Unity 7.0 active/active failover

Unanswered Question
May 27th, 2010

Hi All,

I know we can setup active/active failover in Unity connection, but I am not sure about Unity. we need to setup active/active failover in Unity 7.0, to have double number of ports, for example 24 ports in primary and 24 ports in secondary.

thanks

Alex

I have this problem too.
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William Bell Thu, 05/27/2010 - 18:01

The active-active clustering model is a feature that is unique to Unity Connection.  At least, within the realm of Cisco messaging solutions.  Unity supports an active-standby failover model and a cold standby model.

HTH.

Regards,
Bill

alex goshtaei Fri, 05/28/2010 - 08:42

Thanks for the reply,

one more question: if there is active/standby model and 24 voice port on each server, does it accept 48 calls or 24?

thanks

Alex

William Bell Fri, 05/28/2010 - 09:16

The maximum calls the system can accept is 24.  Now, your implementation may limit this even further because, if you are following best practice, you have some ports dedicated for outcalling and MWI (which do not accept ingress calls).  Whether you do this or not I am not sure.  By default, this type of separation is not enforced.

With respect to failover behavior on the secondary Unity system when it happens to catch a call, I recommend reading through this document:

http://www.cisco.com/en/US/partner/docs/voice_ip_comm/unity/5x/failover/guide/ex/5xcufge040.html#wp1168710

It explains the behavior when the secondary Unity server handles a call in good detail.  The summary is that when the primary and secondary nodes are both on line, one of of two things could happen when the secondary Unity host receives a call:

1. A failover is initiatied and the primary Unity ports are shutdown while control of services are transferred to the secondary node.  This is configurable and you can disable it.

2. If auto-failover when the secondary node receives a call is disabled, then the secondary will answer the call and transfer it to the next available port on the primary Unity system.  If, the primary Unity system is 100% utilized (i.e. all ports configured to answer calls are actively handling calls) then the secondary system will NOT answer the call (i.e. fast busy).

HTH.  Read the doc, it is a good one.

Regards,
Bill

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