[asterisk-commits] file: branch file/bridge_unreal_optimizer r410450 - in /team/file/bridge_unre...
SVN commits to the Asterisk project
asterisk-commits at lists.digium.com
Tue Mar 11 10:33:18 CDT 2014
Author: file
Date: Tue Mar 11 10:33:12 2014
New Revision: 410450
URL: http://svnview.digium.com/svn/asterisk?view=rev&rev=410450
Log:
Add a bridge_unreal module which performs optimization as we know it today for most cases.
Added:
team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c (with props)
Modified:
team/file/bridge_unreal_optimizer/include/asterisk/core_unreal.h
team/file/bridge_unreal_optimizer/main/core_unreal.c
Added: team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c
URL: http://svnview.digium.com/svn/asterisk/team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c?view=auto&rev=410450
==============================================================================
--- team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c (added)
+++ team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c Tue Mar 11 10:33:12 2014
@@ -1,0 +1,329 @@
+/*
+ * Asterisk -- An open source telephony toolkit.
+ *
+ * Copyright (C) 2014, Digium, Inc.
+ *
+ * Joshua Colp <jcolp at digium.com>
+ *
+ * See http://www.asterisk.org for more information about
+ * the Asterisk project. Please do not directly contact
+ * any of the maintainers of this project for assistance;
+ * the project provides a web site, mailing lists and IRC
+ * channels for your use.
+ *
+ * This program is free software, distributed under the terms of
+ * the GNU General Public License Version 2. See the LICENSE file
+ * at the top of the source tree.
+ */
+
+/*! \file
+ *
+ * \brief Unreal channel bridging optimization module
+ *
+ * \author Joshua Colp <jcolp at digium.com>
+ *
+ * \ingroup bridges
+ */
+
+/*** MODULEINFO
+ <support_level>core</support_level>
+ ***/
+
+#include "asterisk.h"
+
+ASTERISK_FILE_VERSION(__FILE__, "$Revision$")
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+
+#include "asterisk/module.h"
+#include "asterisk/channel.h"
+#include "asterisk/bridge.h"
+#include "asterisk/bridge_technology.h"
+#include "asterisk/frame.h"
+#include "asterisk/core_unreal.h"
+#include "asterisk/taskprocessor.h"
+
+/*! \brief Taskprocessor which optimizes things */
+static struct ast_taskprocessor *taskprocessor;
+
+/*! \brief Task structure which contains information for optimizing unreal bridges */
+struct optimize_task_data {
+ /*! \brief Owner channel */
+ struct ast_channel *owner;
+ /*! \brief Bridge that the owner channel is in */
+ struct ast_bridge *bridge_owner;
+ /*! \brief Outbound channel */
+ struct ast_channel *chan;
+ /*! \brief Bridge that the outbound channel is in */
+ struct ast_bridge *bridge_chan;
+ /*! \brief Peer in the owner channel bridge */
+ struct ast_channel *peer_owner;
+ /*! \brief Peer in the outbound channel bridge */
+ struct ast_channel *peer_chan;
+};
+
+/*! \brief Destructor for optimize task data */
+static void optimize_task_data_destroy(void *obj)
+{
+ struct optimize_task_data *task_data = obj;
+
+ ast_channel_cleanup(task_data->owner);
+ ao2_cleanup(task_data->bridge_owner);
+ ast_channel_cleanup(task_data->chan);
+ ao2_cleanup(task_data->bridge_chan);
+ ast_channel_cleanup(task_data->peer_owner);
+ ast_channel_cleanup(task_data->peer_chan);
+}
+
+/*! \brief Allocator for optimize task data */
+static struct optimize_task_data *optimize_task_data_alloc(
+ struct ast_channel *owner, struct ast_channel *chan,
+ struct ast_bridge *bridge_owner, struct ast_bridge *bridge_chan,
+ struct ast_channel *peer_owner, struct ast_channel *peer_chan)
+{
+ struct optimize_task_data *task_data = ao2_alloc(sizeof(*task_data),
+ optimize_task_data_destroy);
+
+ if (!task_data) {
+ return NULL;
+ }
+
+ task_data->owner = ast_channel_ref(owner);
+ task_data->chan = ast_channel_ref(chan);
+ task_data->bridge_owner = ao2_bump(bridge_owner);
+ task_data->bridge_chan = ao2_bump(bridge_chan);
+ task_data->peer_owner = ast_channel_ref(peer_owner);
+ task_data->peer_chan = ast_channel_ref(peer_chan);
+
+ return task_data;
+}
+
+/*! \brief Task callback for performing unreal channel optimization */
+static int unreal_bridge_optimize_task(void *data)
+{
+ struct optimize_task_data *task_data = data;
+ enum ast_bridge_optimization optimization = ast_bridges_allow_optimization(task_data->bridge_chan,
+ task_data->bridge_owner);
+
+ switch (optimization) {
+ case AST_BRIDGE_OPTIMIZE_SWAP_TO_CHAN_BRIDGE:
+ ast_bridge_move(task_data->bridge_chan, task_data->bridge_owner, task_data->peer_owner,
+ task_data->chan, 1);
+ break;
+ case AST_BRIDGE_OPTIMIZE_SWAP_TO_PEER_BRIDGE:
+ ast_bridge_move(task_data->bridge_owner, task_data->bridge_chan, task_data->peer_chan,
+ task_data->owner, 1);
+ break;
+ default:
+ break;
+ }
+
+ ao2_ref(task_data, -1);
+ return 0;
+}
+
+static int native_bridge_is_capable(struct ast_bridge_channel *bridge_channel, int *unreal)
+{
+ struct ast_unreal_pvt *pvt = ast_channel_tech_pvt(bridge_channel->chan);
+ struct ast_channel *chan = bridge_channel->chan;
+
+ ast_channel_lock(chan);
+
+ if (ast_channel_has_audio_frame_or_monitor(chan)) {
+ ast_debug(2, "Channel '%s' has an active monitor, audiohook, or framehook.\n",
+ ast_channel_name(chan));
+ ast_channel_unlock(chan);
+ return 0;
+ }
+
+ if (ast_channel_tech(chan)->write != ast_unreal_write) {
+ ast_debug(2, "Channel '%s' is not unreal.\n", ast_channel_name(chan));
+ ast_channel_unlock(chan);
+ /* Despite this being a non-unreal channel it is still compatible */
+ return 1;
+ }
+
+ *unreal = 1;
+
+ if (ast_test_flag(pvt, AST_UNREAL_NO_OPTIMIZATION)) {
+ ast_debug(2, "Channel '%s' has explicitly disabled optimization.\n",
+ ast_channel_name(chan));
+ ast_channel_unlock(chan);
+ return 0;
+ }
+
+ ast_channel_unlock(chan);
+
+ return 1;
+}
+
+static int unreal_bridge_compatible(struct ast_bridge *bridge)
+{
+ struct ast_bridge_channel *c0 = AST_LIST_FIRST(&bridge->channels);
+ struct ast_bridge_channel *c1 = AST_LIST_LAST(&bridge->channels);
+ int c0_local = 0, c1_local = 0;
+
+ /* We require two channels before even considering native bridging. */
+ if (bridge->num_channels != 2) {
+ ast_debug(1, "Bridge %s: Cannot use native unreal. Must have two channels.\n",
+ bridge->uniqueid);
+ return 0;
+ }
+
+ if (!native_bridge_is_capable(c0, &c0_local)) {
+ ast_debug(1, "Bridge %s: Cannot use native unreal. Channel '%s' not compatible.\n",
+ bridge->uniqueid, ast_channel_name(c0->chan));
+ return 0;
+ }
+
+ if (!native_bridge_is_capable(c1, &c1_local)) {
+ ast_debug(1, "Bridge %s: Cannot use native unreal. Channel '%s' not compatible.\n",
+ bridge->uniqueid, ast_channel_name(c1->chan));
+ return 0;
+ }
+
+ if (!c0_local && !c1_local) {
+ ast_debug(1, "Bridge %s: Cannot use native unreal. One channel must be of type unreal.\n",
+ bridge->uniqueid);
+ return 0;
+ }
+
+ return 1;
+}
+
+/*! \brief Helper function which updates the bridge on an unreal channel */
+static void unreal_bridge_set(struct ast_bridge *bridge, struct ast_bridge_channel *bridge_channel,
+ struct ast_bridge_channel *other)
+{
+ struct ast_channel *chan = bridge_channel->chan;
+ struct ast_unreal_pvt *pvt = ast_channel_tech_pvt(chan);
+ int changed = 0;
+
+ ast_channel_lock(chan);
+ if (ast_channel_tech(chan)->write != ast_unreal_write) {
+ ast_channel_unlock(chan);
+ return;
+ }
+ ao2_lock(pvt);
+
+ if (AST_UNREAL_IS_OUTBOUND(chan, pvt)) {
+ if (pvt->bridge_chan != bridge) {
+ changed = 1;
+ }
+ ao2_cleanup(pvt->bridge_chan);
+ pvt->bridge_chan = ao2_bump(bridge);
+ ast_channel_cleanup(pvt->bridged_chan);
+ if (other) {
+ if (pvt->bridged_chan != other->chan) {
+ changed = 1;
+ }
+ pvt->bridged_chan = ast_channel_ref(other->chan);
+ } else {
+ pvt->bridged_chan = NULL;
+ }
+ } else {
+ if (pvt->bridge_owner != bridge) {
+ changed = 1;
+ }
+ ao2_cleanup(pvt->bridge_owner);
+ pvt->bridge_owner = ao2_bump(bridge);
+ ast_channel_cleanup(pvt->bridged_owner);
+ if (other) {
+ if (pvt->bridged_owner != other->chan) {
+ changed = 1;
+ }
+ pvt->bridged_owner = ast_channel_ref(other->chan);
+ } else {
+ pvt->bridged_owner = NULL;
+ }
+ }
+
+ /* If we have a bridge on both sides we can optimize */
+ if (changed && pvt->bridge_owner && pvt->bridge_chan) {
+ struct optimize_task_data *task_data = optimize_task_data_alloc(pvt->owner,
+ pvt->chan, pvt->bridge_owner, pvt->bridge_chan, pvt->bridged_owner,
+ pvt->bridged_chan);
+
+ ast_debug(1, "Queueing task to remove unreal channels between bridge '%s' and '%s'\n",
+ pvt->bridge_owner->uniqueid, pvt->bridge_chan->uniqueid);
+
+ if (ast_taskprocessor_push(taskprocessor, unreal_bridge_optimize_task, task_data)) {
+ ast_log(LOG_WARNING, "Could not perform unreal channel optimization between '%s' and '%s'\n",
+ pvt->bridge_owner->uniqueid, pvt->bridge_chan->uniqueid);
+ ao2_ref(task_data, -1);
+ }
+ }
+
+ ao2_unlock(pvt);
+ ast_channel_unlock(chan);
+}
+
+static int unreal_bridge_join(struct ast_bridge *bridge, struct ast_bridge_channel *bridge_channel)
+{
+ struct ast_bridge_channel *c0 = AST_LIST_FIRST(&bridge->channels);
+ struct ast_bridge_channel *c1 = AST_LIST_LAST(&bridge->channels);
+
+ /* We can only do things once we have two channels */
+ if (c0 == c1) {
+ return 0;
+ }
+
+ /* Update the bridge on each unreal channel involved */
+ unreal_bridge_set(bridge, c0, c1);
+ unreal_bridge_set(bridge, c1, c0);
+
+ return 0;
+}
+
+static void unreal_bridge_leave(struct ast_bridge *bridge, struct ast_bridge_channel *bridge_channel)
+{
+ unreal_bridge_set(NULL, bridge_channel, NULL);
+}
+
+static int unreal_bridge_write(struct ast_bridge *bridge, struct ast_bridge_channel *bridge_channel, struct ast_frame *frame)
+{
+ return ast_bridge_queue_everyone_else(bridge, bridge_channel, frame);
+}
+
+static struct ast_bridge_technology unreal_bridge = {
+ .name = "unreal_bridge",
+ .capabilities = AST_BRIDGE_CAPABILITY_NATIVE,
+ .preference = AST_BRIDGE_PREFERENCE_BASE_NATIVE,
+ .compatible = unreal_bridge_compatible,
+ .join = unreal_bridge_join,
+ .leave = unreal_bridge_leave,
+ .write = unreal_bridge_write,
+};
+
+static int unload_module(void)
+{
+ ast_taskprocessor_unreference(taskprocessor);
+ ast_format_cap_destroy(unreal_bridge.format_capabilities);
+ return ast_bridge_technology_unregister(&unreal_bridge);
+}
+
+static int load_module(void)
+{
+ char uuid[AST_UUID_STR_LEN];
+
+ if (!(unreal_bridge.format_capabilities = ast_format_cap_alloc(0))) {
+ return AST_MODULE_LOAD_DECLINE;
+ }
+ ast_format_cap_add_all_by_type(unreal_bridge.format_capabilities, AST_FORMAT_TYPE_AUDIO);
+ ast_format_cap_add_all_by_type(unreal_bridge.format_capabilities, AST_FORMAT_TYPE_VIDEO);
+ ast_format_cap_add_all_by_type(unreal_bridge.format_capabilities, AST_FORMAT_TYPE_TEXT);
+
+ ast_uuid_generate_str(uuid, sizeof(uuid));
+ if (!(taskprocessor = ast_taskprocessor_get(uuid, TPS_REF_DEFAULT))) {
+ ast_format_cap_destroy(unreal_bridge.format_capabilities);
+ return AST_MODULE_LOAD_DECLINE;
+ }
+
+ return ast_bridge_technology_register(&unreal_bridge);
+}
+
+AST_MODULE_INFO_STANDARD(ASTERISK_GPL_KEY, "Unreal channel bridging module");
Propchange: team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c
------------------------------------------------------------------------------
svn:eol-style = native
Propchange: team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c
------------------------------------------------------------------------------
svn:keywords = Author Date Id Revision
Propchange: team/file/bridge_unreal_optimizer/bridges/bridge_unreal.c
------------------------------------------------------------------------------
svn:mime-type = text/plain
Modified: team/file/bridge_unreal_optimizer/include/asterisk/core_unreal.h
URL: http://svnview.digium.com/svn/asterisk/team/file/bridge_unreal_optimizer/include/asterisk/core_unreal.h?view=diff&rev=410450&r1=410449&r2=410450
==============================================================================
--- team/file/bridge_unreal_optimizer/include/asterisk/core_unreal.h (original)
+++ team/file/bridge_unreal_optimizer/include/asterisk/core_unreal.h Tue Mar 11 10:33:12 2014
@@ -91,7 +91,11 @@
struct ast_unreal_pvt {
struct ast_unreal_pvt_callbacks *callbacks; /*!< Event callbacks */
struct ast_channel *owner; /*!< Master Channel - ;1 side */
+ struct ast_bridge *bridge_owner; /*!< Bridge the master channel is in */
+ struct ast_channel *bridged_owner; /*!< The peer of the master channel */
struct ast_channel *chan; /*!< Outbound channel - ;2 side */
+ struct ast_bridge *bridge_chan; /*!< Bridge the outbound channel is in */
+ struct ast_channel *bridged_chan; /*!< The peer of the outbound channel */
struct ast_format_cap *reqcap; /*!< Requested format capabilities */
struct ast_jb_conf jb_conf; /*!< jitterbuffer configuration */
unsigned int flags; /*!< Private option flags */
Modified: team/file/bridge_unreal_optimizer/main/core_unreal.c
URL: http://svnview.digium.com/svn/asterisk/team/file/bridge_unreal_optimizer/main/core_unreal.c?view=diff&rev=410450&r1=410449&r2=410450
==============================================================================
--- team/file/bridge_unreal_optimizer/main/core_unreal.c (original)
+++ team/file/bridge_unreal_optimizer/main/core_unreal.c Tue Mar 11 10:33:12 2014
@@ -265,38 +265,6 @@
return res;
}
-/*!
- * \internal
- * \brief Check and optimize out the unreal channels between bridges.
- * \since 12.0.0
- *
- * \param ast Channel writing a frame into the unreal channels.
- * \param p Unreal channel private.
- *
- * \note It is assumed that ast is locked.
- * \note It is assumed that p is locked.
- *
- * \retval 0 if unreal channels were not optimized out.
- * \retval non-zero if unreal channels were optimized out.
- */
-static int got_optimized_out(struct ast_channel *ast, struct ast_unreal_pvt *p)
-{
- int res = 0;
-
- /* Do a few conditional checks early on just to see if this optimization is possible */
- if (ast_test_flag(p, AST_UNREAL_NO_OPTIMIZATION) || !p->chan || !p->owner) {
- return res;
- }
-
- if (ast == p->owner) {
- res = ast_bridge_unreal_optimize_out(p->owner, p->chan, p);
- } else if (ast == p->chan) {
- res = ast_bridge_unreal_optimize_out(p->chan, p->owner, p);
- }
-
- return res;
-}
-
struct ast_frame *ast_unreal_read(struct ast_channel *ast)
{
return &ast_null_frame;
@@ -314,17 +282,7 @@
/* Just queue for delivery to the other side */
ao2_ref(p, 1);
ao2_lock(p);
- switch (f->frametype) {
- case AST_FRAME_VOICE:
- case AST_FRAME_VIDEO:
- if (got_optimized_out(ast, p)) {
- break;
- }
- /* fall through */
- default:
- res = unreal_queue_frame(p, AST_UNREAL_IS_OUTBOUND(ast, p), f, ast, 1);
- break;
- }
+ res = unreal_queue_frame(p, AST_UNREAL_IS_OUTBOUND(ast, p), f, ast, 1);
ao2_unlock(p);
ao2_ref(p, -1);
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