[asterisk-dev] [Code Review] 3433: bridge_unreal: An alternative implementation for optimizing Unreal/Local channels.

Joshua Colp reviewboard at asterisk.org
Tue Apr 15 10:13:17 CDT 2014


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(Updated April 15, 2014, 3:13 p.m.)


Status
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This change has been discarded.


Review request for Asterisk Developers, Matt Jordan, Mark Michelson, and rmudgett.


Repository: Asterisk


Description
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This change removes Unreal/Local channel optimization from the core and isolates it in a bridging technology implementation. The implementation attempts to optimize when channels join a bridge using it, instead of attempting to optimize constantly as frames pass. This review is not just for the code itself but the approach in general. Is this something we'd like? Is it viable?

Now the con...

Since this is implemented as a bridging technology and not as part of the bridging core it can not optimize completely when multi-party bridges are involved. If you have a chain in the middle that'll go anyway but no merging of bridges will occur.


Diffs
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  /branches/12/main/core_unreal.c 411867 
  /branches/12/main/core_local.c 411867 
  /branches/12/main/bridge.c 411867 
  /branches/12/include/asterisk/core_unreal.h 411867 
  /branches/12/bridges/bridge_unreal.c PRE-CREATION 

Diff: https://reviewboard.asterisk.org/r/3433/diff/


Testing
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Since this has been an idea and side project I've only done some tests myself with large numbers of Local channels in chains (100, 200, 300) and confirmed that stuff works as expected.


Thanks,

Joshua Colp

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