blob: 6489d4e4ef81bbc4dab20c56f248fea9dbebd1c5 [file] [log] [blame]
// Copyright (c) 2012 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 "ppapi/proxy/gamepad_resource.h"
#include <string.h>
#include "base/bind.h"
#include "base/memory/read_only_shared_memory_region.h"
#include "base/threading/platform_thread.h"
#include "device/gamepad/public/cpp/gamepads.h"
#include "ppapi/proxy/dispatch_reply_message.h"
#include "ppapi/proxy/ppapi_messages.h"
#include "ppapi/shared_impl/ppb_gamepad_shared.h"
namespace ppapi {
namespace proxy {
GamepadResource::GamepadResource(Connection connection, PP_Instance instance)
: PluginResource(connection, instance),
buffer_(NULL) {
memset(&last_read_, 0, sizeof(last_read_));
SendCreate(BROWSER, PpapiHostMsg_Gamepad_Create());
Call<PpapiPluginMsg_Gamepad_SendMemory>(
BROWSER,
PpapiHostMsg_Gamepad_RequestMemory(),
base::Bind(&GamepadResource::OnPluginMsgSendMemory, this));
}
GamepadResource::~GamepadResource() {
}
thunk::PPB_Gamepad_API* GamepadResource::AsPPB_Gamepad_API() {
return this;
}
void GamepadResource::Sample(PP_Instance /* instance */,
PP_GamepadsSampleData* data) {
if (!buffer_) {
// Browser hasn't sent back our shared memory, give the plugin gamepad
// data corresponding to "not connected".
memset(data, 0, sizeof(PP_GamepadsSampleData));
return;
}
// ==========
// DANGER
// ==========
//
// This logic is duplicated in the renderer as well. If you change it, that
// also needs to be in sync. See gamepad_shared_memory_reader.cc.
// Only try to read this many times before failing to avoid waiting here
// very long in case of contention with the writer.
const int kMaximumContentionCount = 10;
int contention_count = -1;
base::subtle::Atomic32 version;
device::Gamepads read_into;
do {
version = buffer_->seqlock.ReadBegin();
memcpy(&read_into, &buffer_->data, sizeof(read_into));
++contention_count;
if (contention_count == kMaximumContentionCount)
break;
} while (buffer_->seqlock.ReadRetry(version));
// In the event of a read failure, just leave the last read data as-is (the
// hardware thread is taking unusally long).
if (contention_count < kMaximumContentionCount)
ConvertDeviceGamepadData(read_into, &last_read_);
memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData));
}
void GamepadResource::OnPluginMsgSendMemory(
const ResourceMessageReplyParams& params) {
// On failure, the handle will be null and the CHECK below will be tripped.
base::ReadOnlySharedMemoryRegion region;
params.TakeReadOnlySharedMemoryRegionAtIndex(0, &region);
shared_memory_mapping_ = region.Map();
CHECK(shared_memory_mapping_.IsValid());
buffer_ = static_cast<const device::GamepadHardwareBuffer*>(
shared_memory_mapping_.memory());
}
} // namespace proxy
} // namespace ppapi