/* * Asterisk -- An open source telephony toolkit. * * Copyright (C) 2013 Digium, Inc. * * Richard Mudgett * * 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 * * See Also: * \arg \ref AstCREDITS */ /*** MODULEINFO core ***/ #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) { /* 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 0; } if (ast == p->owner) { return ast_bridge_unreal_optimized_out(p->owner, p->chan); } if (ast == p->chan) { return ast_bridge_unreal_optimized_out(p->chan, p->owner); } /* ast is not valid to optimize. */ return 0; } 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; }