| // 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/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 { |
| constexpr int kNumberOfGamepads = Gamepads::kItemsLengthCap; |
| } // namespace |
| |
| class ConnectionListener : public GamepadConsumer { |
| public: |
| ConnectionListener() = default; |
| |
| // GamepadConsumer implementation. |
| 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_ = 0; |
| int disconnected_counter_ = 0; |
| }; |
| |
| class GamepadServiceTest : public testing::Test { |
| 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); |
| } |
| |
| ConnectionListener* CreateConsumer() { |
| consumers_.push_back(std::make_unique<ConnectionListener>()); |
| return consumers_.back().get(); |
| } |
| |
| void ClearCounters() { |
| for (auto& consumer : consumers_) |
| consumer->ClearCounters(); |
| } |
| |
| void SetPadsConnected(bool connected) { |
| for (int i = 0; i < kNumberOfGamepads; ++i) |
| test_data_.items[i].connected = connected; |
| fetcher_->SetTestData(test_data_); |
| } |
| |
| void 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 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_; |
| MockGamepadDataFetcher* fetcher_; |
| GamepadService* service_; |
| std::vector<std::unique_ptr<ConnectionListener>> consumers_; |
| Gamepads test_data_; |
| |
| DISALLOW_COPY_AND_ASSIGN(GamepadServiceTest); |
| }; |
| |
| TEST_F(GamepadServiceTest, ConnectionsTest) { |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectionThenGestureTest) { |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| // No connection events are sent until a user gesture is seen. |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ReloadTest) { |
| auto* consumer = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer)); |
| |
| // No connection events are sent until a user gesture is seen. |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| SimulatePageReload(consumer); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| // After a user gesture, the connection listener is notified about connected |
| // gamepads. |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| // 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(consumer); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer->connected_counter()); |
| EXPECT_EQ(0, consumer->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, SecondConsumerGestureTest) { |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| // Simulate a user gesture. The gesture is received before the second |
| // consumer is active. |
| ClearCounters(); |
| SetPadsConnected(true); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| // The second consumer becomes active, but should not receive connection |
| // events until a new user gesture is received. |
| ClearCounters(); |
| SimulateUserGesture(false); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| // Connection events should only be sent to the second consumer. |
| ClearCounters(); |
| SimulateUserGesture(true); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectWhileInactiveTest) { |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Ensure the initial user gesture is received by both consumers. |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->disconnected_counter()); |
| |
| // Check that connecting gamepads while a consumer is inactive will notify |
| // once the consumer is active. |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, ConnectAndDisconnectWhileInactiveTest) { |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Ensure the initial user gesture is received by both consumers. |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->disconnected_counter()); |
| |
| // Check that a connection and then disconnection is NOT reported once the |
| // consumer is active. |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectWhileInactiveTest) { |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Ensure the initial user gesture is received by both consumers. |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| // Check that disconnecting gamepads while a consumer is inactive will notify |
| // once the consumer is active. |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| } |
| |
| TEST_F(GamepadServiceTest, DisconnectAndConnectWhileInactiveTest) { |
| auto* consumer1 = CreateConsumer(); |
| auto* consumer2 = CreateConsumer(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer1)); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| |
| // Ensure the initial user gesture is received by both consumers. |
| SimulateUserGesture(true); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| // Check that a disconnection and then connection is reported as a connection |
| // (and no disconnection) once the consumer is active. |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(false); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| SetPadsConnected(true); |
| WaitForData(); |
| EXPECT_EQ(kNumberOfGamepads, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(0, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| |
| ClearCounters(); |
| EXPECT_TRUE(service()->ConsumerBecameActive(consumer2)); |
| WaitForData(); |
| EXPECT_EQ(0, consumer1->connected_counter()); |
| EXPECT_EQ(0, consumer1->disconnected_counter()); |
| EXPECT_EQ(kNumberOfGamepads, consumer2->connected_counter()); |
| EXPECT_EQ(0, consumer2->disconnected_counter()); |
| } |
| |
| 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 |