blob: 9725f15649af405468f61b97c3f8e119ebc2b006 [file] [log] [blame]
// Copyright 2018 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/hid_haptic_gamepad_base.h"
#include <memory>
#include "base/macros.h"
#include "base/run_loop.h"
#include "base/test/test_simple_task_runner.h"
#include "device/gamepad/public/mojom/gamepad.mojom.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace device {
namespace {
// Describes a hypothetical HID haptic gamepad with two 16-bit vibration
// magnitude fields.
constexpr uint8_t kReportId = 0x42;
constexpr size_t kReportLength = 5;
constexpr HidHapticGamepadBase::HapticReportData kHapticReportData = {
0x1234, 0xabcd, kReportId, kReportLength, 1, 3, 16, 0, 0xffff};
// The expected "stop vibration" report bytes.
constexpr uint8_t kStopVibrationData[] = {kReportId, 0x00, 0x00, 0x00, 0x00};
// The expected "start vibration" report bytes.
constexpr uint8_t kStartVibrationData[] = {kReportId, 0xff, 0xff, 0xff, 0x7f};
// An implementation of HidHapticGamepadBase that records its output reports.
class FakeHidHapticGamepad : public HidHapticGamepadBase {
public:
FakeHidHapticGamepad(const HidHapticGamepadBase::HapticReportData& data)
: HidHapticGamepadBase(data) {}
~FakeHidHapticGamepad() override = default;
base::TimeDelta TaskDelayFromMilliseconds(double delay_millis) override {
// Remove delays for testing.
return base::TimeDelta();
}
size_t WriteOutputReport(void* report, size_t report_length) override {
std::vector<uint8_t> report_bytes(report_length);
const uint8_t* report_begin = reinterpret_cast<uint8_t*>(report);
const uint8_t* report_end = report_begin + report_length;
std::copy(report_begin, report_end, report_bytes.begin());
output_reports_.push_back(std::move(report_bytes));
return report_length;
}
std::vector<std::vector<uint8_t>> output_reports_;
};
// Main test fixture
class HidHapticGamepadBaseTest : public testing::Test {
public:
HidHapticGamepadBaseTest()
: start_vibration_output_report_(kStartVibrationData,
kStartVibrationData + kReportLength),
stop_vibration_output_report_(kStopVibrationData,
kStopVibrationData + kReportLength),
first_callback_count_(0),
second_callback_count_(0),
first_callback_result_(
mojom::GamepadHapticsResult::GamepadHapticsResultError),
second_callback_result_(
mojom::GamepadHapticsResult::GamepadHapticsResultError),
gamepad_(std::make_unique<FakeHidHapticGamepad>(kHapticReportData)),
task_runner_(new base::TestSimpleTaskRunner) {}
void TearDown() override { gamepad_->Shutdown(); }
void PostPlayEffect(
mojom::GamepadHapticEffectType type,
double duration,
double start_delay,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback) {
task_runner_->PostDelayedTask(
FROM_HERE,
base::BindOnce(&FakeHidHapticGamepad::PlayEffect,
base::Unretained(gamepad_.get()), type,
mojom::GamepadEffectParameters::New(
duration, start_delay, 1.0, 0.5),
std::move(callback)),
base::TimeDelta());
}
void PostResetVibration(
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback) {
task_runner_->PostDelayedTask(
FROM_HERE,
base::BindOnce(&FakeHidHapticGamepad::ResetVibration,
base::Unretained(gamepad_.get()), std::move(callback)),
base::TimeDelta());
}
void FirstCallback(mojom::GamepadHapticsResult result) {
first_callback_count_++;
first_callback_result_ = result;
}
void SecondCallback(mojom::GamepadHapticsResult result) {
second_callback_count_++;
second_callback_result_ = result;
}
const std::vector<uint8_t> start_vibration_output_report_;
const std::vector<uint8_t> stop_vibration_output_report_;
int first_callback_count_;
int second_callback_count_;
mojom::GamepadHapticsResult first_callback_result_;
mojom::GamepadHapticsResult second_callback_result_;
std::unique_ptr<FakeHidHapticGamepad> gamepad_;
scoped_refptr<base::TestSimpleTaskRunner> task_runner_;
DISALLOW_COPY_AND_ASSIGN(HidHapticGamepadBaseTest);
};
TEST_F(HidHapticGamepadBaseTest, PlayEffectTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
// Run the queued task, but stop before executing any new tasks queued by that
// task. This should pause before sending any output reports.
task_runner_->RunPendingTasks();
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
EXPECT_TRUE(task_runner_->HasPendingTask());
// Run the next task, but pause before completing the effect.
task_runner_->RunPendingTasks();
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(start_vibration_output_report_));
EXPECT_EQ(0, first_callback_count_);
EXPECT_TRUE(task_runner_->HasPendingTask());
// Complete the effect and issue the callback. After this, there should be no
// more pending tasks.
task_runner_->RunPendingTasks();
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(start_vibration_output_report_,
stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
EXPECT_FALSE(task_runner_->HasPendingTask());
}
TEST_F(HidHapticGamepadBaseTest, ResetVibrationTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
PostResetVibration(base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// ResetVibration should return a "complete" result without sending any
// reports.
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
}
TEST_F(HidHapticGamepadBaseTest, UnsupportedEffectTypeTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
mojom::GamepadHapticEffectType unsupported_effect_type =
static_cast<mojom::GamepadHapticEffectType>(123);
PostPlayEffect(unsupported_effect_type, 1.0, 0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// An unsupported effect should return a "not-supported" result without
// sending any reports.
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported,
first_callback_result_);
}
TEST_F(HidHapticGamepadBaseTest, StartDelayTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
// This test establishes the behavior for the start_delay parameter when
// PlayEffect is called without preempting an existing effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// With zero start_delay, exactly two reports are issued, to start and stop
// the effect.
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(start_vibration_output_report_,
stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
1.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
EXPECT_EQ(2, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
}
TEST_F(HidHapticGamepadBaseTest, ZeroStartDelayPreemptionTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt this one with another effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
// Start a second effect with zero start_delay. This should cause the first
// effect to be preempted before it calls SetVibration.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::SecondCallback,
base::Unretained(this)));
// Execute the pending tasks, but stop before executing any newly queued
// tasks.
task_runner_->RunPendingTasks();
// The first effect should have already returned with a "preempted" result
// without issuing a report. The second effect is not yet started.
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
task_runner_->RunPendingTasks();
// The second effect should have been started.
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(start_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
task_runner_->RunUntilIdle();
// Now the second effect should have returned with a "complete" result.
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(start_vibration_output_report_,
stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
TEST_F(HidHapticGamepadBaseTest, NonZeroStartDelayPreemptionTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt this one with another effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
// Start a second effect with non-zero start_delay. This should cause the
// first effect to be preempted before it calls SetVibration.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
1.0,
base::BindOnce(&HidHapticGamepadBaseTest::SecondCallback,
base::Unretained(this)));
// Execute the pending tasks, but stop before executing any newly queued
// tasks.
task_runner_->RunPendingTasks();
// The first effect should have already returned with a "preempted" result.
// Because the second effect has a non-zero start_delay and is preempting
// another effect, it will call SetZeroVibration to ensure no vibration
// occurs during its start_delay period.
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
task_runner_->RunUntilIdle();
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(stop_vibration_output_report_,
start_vibration_output_report_,
stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
TEST_F(HidHapticGamepadBaseTest, ResetVibrationPreemptionTest) {
EXPECT_TRUE(gamepad_->output_reports_.empty());
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt it with a reset.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&HidHapticGamepadBaseTest::FirstCallback,
base::Unretained(this)));
// Reset vibration. This should cause the effect to be preempted before it
// calls SetVibration.
PostResetVibration(base::BindOnce(&HidHapticGamepadBaseTest::SecondCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
EXPECT_THAT(gamepad_->output_reports_,
testing::ElementsAre(stop_vibration_output_report_));
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
} // namespace
} // namespace device