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If we do think this is viable then comments on my documentation of how it works 
would also be great. I'd like to have the documentation be such that someone 
coming fresh into this could have a really good vision and understanding of 
what is going on.

- Joshua Colp


On April 9, 2014, 7:49 p.m., Joshua Colp wrote:
> 
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> This is an automatically generated e-mail. To reply, visit:
> https://reviewboard.asterisk.org/r/3433/
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> 
> (Updated April 9, 2014, 7:49 p.m.)
> 
> 
> Review request for Asterisk Developers, Matt Jordan, Mark Michelson, and 
> rmudgett.
> 
> 
> Repository: Asterisk
> 
> 
> Description
> -------
> 
> 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
> -----
> 
>   /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
> -------
> 
> 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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