* number of BSSIDs) if a given beacon does not go out even after waiting this
* number of beacon intervals, the game's up.
*/
-#define BSTUCK_THRESH (9 * ATH_BCBUF)
+#define BSTUCK_THRESH 9
#define ATH_BCBUF 4
#define ATH_DEFAULT_BINTVAL 100 /* TU */
#define ATH_DEFAULT_BMISS_LIMIT 10
if (ath9k_hw_numtxpending(ah, sc->beacon.beaconq) != 0) {
sc->beacon.bmisscnt++;
- if (sc->beacon.bmisscnt < BSTUCK_THRESH) {
+ if (sc->beacon.bmisscnt < BSTUCK_THRESH * sc->nbcnvifs) {
ath_dbg(common, ATH_DBG_BSTUCK,
"missed %u consecutive beacons\n",
sc->beacon.bmisscnt);
return;
}
- if (sc->beacon.bmisscnt != 0) {
- ath_dbg(common, ATH_DBG_BSTUCK,
- "resume beacon xmit after %u misses\n",
- sc->beacon.bmisscnt);
- sc->beacon.bmisscnt = 0;
- }
-
/*
* Generate beacon frames. we are sending frames
* staggered so calculate the slot for this frame based
bfaddr = bf->bf_daddr;
bc = 1;
}
+
+ if (sc->beacon.bmisscnt != 0) {
+ ath_dbg(common, ATH_DBG_BSTUCK,
+ "resume beacon xmit after %u misses\n",
+ sc->beacon.bmisscnt);
+ sc->beacon.bmisscnt = 0;
+ }
}
/*