Sametime and joining a Sametime Community (Dave found this gem for our client)
Tags :Technical
Apparently in a session at Lotusphere it was
brought up that the octet of IP addresses have some bearing on how Sametime
Communities function. To me this makes no sense when I first read
it but after reading some, it might seem a very plausible way that they
solved an issue. This is taken from Technote #7002563 in the Knowledgebase.
I. How a
Sametime server joins a Sametime community
A Sametime server comes online and checks
its Domino Directory (names.nsf) for other Sametime servers. Based
on the IP addresses and the last Octet of the IP addresses, the Sametime
server decides which server should contact which server. If a server
IP's last Octet is less than the server that just came online,
then the first server online will initiate the connection to that server.
If a server's last Octet is greater than the last octet
of the first server online, the first server online waits to be contacted
by that server.
Without this algorithm in place, you
would either have servers with multiple connections to and from each other
or you would have servers that do not connect at all.
Note All
Sametime servers must connect directly to all other servers in the community.
The connections cannot be daisy-chained. This process is the
most efficient way to determine who needs to contact who in this full mesh.
The following formula can be used to
determine how many connections are required in your Sametime environment:
(N * N-1)/ 2
Example:
(10 * (10 - 1)) / 2
(10 * 9) / 2
90 / 2
45
This takes care of creating a mesh of all
the servers and makes a server a primary. Which then in theory doesn't
let all the servers acting like bosses. Everyone knows you don't
need a room of bosses and no one to actually to do the work.
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On Thursday, February 12th, 2004 by Chris Miller