Files
yabridge/tools/yabridgectl/src/files.rs
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2022-04-16 20:37:10 +02:00

548 lines
22 KiB
Rust

// 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/>.
//! Functions to index plugins and to set up yabridge for those plugins.
use aho_corasick::AhoCorasick;
use anyhow::{Context, Result};
use lazy_static::lazy_static;
use rayon::prelude::*;
use std::collections::{BTreeMap, HashMap, HashSet};
use std::fmt::Display;
use std::path::{Path, PathBuf};
use std::process::Command;
use walkdir::WalkDir;
use crate::config::{yabridge_vst3_home, YabridgeFiles};
use crate::utils::get_file_type;
/// Stores the results from searching through a directory. We'll search for Windows VST2 plugin
/// `.dll` files, Windows VST3 plugin modules, and native Linux `.so` files inside of a directory.
/// These `.so` files are kept track of so we can report the current installation status of VST2
/// plugins and to be able to prune orphan files. Since VST3 plugins have to be installed in
/// `~/.vst3`, these orphan files are only relevant for VST2 plugins.
#[derive(Debug)]
pub struct SearchResults {
/// The plugins found during the search. This contains both VST2 plugins and VST3 modules.
pub plugins: Vec<Plugin>,
/// `.dll` files skipped over during the search. Used for printing statistics and shown when
/// running `yabridgectl sync --verbose`.
pub skipped_files: Vec<PathBuf>,
/// Absolute paths to any `.so` files inside of the directory, and whether they're a symlink or
/// a regular file.
pub so_files: Vec<NativeFile>,
}
/// The results of the first step of the search process. We'll first index all possibly relevant
/// files in a directory before filtering them down to a `SearchResults` object.
#[derive(Debug)]
pub struct SearchIndex {
/// Any `.dll` file.
pub dll_files: Vec<PathBuf>,
/// Any `.vst3` file or directory. This can be either a legacy `.vst3` DLL module or a VST
/// 3.6.10 module (or some kind of random other file, of course).
pub vst3_files: Vec<PathBuf>,
/// Absolute paths to any `.so` files inside of the directory, and whether they're a symlink or
/// a regular file.
pub so_files: Vec<NativeFile>,
}
/// Native `.so` files and VST3 bundle directories we found during a search.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum NativeFile {
Symlink(PathBuf),
Regular(PathBuf),
Directory(PathBuf),
}
impl NativeFile {
/// Return the path of a found `.so` file.
pub fn path(&self) -> &Path {
match &self {
NativeFile::Symlink(path) | NativeFile::Regular(path) | NativeFile::Directory(path) => {
path
}
}
}
}
/// A plugin as found during the search. This can be either a VST2 plugin or a VST3 module.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Plugin {
Vst2(Vst2Plugin),
Vst3(Vst3Module),
}
/// VST2 plugins we found during a search along with their architecture.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Vst2Plugin {
/// The absolute path to the VST2 plugin `.dll` file.
pub path: PathBuf,
/// The architecture of the VST2 plugin.
pub architecture: LibArchitecture,
}
/// VST3 modules we found during a search.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Vst3Module {
/// The absolute path to the actual VST3 module and its type.
pub module: Vst3ModuleType,
/// The architecture of the VST3 module.
pub architecture: LibArchitecture,
/// The VST3 subdirectory the orignal module was in, if any. This is usually used to group
/// plugisn by the same manufacturer together. We detect this by looking for a parent `VST3`
/// directory. If we can't find that, this will be `None`.
pub subdirectory: Option<PathBuf>,
}
/// The type of the VST3 module. VST 3.6.10 style bundles require slightly different handling
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Vst3ModuleType {
/// Old, pre-VST 3.6.10 style `.vst3` modules. These are simply `.dll` files with a different p
/// refix. Even though this is a legacy format, almost all VST3 plugins in the wild still use
/// this format.
Legacy(PathBuf),
/// A VST 3.6.10 bundle, with the same format as the VST3 bundles used on Linux and macOS. These
/// kinds of bundles can come with resource files and presets, which should also be symlinked to
/// `~/.vst3/`
Bundle(PathBuf),
}
impl Vst3Module {
/// Get the path to the Windows VST3 plugin. This can be either a file or a directory depending
/// on the type of moudle.
pub fn original_path(&self) -> &Path {
match &self.module {
Vst3ModuleType::Legacy(path) | Vst3ModuleType::Bundle(path) => path,
}
}
/// Get the name of the module as a string. Should be in the format `Plugin Name.vst3`.
pub fn original_module_name(&self) -> &str {
match &self.module {
Vst3ModuleType::Legacy(path) | Vst3ModuleType::Bundle(path) => path
.file_name()
.unwrap()
.to_str()
.expect("VST3 module name contains invalid UTF-8"),
}
}
/// Get the path to the actual `.vst3` module file.
pub fn original_module_path(&self) -> PathBuf {
match &self.module {
Vst3ModuleType::Legacy(path) => path.to_owned(),
Vst3ModuleType::Bundle(bundle_home) => {
let mut path = bundle_home.join("Contents");
path.push(self.architecture.vst_arch());
path.push(self.original_module_name());
path
}
}
}
/// If this was a VST 3.6.10 style bundle, then return the path to the `Resources` directory if
/// it has one.
pub fn original_resources_dir(&self) -> Option<PathBuf> {
match &self.module {
Vst3ModuleType::Bundle(bundle_home) => {
let mut path = bundle_home.join("Contents");
path.push("Resources");
if path.exists() {
Some(path)
} else {
None
}
}
Vst3ModuleType::Legacy(_) => None,
}
}
/// Get the path to the bundle in `~/.vst3` corresponding to the bridged version of this module.
/// We will try to recreate the original subdirectory structure so plugins are still grouped by
/// manufacturer.
///
/// FIXME: How do we solve naming clashes from the same VST3 plugin being installed to multiple
/// Wine prefixes?
pub fn target_bundle_home(&self) -> PathBuf {
match &self.subdirectory {
Some(directory) => yabridge_vst3_home()
.join(directory)
.join(self.original_module_name()),
None => yabridge_vst3_home().join(self.original_module_name()),
}
}
/// Get the path to the `libyabridge.so` file in `~/.vst3` corresponding to the bridged version
/// of this module. The path here depends on whether we're using a 32-bit or 64-bit version of
/// yabridge. If the configuration is not given (for instance, becuase yabridge is not set up
/// properly) we'll assume the module should be 64-bit.
pub fn target_native_module_path(&self, config: Option<&YabridgeFiles>) -> PathBuf {
let native_module_name = match &self.module {
Vst3ModuleType::Legacy(path) | Vst3ModuleType::Bundle(path) => path
.with_extension("so")
.file_name()
.unwrap()
.to_str()
.expect("VST3 module name contains invalid UTF-8")
.to_owned(),
};
let mut path = self.target_bundle_home();
path.push("Contents");
#[allow(clippy::wildcard_in_or_patterns)]
match config.and_then(|c| c.libyabridge_vst3.as_ref()) {
Some((_, LibArchitecture::Lib32)) => path.push("i386-linux"),
// NOTE: We'll always fall back to this if `libyabridge-vst3.so` is not found, just so
// we cannot get any errors during `yabridgectl status` even if yabridge is not
// set up correctly.
Some((_, LibArchitecture::Lib64)) | _ => path.push("x86_64-linux"),
}
path.push(native_module_name);
path
}
/// Get the path to where we'll symlink `original_module_path`. This is part of the merged VST3
/// bundle in `~/.vst3/yabridge`.
pub fn target_windows_module_path(&self) -> PathBuf {
let mut path = self.target_bundle_home();
path.push("Contents");
path.push(self.architecture.vst_arch());
path.push(self.original_module_name());
path
}
/// If the Windows VST3 plugin we're bridging was in a VST 3.6.10 style bundle and had a
/// resources directory, then we'll symlink that directory to here so the host can access all
/// its original resources.
pub fn target_resources_dir(&self) -> PathBuf {
let mut path = self.target_bundle_home();
path.push("Contents");
path.push("Resources");
path
}
/// Get a textual representation of the module type. Used in `yabridgectl status`.
pub fn type_str(&self) -> &str {
match &self.module {
Vst3ModuleType::Legacy(_) => "legacy",
Vst3ModuleType::Bundle(_) => "bundle",
}
}
}
/// The architecture of a library file (either `.dll` or `.so` depending on the context). Needed so
/// we can create a merged bundle for VST3 plugins.
#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Copy)]
pub enum LibArchitecture {
Lib32,
Lib64,
}
impl Display for LibArchitecture {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match &self {
LibArchitecture::Lib32 => write!(f, "32-bit"),
LibArchitecture::Lib64 => write!(f, "64-bit"),
}
}
}
impl LibArchitecture {
/// Get the corresponding VST3 architecture directory name. See
/// https://developer.steinberg.help/display/VST/Plug-in+Format+Structure#PluginFormatStructure-FortheWindowsplatform.
pub fn vst_arch(&self) -> &str {
match &self {
LibArchitecture::Lib32 => "x86-win",
LibArchitecture::Lib64 => "x86_64-win",
}
}
}
impl SearchResults {
/// Create a map out of all found plugins based on their file path that contains both a
/// reference to the plugin (so we can print information about it) and the current installation
/// status. The installation status will be `None` if the plugin has not yet been set up.
pub fn installation_status(
&self,
config: Option<&YabridgeFiles>,
) -> BTreeMap<PathBuf, (&Plugin, Option<NativeFile>)> {
let so_files: HashMap<&Path, &NativeFile> = self
.so_files
.iter()
.map(|file| (file.path(), file))
.collect();
self.plugins
.iter()
.map(|plugin| match plugin {
Plugin::Vst2(Vst2Plugin { path, .. }) => {
// For VST2 plugins we'll just look at the similarly named `.so` file right next
// to the plugin `.dll` file.
match so_files.get(path.with_extension("so").as_path()) {
Some(&file_type) => (path.clone(), (plugin, Some(file_type.clone()))),
None => (path.clone(), (plugin, None)),
}
}
// We have not stored the paths to the corresponding `.so` files yet for VST3
// modules because they are not in any of the directories we're indexing
Plugin::Vst3(vst3_module) => (
vst3_module.original_path().to_owned(),
(
plugin,
get_file_type(vst3_module.target_native_module_path(config)),
),
),
})
.collect()
}
/// Find all `.so` files in the search results that do not belong to a VST2 plugin `.dll` file.
/// We cannot yet do the same thing for VST3 plguins because they will all be installed in
/// `~/.vst3`.
pub fn vst2_orphans(&self) -> Vec<&NativeFile> {
// We need to store these in a map so we can easily entries with corresponding `.dll` files
let mut orphans: HashMap<&Path, &NativeFile> = self
.so_files
.iter()
.map(|file_type| (file_type.path(), file_type))
.collect();
for plugin in &self.plugins {
if let Plugin::Vst2(Vst2Plugin { path, .. }) = plugin {
orphans.remove(path.with_extension("so").as_path());
}
}
orphans.values().cloned().collect()
}
}
/// Find all `.dll`, `.vst3` and `.so` files under a directory. These results can be filtered down
/// to actual VST2 plugins and VST3 modules using `search()`. Any path found in the blacklist will
/// be pruned immediately, so this can be used to both not index individual files and to skip an
/// entire directory.
pub fn index(directory: &Path, blacklist: &HashSet<&Path>) -> SearchIndex {
let mut dll_files: Vec<PathBuf> = Vec::new();
let mut vst3_files: Vec<PathBuf> = Vec::new();
let mut so_files: Vec<NativeFile> = Vec::new();
// XXX: We're silently skipping directories and files we don't have permission to read. This
// sounds like the expected behavior, but I"m not entirely sure.
for (file_idx, entry) in WalkDir::new(directory)
.follow_links(true)
.into_iter()
.filter_entry(|e| {
// The blacklist entries are canonicalized to resolve symlinks and to normalize slashes,
// so we should do the same thing here as well
e.path()
.canonicalize()
.map(|p| !blacklist.contains(p.as_path()))
.unwrap_or(false)
})
.filter_map(|e| e.ok())
.filter(|e| !e.file_type().is_dir())
.enumerate()
{
// This is a bit of an odd warning, but I can see it happening that someone adds their
// entire home directory by accident. Removing the home directory would cause yabridgectl to
// scan for leftover `.so` files, which would of course take an enternity. This warning will
// at least tell the user what's happening and that they can safely cancel the scan.
if file_idx == 100_000 {
eprintln!(
"Indexed over 100.000 files, press Ctrl+C to cancel this operation if this was not \
intentional."
)
}
match entry.path().extension().and_then(|os| os.to_str()) {
Some("dll") => dll_files.push(entry.into_path()),
Some("vst3") => vst3_files.push(entry.into_path()),
Some("so") => {
if entry.path_is_symlink() {
so_files.push(NativeFile::Symlink(entry.into_path()));
} else {
so_files.push(NativeFile::Regular(entry.into_path()));
}
}
_ => (),
}
}
SearchIndex {
dll_files,
vst3_files,
so_files,
}
}
impl SearchIndex {
/// Filter these indexing results down to actual VST2 plugins and VST3 modules. This will skip
/// all invalid files, such as regular `.dll` libraries. Will return an error if `winedump`
/// could not be found.
pub fn search(self) -> Result<SearchResults> {
lazy_static! {
static ref VST2_AUTOMATON: AhoCorasick =
AhoCorasick::new_auto_configured(&["VSTPluginMain", "main"]);
static ref VST3_AUTOMATON: AhoCorasick =
AhoCorasick::new_auto_configured(&["GetPluginFactory"]);
static ref DLL32_AUTOMATON: AhoCorasick =
AhoCorasick::new_auto_configured(&["Machine: 014C"]);
}
let winedump = |args: &[&str], path: &Path| {
Command::new("winedump")
.args(args)
.arg(path)
.output()
.context(
"Could not find 'winedump'. In some distributions this is part of a seperate \
Wine tools package.",
)
.map(|output| output.stdout)
};
let pe32_info = |path: &Path| winedump(&[], path);
let exported_functions = |path: &Path| winedump(&["-j", "export"], path);
// We'll have to figure out which `.dll` files are VST2 plugins and which should be skipped
// by checking whether the file contains one of the VST2 entry point functions. This vector
// will contain an `Err(path)` if `path` was not a valid VST2 plugin.
let is_vst2_plugin: Vec<Result<Vst2Plugin, PathBuf>> = self
.dll_files
.into_par_iter()
.map(|path| {
let architecture = if DLL32_AUTOMATON.is_match(pe32_info(&path)?) {
LibArchitecture::Lib32
} else {
LibArchitecture::Lib64
};
if VST2_AUTOMATON.is_match(exported_functions(&path)?) {
Ok(Ok(Vst2Plugin { path, architecture }))
} else {
Ok(Err(path))
}
})
.collect::<Result<_>>()?;
// We need to do the same thing with VST3 plugins. The added difficulty here is that we have
// to figure out of the `.vst3` file is a legacy standalone VST3 module, or part of a VST
// 3.6.10 bundle. We also need to know the plugin's architecture because we're going to
// create a univeral VST3 bundle.
let is_vst3_module: Vec<Result<Vst3Module, PathBuf>> = self
.vst3_files
.into_par_iter()
.map(|module_path| {
let architecture = if DLL32_AUTOMATON.is_match(pe32_info(&module_path)?) {
LibArchitecture::Lib32
} else {
LibArchitecture::Lib64
};
if VST3_AUTOMATON.is_match(exported_functions(&module_path)?) {
// Now we'll have to figure out if the plugin is part of a VST 3.6.10 style
// bundle or a legacy `.vst3` DLL file. A WIndows VST3 bundle contains at least
// `<plugin_name>.vst3/Contents/<architecture_string>/<plugin_name>.vst3`, so
// we'll just go up a few directories and then reconstruct that bundle.
let module_name = module_path.file_name();
let bundle_root = module_path
.parent()
.and_then(|arch_dir| arch_dir.parent())
.and_then(|contents_dir| contents_dir.parent());
let module_is_in_bundle = bundle_root
.and_then(|bundle_root| bundle_root.parent())
.zip(module_name)
.map(|(path, module_name)| {
// Now reconstruct the path to the original file again as if it were in
// a bundle
let mut reconstructed_path = path.join(module_name);
reconstructed_path.push("Contents");
reconstructed_path.push(architecture.vst_arch());
reconstructed_path.push(module_name);
reconstructed_path.exists()
})
.unwrap_or(false);
let (module, module_home) = if module_is_in_bundle {
(
Vst3ModuleType::Bundle(bundle_root.unwrap().to_owned()),
bundle_root.unwrap(),
)
} else {
(
Vst3ModuleType::Legacy(module_path.clone()),
module_path.as_path(),
)
};
// We want to recreate the original subdirectory structure, so plugins are still
// grouped by manufacturer
let vst3_directory = module_home.ancestors().find(|path| {
path.file_name()
.and_then(|name| name.to_str())
.map(|name| name.to_lowercase().as_str() == "vst3")
.unwrap_or(false)
});
let subdirectory = match vst3_directory {
Some(directory) => module_home
.strip_prefix(directory)
.ok()
// We should of coruse pop the `.vst3` directory
.and_then(|suffix| suffix.parent())
.map(|subdirectory| subdirectory.to_owned()),
None => None,
};
Ok(Ok(Vst3Module {
module,
architecture,
subdirectory,
}))
} else {
Ok(Err(module_path))
}
})
.collect::<Result<_>>()?;
let mut plugins: Vec<Plugin> = Vec::new();
let mut skipped_files: Vec<PathBuf> = Vec::new();
for dandidate in is_vst2_plugin {
match dandidate {
Ok(plugin) => plugins.push(Plugin::Vst2(plugin)),
Err(path) => skipped_files.push(path),
}
}
for candidate in is_vst3_module {
match candidate {
Ok(module) => plugins.push(Plugin::Vst3(module)),
Err(path) => skipped_files.push(path),
}
}
Ok(SearchResults {
plugins,
skipped_files,
so_files: self.so_files,
})
}
}