| // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "content/renderer/gamepad_shared_memory_reader.h" |
| |
| #include "base/debug/trace_event.h" |
| #include "base/metrics/histogram.h" |
| #include "content/common/gamepad_messages.h" |
| #include "content/public/renderer/render_thread.h" |
| #include "content/common/gamepad_hardware_buffer.h" |
| #include "ipc/ipc_sync_message_filter.h" |
| |
| namespace content { |
| |
| GamepadSharedMemoryReader::GamepadSharedMemoryReader() { |
| memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_)); |
| CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling( |
| &renderer_shared_memory_handle_))); |
| renderer_shared_memory_.reset( |
| new base::SharedMemory(renderer_shared_memory_handle_, true)); |
| CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer))); |
| void *memory = renderer_shared_memory_->memory(); |
| CHECK(memory); |
| gamepad_hardware_buffer_ = |
| static_cast<GamepadHardwareBuffer*>(memory); |
| } |
| |
| void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { |
| WebKit::WebGamepads read_into; |
| TRACE_EVENT0("GAMEPAD", "SampleGamepads"); |
| |
| // Only try to read this many times before failing to avoid waiting here |
| // very long in case of contention with the writer. TODO(scottmg) Tune this |
| // number (as low as 1?) if histogram shows distribution as mostly |
| // 0-and-maximum. |
| const int kMaximumContentionCount = 10; |
| int contention_count = -1; |
| base::subtle::Atomic32 version; |
| do { |
| version = gamepad_hardware_buffer_->sequence.ReadBegin(); |
| memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into)); |
| ++contention_count; |
| if (contention_count == kMaximumContentionCount) |
| break; |
| } while (gamepad_hardware_buffer_->sequence.ReadRetry(version)); |
| HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count); |
| |
| if (contention_count >= kMaximumContentionCount) { |
| // We failed to successfully read, presumably because the hardware |
| // thread was taking unusually long. Don't copy the data to the output |
| // buffer, and simply leave what was there before. |
| return; |
| } |
| |
| // New data was read successfully, copy it into the output buffer. |
| memcpy(&gamepads, &read_into, sizeof(gamepads)); |
| |
| // Override the "connected" with false until the user has interacted |
| // with the gamepad. This is to prevent fingerprinting on drive-by pages. |
| for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { |
| WebKit::WebGamepad& pad = gamepads.items[i]; |
| // If the device is physically connected, then check if we should |
| // keep it disabled. We track if any of the primary 4 buttons have been |
| // pressed to determine a reasonable intentional interaction from the user. |
| if (pad.connected) { |
| if (ever_interacted_with_[i]) |
| continue; |
| const unsigned kPrimaryInteractionButtons = 4; |
| for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j) |
| ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; |
| // If we've not previously set, and the user still hasn't touched |
| // these buttons, then don't pass the data on to the Chromium port. |
| if (!ever_interacted_with_[i]) |
| pad.connected = false; |
| } |
| } |
| } |
| |
| GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { |
| RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); |
| } |
| |
| } // namespace content |