G2.3: auto-reload instruments from state file after bridge respawn
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@@ -152,7 +152,7 @@ Lý do: G2.2 phụ thuộc G2.1 nhưng giá trị thấp hơn G2.3; làm G2.3 s
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| G2.0 | StateStore.h/.cpp (JSON thủ công, atomic tmp+rename, UTF-8, API save/load/clear, defaultPath=%APPDATA%/SonicForgeDAW/state/bridge_state.json); them vao CMakeLists target daw_vst_bridge; test_state_store.cpp (round-trip self-check) | Build PASS (daw_vst_bridge.exe), round-trip PASS (save/load 2 inst: path Windows co space+backslash, presetBase64 co newline/quote/backslash; khong con .tmp; clear xoa file) | — (module moi, chua hook vao bridge) | — | ✅ (Win xong) |
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| G2.1 | main.cpp: globals g_stateDirty/g_transportPlaying/g_lastSnapMutex/g_lastSnap, snapshotsEqual (bo playhead); stateFile = SF_STATE_FILE fallback defaultPath; playheadSamples -> std::atomic<uint64_t>; saveStateJob (UiThread, skip khi isReloading, chi save khi snapshot doi); TRANSPORT set g_transportPlaying + dirty; cuoi LOAD dirty=true; periodic 2s dirty + debounce 300ms. Vst3Instrument.h: khai bao bankOf/programOf. StateStore.cpp: ensureParentDir() (CreateDirectoryA chain / mkdir) goi dau save(). | Build PASS (daw_vst_bridge.exe). Deploy PASS (PID moi: sonicforge-daw 9876, daw_engine 24632, daw_vst_bridge 7352). Verify live PASS: LOAD Nexus ch5 + PLAY -> bridge_state.json co 7 instrument (ch0-6 frontend da load), playing=true, presetBase64 non-empty (Nexus 3468/3488, EZkeys 24764); STOP -> playing=false. State round-trip test_state_store.cpp PASS. | test script ban dau ky vong dung 1 instrument (frontend da load 7) -> FAIL gia, chuc nang PASS | assert dung so instrument | ✅ (Win xong) |
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| G2.2 | | | | | ⬜ |
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| G2.3 | | | | | ⬜ |
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| G2.3 | main.cpp: startup restore block (doc SF_STATE_FILE, guard channel trong, post LOAD job tung channel qua uiWorker, assign + loadSerializedState preset / selectProgram bank-program, g_loadMutex serialize, restore transport PLAY + playhead neu state playing). Vst3Instrument: base64Decode + loadSerializedState (parse [4B BE compLen][comp][4B BE ctrlLen][ctrl], goi restoreState). INativeInstrument.h: virtual loadSerializedState no-op. lib.rs: spawn_bridge set env SF_STATE_FILE = %APPDATA%/SonicForgeDAW/state/bridge_state.json. | Build PASS (bridge + cargo check). Deploy PASS. Verify live PASS: LOAD ch5 + PLAY (playhead 5000) -> kill bridge -> respawn -> log "restoring 7 instruments" + "restored ch=0..6" (Nexus + EZkeys) + "restoring transport PLAY playhead=5000" + ch5 preset 3488B giu nguyen; state file playing=true playhead=5000 inst=7; writeIndex advancing (14859->15234). | - | - | ✅ (Win xong) |
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| G2.4 | | | | | ⬜ |
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| G2.5 | | | | | ⬜ |
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| G2.6 | | | | | ⬜ |
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@@ -161,6 +161,7 @@ Lý do: G2.2 phụ thuộc G2.1 nhưng giá trị thấp hơn G2.3; làm G2.3 s
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- **G2.0** (2026-08-16, Windows): tao `native_bridge/include/StateStore.h` + `native_bridge/src/StateStore.cpp` (CRLF, JSON viet tay, atomic write .tmp→rename, escape \ "
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, load parser an toan). Them StateStore.cpp vao CMakeLists target daw_vst_bridge. Build bridge PASS. Test round-trip `native_bridge/debug/test_state_store.cpp` PASS (compile cl vcvars64 + chay). Commit `G2.0: StateStore (JSON state file + atomic write)`.
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- **G2.1** (2026-08-16, Windows): save day du state ra disk. main.cpp: globals + snapshotsEqual + stateFile env fallback + playheadSamples atomic + saveStateJob (UiThread, skip isReloading, chi ghi khi snapshot doi) + hook TRANSPORT/LOAD + periodic 2s dirty debounce 300ms. Them khai bao bankOf/programOf vao Vst3Instrument.h (thieu declaration -> build fail). StateStore.cpp: ensureParentDir() (CreateDirectoryA chain, Linux mkdir) goi dau save() (fix C2001 do heredoc backslash mangle qua script fix_bs.py). Build PASS. Deploy PASS (PID 9876/24632/7352). Verify live PASS: LOAD Nexus ch5 + PLAY -> state file 7 inst + playing=true + presetBase64 day du; STOP -> playing=false. StateStore round-trip test PASS. Commit `G2.1: save full instrument state to disk (path/type/preset/transport)`.
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- **G2.3** (2026-08-16, Windows): auto-reload sau respawn. main.cpp: block restore truoc audio loop - doc state file, chi restore channel trong (guard instruments.get(ch)==nullptr), post LOAD job (assign + loadSerializedState / selectProgram) serialize bang g_loadMutex, neu state playing thi set playhead + g_transportPlaying=true + g_stateDirty. Vst3Instrument.cpp: base64Decode (b64val lookup) + loadSerializedState (parse blob, goi restoreState); Vst3Instrument.h + INativeInstrument.h: khai bao. lib.rs: spawn_bridge them env SF_STATE_FILE (fallback StateStore::defaultPath khi khong set). Build PASS (daw_vst_bridge.exe + cargo check). Deploy + verify live PASS: LOAD ch5 + PLAY playhead 5000 -> taskkill bridge -> respawn tu dong -> log restore 7 inst (Nexus ch0-5, EZkeys ch6) + restore transport PLAY playhead=5000 + ch5 preset 3488B giu nguyen; state file playing=true inst=7; writeIndex advancing. Commit `G2.3: auto-reload instruments from state file after bridge respawn`.
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---
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@@ -65,6 +65,10 @@ public:
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// call captureState() first (VST3 buffers are refreshed there). Non-VST
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// engines: empty.
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virtual std::string serializeState() const { return std::string(); }
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// G2.3: replace the preset with a previously serialized one (VST3:
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// base64 of [4B BE compLen][component][4B BE ctrlLen][controller]).
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// Must be called after the instrument is loaded. Non-VST: no-op.
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virtual void loadSerializedState(const std::string& /*base64*/) {}
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// G2.1: last bank/program for a MIDI channel (SF2/SF3). Others: 0.
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virtual uint32_t bankOf(uint32_t channel) const { return 0; }
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virtual uint32_t programOf(uint32_t channel) const { return 0; }
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@@ -35,6 +35,7 @@ public:
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// G2.1: base64 of [4B BE componentLen][component][4B BE controllerLen][controller]
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// from the last captureState(). Empty when nothing captured.
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std::string serializeState() const override;
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void loadSerializedState(const std::string& base64) override;
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void resizeView(int w, int h) override;
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bool hasAttachedView() const override;
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void closeGUI() override;
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@@ -587,6 +587,67 @@ std::string Vst3Instrument::serializeState() const {
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#endif
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}
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// G2.3: base64 decode (RFC 4648). Empty / invalid -> false.
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static int b64val(unsigned char c) {
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if (c >= 'A' && c <= 'Z') return c - 'A';
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if (c >= 'a' && c <= 'z') return c - 'a' + 26;
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if (c >= '0' && c <= '9') return c - '0' + 52;
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if (c == '+') return 62;
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if (c == '/') return 63;
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return -1;
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}
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static bool base64Decode(const std::string& in, std::vector<uint8_t>& out) {
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out.clear();
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out.reserve((in.size() / 4) * 3);
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uint32_t acc = 0;
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int bits = 0;
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for (unsigned char ch : in) {
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if (ch == '=' || ch == '\n' || ch == '\r' || ch == ' ') continue;
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int v = b64val(ch);
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if (v < 0) return false;
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acc = (acc << 6) | (uint32_t)v;
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bits += 6;
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if (bits >= 8) {
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bits -= 8;
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out.push_back((uint8_t)((acc >> bits) & 0xFF));
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}
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}
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return true;
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}
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// G2.3: restore a preset previously saved by serializeState() (base64 of
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// [4B BE componentLen][component][4B BE controllerLen][controller]).
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// Decodes into the saved-state buffers and applies them to the live instance.
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void Vst3Instrument::loadSerializedState(const std::string& base64) {
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#ifndef HAVE_VST3SDK
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(void)base64;
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return;
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#else
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std::vector<uint8_t> blob;
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if (!base64Decode(base64, blob) || blob.size() < 8) {
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std::cerr << "[Vst3Instrument] loadSerializedState: bad base64 ch=" << channel_ << std::endl;
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return;
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}
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auto read32 = [&blob](size_t off) -> uint32_t {
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return ((uint32_t)blob[off] << 24) | ((uint32_t)blob[off + 1] << 16) |
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((uint32_t)blob[off + 2] << 8) | (uint32_t)blob[off + 3];
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};
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size_t off = 0;
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uint32_t clen = read32(off); off += 4;
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if (off + clen > blob.size()) { std::cerr << "[Vst3Instrument] loadSerializedState: bad compLen" << std::endl; return; }
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savedComponentState_.assign(blob.begin() + off, blob.begin() + off + clen);
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off += clen;
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if (off + 4 > blob.size()) { std::cerr << "[Vst3Instrument] loadSerializedState: bad ctrlLen" << std::endl; return; }
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uint32_t klen = read32(off); off += 4;
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if (off + klen > blob.size()) { std::cerr << "[Vst3Instrument] loadSerializedState: bad ctrlLen" << std::endl; return; }
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savedControllerState_.assign(blob.begin() + off, blob.begin() + off + klen);
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std::cout << "[Vst3Instrument] loaded serialized state ch=" << channel_
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<< " component=" << savedComponentState_.size()
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<< " controller=" << savedControllerState_.size() << std::endl;
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restoreState();
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#endif
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}
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// G0.4: restore the captured state onto the freshly loaded instance.
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void Vst3Instrument::restoreState() {
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#ifndef HAVE_VST3SDK
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@@ -1045,6 +1045,63 @@ int main(int argc, char* argv[]) {
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std::cerr << "[NativeBridge] state save FAILED: " << stateFile << std::endl;
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};
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// G2.3: auto-reload instruments from the state file after a respawn.
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// Runs before the audio loop: read the file once, post one LOAD job per
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// saved channel to the UiThread (assign + preset restore), then resume
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// transport if the session was PLAYing. Only restores channels that are
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// empty (the frontend may already have loaded some by the time the state
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// file becomes visible). All jobs serialize on g_loadMutex; file IO here
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// is startup-only, never in the audio loop.
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{
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BridgeStateSnapshot snap;
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if (StateStore::load(snap, stateFile)) {
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std::cout << "[NativeBridge] restoring " << snap.instruments.size()
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<< " instruments from " << stateFile << std::endl;
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for (const auto& e : snap.instruments) {
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uint32_t ch = e.channel & 0xF;
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if (e.path.empty() || instruments.get(ch)) continue; // guard: empty channel only
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InstrumentType t = (InstrumentType)e.type;
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std::string path = e.path;
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std::string preset = e.presetBase64;
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uint32_t bank = e.bank, program = e.program;
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uiWorker.post([&instruments, t, ch, path, preset, bank, program, sampleRate, block]() {
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std::lock_guard<std::mutex> lg(g_loadMutex);
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bool ok = false;
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try {
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ok = instruments.assign(ch, t, path, sampleRate, block);
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} catch (...) {
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std::cerr << "[NativeBridge] restore assign EXCEPTION ch=" << ch
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<< " type=" << (int)t << " path=" << path << std::endl;
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ok = false;
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}
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if (ok) {
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if (auto* inst = instruments.get(ch)) {
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if (t == InstrumentType::VST3 && !preset.empty())
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inst->loadSerializedState(preset);
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else
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inst->selectProgram(ch, bank, program);
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}
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std::cout << "[NativeBridge] restored ch=" << ch
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<< " type=" << (int)t << " " << path << std::endl;
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} else {
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std::cerr << "[NativeBridge] restore FAILED ch=" << ch
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<< " type=" << (int)t << " " << path << std::endl;
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}
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});
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}
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if (snap.playing) {
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playheadSamples = (uint64_t)snap.playhead;
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transportStopped = false;
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g_transportPlaying = true;
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g_stateDirty = true;
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std::cout << "[NativeBridge] restoring transport PLAY playhead="
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<< playheadSamples.load() << std::endl;
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}
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} else {
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std::cout << "[NativeBridge] no state file to restore (" << stateFile << ")" << std::endl;
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}
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}
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// 2. REAL-TIME AUDIO PROCESSING ENGINE LOOP
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while (true) {
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// CRASH FIX (0xc000041d): last-resort net — any C++ exception that
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@@ -173,6 +173,11 @@ fn spawn_bridge(
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.env("SF_PARENT_PID", std::process::id().to_string())
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.env("SF_SAMPLE_RATE", sample_rate.to_string())
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.env("SF_BLOCK_SIZE", "256")
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// G2.3: point the bridge at the persisted state file so a
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// respawn can auto-reload instruments (StateStore::defaultPath).
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.env("SF_STATE_FILE", std::env::var("APPDATA")
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.unwrap_or_else(|_| ".".into())
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+ "/SonicForgeDAW/state/bridge_state.json")
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.spawn()
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{
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Ok((mut rx, child)) => {
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