Add boilerplate for CLAP sockets

This commit is contained in:
Robbert van der Helm
2022-08-24 14:57:18 +02:00
parent 401ebb21ce
commit eb2b12aa2b
+285
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// yabridge: a Wine plugin bridge
// Copyright (C) 2020-2022 Robbert van der Helm
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <future>
#include <variant>
#include "../logging/clap.h"
#include "../serialization/clap.h"
#include "common.h"
/**
* Manages all the sockets used for communicating between the plugin and the
* Wine host when hosting a CLAP plugin.
*
* On the plugin side this class should be initialized with `listen` set to
* `true` before launching the Wine plugin host. This will start listening on
* the sockets, and the call to `connect()` will then accept any incoming
* connections.
*
* We'll have a host -> plugin connection for sending control messages (which is
* just a made up term to more easily differentiate between the two directions),
* and a plugin -> host connection to allow the plugin to make callbacks. Both
* of these connections are capable of spawning additional sockets and threads
* as needed.
*
* Every plugin instance gets a dedicated audio thread socket so they can be
* addressed concurrently.
*
* @tparam Thread The thread implementation to use. On the Linux side this
* should be `std::jthread` and on the Wine side this should be `Win32Thread`.
*/
template <typename Thread>
class ClapSockets final : public Sockets {
public:
/**
* Sets up the sockets using the specified base directory. The sockets won't
* be active until `connect()` gets called.
*
* @param io_context The IO context the sockets should be bound to. Relevant
* when doing asynchronous operations.
* @param endpoint_base_dir The base directory that will be used for the
* Unix domain sockets.
* @param listen If `true`, start listening on the sockets. Incoming
* connections will be accepted when `connect()` gets called. This should
* be set to `true` on the plugin side, and `false` on the Wine host side.
*
* @see ClapSockets::connect
*/
ClapSockets(asio::io_context& io_context,
const ghc::filesystem::path& endpoint_base_dir,
bool listen)
: Sockets(endpoint_base_dir),
host_plugin_control_(
io_context,
(base_dir_ / "host_plugin_control.sock").string(),
listen),
plugin_host_callback_(
io_context,
(base_dir_ / "plugin_host_callback.sock").string(),
listen),
io_context_(io_context) {}
// NOLINTNEXTLINE(clang-analyzer-optin.cplusplus.VirtualCall)
~ClapSockets() noexcept override { close(); }
void connect() override {
host_plugin_control_.connect();
plugin_host_callback_.connect();
}
void close() override {
// Manually close all sockets so we break out of any blocking operations
// that may still be active
host_plugin_control_.close();
plugin_host_callback_.close();
// This map should be empty at this point, but who knows
std::lock_guard lock(audio_thread_sockets_mutex_);
for (auto& [instance_id, socket] : audio_thread_sockets_) {
socket.close();
}
}
/**
* Connect to the dedicated audio thread socket socket for a plugin
* instance. This should be called on the plugin side after instantiating
* the plugin.
*
* @param instance_id The object instance identifier of the socket.
*/
void add_audio_thread_and_connect(size_t instance_id) {
std::lock_guard lock(audio_thread_sockets_mutex_);
audio_thread_sockets_.try_emplace(
instance_id, io_context_,
(base_dir_ / ("host_plugin_audio_thread_" +
std::to_string(instance_id) + ".sock"))
.string(),
false);
audio_thread_sockets_.at(instance_id).connect();
}
/**
* Create and listen on a dedicated audio thread socket for a plugin object
* instance. The calling thread will block until the socket has been closed.
* This should be called from the Wine plugin host side after instantiating
* the plugin.
*
* @param instance_id The object instance identifier of the socket.
* @param socket_listening_latch A promise we'll set a value for once the
* socket is being listened on so we can wait for it. Otherwise it can be
* that the native plugin already tries to connect to the socket before
* Wine plugin host is even listening on it.
* @param cb An overloaded function that can take every type `T` in the
* `ClapAudioThreadControlRequest` variant and then returns `T::Response`.
*
* @tparam F A function type in the form of `T::Response(T)` for every `T`
* in `ClapAudioThreadControlRequest::Payload`.
*/
template <typename F>
void add_audio_thread_and_listen(size_t instance_id,
std::promise<void>& socket_listening_latch,
F&& callback) {
{
std::lock_guard lock(audio_thread_sockets_mutex_);
audio_thread_sockets_.try_emplace(
instance_id, io_context_,
(base_dir_ / ("host_plugin_audio_thread_" +
std::to_string(instance_id) + ".sock"))
.string(),
true);
}
socket_listening_latch.set_value();
audio_thread_sockets_.at(instance_id).connect();
// This `true` indicates that we want to reuse our serialization and
// receiving buffers for all calls. This slightly reduces the amount of
// allocations in the audio processing loop.
audio_thread_sockets_.at(instance_id)
.template receive_messages<true>(std::nullopt,
std::forward<F>(callback));
}
/**
* If `instance_id` is in `audio_thread_sockets_`, then close its socket and
* remove it from the map. This is called when handling
* `clap_plugin::destroy` on both the plugin and the Wine sides.
*
* @param instance_id The object instance identifier of the socket.
*
* @return Whether the socket was closed and removed. Returns false if it
* wasn't in the map.
*/
bool remove_audio_thread(size_t instance_id) {
std::lock_guard lock(audio_thread_sockets_mutex_);
if (audio_thread_sockets_.contains(instance_id)) {
audio_thread_sockets_.at(instance_id).close();
audio_thread_sockets_.erase(instance_id);
return true;
} else {
return false;
}
}
/**
* Send a message from the native plugin to the Wine plugin host to handle
* an audio thread function call. Since those functions are called from a
* hot loop we want every instance to have a dedicated socket and thread for
* handling those. These calls also always reuse buffers to minimize
* allocations.
*
* @tparam T Some object in the `ClapAudioThreadControlRequest` variant. All
* of these objects need to have an `instance_id` field.
*/
template <typename T>
typename T::Response send_audio_thread_message(
const T& object,
std::optional<std::pair<ClapLogger&, bool>> logging) {
typename T::Response response_object;
return receive_audio_thread_message_into(object, response_object,
object.instance_id, logging);
}
/**
* Overload for use with `MessageReference<T>`, since we cannot
* directly get the instance ID there.
*/
template <typename T>
typename T::Response send_audio_thread_message(
const MessageReference<T>& object_ref,
std::optional<std::pair<ClapLogger&, bool>> logging) {
typename T::Response response_object;
return receive_audio_thread_message_into(
object_ref, response_object, object_ref.get().instance_id, logging);
}
/**
* Alternative to `send_audio_thread_message()` for use with
* `MessageReference<T>`, where we also want deserialize into an existing
* object to prevent allocations. Used during audio processing.
*
* TODO: Think of a better name for this
*/
template <typename T>
typename T::Response& receive_audio_thread_message_into(
const MessageReference<T>& request_ref,
typename T::Response& response_ref,
std::optional<std::pair<ClapLogger&, bool>> logging) {
return receive_audio_thread_message_into(
request_ref, response_ref, request_ref.get().instance_id, logging);
}
/**
* For sending messages from the host to the plugin. After we have a better
* idea of what our communication model looks like we'll probably want to
* provide an abstraction similar to `Vst2EventHandler`. This only handles
* main thread function calls. Audio thread calls are done using a dedicated
* socket per plugin instance.
*
* This will be listened on by the Wine plugin host when it calls
* `receive_multi()`.
*/
TypedMessageHandler<Thread, ClapLogger, ClapMainThreadControlRequest>
host_plugin_control_;
/**
* For sending callbacks from the plugin back to the host.
*/
TypedMessageHandler<Thread, ClapLogger, ClapMainThreadCallbackRequest>
plugin_host_callback_;
private:
/**
* The actual implementation for `send_audio_thread_message` and
* `receive_audio_thread_message_into`. Here we keep a thread local
* static variable for our buffers sending.
*/
template <typename T>
typename T::Response& receive_audio_thread_message_into(
const T& object,
typename T::Response& response_object,
size_t instance_id,
std::optional<std::pair<ClapLogger&, bool>> logging) {
thread_local SerializationBuffer<256> audio_thread_buffer{};
return audio_thread_sockets_.at(instance_id)
.receive_into(object, response_object, logging,
audio_thread_buffer);
}
asio::io_context& io_context_;
/**
* Every plugin instance gets a dedicated audio thread socket. These
* functions are always called in a hot loop, so there should not be any
* waiting or additional thread or socket creation happening there.
*
* TODO: All plugin instances have a socket for re-entrant audio thread
* function calls. This is probably not needed. It's probably useful
* to investgate why this socket was added back to the VST3 audio
* threads.
*/
std::unordered_map<
size_t,
TypedMessageHandler<Thread, ClapLogger, ClapAudioThreadControlRequest>>
audio_thread_sockets_;
std::mutex audio_thread_sockets_mutex_;
};