Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-11 Thread Joshua Colp
Corey Farrell wrote: My one concern is if we stop optimizing Local channels and allow the ast_channel to live for the duration of the call, this could significantly increase open FD's. This would be a bigger issue for systems using res_timing_timerfd, since that causes alert pipe's to be created

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-11 Thread Corey Farrell
My one concern is if we stop optimizing Local channels and allow the ast_channel to live for the duration of the call, this could significantly increase open FD's. This would be a bigger issue for systems using res_timing_timerfd, since that causes alert pipe's to be created. On Tue, Mar 11, 201

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-11 Thread Joshua Colp
Matthew Jordan wrote: All of these scenarios are currently handled by core_unreal and core_local in some fashion. It is, however, very complex code that - particularly with Local channel chains - is prone to error. The implementation today faces two problems: (1) Knowledge of what is on the o

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-11 Thread Matthew Jordan
On Mon, Mar 10, 2014 at 7:27 AM, Matthew Jordan wrote: > > On Mon, Mar 10, 2014 at 6:59 AM, Joshua Colp wrote: >> >> Matthew Jordan wrote: >> The NLB compatibility code actually checks whether something like a >> MixMonitor is on either Local channel and won't allow it to be used. >> >> Now th

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-10 Thread Matthew Jordan
On Mon, Mar 10, 2014 at 6:59 AM, Joshua Colp wrote: > Matthew Jordan wrote: > >> >> > > > > >> It's important to point out that optimization's goal was never the >> removal of the channel. If anything, nuking Local channels has - in >> my opinion - always made life more difficult for everyone, n

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-10 Thread Joshua Colp
Matthew Jordan wrote: It's important to point out that optimization's goal was never the removal of the channel. If anything, nuking Local channels has - in my opinion - always made life more difficult for everyone, not easier. The goal was performance - minimize the frame path. If I'm pi

Re: [asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-09 Thread Matthew Jordan
On Sat, Mar 8, 2014 at 1:19 PM, Joshua Colp wrote: > Greetings everyone on this glorious weekend! > > I've had an idea bouncing around my head for the past many months on an > alternative approach for optimizing Local/Unreal channels. This morning > everything finally clicked and I put it together

[asterisk-dev] bridge_unreal: An alternative approach to Local/Unreal channel optimization

2014-03-08 Thread Joshua Colp
Greetings everyone on this glorious weekend! I've had an idea bouncing around my head for the past many months on an alternative approach for optimizing Local/Unreal channels. This morning everything finally clicked and I put it together[1] (I'm still working on it/tweaking it, but it DOES wor