Fix the socket waiting fix #69

e07467697a changed the waiting behaviour,
but this meant that there was a very slight window where all secondary
requests would fail when both sides have called connect(), but the other
side has not already called `receive_{events,multi,messages}` to start
listening on the socket.
This commit is contained in:
Robbert van der Helm
2020-12-11 00:32:03 +01:00
parent ac0d83e555
commit 2615da51da
+16 -31
View File
@@ -413,12 +413,8 @@ class EventHandler {
*/
EventHandler(boost::asio::io_context& io_context,
boost::asio::local::stream_protocol::endpoint endpoint,
bool listen,
std::atomic_bool& are_sockets_connected)
: io_context(io_context),
endpoint(endpoint),
socket(io_context),
are_sockets_connected(are_sockets_connected) {
bool listen)
: io_context(io_context), endpoint(endpoint), socket(io_context) {
if (listen) {
boost::filesystem::create_directories(
boost::filesystem::path(endpoint.path()).parent_path());
@@ -544,7 +540,7 @@ class EventHandler {
// `connect()`. If we get here at any other point then it
// means that the plugin side is no longer listening on the
// sockets, and we should thus just exit.
if (!are_sockets_connected) {
if (!sent_first_event) {
std::lock_guard lock(write_mutex);
write_object(socket, event);
@@ -558,6 +554,10 @@ class EventHandler {
}
}
// This was used to always block when sending the first message, because
// the other side may not be listening for additional connections yet
sent_first_event = true;
if (logging) {
auto [logger, is_dispatch] = *logging;
logger.log_event_response(is_dispatch, opcode,
@@ -763,10 +763,15 @@ class EventHandler {
*/
std::mutex write_mutex;
private:
/**
* @Sockets::are_sockets_connected
* Indicates whether or not the remove has processed an event we sent from
* this side. When a Windows VST2 plugin performs a host callback in its
* constructor, before the native plugin has had time to connect to the
* sockets, we want it to always wait for the sockets to come online, but
* this fallback behaviour should only happen during initialization.
*/
std::atomic_bool& are_sockets_connected;
std::atomic_bool sent_first_event = false;
};
/**
@@ -806,12 +811,10 @@ class Sockets {
: base_dir(endpoint_base_dir),
host_vst_dispatch(io_context,
(base_dir / "host_vst_dispatch.sock").string(),
listen,
are_sockets_connected),
listen),
vst_host_callback(io_context,
(base_dir / "vst_host_callback.sock").string(),
listen,
are_sockets_connected),
listen),
host_vst_parameters(io_context,
(base_dir / "host_vst_parameters.sock").string(),
listen),
@@ -858,17 +861,8 @@ class Sockets {
host_vst_parameters.connect();
host_vst_process_replacing.connect();
host_vst_control.connect();
are_sockets_connected = true;
}
/**
* Whether or `connect()` has been called already. When a plugin host a host
* callback during its initialization, before the sockets may have been set
* up, then we'll want to wait for the sockets to be set up.
*/
inline bool connected() { return are_sockets_connected; }
/**
* The base directory for our socket endpoints. All `*_endpoint` variables
* below are files within this directory.
@@ -907,15 +901,6 @@ class Sockets {
* the configuration (from `config`) back to the Wine host.
*/
SocketHandler host_vst_control;
private:
/**
* Indicates whether we have already called `connect()` or not. When a
* Windows VST2 plugin performs a host callback in its constructor, before
* the native plugin has had time to connect to the sockets, we want it to
* always wait for the sockets to come online.
*/
std::atomic_bool are_sockets_connected = false;
};
/**