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