouldn't change the number of rebroadcasts in that area, but it would allow the packet to ultimately travel further, rather than getting lost between high sites due to routing shenanigans at the origin area.
Thanks for flagging this. I do not yet understand how traceroute is implemented (have yet to investigate that part of the source), so will dig into that to ensure it is treated properly. |
For this specific packet, it does (otherwise this won't have any effect).
I guess it depends on whether users are already accounting for this or not. Even with this solution, consuming hops too early might still happen if the packet already left the Tx queue, or if the first packet arrived with a hop limit of 0. So, if users set their hop limit based on the maximum they have seen, this only leads to more unnecessary rebroadcasts. Only if they set it exactly to the one needed for the optimal route, then this would indeed higher the success rate without any additional unnecessary rebroadcasts. |
It will be called upon as a module, and then modifies the payload, before adding it to the Tx queue again. When you see a duplicate packet, it will be filtered out and thus the modules are not called for it, so the original traceroute result will be in the Tx queue. |
Can you clarify? I'm not seeing where the extra rebroadcast is in the local area. The only additional rebroadcast should be out of the problem area, by whichever relaying device would otherwise have seen a hop limit of 0 (in this case, A). The fundamental question is, do you see this behaviour as desirable or undesirable in the general case? If the latter, would you be more comfortable if I implemented this as part of #5528, to apply only to I think it's definitely warranted in the |
It might just be we’re not agreeing on what the “(local/problem) area” is. In my opinion it doesn’t really matter where the additional rebroadcasts happen, if they are unnecessary then it should be avoided. It is unnecessary when an end-node rebroadcasts even though there is no new receiver, but it is especially relevant for direct messages, where most nodes do not need to receive the packet at all. For example here, if node 0 sends a DM to node 1 with a hop limit of 2, it also goes to node 2 and 3, and ends up with a hop limit of 0 at node 4. However, when it arrives later via 5, with this PR node 4 would still rebroadcast.
If users are conservative in setting the hop limit, then it would be desirable, but in my experience this is mostly not the case.
The
I agree this will happen more frequently if there are Maybe we can come to a compromise and only introduce this after |
I think that may well be the case. I'm looking at this from the principle of "The packet should be spread as widely as possible across the mesh with the fewest number of hops". In that context, what I consider to be unnecessary rebroadcasts are those generated by clients who missed seeing a prior nearby repetition of the packet (e.g. due to terrain obstructions). Whereas you seem to be coming at it from the perspective of "Users are probably trying to reach only people very close to them, and packets should be discouraged from travelling longer distances." (unless I have badly misunderstood your example scenario in the above post).
Agreed. However, currently we do not have a way to divine the user's intent - they might be trying to reach node 1, but they may also be wanting to reach node 6, or perhaps even something further away than that which would require relaying via (6). This is particularly the case with broadcast packets (e.g. if (6) and a closer node share a common channel, the user may desire them both to receive the packet). In the common channel case, the user may not even know how far away (6) is, or whether they're a member of that channel. With DMs, it's more straightforward - the destination node ID is in the packet header. Albeit that we don't (yet) have a mechanism to determine where on the network that node might be located, and which hops may be necessary to reach it. Looking forward to #2856 for that!
Is it not that users bump the hop limit up because they are struggling to reach their target otherwise? I know that is certainly the case at the edges of our local mesh here... distant users increase their hopcount, because otherwise their packets don't reliably make it through the mess of mountains & hills to the person 400km away that they're trying to communicate with.
This makes no sense.
By the time the
I'd be OK with that 🙂. It's a feature I'm keen to have available on our local mesh sooner than that - because it's clear from experience that we definitely do need it - but we can always just use custom binaries on our sites where that matters, so waiting until after #2856 and #5528 are merged won't cause us any problems. |
My point is that the hop limit is a global setting, it applies to every packet, so you have to set it to the maximum you expect you need. However, it is also used for the case where you send a direct message to a node close to you.
Ah, I was thinking about the use-case for a
Yes, if it is in front of the Tx queue, and there will not be any new packet received in between from another Anyway, let's merge this after |
Sounds good 🙂. And yes, I agree that the traceroute issue you've identified is something that I should resolve before this is merged. |
/** | ||
* Clamp the hop limit to the greater of the hop count provided, or the hop count in the queue | ||
*/ | ||
void RadioLibInterface::clampHopsToMax(NodeNum from, PacketId id, uint32_t hop_limit) |
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Can you add this function to the SimRadio also?
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I'm not familiar with the SimRadio part of the codebase yet (or at least, I don't recognise the name), but assuming there are no show-stoppers, yes 🙂.
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It's used with https://github.com/meshtastic/Meshtasticator?tab=readme-ov-file#interactive-simulator to simulate multiple nodes on a Linux system (or Docker container).
It should just work if you simply copy this function :)
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Or, maybe better to implement it in RadioInterface directly.
Does RadioInterface
have access to the TX queue? I didn't think it did... that's why I put this in RadioLibInterface
in the first place.
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Yeah, sorry, it doesn't. Indeed it has to be in RadioLibInterface
and then unfortunately needs to be copied to SimRadio
.
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@caveman99 Please don't force-push my branches. No issue with you keeping it up to date if you want to, but unnecessarily breaking sync is irritating. Merge commits work just fine. |
This is our process, having one branch managed differently than the others is not really going to work. |
#5528 indicates otherwise, as you folks have been using merge commits there without issue. And on several other PR branches, including some of them by @caveman99. So using merge commits is clearly accepted practice here. Why is doing things in a way that doesn't break sync OK for those branches, but not this one? |
Preferred is rebase, sometimes you can't rebase, then we use merge commits. |
Roger. Looking at the PR list though, I'm still seeing a fair bit of merge activity in cases where a rebase would have worked fine (including my initial example of #5528) - so it doesn't seem that this preference is being adhered to in practice across the board. If that is something you want to insist on though, then I will just put up with the annoyance as the price of engaging with this project. Rebase-first-by-maintainers for regularly keeping every PR updated on a repo this busy does seem an odd way of doing things IMO. Given the frequency of updates, you'd be breaking things on a near-constant basis. If this preference is something you want to insist on, might I suggest that you mention it in the default notes when somebody creates a PR? Currently it just requests that editing by maintainers be enabled, but makes no mention that one's work might get repeatedly rebased without warning. That is a useful thing to know upfront, especially for PRs that may involve a notable number of distinct commits between pushes. |
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Sometimes a packet will be in the TX queue waiting to be transmitted, when it is overheard being rebroadcast by another node with a higher remaining hop limit. When this occurs, modify the pending packet in the TX queue to avoid unnecessarily wasting hops.
This is intended to help solve the problem of a router node with excellent coverage (A) hearing a packet bounce around between several poorly-placed nodes while waiting for the opportunity to rebroadcast. On a busy mesh, this can mean that the first copy of the packet that (A) hears may have had its hop limit prematurely reduced, and a better version is subsequently received.
This is more relevant to the late-rebroadcast scenario implemented in #5528, but is still applicable even without that mode, particularly when having to contend with poorly-placed rooftop routers.
For example: