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
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
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
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
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
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
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
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