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Sametime and joining a Sametime Community (Dave found this gem for our client)


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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.