non/session-manager/doc/API.mu

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! title Non Session Management API
! author Jonathan Moore Liles #(email,male@tuxfamily.org)
! date August 1, 2010
! revision Version 1.1
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! extra #(image,logo,icon.png)
-- Table Of Contents
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: Non Session Management API
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The Non Session Management API is used by the various components of
the Non audio production suite to allow any number of independent
programs to be managed together as part of a logical session (i.e. a
song). Thus, operations such as loading and saving are synchronized.
The API comprises a simple Open Sound Control (OSC) based protocol,
along with some behavioral guidelines, which can easily be
implemented by various applications.
The Non project contains an program called `nsmd` which is an
implementation of the server side of the NSM API. `nsmd` is
controlled by the `non-session-manager` GUI. However, the same
server-side API can also be implemented by other session managers
(such as LADISH), although consistency and robustness will likely
suffer if non-NSM compliant clients are allowed to participate in a
session.
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The only dependency for client implementations `liblo` (the OSC
library), which several Linux audio applications already link to or
plan to link to in the future.
The aim of this project is to thoroughly define the behavior
required of clients. This is an area where other attempts at session
management (LASH and JACK-Session) have failed. Often the difficulty
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with these systems has been not in implementing support for them,
but in attempting to interpret the confusing, ambiguous, or
ill-conceived API documentation. For these reasons and more all
previous attempts at Linux audio session management protocols are
considered harmful.
You *WILL* see some unambiguous and emphatic language in this
document. For the good of the user, these rules are meant to be
followed and are non-negotiable. If an application does not conform
to this specification it should be considered broken. Consistency
across applications under session management is very important for a
good user experience.
:: Client Behavior Under Session Management
Most graphical applications make available to the user a common set
of file operations, typically presented under a File or Project
menu.
These are: New, Open, Save, Save As, Close and Quit or Exit.
The following sub-sections describe how these options should behave when
the application is part of an NSM session. These rules only apply
when session management is active (that is, after the `announce`
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handshake described in the #(ref,Non Session Management API::NSM OSC Protocol) section).
In order to provide a consistent and predictable user experience, it
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is critically important for applications to adhere to these
guidelines.
::: New
This option may empty\/reset the current file or project (possibly
after user confirmation). *UNDER NO CIRCUMSTANCES* should it allow
the user to create a new project\/file in another location.
::: Open
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This option *MUST* be disabled.
The application may, however, elect to implement an option called
'Import into Session', creates a copy of a file\/project which is
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then saved at the session path provided by NSM.
::: Save
This option should behave as normal, saving the current
file\/project as established by the NSM `open` message.
*UNDER NO CIRCUMSTANCES* should this option present the user with a
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choice of where to save the file.
::: Save As
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This option *MUST* be disabled.
The application may, however, elect to implement an option called
'Export from Session', which creates a copy of the current
file\/project which is then saved in a user-specified location
outside of the session path provided by NSM.
::: Close (as distinguished from Quit or Exit)
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This option *MUST* be disabled unless its meaning is to disconnect
the application from session management.
::: Quit or Exit
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This option may behave as normal (possibly asking the user to
confirm exiting).
:: NSM OSC Protocol
All message parameters are *REQUIRED*. All messages *MUST* be sent
from the same socket as the `announce` message, using the
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`lo\_send\_from` method of liblo or its equivalent, as the server uses
the return addresses to distinguish between clients.
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Clients *MUST* create thier OSC servers using the same protocol
(UDP,TCP) as found in `NSM\_URL`. liblo is lacking a robust TCP
implementation at the time of writing, but in the future it may be
useful.
::: Establishing a Connection
:::: Announce
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At launch, the client *MUST* check the environment for the value of
`NSM\_URL`. If present, the client *MUST* send the following message
to the provided address as soon as it is ready to respond to the
`\/nsm\/client\/open` event:
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> /nsm/server/announce s:application_name s:capabilities s:executable_name i:api_version_major i:api_version_minor i:pid
If `NSM\_URL` is undefined, invalid, or unreachable, then the client
should proceed assuming that session management is unavailable.
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`api\_version\_major` and `api\_version\_minor` must be the two
parts of the version number of the NSM API as defined by this
document.
Note that if the application intends to register JACK clients,
`application\_name` *MUST* be the same as the name that would
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normally be passed to `jack\_client\_open`. For example, Non-Mixer
sends "Non-Mixer" as its `application\_name`. Applications *MUST
NOT* register their JACK clients until receiving an `open` message;
the `open` message will provide a unique client name prefix suitable
for passing to JACK. This is probably the most complex requirement
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of the NSM API, but it isn't difficult to implement, especially if
the application simply wishes to delay its initialization process
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breifly while awaiting the `announce` reply and
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subsequent `open` message.
`capabilities` *MUST* be a string containing a colon separated list
of the special capabilities the client
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possesses. e.g. `:dirty:switch:progress:`
// Available Client Capabilities
[[ Name, Description
[[ switch, client is capable of responding to multiple `open` messages without restarting
[[ dirty, client knows when it has unsaved changes
[[ progress, client can send progress updates during time-consuming operations
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[[ message, client can send textual status updates
[[ optional-gui, client has an optional GUI
:::: Response
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The server will respond to the client's `announce` message with the
following message:
> /reply "/nsm/server/announce" s:message s:name_of_session_manager s:capabilities
`message` is a welcome message.
The value of `name\_of\_session\_manager` will depend on the
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implementation of the NSM server. It might say "Non Session
Manager", or it might say "LADISH". This is for display to the user.
`capabilities` will be a string containing a colon separated list of
special server capabilities.
Presently, the server `capabilities` are:
// Available Server Capabilities
[[ Name, Description
[[ server_control, client-to-server control
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[[ broadcast, server responds to /nsm/server/broadcast message
[[ optional-gui, server responds to optional-gui messages--if this capability is not present then clients with optional-guis MUST always keep them visible
A client should not consider itself to be under session management
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until it receives this response. For example, the Non applications
activate their "SM" blinkers at this time.
If there is an error, a reply of the following form will be sent to
the client:
> /error "/nsm/server/announce" i:error_code s:error_message
The following table defines possible values of `error\_code`:
// Response codes
[[ Code, Meaning
[[ ERR_GENERAL, General Error
[[ ERR_INCOMPATIBLE_API, Incompatible API version
[[ ERR_BLACKLISTED, Client has been blacklisted.
::: Server to Client Control Messages
Compliant clients *MUST* accept the client control messages
described in this section. All client control messages *REQUIRE* a
response. Responses *MUST* be delivered back to the sender (NSM)
from the same socket used by the client in its `announce` message
(by using `lo\_send\_from`) *AFTER* the action has been completed or
if an error is encountered. The required response is described in
the subsection for each message.
If there is an error and the action cannot be completed, then
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`error\_code` *MUST* be set to a valid error code (see #(ref,Non Session Management API::NSM OSC Protocol::Error Code Definitions))
and `message` to a string describing the problem (suitable
for display to the user).
The reply can take one of the following two forms, where `path` *MUST* be
the path of the message being replied to (e.g. "/nsm\/client\/save"):
> /reply s:path s:message
> /error s:path i:error_code s:message
:::: Quit
There is no message for this. Clients will receive the Unix SIGTERM
signal and *MUST* close cleanly *IMMEDIATELY*, without displaying
any kind of dialog to the user and regardless of whether or not
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unsaved changes would be lost. When a session is closed the
application will receive this signal soon after having responded to
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a `save` message.
:::: Open
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> /nsm/client/open s:path_to_instance_specific_project s:display_name s:client_id
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`path\_to\_instance_specific\_project` is a path name assigned to
the client for storing its project data.
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The client may append to the path, creating a sub-directory,
e.g. '/song.foo' or simply append the client's native file extension
(e.g. '.non' or '.XML'). The same transformation *MUST* be applied
to the name when opening an existing project, as NSM will only
provide the instance specific part of the path.
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If a project exists at the path, the client *MUST* immediately open
it.
If a project does not exist at the path, then the client *MUST*
immediately create and open a new one at the specified path or, for
clients which hold all their state in memory, store the path for
later use when responding to the `save` message.
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No file or directory will be created at the specified path by the
server. It is up to the client to create what it needs.
For clients which *HAVE NOT* specified the `:switch:` capability,
the `open` message will only be delivered once, immediately
following the `announce` response.
For clients which *HAVE* specified the `:switch:` capability, the
client *MUST* immediately switch to the specified project or create
a new one if it doesn't exist.
Clients which are incapable of switching projects or are prone to
crashing upon switching *MUST NOT* include `:switch:` in their
capability string.
If the user the is allowed to run two or more instances of the
application simultaneously (that is to say, there is no technical
limitation preventing them from doing so, even if it doesn't make
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sense to the author), then such an application *MUST PRE-PEND* the
provided `client\_id` string to any names it registers with common
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subsystems (e.g. JACK client names). This ensures that multiple
instances of the same application can be restored in any order
without scrambling the JACK connections or causing other
conflicts. The provided `client\_id` will be a concatenation of the
value of `application\_name` sent by the client in its `announce`
message and a unique identifier. Therefore, applications which
create single JACK clients can use the value of `client\_id` directly
as their JACK client name. Applications which register multiple JACK
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clients (e.g. Non-Mixer) *MUST PRE-PEND* `client\_id` value to the
client names they register with JACK and the application determined
part *MUST* be unique for that (JACK) client.
For example, a suitable JACK client name would be:
> $CLIENT_ID/track-1
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Note that this means that the application *MUST NOT* register with
JACK (or any other subsystem requiring unique names) until it
receives an `open` message from NSM. Likewise, applications with the
`:switch:` capability should close their JACK clients and re-create
them with using the new `client\_id`. Re-registering is necessary
because the JACK API does currently support renaming existing
clients, although this is a sorely needed addition.
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A response is *REQUIRED* as soon as the open operation has been
completed. Ongoing progress may be indicated by sending messages to
`\/nsm\/client\/progress`.
::::: Response
The client *MUST* respond to the 'open' message with:
> /reply "/nsm/client/open" s:message
Or
> /error "/nsm/client/open" i:error_code s:message
// Response Codes
[[ Code, Meaning
[[ ERR, General Error
[[ ERR_BAD_PROJECT, An existing project file was found to be corrupt
[[ ERR_CREATE_FAILED, A new project could not be created
[[ ERR_UNSAVED_CHANGES, Unsaved changes would be lost
[[ ERR_NOT_NOW, Operation cannot be completed at this time
:::: Save
> /nsm/client/save
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This message will only be delivered after a previous `open` message,
and may be sent any number of times within the course of a session
(including zero, if the user aborts the session).
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If able to, the client *MUST* immediately save the current
application specific project data to the project path previously
established in the 'open' message. *UNDER NO CIRCUMSTANCES* should a
dialog be displayed to the user (giving a choice of where to save,
etc.)
However, if the client is incapable of saving at the specific moment
without disturbing the user (e.g. a JACK client that can't save
while the transport is rolling without causing massive XRUNS), then
the client may respond to "/error" with ERR_NOT_NOW and a string
explaining exactly why the save could not be completed (so that, in
this example, the user knows that they have to stop the transport in
order to save).
::::: Response
The client *MUST* respond to the 'save' message with:
> /reply "/nsm/client/save" s:message
Or
> /error "/nsm/client/save" i:error_code s:message
// Response Codes
[[ Code, Meaning
[[ ERR, General Error
[[ ERR_SAVE_FAILED, Project could not be saved
[[ ERR_NOT_NOW, Operation cannot be completed at this time
::: Server to Client Informational Messages
:::: Session is Loaded
Accepting this message is optional. The intent is to signal to
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clients which may have some interdependence (say, peer to peer OSC
connections) that the session is fully loaded and all their peers
are available.
> /nsm/client/session_is_loaded
This message does not require a response.
:::: Show Optional Gui
If the client has specified the `optional-gui` capability, then it
may receive this message from the server when the user wishes to
change the visibility state of the GUI. It doesn't matter if the
optional GUI is integrated with the program or if it is a separate
program \(as is the case with SooperLooper\). When the GUI is
hidden, there should be no window mapped and if the GUI is a
separate program, it should be killed.
> /nsm/client/show_optional_gui
> /nsm/client/hide_optional_gui
No response is message is required.
::: Client to Server Informational Messages
These are optional messages which a client can send to the NSM
server to inform it about the client's status. The client should not
expect any reply to these messages. If a client intends to send a
message described in this section, then it *MUST* add the
appropriate value to its `capabilities` string when composing the
`announce` message.
:::: Optional GUI
If the client has specified the `optional-gui` capability, then it
*MUST* send this message whenever the state of visibility of the
optional GUI has changed. It also *MUST* send this message after
it's announce message to indicate the initial visibility state of
the optional GUI.
> /nsm/client/gui_is_hidden
> /nsm/client/gui_is_shown
No response will be delivered.
:::: Progress
> /nsm/client/progress f:progress
For potentially time-consuming operations, such as `save` and
`open`, progress updates may be indicated throughout the duration by
sending a floating point value between 0.0 and 1.0, 1.0 indicating
completion, to the NSM server.
The server will not send a response to these messages, but will
relay the information to the user.
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Note that even when using the `progress` feature, the final
response to the `save` or `open` message is still *REQUIRED*.
Clients which intend to send `progress` messages should include
`:progress:` in their `announce` capability string.
:::: Dirtiness
> /nsm/client/is_dirty
> /nsm/client/is_clean
Some clients may be able to inform the server when they have unsaved
changes pending. Such clients may optionally send `is\_dirty` and `is\_clean`
messages.
Clients which have this capability should include `:dirty:` in their
`announce` capability string.
:::: Status Messages
> /nsm/client/message i:priority s:message
Clients may send miscellaneous status updates to the server for
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possible display to the user. This may simply be chatter that is
normally written to the console. `priority` should be a number from
0 to 3, 3 being the most important.
Clients which have this capability should include `:message:` in their
`announce` capability string.
::: Error Code Definitions
// Error Code Definitions
[[ Symbolic Name, Integer Value
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[[ ERR_GENERAL, -1
[[ ERR_INCOMPATIBLE_API, -2
[[ ERR_BLACKLISTED, -3
[[ ERR_LAUNCH_FAILED, -4
[[ ERR_NO_SUCH_FILE, -5
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[[ ERR_NO_SESSION_OPEN, -6
[[ ERR_UNSAVED_CHANGES, -7
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[[ ERR_NOT_NOW, -8
[[ ERR_BAD_PROJECT, -9
[[ ERR_CREATE_FAILED, -10
::: Client to Server Control
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If the server publishes the `:server\_control:` capability, then
clients can also initiate action by the server. For example, a
client might implement a 'Save All' option which sends a
`\/nsm\/server\/save` message to the server, rather than requiring
the user to switch to the session management interface to effect the
save.
::: Server Control API
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The session manager not only manages clients via OSC, but it is
itself controlled via OSC messages. The server responds to the
following messages.
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All of the following messages will be responded to, at the sender's
address, with one of the two following messages:
> /reply s:path s:message
> /error s:path i:error_code s:message
The first parameter of the reply is the path to the message being
replied to. The `\/error` reply includes an integer error code
(non-zero indicates error). `message` will be a description of the
error.
The possible errors are:
// Responses
[[ Code, Meaning
[[ ERR_GENERAL, General Error
[[ ERR_LAUNCH_FAILED, Launch failed
[[ ERR_NO_SUCH_FILE, No such file
[[ ERR_NO_SESSION, No session is open
[[ ERR_UNSAVED_CHANGES, Unsaved changes would be lost
= /nsm/server/add s:path_to_executable
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Adds a client to the current session.
= /nsm/server/save
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Saves the current session.
= /nsm/server/load s:project_name
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Saves the current session and loads a new session.
= /nsm/server/new s:project_name
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Saves the current session and creates a new session.
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= /nsm/server/duplicate s:new_project
Saves and closes the current session, makes a copy, and opens it.
= /nsm/server/close
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Saves and closes the current session.
= /nsm/server/abort
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Closes the current session *WITHOUT SAVING*
= /nsm/server/quit
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Saves and closes the current session and terminates the server.
= /nsm/server/list
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Lists available projects. One `\/reply` message will be sent for each existing project.
:::: Client to Client Communication
If the server includes `:broadcast:` in its capability string, then
clients may send broadcast messages to each other through the NSM
server.
Clients may send messages to the server at the path
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`\/nsm\/server\/broadcast`.
The format of this message is as follows:
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> /nsm/server/broadcast s:path [arguments...]
The message will then be relayed to all clients in the session at
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the path `path` (with the arguments shifted by one).
For example the message:
> /nsm/server/broadcast /tempomap/update "0,120,4/4:12351234,240,4/4"
Would broadcast the following message to all clients in the session
(except for the sender), some of which might respond to the message
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by updating their own tempo maps.
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> /tempomap/update "0,120,4/4:12351234,240,4/4"
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The Non programs use this feature to establish peer to peer OSC
communication by symbolic names (client IDs) without having to
remember the OSC URLs of peers across sessions.