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Merge in the bridge_construction branch to make the system use the Bridging API.
Breaks many things until they can be reworked. A partial list: chan_agent chan_dahdi, chan_misdn, chan_iax2 native bridging app_queue COLP updates DTMF attended transfers Protocol attended transfers git-svn-id: https://origsvn.digium.com/svn/asterisk/trunk@389378 65c4cc65-6c06-0410-ace0-fbb531ad65f3
This commit is contained in:
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include/asterisk/core_unreal.h
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191
include/asterisk/core_unreal.h
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/*
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* Asterisk -- An open source telephony toolkit.
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*
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* Copyright (C) 2013 Digium, Inc.
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*
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* Richard Mudgett <rmudgett@digium.com>
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*
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* See http://www.asterisk.org for more information about
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* the Asterisk project. Please do not directly contact
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* any of the maintainers of this project for assistance;
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* the project provides a web site, mailing lists and IRC
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* channels for your use.
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*
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* This program is free software, distributed under the terms of
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* the GNU General Public License Version 2. See the LICENSE file
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* at the top of the source tree.
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*/
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/*!
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* \file
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* \brief Unreal channel derivative framework.
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*
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* \author Richard Mudgett <rmudgett@digium.com>
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*
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* See Also:
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* \arg \ref AstCREDITS
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*/
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#ifndef _ASTERISK_CORE_UNREAL_H
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#define _ASTERISK_CORE_UNREAL_H
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#include "asterisk/astobj2.h"
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#include "asterisk/channel.h"
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#include "asterisk/abstract_jb.h"
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#if defined(__cplusplus) || defined(c_plusplus)
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extern "C" {
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#endif
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/* Forward declare some struct names */
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struct ast_format_cap;
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struct ast_callid;
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/* ------------------------------------------------------------------- */
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/*!
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* \brief The base pvt structure for local channel derivatives.
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*
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* The unreal pvt has two ast_chan objects - the "owner" and the "next channel", the outbound channel
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*
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* ast_chan owner -> ast_unreal_pvt -> ast_chan chan
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*/
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struct ast_unreal_pvt {
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struct ast_channel *owner; /*!< Master Channel - ;1 side */
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struct ast_channel *chan; /*!< Outbound channel - ;2 side */
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struct ast_format_cap *reqcap; /*!< Requested format capabilities */
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struct ast_jb_conf jb_conf; /*!< jitterbuffer configuration */
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unsigned int flags; /*!< Private option flags */
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/*! Base name of the unreal channels. exten@context or other name. */
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char name[AST_MAX_EXTENSION + AST_MAX_CONTEXT + 2];
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};
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#define AST_UNREAL_IS_OUTBOUND(a, b) ((a) == (b)->chan ? 1 : 0)
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#define AST_UNREAL_CARETAKER_THREAD (1 << 0) /*!< The ;2 side launched a PBX, was pushed into a bridge, or was masqueraded into an application. */
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#define AST_UNREAL_NO_OPTIMIZATION (1 << 1) /*!< Do not optimize out the unreal channels */
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#define AST_UNREAL_MOH_INTERCEPT (1 << 2) /*!< Intercept and act on hold/unhold control frames */
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/*!
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* \brief Send an unreal pvt in with no locks held and get all locks
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*
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* \note NO locks should be held prior to calling this function
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* \note The pvt must have a ref held before calling this function
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* \note if outchan or outowner is set != NULL after calling this function
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* those channels are locked and reffed.
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* \note Batman.
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*/
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void ast_unreal_lock_all(struct ast_unreal_pvt *p, struct ast_channel **outchan, struct ast_channel **outowner);
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/*!
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* \brief Hangup one end (maybe both ends) of an unreal channel derivative.
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* \since 12.0.0
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*
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* \param p Private channel struct (reffed)
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* \param ast Channel being hung up. (locked)
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*
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* \note Common hangup code for unreal channels. Derived
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* channels will need to deal with any additional resources.
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*
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* \retval 0 on success.
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* \retval -1 on error.
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*/
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int ast_unreal_hangup(struct ast_unreal_pvt *p, struct ast_channel *ast);
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/*! Unreal channel framework struct ast_channel_tech.send_digit_begin callback */
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int ast_unreal_digit_begin(struct ast_channel *ast, char digit);
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/*! Unreal channel framework struct ast_channel_tech.send_digit_end callback */
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int ast_unreal_digit_end(struct ast_channel *ast, char digit, unsigned int duration);
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/*! Unreal channel framework struct ast_channel_tech.answer callback */
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int ast_unreal_answer(struct ast_channel *ast);
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/*! Unreal channel framework struct ast_channel_tech.read and struct ast_channel_tech.exception callback */
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struct ast_frame *ast_unreal_read(struct ast_channel *ast);
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/*! Unreal channel framework struct ast_channel_tech.write callback */
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int ast_unreal_write(struct ast_channel *ast, struct ast_frame *f);
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/*! Unreal channel framework struct ast_channel_tech.indicate callback */
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int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data, size_t datalen);
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/*! Unreal channel framework struct ast_channel_tech.fixup callback */
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int ast_unreal_fixup(struct ast_channel *oldchan, struct ast_channel *newchan);
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/*! Unreal channel framework struct ast_channel_tech.send_html callback */
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int ast_unreal_sendhtml(struct ast_channel *ast, int subclass, const char *data, int datalen);
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/*! Unreal channel framework struct ast_channel_tech.send_text callback */
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int ast_unreal_sendtext(struct ast_channel *ast, const char *text);
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/*! Unreal channel framework struct ast_channel_tech.queryoption callback */
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int ast_unreal_queryoption(struct ast_channel *ast, int option, void *data, int *datalen);
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/*! Unreal channel framework struct ast_channel_tech.setoption callback */
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int ast_unreal_setoption(struct ast_channel *chan, int option, void *data, int datalen);
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/*!
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* \brief struct ast_unreal_pvt destructor.
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* \since 12.0.0
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*
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* \param vdoomed Object to destroy.
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*
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* \return Nothing
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*/
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void ast_unreal_destructor(void *vdoomed);
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/*!
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* \brief Allocate the base unreal struct for a derivative.
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* \since 12.0.0
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*
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* \param size Size of the unreal struct to allocate.
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* \param destructor Destructor callback.
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* \param cap Format capabilities to give the unreal private struct.
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*
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* \retval pvt on success.
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* \retval NULL on error.
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*/
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struct ast_unreal_pvt *ast_unreal_alloc(size_t size, ao2_destructor_fn destructor, struct ast_format_cap *cap);
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/*!
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* \brief Create the semi1 and semi2 unreal channels.
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* \since 12.0.0
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*
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* \param p Unreal channel private struct.
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* \param tech Channel technology to use.
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* \param semi1_state State to start the semi1(owner) channel in.
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* \param semi2_state State to start the semi2(outgoing chan) channel in.
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* \param exten Exten to start the chennels in. (NULL if s)
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* \param context Context to start the channels in. (NULL if default)
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* \param requestor Channel requesting creation. (NULL if none)
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* \param callid Thread callid to use.
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*
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* \retval semi1_channel on success.
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* \retval NULL on error.
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*/
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struct ast_channel *ast_unreal_new_channels(struct ast_unreal_pvt *p,
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const struct ast_channel_tech *tech, int semi1_state, int semi2_state,
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const char *exten, const char *context, const struct ast_channel *requestor,
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struct ast_callid *callid);
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/*!
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* \brief Setup unreal owner and chan channels before initiating call.
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* \since 12.0.0
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*
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* \param semi1 Owner channel of unreal channel pair.
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* \param semi2 Outgoing channel of unreal channel pair.
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*
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* \note On entry, the semi1 and semi2 channels are already locked.
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*
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* \return Nothing
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*/
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void ast_unreal_call_setup(struct ast_channel *semi1, struct ast_channel *semi2);
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/* ------------------------------------------------------------------- */
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#if defined(__cplusplus) || defined(c_plusplus)
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}
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#endif
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#endif /* _ASTERISK_CORE_UNREAL_H */
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