G0.4: save/restore preset quanh reload khi close GUI (captureState/restoreState, memorystream link truc tiep)
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@@ -64,10 +64,11 @@ add_executable(daw_vst_bridge
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# is added to the bridge itself (same approach as the audiohost sample).
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if(VST3_SDK_TARGET)
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target_compile_definitions(daw_vst_bridge PRIVATE HAVE_VST3SDK=1)
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target_link_libraries(daw_vst_bridge PRIVATE ${VST3_SDK_TARGET} sdk_hosting)
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target_link_libraries(daw_vst_bridge PRIVATE ${VST3_SDK_TARGET} sdk_hosting sdk_common)
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if(WIN32)
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target_sources(daw_vst_bridge PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}/vst3sdk/public.sdk/source/vst/hosting/module_win32.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/vst3sdk/public.sdk/source/common/memorystream.cpp
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)
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endif()
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endif()
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@@ -56,6 +56,10 @@ public:
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// it to dedupe repeated OPEN_GUI (frontend retry spam) — re-attaching a
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// view that is already attached corrupts plugins (Nexus createView→null).
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virtual bool hasAttachedView() const { return false; }
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// G0.4: serialize/restore the plugin preset across instance reloads
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// (GUI close/reopen). Non-VST engines: no-op (nothing to save).
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virtual void captureState() {}
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virtual void restoreState() {}
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// Real-time Audio PCM Float32 rendering loop
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virtual void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) = 0;
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@@ -9,6 +9,7 @@
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#include "INativeInstrument.h"
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#include <string>
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#include <vector>
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class Vst3Instrument : public INativeInstrument {
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public:
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@@ -27,6 +28,10 @@ public:
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bool openGUI(void* parentWindowHandle) override;
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bool reloadForGUI() override;
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bool attachView(void* parentWindowHandle) override;
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// G0.4: keep the preset across GUI reopen (reload() recreates the
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// instance from scratch — without save/restore the plugin resets).
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void captureState();
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void restoreState();
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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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@@ -47,6 +52,9 @@ private:
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bool hasAttachedOnce_;
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bool reloading_; // guarded by InstrumentEngineManager::mu_ (set via setReloading)
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uint32_t channel_ = 0;
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// G0.4: serialized IComponent/IEditController state captured before reload.
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std::vector<uint8_t> savedComponentState_;
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std::vector<uint8_t> savedControllerState_;
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};
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#endif // VST3_INSTRUMENT_H
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@@ -18,6 +18,7 @@
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#include "public.sdk/source/vst/hosting/processdata.h"
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#include "public.sdk/source/vst/hosting/eventlist.h"
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#include "public.sdk/source/vst/hosting/parameterchanges.h"
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#include "public.sdk/source/common/memorystream.h"
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#include "pluginterfaces/vst/ivstaudioprocessor.h"
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#include "pluginterfaces/vst/ivstcomponent.h"
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@@ -525,6 +526,59 @@ bool Vst3Instrument::openGUI(void* parentWindowHandle) {
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#endif
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}
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// G0.4: capture the plugin's full state (component + edit controller) into
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// buffers so a GUI reopen can restore the preset after reload().
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void Vst3Instrument::captureState() {
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#ifndef HAVE_VST3SDK
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return;
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#else
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auto* s = static_cast<Vst3HostState*>(state_);
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if (!s) return;
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savedComponentState_.clear();
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savedControllerState_.clear();
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Steinberg::MemoryStream stream;
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if (s->component && s->component->getState(&stream) == kResultOk && stream.getSize() > 0) {
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savedComponentState_.assign(stream.getData(), stream.getData() + stream.getSize());
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std::cout << "[Vst3Instrument] state captured ch=" << channel_
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<< " component=" << savedComponentState_.size() << "B" << std::endl;
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}
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if (s->controller && !s->controllerIsComponent &&
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s->controller->getState(&stream) == kResultOk && stream.getSize() > 0) {
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savedControllerState_.assign(stream.getData(), stream.getData() + stream.getSize());
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}
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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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return;
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#else
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auto* s = static_cast<Vst3HostState*>(state_);
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if (!s) return;
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if (!savedComponentState_.empty()) {
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Steinberg::MemoryStream stream;
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stream.write(savedComponentState_.data(), (int32)savedComponentState_.size(), nullptr);
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stream.seek(0, Steinberg::IBStream::kIBSeekSet, nullptr);
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bool okComp = s->component && s->component->setState(&stream) == kResultOk;
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if (!okComp) {
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std::cerr << "[Vst3Instrument] setState(component) failed ch=" << channel_ << std::endl;
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} else {
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std::cout << "[Vst3Instrument] state restored ch=" << channel_
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<< " component=" << savedComponentState_.size() << "B" << std::endl;
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}
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}
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if (!savedControllerState_.empty()) {
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Steinberg::MemoryStream stream;
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stream.write(savedControllerState_.data(), (int32)savedControllerState_.size(), nullptr);
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stream.seek(0, Steinberg::IBStream::kIBSeekSet, nullptr);
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if (s->controller && s->controller->setState(&stream) != kResultOk) {
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std::cerr << "[Vst3Instrument] setState(controller) failed ch=" << channel_ << std::endl;
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}
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}
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#endif
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}
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bool Vst3Instrument::reloadForGUI() {
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#ifndef HAVE_VST3SDK
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return false;
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@@ -539,9 +593,13 @@ bool Vst3Instrument::reloadForGUI() {
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// PHAN NAY PHAI chay tren worker thread — apartment cua channel song
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// o day; chay tren thread tam thi apartment moi chet ngay sau do
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// (reopen lan sau -> treo nhu bridge_like).
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// G0.4: reload() terminates + recreates the instance — capture the
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// preset first, restore it after, so the GUI reopen keeps the sound.
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captureState();
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if (!reload()) return false;
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s = static_cast<Vst3HostState*>(state_);
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if (!s || !s->controller) return false;
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restoreState();
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}
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return true;
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#endif
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@@ -707,7 +707,12 @@ static void post_close_gui(uint32_t ch, HWND hwnd) {
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// load/assign rebuilds it).
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std::lock_guard<std::mutex> lg(g_loadMutex);
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try {
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// G0.4: reload() terminates + recreates the instance;
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// capture the preset first, restore it after, so the
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// sound survives a GUI close (reopen keeps it too).
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i->captureState();
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i->reload();
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i->restoreState();
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} catch (...) {
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std::cerr << "[NativeBridge] closeGUI reload EXCEPTION ch=" << ch
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<< " — plugin threw (createInstance)" << std::endl;
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