considered. A two-hop beaconing is used for reaching
all affected nodes and calculating the available local
bandwidth. This is used for verifying the suitability
of a path returned by an AODV routing. If the first
guessed path is not suitable, no alternatives are used
in contrast to our backtracking based protocol.
8 CONCLUSION AND OUTLOOK
In this paper we addressed the problem of providing
QoS in terms of bandwidth and latency in wireless
mesh networks based on standard compliant WLAN
hardware. We have shown that it is essential to con-
sider the MAC layer with its extended carrier sense
range. A cluster-based local coordination protocol
is presented that does two-hop coordination between
nodes and allows reservation of medium time. On
top of this a routing and a path reservation mecha-
nism are used that allow bandwidth reservation and
latency limitation per stream. Because the consumed
medium time must be coordinated even with two-hop
neighbors, a relatively expensive mechanism is ap-
plied. The resulting routing gives strict guarantees
for individual streams, but these are paid with the
high overhead, which results in low usable bandwidth.
Therefore, it is not suitable for applications like mul-
timedia streaming or Internet connections. Instead it
can be used in automation scenarios where bounded
latencies with strict guarantees are required.
Further work will include a more detailed evalua-
tion of the protocol, especially by using a real wire-
less mesh network instead of simulations. This will
help to estimate the properties of the routing in real
scenarios. The current approach still has points for
possible improvements. The latency of multihop con-
nections can be reduced by synchronizing the polling
times of gateway nodes. The usable bandwidth can
be increased by overcoming the strict partitioning of
medium time between adjacent clusters or maybe by
using a solution without clusters. Some approaches
mentioned in section 7 seem promising, but would re-
quire some rework for being applicable to standard
hardware.
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