asterisk/main/core_unreal.c
Matthew Jordan 30d379851e Create Local channel messages on the Stasis message bus and produce AMI events
This patch does the following:

* It adds a virtual table of callbacks to core_unreal. These callbacks can be
  supplied by concrete implementations of "unreal" channel drivers, which lets
  the unreal channel driver call specific functionality when it performs some
  action. Currently, this is done to notify implementations when an
  optimization operation has begun, and when an optimization operation has
  succeeded.

* It adds Stasis-Core messages for Local channel bridging and Local channel
  optimization. Local channel optimization is now two events: a Begin and an
  End. Some consumers of Stasis-Core may want to know when an operation is
  beginning so that they can 'prepare' their information; others will be more
  concerned about when the operation has completed, so that they can 'fix up'
  information. Stasis-Core allows for both, as does AMI.

Review: https://reviewboard.asterisk.org/r/2552



git-svn-id: https://origsvn.digium.com/svn/asterisk/trunk@393801 65c4cc65-6c06-0410-ace0-fbb531ad65f3
2013-07-08 14:26:40 +00:00

858 lines
22 KiB
C

/*
* Asterisk -- An open source telephony toolkit.
*
* Copyright (C) 2013 Digium, Inc.
*
* Richard Mudgett <rmudgett@digium.com>
*
* See http://www.asterisk.org for more information about
* the Asterisk project. Please do not directly contact
* any of the maintainers of this project for assistance;
* the project provides a web site, mailing lists and IRC
* channels for your use.
*
* This program is free software, distributed under the terms of
* the GNU General Public License Version 2. See the LICENSE file
* at the top of the source tree.
*/
/*!
* \file
* \brief Unreal channel derivatives framework for channel drivers like local channels.
*
* \author Richard Mudgett <rmudgett@digium.com>
*
* See Also:
* \arg \ref AstCREDITS
*/
/*** MODULEINFO
<support_level>core</support_level>
***/
#include "asterisk.h"
ASTERISK_FILE_VERSION(__FILE__, "$Revision$")
#include "asterisk/causes.h"
#include "asterisk/channel.h"
#include "asterisk/pbx.h"
#include "asterisk/musiconhold.h"
#include "asterisk/astobj2.h"
#include "asterisk/bridging.h"
#include "asterisk/core_unreal.h"
static unsigned int name_sequence = 0;
void ast_unreal_lock_all(struct ast_unreal_pvt *p, struct ast_channel **outchan, struct ast_channel **outowner)
{
struct ast_channel *chan = NULL;
struct ast_channel *owner = NULL;
ao2_lock(p);
for (;;) {
if (p->chan) {
chan = p->chan;
ast_channel_ref(chan);
}
if (p->owner) {
owner = p->owner;
ast_channel_ref(owner);
}
ao2_unlock(p);
/* if we don't have both channels, then this is very easy */
if (!owner || !chan) {
if (owner) {
ast_channel_lock(owner);
} else if(chan) {
ast_channel_lock(chan);
}
} else {
/* lock both channels first, then get the pvt lock */
ast_channel_lock_both(chan, owner);
}
ao2_lock(p);
/* Now that we have all the locks, validate that nothing changed */
if (p->owner != owner || p->chan != chan) {
if (owner) {
ast_channel_unlock(owner);
owner = ast_channel_unref(owner);
}
if (chan) {
ast_channel_unlock(chan);
chan = ast_channel_unref(chan);
}
continue;
}
break;
}
*outowner = p->owner;
*outchan = p->chan;
}
/* Called with ast locked */
int ast_unreal_setoption(struct ast_channel *ast, int option, void *data, int datalen)
{
int res = 0;
struct ast_unreal_pvt *p;
struct ast_channel *otherchan = NULL;
ast_chan_write_info_t *write_info;
if (option != AST_OPTION_CHANNEL_WRITE) {
return -1;
}
write_info = data;
if (write_info->version != AST_CHAN_WRITE_INFO_T_VERSION) {
ast_log(LOG_ERROR, "The chan_write_info_t type has changed, and this channel hasn't been updated!\n");
return -1;
}
if (!strcmp(write_info->function, "CHANNEL")
&& !strncasecmp(write_info->data, "hangup_handler_", 15)) {
/* Block CHANNEL(hangup_handler_xxx) writes to the other unreal channel. */
return 0;
}
/* get the tech pvt */
if (!(p = ast_channel_tech_pvt(ast))) {
return -1;
}
ao2_ref(p, 1);
ast_channel_unlock(ast); /* Held when called, unlock before locking another channel */
/* get the channel we are supposed to write to */
ao2_lock(p);
otherchan = (write_info->chan == p->owner) ? p->chan : p->owner;
if (!otherchan || otherchan == write_info->chan) {
res = -1;
otherchan = NULL;
ao2_unlock(p);
goto setoption_cleanup;
}
ast_channel_ref(otherchan);
/* clear the pvt lock before grabbing the channel */
ao2_unlock(p);
ast_channel_lock(otherchan);
res = write_info->write_fn(otherchan, write_info->function, write_info->data, write_info->value);
ast_channel_unlock(otherchan);
setoption_cleanup:
ao2_ref(p, -1);
if (otherchan) {
ast_channel_unref(otherchan);
}
ast_channel_lock(ast); /* Lock back before we leave */
return res;
}
/* Called with ast locked */
int ast_unreal_queryoption(struct ast_channel *ast, int option, void *data, int *datalen)
{
struct ast_unreal_pvt *p;
struct ast_channel *peer;
struct ast_channel *other;
int res = 0;
if (option != AST_OPTION_T38_STATE) {
/* AST_OPTION_T38_STATE is the only supported option at this time */
return -1;
}
/* for some reason the channel is not locked in channel.c when this function is called */
if (!(p = ast_channel_tech_pvt(ast))) {
return -1;
}
ao2_lock(p);
other = AST_UNREAL_IS_OUTBOUND(ast, p) ? p->owner : p->chan;
if (!other) {
ao2_unlock(p);
return -1;
}
ast_channel_ref(other);
ao2_unlock(p);
ast_channel_unlock(ast); /* Held when called, unlock before locking another channel */
peer = ast_channel_bridge_peer(other);
if (peer) {
res = ast_channel_queryoption(peer, option, data, datalen, 0);
ast_channel_unref(peer);
}
ast_channel_unref(other);
ast_channel_lock(ast); /* Lock back before we leave */
return res;
}
/*!
* \brief queue a frame onto either the p->owner or p->chan
*
* \note the ast_unreal_pvt MUST have it's ref count bumped before entering this function and
* decremented after this function is called. This is a side effect of the deadlock
* avoidance that is necessary to lock 2 channels and a tech_pvt. Without a ref counted
* ast_unreal_pvt, it is impossible to guarantee it will not be destroyed by another thread
* during deadlock avoidance.
*/
static int unreal_queue_frame(struct ast_unreal_pvt *p, int isoutbound, struct ast_frame *f,
struct ast_channel *us, int us_locked)
{
struct ast_channel *other;
/* Recalculate outbound channel */
other = isoutbound ? p->owner : p->chan;
if (!other) {
return 0;
}
/* do not queue frame if generator is on both unreal channels */
if (us && ast_channel_generator(us) && ast_channel_generator(other)) {
return 0;
}
/* grab a ref on the channel before unlocking the pvt,
* other can not go away from us now regardless of locking */
ast_channel_ref(other);
if (us && us_locked) {
ast_channel_unlock(us);
}
ao2_unlock(p);
if (f->frametype == AST_FRAME_CONTROL && f->subclass.integer == AST_CONTROL_RINGING) {
ast_setstate(other, AST_STATE_RINGING);
}
ast_queue_frame(other, f);
other = ast_channel_unref(other);
if (us && us_locked) {
ast_channel_lock(us);
}
ao2_lock(p);
return 0;
}
int ast_unreal_answer(struct ast_channel *ast)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int isoutbound;
int res = -1;
if (!p) {
return -1;
}
ao2_ref(p, 1);
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
if (isoutbound) {
/* Pass along answer since somebody answered us */
struct ast_frame answer = { AST_FRAME_CONTROL, { AST_CONTROL_ANSWER } };
res = unreal_queue_frame(p, isoutbound, &answer, ast, 1);
} else {
ast_log(LOG_WARNING, "Huh? %s is being asked to answer?\n",
ast_channel_name(ast));
}
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
/*!
* \internal
* \brief Check and optimize out the unreal channels between bridges.
* \since 12.0.0
*
* \param ast Channel writing a frame into the unreal channels.
* \param p Unreal channel private.
*
* \note It is assumed that ast is locked.
* \note It is assumed that p is locked.
*
* \retval 0 if unreal channels were not optimized out.
* \retval non-zero if unreal channels were optimized out.
*/
static int got_optimized_out(struct ast_channel *ast, struct ast_unreal_pvt *p)
{
int res = 0;
/* Do a few conditional checks early on just to see if this optimization is possible */
if (ast_test_flag(p, AST_UNREAL_NO_OPTIMIZATION) || !p->chan || !p->owner) {
return res;
}
if (ast == p->owner) {
res = ast_bridge_unreal_optimize_out(p->owner, p->chan, p);
} else if (ast == p->chan) {
res = ast_bridge_unreal_optimize_out(p->chan, p->owner, p);
}
return res;
}
struct ast_frame *ast_unreal_read(struct ast_channel *ast)
{
return &ast_null_frame;
}
int ast_unreal_write(struct ast_channel *ast, struct ast_frame *f)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
if (!p) {
return -1;
}
/* Just queue for delivery to the other side */
ao2_ref(p, 1);
ao2_lock(p);
switch (f->frametype) {
case AST_FRAME_VOICE:
case AST_FRAME_VIDEO:
if (got_optimized_out(ast, p)) {
break;
}
/* fall through */
default:
res = unreal_queue_frame(p, AST_UNREAL_IS_OUTBOUND(ast, p), f, ast, 1);
break;
}
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
int ast_unreal_fixup(struct ast_channel *oldchan, struct ast_channel *newchan)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(newchan);
struct ast_bridge *bridge_owner;
struct ast_bridge *bridge_chan;
if (!p) {
return -1;
}
ao2_lock(p);
if ((p->owner != oldchan) && (p->chan != oldchan)) {
ast_log(LOG_WARNING, "Old channel %p wasn't %p or %p\n", oldchan, p->owner, p->chan);
ao2_unlock(p);
return -1;
}
if (p->owner == oldchan) {
p->owner = newchan;
} else {
p->chan = newchan;
}
if (ast_check_hangup(newchan) || !p->owner || !p->chan) {
ao2_unlock(p);
return 0;
}
/* Do not let a masquerade cause an unreal channel to be bridged to itself! */
bridge_owner = ast_channel_internal_bridge(p->owner);
bridge_chan = ast_channel_internal_bridge(p->chan);
if (bridge_owner && bridge_owner == bridge_chan) {
ast_log(LOG_WARNING, "You can not bridge an unreal channel (%s) to itself!\n",
ast_channel_name(newchan));
ao2_unlock(p);
ast_queue_hangup(newchan);
return -1;
}
ao2_unlock(p);
return 0;
}
/*!
* \internal
* \brief Queue up a frame representing the indication as a control frame.
* \since 12.0.0
*
* \param p Unreal private structure.
* \param ast Channel indicating the condition.
* \param condition What is being indicated.
* \param data Extra data.
* \param datalen Length of extra data.
*
* \retval 0 on success.
* \retval AST_T38_REQUEST_PARMS if successful and condition is AST_CONTROL_T38_PARAMETERS.
* \retval -1 on error.
*/
static int unreal_queue_indicate(struct ast_unreal_pvt *p, struct ast_channel *ast, int condition, const void *data, size_t datalen)
{
int res = 0;
int isoutbound;
ao2_lock(p);
/*
* Block -1 stop tones events if we are to be optimized out. We
* don't need a flurry of these events on an unreal channel chain
* when initially connected to slow the optimization process.
*/
if (0 <= condition || ast_test_flag(p, AST_UNREAL_NO_OPTIMIZATION)) {
struct ast_frame f = {
.frametype = AST_FRAME_CONTROL,
.subclass.integer = condition,
.data.ptr = (void *) data,
.datalen = datalen,
};
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
res = unreal_queue_frame(p, isoutbound, &f, ast, 1);
if (!res
&& condition == AST_CONTROL_T38_PARAMETERS
&& datalen == sizeof(struct ast_control_t38_parameters)) {
const struct ast_control_t38_parameters *parameters = data;
if (parameters->request_response == AST_T38_REQUEST_PARMS) {
res = AST_T38_REQUEST_PARMS;
}
}
} else {
ast_debug(4, "Blocked indication %d\n", condition);
}
ao2_unlock(p);
return res;
}
/*!
* \internal
* \brief Handle COLP and redirecting conditions.
* \since 12.0.0
*
* \param p Unreal private structure.
* \param ast Channel indicating the condition.
* \param condition What is being indicated.
*
* \retval 0 on success.
* \retval -1 on error.
*/
static int unreal_colp_redirect_indicate(struct ast_unreal_pvt *p, struct ast_channel *ast, int condition)
{
struct ast_channel *this_channel;
struct ast_channel *the_other_channel;
int isoutbound;
int res = 0;
/*
* A connected line update frame may only contain a partial
* amount of data, such as just a source, or just a ton, and not
* the full amount of information. However, the collected
* information is all stored in the outgoing channel's
* connectedline structure, so when receiving a connected line
* update on an outgoing unreal channel, we need to transmit the
* collected connected line information instead of whatever
* happens to be in this control frame. The same applies for
* redirecting information, which is why it is handled here as
* well.
*/
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
if (isoutbound) {
this_channel = p->chan;
the_other_channel = p->owner;
} else {
this_channel = p->owner;
the_other_channel = p->chan;
}
if (the_other_channel) {
unsigned char frame_data[1024];
struct ast_frame f = {
.frametype = AST_FRAME_CONTROL,
.subclass.integer = condition,
.data.ptr = frame_data,
};
if (condition == AST_CONTROL_CONNECTED_LINE) {
ast_connected_line_copy_to_caller(ast_channel_caller(the_other_channel),
ast_channel_connected(this_channel));
f.datalen = ast_connected_line_build_data(frame_data, sizeof(frame_data),
ast_channel_connected(this_channel), NULL);
} else {
f.datalen = ast_redirecting_build_data(frame_data, sizeof(frame_data),
ast_channel_redirecting(this_channel), NULL);
}
res = unreal_queue_frame(p, isoutbound, &f, ast, 1);
}
ao2_unlock(p);
return res;
}
int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data, size_t datalen)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = 0;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
switch (condition) {
case AST_CONTROL_CONNECTED_LINE:
case AST_CONTROL_REDIRECTING:
res = unreal_colp_redirect_indicate(p, ast, condition);
break;
case AST_CONTROL_HOLD:
if (ast_test_flag(p, AST_UNREAL_MOH_INTERCEPT)) {
ast_moh_start(ast, data, NULL);
break;
}
res = unreal_queue_indicate(p, ast, condition, data, datalen);
break;
case AST_CONTROL_UNHOLD:
if (ast_test_flag(p, AST_UNREAL_MOH_INTERCEPT)) {
ast_moh_stop(ast);
break;
}
res = unreal_queue_indicate(p, ast, condition, data, datalen);
break;
default:
res = unreal_queue_indicate(p, ast, condition, data, datalen);
break;
}
ao2_ref(p, -1);
return res;
}
int ast_unreal_digit_begin(struct ast_channel *ast, char digit)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
struct ast_frame f = { AST_FRAME_DTMF_BEGIN, };
int isoutbound;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
f.subclass.integer = digit;
res = unreal_queue_frame(p, isoutbound, &f, ast, 0);
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
int ast_unreal_digit_end(struct ast_channel *ast, char digit, unsigned int duration)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
struct ast_frame f = { AST_FRAME_DTMF_END, };
int isoutbound;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
f.subclass.integer = digit;
f.len = duration;
res = unreal_queue_frame(p, isoutbound, &f, ast, 0);
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
int ast_unreal_sendtext(struct ast_channel *ast, const char *text)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
struct ast_frame f = { AST_FRAME_TEXT, };
int isoutbound;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
f.data.ptr = (char *) text;
f.datalen = strlen(text) + 1;
res = unreal_queue_frame(p, isoutbound, &f, ast, 0);
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
int ast_unreal_sendhtml(struct ast_channel *ast, int subclass, const char *data, int datalen)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
struct ast_frame f = { AST_FRAME_HTML, };
int isoutbound;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
ao2_lock(p);
isoutbound = AST_UNREAL_IS_OUTBOUND(ast, p);
f.subclass.integer = subclass;
f.data.ptr = (char *)data;
f.datalen = datalen;
res = unreal_queue_frame(p, isoutbound, &f, ast, 0);
ao2_unlock(p);
ao2_ref(p, -1);
return res;
}
void ast_unreal_call_setup(struct ast_channel *semi1, struct ast_channel *semi2)
{
struct ast_var_t *varptr;
struct ast_var_t *clone_var;
/*
* Note that cid_num and cid_name aren't passed in the
* ast_channel_alloc calls in ast_unreal_new_channels(). It's
* done here instead.
*/
ast_party_redirecting_copy(ast_channel_redirecting(semi2), ast_channel_redirecting(semi1));
ast_party_dialed_copy(ast_channel_dialed(semi2), ast_channel_dialed(semi1));
ast_connected_line_copy_to_caller(ast_channel_caller(semi2), ast_channel_connected(semi1));
ast_connected_line_copy_from_caller(ast_channel_connected(semi2), ast_channel_caller(semi1));
ast_channel_language_set(semi2, ast_channel_language(semi1));
ast_channel_accountcode_set(semi2, ast_channel_accountcode(semi1));
ast_channel_musicclass_set(semi2, ast_channel_musicclass(semi1));
ast_channel_cc_params_init(semi2, ast_channel_get_cc_config_params(semi1));
/*
* Make sure we inherit the AST_CAUSE_ANSWERED_ELSEWHERE if it's
* set on the queue/dial call request in the dialplan.
*/
if (ast_channel_hangupcause(semi1) == AST_CAUSE_ANSWERED_ELSEWHERE) {
ast_channel_hangupcause_set(semi2, AST_CAUSE_ANSWERED_ELSEWHERE);
}
/*
* Copy the channel variables from the semi1 channel to the
* outgoing channel.
*
* Note that due to certain assumptions, they MUST be in the
* same order.
*/
AST_LIST_TRAVERSE(ast_channel_varshead(semi1), varptr, entries) {
clone_var = ast_var_assign(varptr->name, varptr->value);
if (clone_var) {
AST_LIST_INSERT_TAIL(ast_channel_varshead(semi2), clone_var, entries);
}
}
ast_channel_datastore_inherit(semi1, semi2);
}
int ast_unreal_hangup(struct ast_unreal_pvt *p, struct ast_channel *ast)
{
int hangup_chan = 0;
int res = 0;
int cause;
struct ast_channel *owner = NULL;
struct ast_channel *chan = NULL;
/* the pvt isn't going anywhere, it has a ref */
ast_channel_unlock(ast);
/* lock everything */
ast_unreal_lock_all(p, &chan, &owner);
if (ast != chan && ast != owner) {
res = -1;
goto unreal_hangup_cleanup;
}
cause = ast_channel_hangupcause(ast);
if (ast == p->chan) {
/* Outgoing side is hanging up. */
ast_clear_flag(p, AST_UNREAL_CARETAKER_THREAD);
p->chan = NULL;
if (p->owner) {
const char *status = pbx_builtin_getvar_helper(p->chan, "DIALSTATUS");
if (status) {
ast_channel_hangupcause_set(p->owner, cause);
pbx_builtin_setvar_helper(p->owner, "CHANLOCALSTATUS", status);
}
ast_queue_hangup_with_cause(p->owner, cause);
}
} else {
/* Owner side is hanging up. */
p->owner = NULL;
if (p->chan) {
if (cause == AST_CAUSE_ANSWERED_ELSEWHERE) {
ast_channel_hangupcause_set(p->chan, AST_CAUSE_ANSWERED_ELSEWHERE);
ast_debug(2, "%s has AST_CAUSE_ANSWERED_ELSEWHERE set.\n",
ast_channel_name(p->chan));
}
if (!ast_test_flag(p, AST_UNREAL_CARETAKER_THREAD)) {
/*
* Need to actually hangup p->chan since nothing else is taking
* care of it.
*/
hangup_chan = 1;
} else {
ast_queue_hangup_with_cause(p->chan, cause);
}
}
}
/* this is one of our locked channels, doesn't matter which */
ast_channel_tech_pvt_set(ast, NULL);
ao2_ref(p, -1);
unreal_hangup_cleanup:
ao2_unlock(p);
if (owner) {
ast_channel_unlock(owner);
ast_channel_unref(owner);
}
if (chan) {
ast_channel_unlock(chan);
if (hangup_chan) {
ast_hangup(chan);
}
ast_channel_unref(chan);
}
/* leave with the channel locked that came in */
ast_channel_lock(ast);
return res;
}
void ast_unreal_destructor(void *vdoomed)
{
struct ast_unreal_pvt *doomed = vdoomed;
doomed->reqcap = ast_format_cap_destroy(doomed->reqcap);
}
struct ast_unreal_pvt *ast_unreal_alloc(size_t size, ao2_destructor_fn destructor, struct ast_format_cap *cap)
{
struct ast_unreal_pvt *unreal;
static const struct ast_jb_conf jb_conf = {
.flags = 0,
.max_size = -1,
.resync_threshold = -1,
.impl = "",
.target_extra = -1,
};
unreal = ao2_alloc(size, destructor);
if (!unreal) {
return NULL;
}
unreal->reqcap = ast_format_cap_dup(cap);
if (!unreal->reqcap) {
ao2_ref(unreal, -1);
return NULL;
}
memcpy(&unreal->jb_conf, &jb_conf, sizeof(unreal->jb_conf));
return unreal;
}
struct ast_channel *ast_unreal_new_channels(struct ast_unreal_pvt *p,
const struct ast_channel_tech *tech, int semi1_state, int semi2_state,
const char *exten, const char *context, const struct ast_channel *requestor,
struct ast_callid *callid)
{
struct ast_channel *owner;
struct ast_channel *chan;
const char *linkedid = requestor ? ast_channel_linkedid(requestor) : NULL;
struct ast_format fmt;
int generated_seqno = ast_atomic_fetchadd_int((int *) &name_sequence, +1);
/*
* Allocate two new Asterisk channels
*
* Make sure that the ;2 channel gets the same linkedid as ;1.
* You can't pass linkedid to both allocations since if linkedid
* isn't set, then each channel will generate its own linkedid.
*/
if (!(owner = ast_channel_alloc(1, semi1_state, NULL, NULL, NULL,
exten, context, linkedid, 0,
"%s/%s-%08x;1", tech->type, p->name, generated_seqno))
|| !(chan = ast_channel_alloc(1, semi2_state, NULL, NULL, NULL,
exten, context, ast_channel_linkedid(owner), 0,
"%s/%s-%08x;2", tech->type, p->name, generated_seqno))) {
if (owner) {
owner = ast_channel_release(owner);
}
ast_log(LOG_WARNING, "Unable to allocate channel structure(s)\n");
return NULL;
}
if (callid) {
ast_channel_callid_set(owner, callid);
ast_channel_callid_set(chan, callid);
}
ast_channel_tech_set(owner, tech);
ast_channel_tech_set(chan, tech);
ast_channel_tech_pvt_set(owner, p);
ast_channel_tech_pvt_set(chan, p);
ast_format_cap_copy(ast_channel_nativeformats(owner), p->reqcap);
ast_format_cap_copy(ast_channel_nativeformats(chan), p->reqcap);
/* Determine our read/write format and set it on each channel */
ast_best_codec(p->reqcap, &fmt);
ast_format_copy(ast_channel_writeformat(owner), &fmt);
ast_format_copy(ast_channel_writeformat(chan), &fmt);
ast_format_copy(ast_channel_rawwriteformat(owner), &fmt);
ast_format_copy(ast_channel_rawwriteformat(chan), &fmt);
ast_format_copy(ast_channel_readformat(owner), &fmt);
ast_format_copy(ast_channel_readformat(chan), &fmt);
ast_format_copy(ast_channel_rawreadformat(owner), &fmt);
ast_format_copy(ast_channel_rawreadformat(chan), &fmt);
ast_set_flag(ast_channel_flags(owner), AST_FLAG_DISABLE_DEVSTATE_CACHE);
ast_set_flag(ast_channel_flags(chan), AST_FLAG_DISABLE_DEVSTATE_CACHE);
ast_jb_configure(owner, &p->jb_conf);
if (ast_channel_cc_params_init(owner, requestor
? ast_channel_get_cc_config_params((struct ast_channel *) requestor) : NULL)) {
ast_channel_release(owner);
ast_channel_release(chan);
return NULL;
}
/* Give the private a ref for each channel. */
ao2_ref(p, +2);
p->owner = owner;
p->chan = chan;
return owner;
}