Juliusz, it's a pleasure to meet you. I've seen your name quite
often in the async/await world. Admittedly, usually in the detailed
"how things work" part - while I tend to be on the "teaching how to
use an implementation" side of things.
> > Dijkstra's algorithm remains a very natural approach to mapping a
> > graph
> I'm not sure what that means. Dijkstra's is a shortest path algorithm,
> it's not in the business of mapping. I guess the author meant that
> representing a graph as an adjacency list (the LSDB) is natural, which is
> certainly true, but in no way specific to OSPF.
Absolutely. Most of my development background is in game development,
I also do a lot of GIS. In both fields, Dijkstra's algorithm - and its adaptations
(A*, weighted flow maps, etc.) refer to mapping in the spatial sense; and converting
a map to a node graph (whether grid, waypoint, etc.) and then working with
cost-based adjacency (not raw adjacency) is a very natural way to
resolve the issue of "how do I get from X to Y" on a map. It's in no way
specific to OSPF (although specific adjacency cost specification was
one of many reasons OSPF outperforms RIP).
OSPF is where it is now because it's "good enough (for now)" and just
about everything supports it. Sure, an implementation that spits out bad
LSAs is going to break everything - you're going to get some pretty nasty
results from sending out broken destination-distance-vector data, too.
Garbage-in, garbage-out is one of the few truly universal rules! I agree,
though - I wouldn't hand out large-scale OSPF administration to the new
guy (although "here's the standard router config, plug in the numbers for
the locally attached networks here" does work).
I'd love to see good support for dynamic capacity analysis, unequal
cost multipath and similar. Babel looks very promising, but the chicken-egg
problem is very real; I can't put it to use until it's widely available, but
it won't become widely available until enough people put it to use. (It
seems like wireless vendors are busy trying to reinvent it at layer 2 with
proprietary meshing that doesn't talk to other proprietary meshing; ugh)