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Pass pointers to IMessage objects around
Instead of serializing the actual `YaMessage`, for the reasons mentioned in the comments. This was needed to stop iZotope VocalSynth 2 in Ardour from segfaulting when editing parameters, because that plugin is apparently being very naughty.
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@@ -223,21 +223,21 @@ void Vst3Bridge::run() {
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return result;
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}
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},
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[&](YaConnectionPoint::Notify& request)
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[&](const YaConnectionPoint::Notify& request)
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-> YaConnectionPoint::Notify::Response {
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// FIXME: This needs to be redesigned. We should only send a
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// pointer to the `IMessage` instead of copying the
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// actual message. What ends up happening is that iZotope
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// VocalSynth 2 exchanges pointers to the processor and
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// the controller. Then at some point during an
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// `IAudioProcessor::process()` call after a parameter
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// changes, it will try to access the pointers stored in
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// that message. So to be able to support that, the
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// message object we pass to notify here still has to be
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// alive at that point. This goes 100% against the design
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// of VST3, but there's nothing we can do about it.
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// NOTE: We're using a few tricks here to pass through a pointer
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// to the _original_ `IMessage` object passed to a
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// connection proxy. This is needed because some plugins
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// like iZotope VocalSynth 2 use these messages to
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// exchange pointers between their objects so they can
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// break out of VST3's separation, but they might also
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// store the message object and not the actual pointers.
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// We should thus be passing a (raw) pointer to the
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// original object so we can pretend none of this wrapping
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// and serializing has ever happened.
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return object_instances[request.instance_id]
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.connection_point->notify(&request.message);
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.connection_point->notify(
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request.message_ptr.get_original());
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},
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[&](YaEditController::SetComponentState& request)
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-> YaEditController::SetComponentState::Response {
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