This does what we did for a few functions in the last few commits for
every function. We now use either the `std::invocable` concept or our
own `invocable_returning` concept wherever possible to make sure we pass
function types to these template functions, since constraint errors are
a lot more readable than template deduction errors. And instead of
having to specify the return type as a template argument, we now just
use `std::invoke_result_t<F>` instead. The VST3 message handling
functions are still using the good old `typename F` since those are
overloaded polymorphic functions. This was also a good moment to modify
`AdHocSocketHandler::send()` to allow functions returning void (this got
rid of an old fixme where we had to return some dummy value from a
function instead of just not returning anything).
This is very ugly so hopefully I can think of a neater way, but now the
response object is just a set of pointers, so we can avoid all copies
and moves on the Wine side.
We do this by using this new `MessageReference<T>` type to avoid copying
our `YaAudioProcessor::Process` struct and the contained `YaProcessData`
object. This is only part of the work, but this redesign lets us keep
the these objects alive on both the plugin and the host side. On the
plugin side, we'll simply serialize the data from the referred to object
without copying it. On the Wine side, we'll write the data to a
persistent thread local object, and then reassign the
`MessageReference<T>` to point to that object. This lets us serialize
'references', thus avoiding potentially expensive allocations. With
these last few changes alone VST3 plugins are already at the same
performance level as our optimized VST2 plugin groups.
Hopefully. Checking mapped state apparently wasn't enough to prevent
spurious assertion failures on `is_child_window_or_same()`. Now we'll
just use exceptions instead of assertions so we catch them and ignore
them.
This is probably a better idea than trying to be efficient. If we get
two events in a row, then it can be that the map status has changed
between the two events.
The VST3 version of Voxengo TEOTE would deadlock in Ardour when Ardour
calls `IEditController::setState()`, the plugin calls
`IUnitHandler::notifyProgramListChange()` in response, and then when
Ardour calls `IUnitInfo::getProgramName()` while handling that callback.
All of these functions have to be called from the same thread in Voxengo
plugins.
Apparently the destructor for C++17/20 conditional initializers are only
run after the else branch, so this would keep the mutex locked while
executing `do_call()`.
For individually hosted plugins this will behave the same. For plugin
groups it would have been nice if we could shut down individual plugins,
but dangling threads are apparently a real issue. This should be
equivalent in all use cases.
This also reverts commit bda9a0b75f.
We would never try to shut the group host down if nothing ever tried to
connect to it. This could happen when the native host gets killed after
initializing the yabridge plugin but before it gets the chance to
request the group host process to host a plugin.
This will let us more or less gracefully handle failing host callbacks
during initialization. We cannot catch this from anywhere else since
this these functions get called from unmanaged code.
Those DAWs would immediately call `IEditController::performEdit()` with
the same parameter change the plugin has just announced, which would
result in a deadlock. Hopefully this helps with #100.
This greatly improves compatibility with VST3 plugins in Ardour and
Mixbus. Most notably the FabFilter plugins would previously freeze when
having the GUI open while duplicating or inserting new instances.