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This is an automatically generated e-mail. To reply, visit:
https://reviewboard.asterisk.org/r/3433/
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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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