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yabridge/src/common/communication/vst2.h
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2021-05-20 15:52:40 +02:00

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// yabridge: a Wine VST bridge
// Copyright (C) 2020-2021 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 <atomic>
#include "../logging/vst2.h"
#include "../serialization/vst2.h"
#include "../utils.h"
#include "common.h"
/**
* Encodes the base behavior for reading from and writing to the `data` argument
* for event dispatch functions. This provides base functionality for these
* kinds of events. The `dispatch()` function will require some more specific
* structs.
*/
class DefaultDataConverter {
public:
virtual ~DefaultDataConverter() noexcept;
/**
* Read data from the `data` void pointer into a an `Vst2Event::Payload`
* value that can be serialized and conveys the meaning of the event.
*/
virtual Vst2Event::Payload read_data(const int opcode,
const int index,
const intptr_t value,
const void* data) const;
/**
* Read data from the `value` pointer into a an `Vst2Event::Payload` value
* that can be serialized and conveys the meaning of the event. This is only
* used for the `effSetSpeakerArrangement` and `effGetSpeakerArrangement`
* events.
*/
virtual std::optional<Vst2Event::Payload> read_value(
const int opcode,
const intptr_t value) const;
/**
* Write the response back to the `data` pointer.
*/
virtual void write_data(const int opcode,
void* data,
const EventResult& response) const;
/**
* Write the response back to the `value` pointer. This is only used during
* the `effGetSpeakerArrangement` event.
*/
virtual void write_value(const int opcode,
intptr_t value,
const EventResult& response) const;
/**
* This function can override a callback's return value based on the opcode.
* This is used in one place to return a pointer to a `VstTime` object
* that's contantly being updated.
*
* @param opcode The opcode for the current event.
* @param original The original return value as returned by the callback
* function.
*/
virtual intptr_t return_value(const int opcode,
const intptr_t original) const;
/**
* Send an event over the socket. The default implementation will just send
* the event over the socket, and then wait for the response to be sent
* back. This can be overridden to use `MutualRecursionHelper::fork()` for
* specific opcodes to allow mutually recursive calling sequences.
*/
virtual EventResult send_event(
boost::asio::local::stream_protocol::socket& socket,
const Vst2Event& event) const;
};
/**
* An instance of `AdHocSocketHandler` that can handle VST2 `dispatcher()` and
* `audioMaster()` events.
*
* For most of our sockets we can just send out our messages on the writing
* side, and do a simple blocking loop on the reading side. The `dispatch()` and
* `audioMaster()` calls are different. Not only do they have they come with
* complex payload values, they can also be called simultaneously from multiple
* threads, and `audioMaster()` and `dispatch()` calls can even be mutually
* recursive. Luckily this does not happen very often, but it does mean that our
* simple 'one-socket-per-function' model doesn't work anymore. Because setting
* up new sockets is quite expensive and this is seldom needed, this works
* slightly differently:
*
* - We'll keep a single long lived socket connection. This works the exact same
* way as every other socket defined in the `Vst2Sockets` class.
* - Aside from that the listening side will have a second thread asynchronously
* listening for new connections on the socket endpoint.
*
* The `Vst2EventHandler::send_event()` method is used to send events. If the
* socket is currently being written to, we'll first create a new socket
* connection as described above. Similarly, the
* `Vst2EventHandler::receive_events()` method first sets up asynchronous
* listeners for the socket endpoint, and then block and handle events until the
* main socket is closed.
*
* @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 Vst2EventHandler : public AdHocSocketHandler<Thread> {
public:
/**
* Sets up a single main socket for this type of events. The sockets won't
* be active until `connect()` gets called.
*
* @param io_context The IO context the main socket should be bound to. A
* new IO context will be created for accepting the additional incoming
* connections.
* @param endpoint The socket endpoint used for this event handler.
* @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 Sockets::connect
*/
Vst2EventHandler(boost::asio::io_context& io_context,
boost::asio::local::stream_protocol::endpoint endpoint,
bool listen)
: AdHocSocketHandler<Thread>(io_context, endpoint, listen) {}
/**
* Serialize and send an event over a socket. This is used for both the host
* -> plugin 'dispatch' events and the plugin -> host 'audioMaster' host
* callbacks since they follow the same format. See one of those functions
* for details on the parameters and return value of this function.
*
* As described above, if this function is currently being called from
* another thread, then this will create a new socket connection and send
* the event there instead.
*
* @param data_converter Some struct that knows how to read data from and
* write data back to the `data` void pointer. For host callbacks this
* parameter contains either a string or a null pointer while `dispatch()`
* calls might contain opcode specific structs. See the documentation for
* `Vst2Event::Payload` for more information. The `DefaultDataConverter`
* defined above handles the basic behavior that's sufficient for host
* callbacks.
* @param logging A pair containing a logger instance and whether or not
* this is for sending `dispatch()` events or host callbacks. Optional
* since it doesn't have to be done on both sides.
*
* @relates Vst2EventHandler::receive_events
* @relates passthrough_event
*/
template <std::derived_from<DefaultDataConverter> Converter>
intptr_t send_event(Converter& data_converter,
std::optional<std::pair<Vst2Logger&, bool>> logging,
int opcode,
int index,
intptr_t value,
void* data,
float option) {
// Encode the right payload types for this event. Check the
// documentation for `Vst2Event::Payload` for more information. These
// types are converted to C-style data structures in
// `passthrough_event()` so they can be passed to a plugin or callback
// function.
const Vst2Event::Payload payload =
data_converter.read_data(opcode, index, value, data);
const std::optional<Vst2Event::Payload> value_payload =
data_converter.read_value(opcode, value);
if (logging) {
auto [logger, is_dispatch] = *logging;
logger.log_event(is_dispatch, opcode, index, value, payload, option,
value_payload);
}
const Vst2Event event{.opcode = opcode,
.index = index,
.value = value,
.option = option,
.payload = payload,
.value_payload = value_payload};
// A socket only handles a single request at a time as to prevent
// messages from arriving out of order. `AdHocSocketHandler::send()`
// will either use a long-living primary socket, or if that's currently
// in use it will spawn a new socket for us. We'll then use
// `DefaultDataConverter::send_event()` to actually write and read data
// from the socket, so we can override this for specific function calls
// that potentially need to have their responses handled on the same
// calling thread (i.e. mutual recursion).
const EventResult response = this->send(
[&](boost::asio::local::stream_protocol::socket& socket) {
return data_converter.send_event(socket, event);
});
if (logging) {
auto [logger, is_dispatch] = *logging;
logger.log_event_response(is_dispatch, opcode,
response.return_value, response.payload,
response.value_payload);
}
data_converter.write_data(opcode, data, response);
data_converter.write_value(opcode, value, response);
return data_converter.return_value(opcode, response.return_value);
}
/**
* Spawn a new thread to listen for extra connections to `endpoint`, and
* then start a blocking loop that handles events from the primary `socket`.
*
* The specified function will be used to create an `EventResult` from an
* `Vst2Event`. This is almost always uses `passthrough_event()`, which
* converts a `Vst2Event::Payload` into the format used by VST2, calls
* either `dispatch()` or `audioMaster()` depending on the context, and then
* serializes the result back into an `EventResultPayload`.
*
* @param logging A pair containing a logger instance and whether or not
* this is for sending `dispatch()` events or host callbacks. Optional
* since it doesn't have to be done on both sides.
* @param callback The function used to generate a response out of an event.
* See the definition of `F` for more information.
*
* @relates Vst2EventHandler::send_event
* @relates passthrough_event
*/
template <invocable_returning<EventResult, Vst2Event&, bool> F>
void receive_events(std::optional<std::pair<Vst2Logger&, bool>> logging,
F&& callback) {
// Reading, processing, and writing back event data from the sockets
// works in the same way regardless of which socket we're using
const auto process_event =
[&](boost::asio::local::stream_protocol::socket& socket,
bool on_main_thread) {
auto event = read_object<Vst2Event>(socket);
if (logging) {
auto [logger, is_dispatch] = *logging;
logger.log_event(is_dispatch, event.opcode, event.index,
event.value, event.payload, event.option,
event.value_payload);
}
EventResult response = callback(event, on_main_thread);
if (logging) {
auto [logger, is_dispatch] = *logging;
logger.log_event_response(
is_dispatch, event.opcode, response.return_value,
response.payload, response.value_payload);
}
write_object(socket, response);
};
this->receive_multi(
logging ? std::optional(std::ref(logging->first.logger))
: std::nullopt,
[&](boost::asio::local::stream_protocol::socket& socket) {
process_event(socket, true);
},
[&](boost::asio::local::stream_protocol::socket& socket) {
process_event(socket, false);
});
}
};
/**
* Manages all the sockets used for communicating between the plugin and the
* Wine host when hosting a VST2 plugin.
*
* On the plugin side this class should be initialized with `listen` set to
* `true` before launching the Wine VST host. This will start listening on the
* sockets, and the call to `connect()` will then accept any incoming
* connections.
*
* @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 Vst2Sockets : 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 Vst2Sockets::connect
*/
Vst2Sockets(boost::asio::io_context& io_context,
const boost::filesystem::path& endpoint_base_dir,
bool listen)
: Sockets(endpoint_base_dir),
host_vst_dispatch(io_context,
(base_dir / "host_vst_dispatch.sock").string(),
listen),
vst_host_callback(io_context,
(base_dir / "vst_host_callback.sock").string(),
listen),
host_vst_parameters(io_context,
(base_dir / "host_vst_parameters.sock").string(),
listen),
host_vst_process_replacing(
io_context,
(base_dir / "host_vst_process_replacing.sock").string(),
listen),
host_vst_control(io_context,
(base_dir / "host_vst_control.sock").string(),
listen) {}
~Vst2Sockets() noexcept override { close(); }
void connect() override {
host_vst_dispatch.connect();
vst_host_callback.connect();
host_vst_parameters.connect();
host_vst_process_replacing.connect();
host_vst_control.connect();
}
void close() override {
// Manually close all sockets so we break out of any blocking operations
// that may still be active
host_vst_dispatch.close();
vst_host_callback.close();
host_vst_parameters.close();
host_vst_process_replacing.close();
host_vst_control.close();
}
// The naming convention for these sockets is `<from>_<to>_<event>`. For
// instance the socket named `host_vst_dispatch` forwards
// `AEffect.dispatch()` calls from the native VST host to the Windows VST
// plugin (through the Wine VST host).
/**
* The socket that forwards all `dispatcher()` calls from the VST host to
* the plugin.
*/
Vst2EventHandler<Thread> host_vst_dispatch;
/**
* The socket that forwards all `audioMaster()` calls from the Windows VST
* plugin to the host.
*/
Vst2EventHandler<Thread> vst_host_callback;
/**
* Used for both `getParameter` and `setParameter` since they mostly
* overlap.
*/
SocketHandler host_vst_parameters;
/**
* Used for processing audio usign the `process()`, `processReplacing()` and
* `processDoubleReplacing()` functions.
*/
SocketHandler host_vst_process_replacing;
/**
* A control socket that sends data that is not suitable for the other
* sockets. At the moment this is only used to, on startup, send the Windows
* VST plugin's `AEffect` object to the native VST plugin, and to then send
* the configuration (from `config`) back to the Wine host.
*/
SocketHandler host_vst_control;
};
/**
* Unmarshall an `Vst2Event::Payload` back to the representation used by VST2,
* pass that value to a callback function (either `AEffect::dispatcher()` for
* host -> plugin events or `audioMaster()` for plugin -> host events), and then
* serialize the results back into an `EventResult`.
*
* This is the receiving analogue of the `*DataCovnerter` objects.
*
* @param plugin The `AEffect` instance that should be passed to the callback
* function. During `WantsAEffect` we'll send back a copy of this, and when we
* get sent an `AEffect` instance (e.g. during `audioMasterIOChanged()`) we'll
* write the updated values to this instance.
* @param callback The function to call with the arguments received from the
* socket, either `AEffect::dispatcher()` or `audioMasterCallback()`.
*
* @return The result of the operation. If necessary the `DataConverter` will
* unmarshall the payload again and write it back.
*
* @relates Vst2EventHandler::receive_events
*
* TODO: Maybe at some point rework this to use `T::Raw` and `T::Response`
* associated types similar to how we handle things on the VST3 side to ad
* least make it slightly more type safe.
*/
template <
invocable_returning<intptr_t, AEffect*, int, int, intptr_t, void*, float> F>
EventResult passthrough_event(AEffect* plugin, F&& callback, Vst2Event& event) {
// This buffer is used to write strings and small objects to. We'll
// initialize the beginning with null values to both prevent it from being
// read as some arbitrary C-style string, and to make sure that
// `*static_cast<void**>(string_buffer.data)` will be a null pointer if the
// plugin is supposed to write a pointer there but doesn't (such as with
// `effEditGetRect`/`WantsVstRect`).
std::array<char, max_string_length> string_buffer;
std::fill(string_buffer.begin(), string_buffer.begin() + sizeof(size_t), 0);
auto read_payload_fn = overload{
[&](const std::nullptr_t&) -> void* { return nullptr; },
[&](const std::string& s) -> void* {
return const_cast<char*>(s.c_str());
},
[&](const ChunkData& chunk) -> void* {
return const_cast<uint8_t*>(chunk.buffer.data());
},
[&](native_size_t& window_handle) -> void* {
// This is the X11 window handle that the editor should reparent
// itself to. We have a special wrapper around the dispatch function
// that intercepts `effEditOpen` events and creates a Win32 window
// and then finally embeds the X11 window Wine created into this
// wnidow handle. Make sure to convert the window ID first to
// `size_t` in case this is the 32-bit host.
return reinterpret_cast<void*>(static_cast<size_t>(window_handle));
},
[&](const AEffect&) -> void* { return nullptr; },
[&](DynamicVstEvents& events) -> void* {
return &events.as_c_events();
},
[&](DynamicSpeakerArrangement& speaker_arrangement) -> void* {
return &speaker_arrangement.as_c_speaker_arrangement();
},
[&](WantsAEffectUpdate&) -> void* {
// The host will never actually ask for an updated `AEffect` object
// since that should not be a thing. This is purely a meant as a
// workaround for plugins that initialize their `AEffect` object
// after the plugin has already finished initializing.
return nullptr;
},
[&](WantsChunkBuffer&) -> void* { return string_buffer.data(); },
[&](VstIOProperties& props) -> void* { return &props; },
[&](VstMidiKeyName& key_name) -> void* { return &key_name; },
[&](VstParameterProperties& props) -> void* { return &props; },
[&](WantsVstRect&) -> void* { return string_buffer.data(); },
[&](const WantsVstTimeInfo&) -> void* { return nullptr; },
[&](WantsString&) -> void* { return string_buffer.data(); }};
// Almost all events pass data through the `data` argument. There are two
// events, `effSetSpeakerArrangement()` and `effGetSpeakerArrangement()`
// that also use the value argument in the same way.
void* data = std::visit(read_payload_fn, event.payload);
intptr_t value = event.value;
if (event.value_payload) {
value = reinterpret_cast<intptr_t>(
std::visit(read_payload_fn, *event.value_payload));
}
// The other arguments are simple value types that we can pass to the plugin
// directly
const intptr_t return_value =
callback(plugin, event.opcode, event.index, value, data, event.option);
// For some payload types we need to write back a value to the data pointer
auto write_payload_fn = overload{
[&](auto) -> EventResultPayload { return nullptr; },
[&](const AEffect& updated_plugin) -> EventResultPayload {
// This is a bit of a special case! Instead of writing some return
// value, we will update values on the native VST plugin's `AEffect`
// object. This is triggered by the `audioMasterIOChanged` callback
// from the hosted VST plugin.
update_aeffect(*plugin, updated_plugin);
return nullptr;
},
[&](DynamicSpeakerArrangement& speaker_arrangement)
-> EventResultPayload { return speaker_arrangement; },
[&](WantsAEffectUpdate&) -> EventResultPayload { return *plugin; },
[&](WantsChunkBuffer&) -> EventResultPayload {
// In this case the plugin will have written its data stored in an
// array to which a pointer is stored in `data`, with the return
// value from the event determines how much data the plugin has
// written
const uint8_t* chunk_data = *static_cast<uint8_t**>(data);
return ChunkData{
std::vector<uint8_t>(chunk_data, chunk_data + return_value)};
},
[&](WantsVstRect&) -> EventResultPayload {
// The plugin should have written a pointer to a VstRect struct into
// the data pointer. I haven't seen this fail yet, but since some
// hosts will call `effEditGetRect()` before `effEditOpen()` I can
// assume there are plugins that don't handle this correctly.
VstRect* editor_rect = *static_cast<VstRect**>(data);
if (!editor_rect) {
return nullptr;
}
return *editor_rect;
},
[&](WantsVstTimeInfo&) -> EventResultPayload {
// Not sure why the VST API has twenty different ways of
// returning structs, but in this case the value returned from
// the callback function is actually a pointer to a
// `VstTimeInfo` struct! It can also be a null pointer if the
// host doesn't support this.
const auto time_info =
reinterpret_cast<const VstTimeInfo*>(return_value);
if (!time_info) {
return nullptr;
} else {
return *time_info;
}
},
[&](WantsString&) -> EventResultPayload {
return std::string(static_cast<char*>(data));
},
[&](VstIOProperties& props) -> EventResultPayload { return props; },
[&](VstMidiKeyName& key_name) -> EventResultPayload {
return key_name;
},
[&](VstParameterProperties& props) -> EventResultPayload {
return props;
}};
// We'll need to serialize the result back depending on the payload type.
// And as mentioned above, `effGetSpeakerArrangement()` wants the plugin's
// speaker arrangement to be the data pointer, so we need to do this same
// serialization step just for that function.
const EventResultPayload response_data =
std::visit(write_payload_fn, event.payload);
std::optional<EventResultPayload> value_response_data = std::nullopt;
if (event.value_payload) {
value_response_data =
std::visit(write_payload_fn, *event.value_payload);
}
return EventResult{.return_value = return_value,
.payload = response_data,
.value_payload = value_response_data};
}