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Delay in Unity conversation

jifitzge
Level 1
Level 1

We've just upgraded to 4.0.4SR1 from 4.0.2 and users are complaining that Unity isn't deleting or saving messages as fast as it did on 4.0.2. We have a CM 3.3.3 integration and users are listening to message(s) and then hitting either 2 or 3 and then the 'end call softkey in very quick succession. For whatever reason under 4.0.4sr1 Unity doesn't seem to be receiving the command before users hang up so messages are either not deleted or not saved. Is there a timer somewhere that controls this or does anyone else have any ideas on what might be causing this or what we can do to fix it. I've seen the CCO document on unchecking the move messages to deleted folders but we need users to be able to access deleted messages so that won't work.

3 Replies 3

lindborg
Cisco Employee
Cisco Employee

Short answer is no, there's no some timing variable you can adjust here.

To be clear, it's not accurate to say the messages are "not saved" in this scenario - I don't want anyone reading this thread later to be alarmed - what I'm sure you meant is that the message is left as marked unread (i.e Unity isn't toasting the messages you meant to save, it's marking it as new, not as reas as you want).

What is likely happening is that the hang up event is cutting through and over riding the last action - Unity will always save the active message in its current state (i.e. unread stays unread, read stays read) when a disconnect is received.

You must be hitting the hangup VERY fast after hitting the delete or mark saved keys - I find it difficult to believe this is a common scenario folks would run into during normal usage - sounds more like something someone stumbled on in the lab and can now reproduce if they try real hard (I tried repeatedly to reproduce this on two seperate systems and could not).

If that's not the case and there are reasonable times involved here then something else is afoot on your system that would need to be looked into.

In addition to what Jeff said; if you are using Exchange 2000 make sure you have installed SP3 and the latest post SP3 rollup *ON* the Unity server. If you have Exchange 2003 make sure to install Exchange 2003 SP1 on Unity.

Microsoft updated code in the MAPI client software that relieves several serialization bottlenecks and Unity 4.0(4) can take advantage of the updated code.

Starting with 4.0(5) we will force customers to install the above listed Exchange service releases on Unity.

Thanks,

Keith

Jeff- You are correct the messages are left untouched (sorry about any confusion). I wish it was discovered in a lab but it is end users complaining about it. I think they are listening on speaker phone and in the middle of a message press an action (2 or 3) and then end call which is right above the 2 or 3 key. This happens in fractions of a second. I find it happens to me even when I am not trying to reproduce it.

I'll double check the SP levels on the Unity, we may not have the roll-ups. Thanks guys.

Jim