Files
asterisk/main/core_unreal.c
Maximilian Fridrich 163abe6934 core_unreal & app_dial: Flip stream direction of second channel.
When executing dial, the topology of the inbound channel is cloned and
used for the outbound channel. This creates issues when an incoming
stream is sendonly or recvonly as the stream state of the outbound
channel will be the same as the stream state of the inbound channel.

Now the stream state is flipped for the outgoing stream in
dial_exec_full if the incoming stream topology is recvonly or sendonly.

The same is the case for unreal (local) channels which create a second
(;2) channel as a counterpart which clones the topology of the
first channel. Now the stream state is flipped for the streams of
the 2nd channel in ast_unreal_new_channels if the incoming stream
topology is recvonly or sendonly.

ASTERISK-29655
Reported by: Michael Auracher

ASTERISK-29638
Reported by: Michael Auracher

Change-Id: I294dc834ac9a5f048b101b691669959e9df630e1
2022-04-26 10:45:29 -05:00

1314 lines
35 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"
#include "asterisk/causes.h"
#include "asterisk/channel.h"
#include "asterisk/stasis_channels.h"
#include "asterisk/pbx.h"
#include "asterisk/musiconhold.h"
#include "asterisk/astobj2.h"
#include "asterisk/bridge.h"
#include "asterisk/core_unreal.h"
#include "asterisk/stream.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;
char *info_data;
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;
}
info_data = write_info->data;
if (!strcmp(write_info->function, "CHANNEL")) {
if (!strncasecmp(info_data, "hangup_handler_", 15)) {
/* Block CHANNEL(hangup_handler_xxx) writes to the other unreal channel. */
return 0;
}
/* Crossover the accountcode and peeraccount to cross the unreal bridge. */
if (!strcasecmp(info_data, "accountcode")) {
info_data = "peeraccount";
} else if (!strcasecmp(info_data, "peeraccount")) {
info_data = "accountcode";
}
}
/* 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, 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 media frames if a generator is on both unreal channels */
if (us
&& (f->frametype == AST_FRAME_VOICE || f->frametype == AST_FRAME_VIDEO)
&& 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)
{
return ast_unreal_write_stream(ast, -1, f);
}
int ast_unreal_write_stream(struct ast_channel *ast, int stream_num, struct ast_frame *f)
{
struct ast_unreal_pvt *p = ast_channel_tech_pvt(ast);
int res = -1;
if (!p) {
return -1;
}
/* If we are told to write a frame with a type that has no corresponding
* stream on the channel then drop it.
*/
if (f->frametype == AST_FRAME_VOICE) {
if (!ast_channel_get_default_stream(ast, AST_MEDIA_TYPE_AUDIO)) {
return 0;
}
} else if (f->frametype == AST_FRAME_VIDEO ||
(f->frametype == AST_FRAME_CONTROL && f->subclass.integer == AST_CONTROL_VIDUPDATE)) {
if (!ast_channel_get_default_stream(ast, AST_MEDIA_TYPE_VIDEO)) {
return 0;
}
}
/* Update the frame to reflect the stream */
f->stream_num = stream_num;
/* 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 *my_chan;
struct ast_channel *my_owner;
struct ast_channel *this_channel;
struct ast_channel *the_other_channel;
int isoutbound;
int res = 0;
unsigned char frame_data[1024];
struct ast_frame f = {
.frametype = AST_FRAME_CONTROL,
.subclass.integer = condition,
.data.ptr = frame_data,
};
/*
* 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.
*/
ast_channel_unlock(ast);
ast_unreal_lock_all(p, &my_chan, &my_owner);
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) {
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);
}
}
if (my_chan) {
ast_channel_unlock(my_chan);
ast_channel_unref(my_chan);
}
if (my_owner) {
ast_channel_unlock(my_owner);
ast_channel_unref(my_owner);
}
if (the_other_channel) {
res = unreal_queue_frame(p, isoutbound, &f, ast, 0);
}
ao2_unlock(p);
ast_channel_lock(ast);
return res;
}
/*!
* \internal
* \brief Handle stream topology change request.
* \since 16.12.0
* \since 17.6.0
*
* \param p Unreal private structure.
* \param ast Channel indicating the condition.
* \param topology The requested topology.
*
* \retval 0 on success.
* \retval -1 on error.
*/
static int unreal_colp_stream_topology_request_change(struct ast_unreal_pvt *p, struct ast_channel *ast, const struct ast_stream_topology *topology)
{
struct ast_stream_topology *this_channel_topology;
struct ast_stream_topology *the_other_channel_topology;
int i;
struct ast_stream *stream;
struct ast_channel *my_chan;
struct ast_channel *my_owner;
struct ast_channel *this_channel;
struct ast_channel *the_other_channel;
int res = 0;
this_channel_topology = ast_stream_topology_clone(topology);
if (!this_channel_topology) {
return -1;
}
the_other_channel_topology = ast_stream_topology_clone(topology);
if (!the_other_channel_topology) {
ast_stream_topology_free(this_channel_topology);
return -1;
}
/* We swap the stream state on the other channel because it is as if the channel is
* connected to an external endpoint, so the perspective changes.
*/
for (i = 0; i < ast_stream_topology_get_count(the_other_channel_topology); ++i) {
stream = ast_stream_topology_get_stream(the_other_channel_topology, i);
if (ast_stream_get_state(stream) == AST_STREAM_STATE_RECVONLY) {
ast_stream_set_state(stream, AST_STREAM_STATE_SENDONLY);
} else if (ast_stream_get_state(stream) == AST_STREAM_STATE_SENDONLY) {
ast_stream_set_state(stream, AST_STREAM_STATE_RECVONLY);
}
}
ast_channel_unlock(ast);
ast_unreal_lock_all(p, &my_chan, &my_owner);
if (AST_UNREAL_IS_OUTBOUND(ast, p)) {
this_channel = p->chan;
the_other_channel = p->owner;
} else {
this_channel = p->owner;
the_other_channel = p->chan;
}
if (this_channel) {
ast_channel_set_stream_topology(this_channel, this_channel_topology);
ast_queue_control(this_channel, AST_CONTROL_STREAM_TOPOLOGY_CHANGED);
}
if (the_other_channel) {
ast_channel_set_stream_topology(the_other_channel, the_other_channel_topology);
ast_channel_stream_topology_changed_externally(the_other_channel);
}
if (my_chan) {
ast_channel_unlock(my_chan);
ast_channel_unref(my_chan);
}
if (my_owner) {
ast_channel_unlock(my_owner);
ast_channel_unref(my_owner);
}
ao2_unlock(p);
ast_channel_lock(ast);
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;
struct ast_channel *chan = NULL;
struct ast_channel *owner = NULL;
const struct ast_control_t38_parameters *parameters;
if (!p) {
return -1;
}
ao2_ref(p, 1); /* ref for unreal_queue_frame */
switch (condition) {
case AST_CONTROL_MASQUERADE_NOTIFY:
/*
* Always block this because this is the channel being
* masqueraded; not anything down the chain.
*/
break;
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;
case AST_CONTROL_RINGING:
/* Don't queue ringing frames if the channel is not in a "ring" state. Otherwise,
* the real channel on the other end will likely start a playtones generator. It is
* possible that this playtones generator will never be stopped under certain
* circumstances.
*/
if (ast_channel_state(ast) == AST_STATE_RING) {
res = unreal_queue_indicate(p, ast, condition, data, datalen);
} else {
res = -1;
}
break;
case AST_CONTROL_PVT_CAUSE_CODE:
/* Return -1 so that asterisk core will correctly set up hangupcauses. */
unreal_queue_indicate(p, ast, condition, data, datalen);
res = -1;
break;
case AST_CONTROL_STREAM_TOPOLOGY_REQUEST_CHANGE:
if (ast_channel_is_multistream(ast)) {
res = unreal_colp_stream_topology_request_change(p, ast, data);
}
break;
case AST_CONTROL_T38_PARAMETERS:
parameters = data;
if (parameters->request_response == AST_T38_NEGOTIATED) {
struct ast_stream *stream;
struct ast_stream_topology *new_topology;
stream = ast_stream_alloc("local_fax", AST_MEDIA_TYPE_IMAGE);
if (!stream) {
ast_log(LOG_ERROR, "Failed to allocate memory for stream.\n");
res = -1;
break;
}
new_topology = ast_stream_topology_alloc();
if (!new_topology) {
ast_log(LOG_ERROR, "Failed to allocate memory for stream topology.\n");
ast_free(stream);
res = -1;
break;
}
ast_stream_topology_append_stream(new_topology, stream);
/*
* Lock both parts of the local channel so we can store their topologies and replace them with
* one that has a stream with type IMAGE. We can just hold the reference on the unreal_pvt
* structure and bump it, then steal the ref later when we are restoring the topology.
*
* We use ast_unreal_lock_all here because we don't know if the ;1 or ;2 side will get the
* signaling and we need to be sure that the locking order is the same to prevent possible
* deadlocks.
*/
ast_channel_unlock(ast);
ast_unreal_lock_all(p, &chan, &owner);
if (owner) {
p->owner_old_topology = ao2_bump(ast_channel_get_stream_topology(owner));
ast_channel_set_stream_topology(owner, new_topology);
}
if (chan) {
p->chan_old_topology = ao2_bump(ast_channel_get_stream_topology(chan));
/* Bump the ref for new_topology, since it will be used by both sides of the local channel */
ao2_ref(new_topology, +1);
ast_channel_set_stream_topology(chan, new_topology);
}
ao2_unlock(p);
ast_channel_lock(ast);
} else if (parameters->request_response == AST_T38_TERMINATED) {
/*
* Lock both parts of the local channel so we can restore their topologies to the original.
* The topology should be on the unreal_pvt structure, with a ref that we can steal. Same
* conditions as above.
*/
ast_channel_unlock(ast);
ast_unreal_lock_all(p, &chan, &owner);
if (owner) {
ast_channel_set_stream_topology(owner, p->owner_old_topology);
p->owner_old_topology = NULL;
}
if (chan) {
ast_channel_set_stream_topology(chan, p->chan_old_topology);
p->chan_old_topology = NULL;
}
ao2_unlock(p);
ast_channel_lock(ast);
}
/*
* We unlock ast_unreal_pvt in the above conditionals since there's no way to
* tell if it's been unlocked already or not when we get to this point, but
* if either of these are not NULL, we know that they are locked and need to
* unlock them.
*/
if (owner) {
ast_channel_unlock(owner);
ast_channel_unref(owner);
}
if (chan) {
ast_channel_unlock(chan);
ast_channel_unref(chan);
}
/* Fall through for all T38 conditions */
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;
ast_channel_stage_snapshot(semi2);
/*
* 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));
/* Crossover the CallerID and conected-line to cross the unreal bridge. */
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_musicclass_set(semi2, ast_channel_musicclass(semi1));
ast_channel_parkinglot_set(semi2, ast_channel_parkinglot(semi1));
/* Crossover the accountcode and peeraccount to cross the unreal bridge. */
ast_channel_accountcode_set(semi2, ast_channel_peeraccount(semi1));
ast_channel_peeraccount_set(semi2, ast_channel_accountcode(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_publish_varset(semi2, ast_var_full_name(clone_var),
ast_var_value(clone_var));
}
}
ast_channel_datastore_inherit(semi1, semi2);
ast_channel_stage_snapshot_done(semi2);
}
int ast_unreal_channel_push_to_bridge(struct ast_channel *ast, struct ast_bridge *bridge, unsigned int flags)
{
struct ast_bridge_features *features;
struct ast_channel *chan;
struct ast_channel *owner;
ast_callid bridge_callid;
RAII_VAR(struct ast_unreal_pvt *, p, NULL, ao2_cleanup);
ast_bridge_lock(bridge);
bridge_callid = bridge->callid;
ast_bridge_unlock(bridge);
{
SCOPED_CHANNELLOCK(lock, ast);
p = ast_channel_tech_pvt(ast);
if (!p) {
return -1;
}
ao2_ref(p, +1);
}
{
SCOPED_AO2LOCK(lock, p);
chan = p->chan;
if (!chan) {
return -1;
}
owner = p->owner;
if (!owner) {
return -1;
}
ast_channel_ref(chan);
ast_channel_ref(owner);
}
if (bridge_callid) {
ast_callid chan_callid;
ast_callid owner_callid;
/* chan side call ID setting */
ast_channel_lock(chan);
chan_callid = ast_channel_callid(chan);
if (!chan_callid) {
ast_channel_callid_set(chan, bridge_callid);
}
ast_channel_unlock(chan);
/* owner side call ID setting */
ast_channel_lock(owner);
owner_callid = ast_channel_callid(owner);
if (!owner_callid) {
ast_channel_callid_set(owner, bridge_callid);
}
ast_channel_unlock(owner);
}
/* We are done with the owner now that its call ID matches the bridge */
ast_channel_unref(owner);
owner = NULL;
features = ast_bridge_features_new();
if (!features) {
ast_channel_unref(chan);
return -1;
}
ast_set_flag(&features->feature_flags, flags);
/* Impart the semi2 channel into the bridge */
if (ast_bridge_impart(bridge, chan, NULL, features,
AST_BRIDGE_IMPART_CHAN_INDEPENDENT)) {
ast_channel_unref(chan);
return -1;
}
/* The bridge thread now controls the chan ref from the ast_unreal_pvt */
ao2_lock(p);
ast_set_flag(p, AST_UNREAL_CARETAKER_THREAD);
ao2_unlock(p);
ast_channel_unref(chan);
return 0;
}
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;
ao2_cleanup(doomed->reqcap);
doomed->reqcap = NULL;
ast_stream_topology_free(doomed->reqtopology);
doomed->reqtopology = NULL;
ao2_cleanup(doomed->owner_old_topology);
ao2_cleanup(doomed->chan_old_topology);
}
struct ast_unreal_pvt *ast_unreal_alloc(size_t size, ao2_destructor_fn destructor, struct ast_format_cap *cap)
{
struct ast_stream_topology *topology;
struct ast_unreal_pvt *unreal;
topology = ast_stream_topology_create_from_format_cap(cap);
if (!topology) {
return NULL;
}
unreal = ast_unreal_alloc_stream_topology(size, destructor, topology);
ast_stream_topology_free(topology);
return unreal;
}
struct ast_unreal_pvt *ast_unreal_alloc_stream_topology(size_t size, ao2_destructor_fn destructor, struct ast_stream_topology *topology)
{
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->reqtopology = ast_stream_topology_clone(topology);
if (!unreal->reqtopology) {
ao2_ref(unreal, -1);
return NULL;
}
unreal->reqcap = ast_format_cap_from_stream_topology(topology);
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_assigned_ids *assignedids,
const struct ast_channel *requestor, ast_callid callid)
{
struct ast_channel *owner;
struct ast_channel *chan;
RAII_VAR(struct ast_format *, fmt, NULL, ao2_cleanup);
struct ast_assigned_ids id1 = {NULL, NULL};
struct ast_assigned_ids id2 = {NULL, NULL};
int generated_seqno = ast_atomic_fetchadd_int((int *) &name_sequence, +1);
int i;
struct ast_stream_topology *chan_topology;
struct ast_stream *stream;
/* set unique ids for the two channels */
if (assignedids && !ast_strlen_zero(assignedids->uniqueid)) {
id1.uniqueid = assignedids->uniqueid;
id2.uniqueid = assignedids->uniqueid2;
}
/* if id1 given but not id2, use default of id1;2 */
if (id1.uniqueid && ast_strlen_zero(id2.uniqueid)) {
char *uniqueid2;
uniqueid2 = ast_alloca(strlen(id1.uniqueid) + 3);
strcpy(uniqueid2, id1.uniqueid);/* Safe */
strcat(uniqueid2, ";2");/* Safe */
id2.uniqueid = uniqueid2;
}
/* We need to create a topology to place on the second channel, as we can't
* share a single one between both.
*/
chan_topology = ast_stream_topology_clone(p->reqtopology);
if (!chan_topology) {
return NULL;
}
for (i = 0; i < ast_stream_topology_get_count(chan_topology); ++i) {
stream = ast_stream_topology_get_stream(chan_topology, i);
/* We need to make sure that the ;2 channel has the opposite stream topology
* of the first channel if the stream is one-way. I.e. if the first channel
* is recvonly, the second channel has to be sendonly and vice versa.
*/
if (ast_stream_get_state(stream) == AST_STREAM_STATE_RECVONLY) {
ast_stream_set_state(stream, AST_STREAM_STATE_SENDONLY);
} else if (ast_stream_get_state(stream) == AST_STREAM_STATE_SENDONLY) {
ast_stream_set_state(stream, AST_STREAM_STATE_RECVONLY);
}
}
/*
* 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.
*/
owner = ast_channel_alloc(1, semi1_state, NULL, NULL, NULL,
exten, context, &id1, requestor, 0,
"%s/%s-%08x;1", tech->type, p->name, (unsigned)generated_seqno);
if (!owner) {
ast_log(LOG_WARNING, "Unable to allocate owner channel structure\n");
ast_stream_topology_free(chan_topology);
return NULL;
}
if (callid) {
ast_channel_callid_set(owner, callid);
}
ast_channel_tech_set(owner, tech);
ao2_ref(p, +1);
ast_channel_tech_pvt_set(owner, p);
ast_channel_nativeformats_set(owner, p->reqcap);
if (ast_channel_is_multistream(owner)) {
ast_channel_set_stream_topology(owner, p->reqtopology);
p->reqtopology = NULL;
}
/* Determine our read/write format and set it on each channel */
fmt = ast_format_cap_get_format(p->reqcap, 0);
if (!fmt) {
ast_channel_tech_pvt_set(owner, NULL);
ao2_ref(p, -1);
ast_channel_unlock(owner);
ast_channel_release(owner);
return NULL;
}
ast_channel_set_writeformat(owner, fmt);
ast_channel_set_rawwriteformat(owner, fmt);
ast_channel_set_readformat(owner, fmt);
ast_channel_set_rawreadformat(owner, fmt);
ast_set_flag(ast_channel_flags(owner), 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_tech_pvt_set(owner, NULL);
ao2_ref(p, -1);
ast_channel_tech_pvt_set(owner, NULL);
ast_channel_unlock(owner);
ast_channel_release(owner);
return NULL;
}
p->owner = owner;
ast_channel_unlock(owner);
chan = ast_channel_alloc(1, semi2_state, NULL, NULL, NULL,
exten, context, &id2, owner, 0,
"%s/%s-%08x;2", tech->type, p->name, (unsigned)generated_seqno);
if (!chan) {
ast_log(LOG_WARNING, "Unable to allocate chan channel structure\n");
ast_channel_tech_pvt_set(owner, NULL);
ao2_ref(p, -1);
ast_channel_tech_pvt_set(owner, NULL);
ast_channel_release(owner);
return NULL;
}
if (callid) {
ast_channel_callid_set(chan, callid);
}
ast_channel_tech_set(chan, tech);
ao2_ref(p, +1);
ast_channel_tech_pvt_set(chan, p);
ast_channel_nativeformats_set(chan, p->reqcap);
if (ast_channel_is_multistream(chan)) {
ast_channel_set_stream_topology(chan, chan_topology);
}
/* Format was already determined when setting up owner */
ast_channel_set_writeformat(chan, fmt);
ast_channel_set_rawwriteformat(chan, fmt);
ast_channel_set_readformat(chan, fmt);
ast_channel_set_rawreadformat(chan, fmt);
ast_set_flag(ast_channel_flags(chan), AST_FLAG_DISABLE_DEVSTATE_CACHE);
p->chan = chan;
ast_channel_unlock(chan);
return owner;
}