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authorRichard Mudgett <rmudgett@digium.com>2014-10-03 17:47:42 +0000
committerRichard Mudgett <rmudgett@digium.com>2014-10-03 17:47:42 +0000
commit0165c5f95aa058b0884f8dec8695237cb0bef186 (patch)
tree9ca5505d80e72b574d9dad288351c760764fa8fb /main/core_unreal.c
parent4967478d180f2a512cfb6ff83fa115aac43978c6 (diff)
chan_pjsip: Fix deadlock when masquerading PJSIP channels.
Performing a directed call pickup resulted in a deadlock when PJSIP channels were involved. A masquerade needs to hold onto the channel locks while it swaps channel information between the two channels involved in the masquerade. With PJSIP channels, the fixup routine needed to push a fixup task onto the PJSIP channel's serializer. Unfortunately, if the serializer was also processing a task that needed to lock the channel, you get deadlock. * Added a new control frame that is used to notify the channels that a masquerade is about to start and when it has completed. * Added the ability to query taskprocessors if the current thread is the taskprocessor thread. * Added the ability to suspend/unsuspend the PJSIP serializer thread so a masquerade could fixup the PJSIP channel without using the serializer. ASTERISK-24356 #close Reported by: rmudgett Review: https://reviewboard.asterisk.org/r/4034/ ........ Merged revisions 424471 from http://svn.asterisk.org/svn/asterisk/branches/12 ........ Merged revisions 424472 from http://svn.asterisk.org/svn/asterisk/branches/13 git-svn-id: https://origsvn.digium.com/svn/asterisk/trunk@424473 65c4cc65-6c06-0410-ace0-fbb531ad65f3
Diffstat (limited to 'main/core_unreal.c')
-rw-r--r--main/core_unreal.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/main/core_unreal.c b/main/core_unreal.c
index b3dc5281c..90ed3fb43 100644
--- a/main/core_unreal.c
+++ b/main/core_unreal.c
@@ -530,6 +530,12 @@ int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data
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);