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https://github.com/robbert-vdh/yabridge.git
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Add control sockets to Vst3Sockets
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@@ -55,20 +55,47 @@ class Vst3Sockets : public Sockets {
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Vst3Sockets(boost::asio::io_context& io_context,
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const boost::filesystem::path& endpoint_base_dir,
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bool listen)
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: Sockets(endpoint_base_dir) {}
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: Sockets(endpoint_base_dir),
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host_vst_control(io_context,
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(base_dir / "host_vst_control.sock").string(),
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listen),
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vst_host_callback(io_context,
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(base_dir / "vst_host_callback.sock").string(),
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listen) {}
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~Vst3Sockets() { close(); }
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void connect() override {}
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void connect() override {
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host_vst_control.connect();
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vst_host_callback.connect();
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}
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void close() override {
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// Manually close all sockets so we break out of any blocking operations
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// that may still be active
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host_vst_control.close();
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vst_host_callback.close();
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}
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// TODO: I still don't know if recursive callbacks are a thing in VST3. If
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// not, then we should probably have two `AdHocSocketHandler`s per
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// plugin instance (one for each direction, as with `dispatcher()` and
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// `audioMaster()` in VST2). Using fewer probably also works, but we
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// wouldn't want to have to spawn new sockets during audio processing.
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// TODO: Since audio processing may be done completely in parallel we might
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// want to have a dedicated socket per processor/controller pair. For
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// this we would need to figure out how to associate a plugin instance
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// with a socket.
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/**
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* For sending messages from the host to the plugin. After we have a better
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* idea of what our communication model looks like we'll probably want to
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* provide an abstraction similar to `EventHandler`.
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*
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* This will be listened on by the Wine plugin host when it calls
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* `receive_multi()`.
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*/
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AdHocSocketHandler<Thread> host_vst_control;
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/**
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* For sending callbacks from the plugin back to the host. After we have a
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* better idea of what our communication model looks like we'll probably
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* want to provide an abstraction similar to `EventHandler`.
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*/
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AdHocSocketHandler<Thread> vst_host_callback;
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};
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