| // Copyright 2014 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 "device/gamepad/gamepad_service.h" |
| |
| #include <string.h> |
| |
| #include <memory> |
| |
| #include "base/barrier_closure.h" |
| #include "base/memory/raw_ptr.h" |
| #include "base/run_loop.h" |
| #include "base/test/gmock_callback_support.h" |
| #include "base/test/task_environment.h" |
| #include "device/gamepad/gamepad_consumer.h" |
| #include "device/gamepad/gamepad_test_helpers.h" |
| #include "testing/gmock/include/gmock/gmock.h" |
| #include "testing/gtest/include/gtest/gtest.h" |
| |
| namespace device { |
| |
| namespace { |
| using ::base::test::RunClosure; |
| |
| // The number of simulated gamepads that will be connected and disconnected in |
| // tests. |
| constexpr int kNumberOfGamepads = Gamepads::kItemsLengthCap; |
| } // namespace |
| |
| class MockGamepadConsumer : public GamepadConsumer { |
| public: |
| MockGamepadConsumer() { |
| // Expect no connections or disconnections by default. |
| EXPECT_CALL(*this, OnGamepadConnected).Times(0); |
| EXPECT_CALL(*this, OnGamepadDisconnected).Times(0); |
| } |
| |
| MockGamepadConsumer(MockGamepadConsumer&) = delete; |
| MockGamepadConsumer& operator=(MockGamepadConsumer&) = delete; |
| ~MockGamepadConsumer() override = default; |
| |
| MOCK_METHOD2(OnGamepadConnected, void(uint32_t, const Gamepad&)); |
| MOCK_METHOD2(OnGamepadDisconnected, void(uint32_t, const Gamepad&)); |
| MOCK_METHOD1(OnGamepadChanged, void(const mojom::GamepadChanges&)); |
| }; |
| |
| class GamepadServiceTest : public testing::Test { |
| public: |
| GamepadServiceTest(const GamepadServiceTest&) = delete; |
| GamepadServiceTest& operator=(const GamepadServiceTest&) = delete; |
| |
| protected: |
| GamepadServiceTest() { |
| memset(&test_data_, 0, sizeof(test_data_)); |
| |
| // Configure the pad to have one button. We need our mock gamepad |
| // to have at least one input so we can simulate a user gesture. |
| test_data_.items[0].buttons_length = 1; |
| } |
| |
| ~GamepadServiceTest() override = default; |
| |
| GamepadService* service() const { return service_; } |
| |
| void SetUp() override { |
| auto fetcher = std::make_unique<MockGamepadDataFetcher>(test_data_); |
| fetcher_ = fetcher.get(); |
| service_ = new GamepadService(std::move(fetcher)); |
| service_->SetSanitizationEnabled(false); |
| } |
| |
| void TearDown() override { |
| // Calling SetInstance will destroy the GamepadService instance. |
| GamepadService::SetInstance(nullptr); |
| } |
| |
| MockGamepadConsumer* CreateConsumer() { |
| consumers_.push_back(std::make_unique<MockGamepadConsumer>()); |
| return consumers_.back().get(); |
| } |
| |
| // Configure the first `connected_count` gamepads as connected and the rest as |
| // disconnected. |
| void SetPadsConnected(int connected_count) { |
| for (int i = 0; i < kNumberOfGamepads; ++i) |
| test_data_.items[i].connected = (i < connected_count); |
| fetcher_->SetTestData(test_data_); |
| } |
| |
| void SimulateUserGesture(bool has_gesture) { |
| test_data_.items[0].buttons[0].value = has_gesture ? 1.0f : 0.0f; |
| test_data_.items[0].buttons[0].pressed = has_gesture ? true : false; |
| fetcher_->SetTestData(test_data_); |
| } |
| |
| void SimulatePageReload(GamepadConsumer* consumer) { |
| EXPECT_TRUE(service_->ConsumerBecameInactive(consumer)); |
| EXPECT_TRUE(service_->ConsumerBecameActive(consumer)); |
| } |
| |
| void WaitForData() { |
| // Block until work on the polling thread is complete. The data fetcher will |
| // read gamepad data on the polling thread, which may cause the provider to |
| // post user gesture or gamepad connection callbacks to the main thread. |
| fetcher_->WaitForDataReadAndCallbacksIssued(); |
| |
| // Allow the user gesture and gamepad connection callbacks to run. |
| base::RunLoop().RunUntilIdle(); |
| } |
| |
| private: |
| base::test::SingleThreadTaskEnvironment task_environment_; |
| raw_ptr<MockGamepadDataFetcher> fetcher_; |
| raw_ptr<GamepadService> service_; |
| std::vector<std::unique_ptr<MockGamepadConsumer>> consumers_; |
| Gamepads test_data_; |
| }; |
| |
| TEST_F(GamepadServiceTest, ConnectionsTest) { |
| // Create an active consumer. |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| WaitForData(); |
| |
| // Connect gamepads and simulate a user gesture. The consumer is notified for |
| // each connected gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SimulateUserGesture(/*has_gesture=*/true); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| loop.Run(); |
| } |
| |
| // Disconnect all gamepads. The consumer is notified for each disconnected |
| // gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectionThenGestureTest) { |
| // Create an active consumer. |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| WaitForData(); |
| |
| // Connect gamepads. The consumer is not notified because there is no gesture. |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| WaitForData(); |
| |
| // Simulate a user gesture. The consumer is notified for each connected |
| // gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, ReloadTest) { |
| // Create an active consumer. |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| WaitForData(); |
| |
| // Connect gamepads. The consumer is not notified because there is no gesture. |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| WaitForData(); |
| |
| // Simulate a page reload. The consumer is not notified because there is still |
| // no gesture. |
| SimulatePageReload(consumer); |
| WaitForData(); |
| |
| // Simulate a user gesture. The consumer is notified for each gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| |
| // Simulate another page reload. The consumer is notified again for each |
| // gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SimulatePageReload(consumer); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, SecondConsumerGestureTest) { |
| // Create two consumers and mark the first consumer active. |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| WaitForData(); |
| |
| // Connect gamepads and simulate a user gesture. The active consumer is |
| // notified, the inactive consumer is not. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| |
| // Restore the default gamepad state (no gesture). |
| SimulateUserGesture(/*has_gesture=*/false); |
| |
| // Mark the second consumer active. The second consumer is not notified |
| // because it needs a new user gesture. |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| |
| // Simulate another user gesture. Only the second consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectWhileInactiveTest) { |
| // Create two consumers and mark them both active. |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Connect gamepads and simulate a user gesture. Each consumer is notified for |
| // each connected gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = |
| base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SimulateUserGesture(/*has_gesture=*/true); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| loop.Run(); |
| } |
| |
| // Disconnect gamepads. Each consumer is notified for each disconnected |
| // gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = |
| base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer inactive. |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| |
| // Connect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer active again. The second consumer is notified |
| // because it already received a gesture. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectAndDisconnectWhileInactiveTest) { |
| // Create two active consumers. |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Connect a gamepad and simulate a user gesture. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(2, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(1) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(1) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/1); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| |
| // Disconnect the gamepad. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(2, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadDisconnected) |
| .Times(1) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadDisconnected) |
| .Times(1) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer inactive. |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| |
| // Connect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| loop.Run(); |
| } |
| |
| // Disconnect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer active again. The second consumer is not notified |
| // because the connected gamepads were disconnected while the consumer was |
| // still inactive. |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectWhileInactiveTest) { |
| // Create two active consumers. |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Connect gamepads and simulate a user gesture. |
| { |
| base::RunLoop loop; |
| auto barrier = |
| base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer inactive. |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| |
| // Disconnect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer active again. The second consumer is notified for |
| // gamepads that were disconnected while it was inactive. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer2, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectAndConnectWhileInactiveTest) { |
| // Create two active consumers. |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Connect gamepads and simulate a user gesture. |
| { |
| base::RunLoop loop; |
| auto barrier = |
| base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| SimulateUserGesture(/*has_gesture=*/true); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer inactive. |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| |
| // Disconnect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadDisconnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/0); |
| loop.Run(); |
| } |
| |
| // Connect gamepads. Only the active consumer is notified. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer1, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| SetPadsConnected(/*connected_count=*/kNumberOfGamepads); |
| loop.Run(); |
| } |
| |
| // Mark the second consumer active again. The second consumer is notified for |
| // gamepads that were connected while it was inactive. |
| { |
| base::RunLoop loop; |
| auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure()); |
| EXPECT_CALL(*consumer2, OnGamepadConnected) |
| .Times(kNumberOfGamepads) |
| .WillRepeatedly(RunClosure(barrier)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| loop.Run(); |
| } |
| } |
| |
| TEST_F(GamepadServiceTest, ActiveConsumerBecameActive) { |
| // Mark |consumer| active. |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| |
| // Mark |consumer| active a second time. ConsumerBecameActive should fail. |
| EXPECT_FALSE(service()->ConsumerBecameActive(consumer)); |
| } |
| |
| TEST_F(GamepadServiceTest, InactiveConsumerBecameInactive) { |
| // Mark |consumer| active. |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| |
| // Mark |consumer| inactive. |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer)); |
| |
| // Mark |consumer| inactive a second time. ConsumerBecameInactive should fail. |
| EXPECT_FALSE(service()->ConsumerBecameInactive(consumer)); |
| } |
| |
| TEST_F(GamepadServiceTest, UnregisteredConsumerBecameInactive) { |
| auto* consumer = CreateConsumer(); |
| |
| // |consumer| has not yet been added to the gamepad service through a call to |
| // ConsumerBecameActive. ConsumerBecameInactive should fail. |
| EXPECT_FALSE(service()->ConsumerBecameInactive(consumer)); |
| } |
| |
| TEST_F(GamepadServiceTest, RemoveUnregisteredConsumer) { |
| auto* consumer = CreateConsumer(); |
| |
| // |consumer| has not yet been added to the gamepad service through a call to |
| // ConsumerBecameActive. RemoveConsumer should fail. |
| EXPECT_FALSE(service()->RemoveConsumer(consumer)); |
| } |
| |
| } // namespace device |