G2.3: auto-reload instruments from state file after bridge respawn
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@@ -1045,6 +1045,63 @@ int main(int argc, char* argv[]) {
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else
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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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