GroupHost::running() would sometimes cause plugins to get terminated
prematurely when connecting to another plugin's group host process since
the plugin's own group host process has exited.
This will also cause plugins to update their editors at 60 FPS. This was
kept at a lower value for performance reasons, but since the message
loop now no longer blocks event handling we can safely increase this.
This will double the amount of resources spent on drawing, but since
audio processing in a real world scenario almost never utilizes all
cores anyways this should not be an issue.
Since it does something way more involved than
`SocketHandler::{send,receive_multi}`, and that makes it a bit confusing
if you don't already know about that (and even if you do).
This was how it originally worked (and how it should work, since
otherwise there's no reason to reuse buffers), but for some reason this
got removed at some point.
This way the sockets can be destroyed before the threads, and we can
safely wait for the threads to shut down. I initially had Win32Thread
imitate std::jthread's join-on-destruct, but that was causing group
processes to hang. Now we can safely add that back again, and this will
fix some spurious segfaults during plugin scans when using plugin groups
containing a massive amount of plugins.
This will require more testing of course, but I think it should be safe.
This would increase the potential maximal throughput in group hosts
significantly.
std::function does not allow non-movable lambdas, so capturing by move
doesn't work there. And the old solution of course has issues with
dangling pointers (but because this is C++ the compiler still thinks
it's A-Ok).
Having these bound to the main context was not a good idea since that
would prevent sockets from being accepted on the Wine side while the
message loop is running.
Partial revert of ac17539ef3
When the message loop is active and we get an incoming dispatch() event,
we'll just handle it directly. In practice this would only be needed
when the event is a response to an `audioMaster()` call made during the
event loop, but we can't know that. This allows the `getProgram()`
during `audioMasterUpdateDisplay()` in REAPER and Renoise to work
correctly. Hopefully this doesn't cause random rare breakage.