| // 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/macros.h" |
| #include "base/run_loop.h" |
| #include "base/test/scoped_task_environment.h" |
| #include "device/gamepad/gamepad_consumer.h" |
| #include "device/gamepad/gamepad_test_helpers.h" |
| #include "testing/gtest/include/gtest/gtest.h" |
| |
| namespace device { |
| |
| namespace { |
| static const int kNumberOfGamepads = Gamepads::kItemsLengthCap; |
| } |
| |
| class ConnectionListener : public device::GamepadConsumer { |
| public: |
| ConnectionListener() { ClearCounters(); } |
| |
| void OnGamepadConnected(uint32_t index, const Gamepad& gamepad) override { |
| connected_counter_++; |
| } |
| void OnGamepadDisconnected(uint32_t index, const Gamepad& gamepad) override { |
| disconnected_counter_++; |
| } |
| void OnGamepadButtonOrAxisChanged(uint32_t index, |
| const Gamepad& gamepad) override {} |
| |
| void ClearCounters() { |
| connected_counter_ = 0; |
| disconnected_counter_ = 0; |
| } |
| |
| int connected_counter() const { return connected_counter_; } |
| int disconnected_counter() const { return disconnected_counter_; } |
| |
| private: |
| int connected_counter_; |
| int disconnected_counter_; |
| }; |
| |
| class GamepadServiceTest : public testing::Test { |
| protected: |
| GamepadServiceTest(); |
| ~GamepadServiceTest() override; |
| |
| void InitializeSecondConsumer(); |
| void SetSecondConsumerActive(bool active); |
| void SetPadsConnected(bool connected); |
| void SimulateUserGesture(bool has_gesture); |
| void SimulatePageReload(); |
| void ClearCounters(); |
| void WaitForData(); |
| |
| int GetConnectedCounter() const { |
| return connection_listener_->connected_counter(); |
| } |
| int GetDisconnectedCounter() const { |
| return connection_listener_->disconnected_counter(); |
| } |
| |
| int GetConnectedCounter2() const { |
| if (!connection_listener2_) |
| return 0; |
| return connection_listener2_->connected_counter(); |
| } |
| int GetDisconnectedCounter2() const { |
| if (!connection_listener2_) |
| return 0; |
| return connection_listener2_->disconnected_counter(); |
| } |
| |
| void SetUp() override; |
| |
| private: |
| base::test::ScopedTaskEnvironment scoped_task_environment_; |
| device::MockGamepadDataFetcher* fetcher_; |
| GamepadService* service_; |
| std::unique_ptr<ConnectionListener> connection_listener_; |
| std::unique_ptr<ConnectionListener> connection_listener2_; |
| Gamepads test_data_; |
| |
| DISALLOW_COPY_AND_ASSIGN(GamepadServiceTest); |
| }; |
| |
| GamepadServiceTest::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::~GamepadServiceTest() { |
| delete service_; |
| } |
| |
| void GamepadServiceTest::SetUp() { |
| fetcher_ = new device::MockGamepadDataFetcher(test_data_); |
| service_ = |
| new GamepadService(std::unique_ptr<device::GamepadDataFetcher>(fetcher_)); |
| connection_listener_.reset((new ConnectionListener)); |
| service_->SetSanitizationEnabled(false); |
| service_->ConsumerBecameActive(connection_listener_.get()); |
| } |
| |
| void GamepadServiceTest::InitializeSecondConsumer() { |
| connection_listener2_.reset((new ConnectionListener)); |
| service_->ConsumerBecameActive(connection_listener2_.get()); |
| } |
| |
| void GamepadServiceTest::SetSecondConsumerActive(bool active) { |
| if (active) { |
| service_->ConsumerBecameActive(connection_listener2_.get()); |
| } else { |
| service_->ConsumerBecameInactive(connection_listener2_.get()); |
| } |
| } |
| |
| void GamepadServiceTest::SetPadsConnected(bool connected) { |
| for (int i = 0; i < kNumberOfGamepads; ++i) { |
| test_data_.items[i].connected = connected; |
| } |
| fetcher_->SetTestData(test_data_); |
| } |
| |
| void GamepadServiceTest::SimulateUserGesture(bool has_gesture) { |
| test_data_.items[0].buttons[0].value = has_gesture ? 1.f : 0.f; |
| test_data_.items[0].buttons[0].pressed = has_gesture ? true : false; |
| fetcher_->SetTestData(test_data_); |
| } |
| |
| void GamepadServiceTest::SimulatePageReload() { |
| service_->ConsumerBecameInactive(connection_listener_.get()); |
| service_->ConsumerBecameActive(connection_listener_.get()); |
| } |
| |
| void GamepadServiceTest::ClearCounters() { |
| connection_listener_->ClearCounters(); |
| if (connection_listener2_) |
| connection_listener2_->ClearCounters(); |
| } |
| |
| void GamepadServiceTest::WaitForData() { |
| fetcher_->WaitForDataReadAndCallbacksIssued(); |
| base::RunLoop().RunUntilIdle(); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectionsTest) { |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectionThenGestureTest) { |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| // No connection events are sent until a user gesture is seen. |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ReloadTest) { |
| // No connection events are sent until a user gesture is seen. |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| SimulatePageReload(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| // After a user gesture, the connection listener is notified about connected |
| // gamepads. |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| // After a reload, if the gamepads were already connected (and we have seen |
| // a user gesture) then the connection listener is notified about connected |
| // gamepads. |
| ClearCounters(); |
| SimulatePageReload(); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| } |
| |
| // Flaky, see https://crbug.com/795170 |
| TEST_F(GamepadServiceTest, DISABLED_SecondConsumerGestureTest) { |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| // Simulate a user gesture. The gesture is received before the second |
| // consumer is active. |
| ClearCounters(); |
| SetPadsConnected(true); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| // The second consumer becomes active, but should not receive connection |
| // events until a new user gesture is received. |
| ClearCounters(); |
| SimulateUserGesture(false); |
| InitializeSecondConsumer(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| // Connection events should only be sent to the second consumer. |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectWhileInactiveTest) { |
| // Ensure the initial user gesture is received by both consumers. |
| InitializeSecondConsumer(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter2()); |
| |
| // Check that connecting gamepads while a consumer is inactive will notify |
| // once the consumer is active. |
| ClearCounters(); |
| SetSecondConsumerActive(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetSecondConsumerActive(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectAndDisconnectWhileInactiveTest) { |
| // Ensure the initial user gesture is received by both consumers. |
| InitializeSecondConsumer(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter2()); |
| |
| // Check that a connection and then disconnection is NOT reported once the |
| // consumer is active. |
| ClearCounters(); |
| SetSecondConsumerActive(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetSecondConsumerActive(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectWhileInactiveTest) { |
| // Ensure the initial user gesture is received by both consumers. |
| InitializeSecondConsumer(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| // Check that disconnecting gamepads while a consumer is inactive will notify |
| // once the consumer is active. |
| ClearCounters(); |
| SetSecondConsumerActive(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetSecondConsumerActive(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectAndConnectWhileInactiveTest) { |
| // Ensure the initial user gesture is received by both consumers. |
| InitializeSecondConsumer(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| // Check that a disconnection and then connection is reported as a connection |
| // (and no disconnection) once the consumer is active. |
| ClearCounters(); |
| SetSecondConsumerActive(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(0, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| |
| ClearCounters(); |
| SetSecondConsumerActive(true); |
| WaitForData(); |
| EXPECT_EQ(0, GetConnectedCounter()); |
| EXPECT_EQ(0, GetDisconnectedCounter()); |
| EXPECT_EQ(kNumberOfGamepads, GetConnectedCounter2()); |
| EXPECT_EQ(0, GetDisconnectedCounter2()); |
| } |
| |
| } // namespace device |