blob: c37c38a7dbc78ccaca92b5df5c3fa2ccfbbc87b0 [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 "device/gamepad/gamepad_provider.h"
#include <stddef.h>
#include <string.h>
#include <cmath>
#include <set>
#include <utility>
#include <vector>
#include "base/bind.h"
#include "base/location.h"
#include "base/logging.h"
#include "base/single_thread_task_runner.h"
#include "base/third_party/dynamic_annotations/dynamic_annotations.h"
#include "base/threading/thread.h"
#include "base/threading/thread_restrictions.h"
#include "base/threading/thread_task_runner_handle.h"
#include "build/build_config.h"
#include "device/gamepad/gamepad_data_fetcher.h"
#include "device/gamepad/gamepad_platform_data_fetcher.h"
#include "device/gamepad/gamepad_user_gesture.h"
using blink::WebGamepad;
using blink::WebGamepads;
namespace device {
GamepadProvider::ClosureAndThread::ClosureAndThread(
const base::Closure& c,
const scoped_refptr<base::SingleThreadTaskRunner>& m)
: closure(c), task_runner(m) {}
GamepadProvider::ClosureAndThread::ClosureAndThread(
const ClosureAndThread& other) = default;
GamepadProvider::ClosureAndThread::~ClosureAndThread() {}
GamepadProvider::GamepadProvider(
std::unique_ptr<GamepadSharedBuffer> buffer,
GamepadConnectionChangeClient* connection_change_client)
: is_paused_(true),
have_scheduled_do_poll_(false),
devices_changed_(true),
ever_had_user_gesture_(false),
gamepad_shared_buffer_(std::move(buffer)),
connection_change_client_(connection_change_client) {
Initialize(std::unique_ptr<GamepadDataFetcher>());
}
GamepadProvider::GamepadProvider(
std::unique_ptr<GamepadSharedBuffer> buffer,
GamepadConnectionChangeClient* connection_change_client,
std::unique_ptr<GamepadDataFetcher> fetcher)
: is_paused_(true),
have_scheduled_do_poll_(false),
devices_changed_(true),
ever_had_user_gesture_(false),
gamepad_shared_buffer_(std::move(buffer)),
connection_change_client_(connection_change_client) {
Initialize(std::move(fetcher));
}
GamepadProvider::~GamepadProvider() {
base::SystemMonitor* monitor = base::SystemMonitor::Get();
if (monitor)
monitor->RemoveDevicesChangedObserver(this);
// Use Stop() to join the polling thread, as there may be pending callbacks
// which dereference |polling_thread_|.
polling_thread_->Stop();
data_fetcher_.reset();
}
base::SharedMemoryHandle GamepadProvider::GetSharedMemoryHandleForProcess(
base::ProcessHandle process) {
base::SharedMemoryHandle renderer_handle;
gamepad_shared_buffer_->shared_memory()->ShareToProcess(process,
&renderer_handle);
return renderer_handle;
}
void GamepadProvider::GetCurrentGamepadData(WebGamepads* data) {
const WebGamepads* pads = gamepad_shared_buffer_->buffer();
base::AutoLock lock(shared_memory_lock_);
*data = *pads;
}
void GamepadProvider::Pause() {
{
base::AutoLock lock(is_paused_lock_);
is_paused_ = true;
}
base::MessageLoop* polling_loop = polling_thread_->message_loop();
polling_loop->task_runner()->PostTask(
FROM_HERE,
base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), true));
}
void GamepadProvider::Resume() {
{
base::AutoLock lock(is_paused_lock_);
if (!is_paused_)
return;
is_paused_ = false;
}
base::MessageLoop* polling_loop = polling_thread_->message_loop();
polling_loop->task_runner()->PostTask(
FROM_HERE,
base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), false));
polling_loop->task_runner()->PostTask(
FROM_HERE,
base::Bind(&GamepadProvider::ScheduleDoPoll, Unretained(this)));
}
void GamepadProvider::RegisterForUserGesture(const base::Closure& closure) {
base::AutoLock lock(user_gesture_lock_);
user_gesture_observers_.push_back(
ClosureAndThread(closure, base::ThreadTaskRunnerHandle::Get()));
}
void GamepadProvider::OnDevicesChanged(base::SystemMonitor::DeviceType type) {
base::AutoLock lock(devices_changed_lock_);
devices_changed_ = true;
}
void GamepadProvider::Initialize(std::unique_ptr<GamepadDataFetcher> fetcher) {
base::SystemMonitor* monitor = base::SystemMonitor::Get();
if (monitor)
monitor->AddDevicesChangedObserver(this);
pad_states_.reset(new PadState[WebGamepads::itemsLengthCap]);
polling_thread_.reset(new base::Thread("Gamepad polling thread"));
#if defined(OS_LINUX)
// On Linux, the data fetcher needs to watch file descriptors, so the message
// loop needs to be a libevent loop.
const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_IO;
#elif defined(OS_ANDROID)
// On Android, keeping a message loop of default type.
const base::MessageLoop::Type kMessageLoopType =
base::MessageLoop::TYPE_DEFAULT;
#else
// On Mac, the data fetcher uses IOKit which depends on CFRunLoop, so the
// message loop needs to be a UI-type loop. On Windows it must be a UI loop
// to properly pump the MessageWindow that captures device state.
const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_UI;
#endif
polling_thread_->StartWithOptions(base::Thread::Options(kMessageLoopType, 0));
polling_thread_->task_runner()->PostTask(
FROM_HERE, base::Bind(&GamepadProvider::DoInitializePollingThread,
base::Unretained(this), base::Passed(&fetcher)));
}
void GamepadProvider::DoInitializePollingThread(
std::unique_ptr<GamepadDataFetcher> fetcher) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
DCHECK(!data_fetcher_.get()); // Should only initialize once.
if (!fetcher)
fetcher.reset(new GamepadPlatformDataFetcher);
data_fetcher_ = std::move(fetcher);
}
void GamepadProvider::SendPauseHint(bool paused) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
if (data_fetcher_)
data_fetcher_->PauseHint(paused);
}
bool GamepadProvider::PadState::Match(const WebGamepad& pad) const {
return connected_ == pad.connected && axes_length_ == pad.axesLength &&
buttons_length_ == pad.buttonsLength &&
memcmp(id_, pad.id, sizeof(id_)) == 0 &&
memcmp(mapping_, pad.mapping, sizeof(mapping_)) == 0;
}
void GamepadProvider::PadState::SetPad(const WebGamepad& pad) {
connected_ = pad.connected;
axes_length_ = pad.axesLength;
buttons_length_ = pad.buttonsLength;
memcpy(id_, pad.id, sizeof(id_));
memcpy(mapping_, pad.mapping, sizeof(mapping_));
}
void GamepadProvider::PadState::SetDisconnected() {
connected_ = false;
axes_length_ = 0;
buttons_length_ = 0;
memset(id_, 0, sizeof(id_));
memset(mapping_, 0, sizeof(mapping_));
}
void GamepadProvider::PadState::AsWebGamepad(WebGamepad* pad) {
pad->connected = connected_;
pad->axesLength = axes_length_;
pad->buttonsLength = buttons_length_;
memcpy(pad->id, id_, sizeof(id_));
memcpy(pad->mapping, mapping_, sizeof(mapping_));
memset(pad->axes, 0, sizeof(pad->axes));
memset(pad->buttons, 0, sizeof(pad->buttons));
}
void GamepadProvider::DoPoll() {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
DCHECK(have_scheduled_do_poll_);
have_scheduled_do_poll_ = false;
bool changed;
ANNOTATE_BENIGN_RACE_SIZED(gamepad_shared_buffer_->buffer(),
sizeof(WebGamepads), "Racey reads are discarded");
{
base::AutoLock lock(devices_changed_lock_);
changed = devices_changed_;
devices_changed_ = false;
}
{
base::AutoLock lock(shared_memory_lock_);
// Acquire the SeqLock. There is only ever one writer to this data.
// See gamepad_hardware_buffer.h.
gamepad_shared_buffer_->WriteBegin();
data_fetcher_->GetGamepadData(gamepad_shared_buffer_->buffer(), changed);
gamepad_shared_buffer_->WriteEnd();
}
if (ever_had_user_gesture_) {
for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
WebGamepad& pad = gamepad_shared_buffer_->buffer()->items[i];
PadState& state = pad_states_.get()[i];
if (pad.connected && !state.connected()) {
OnGamepadConnectionChange(true, i, pad);
} else if (!pad.connected && state.connected()) {
OnGamepadConnectionChange(false, i, pad);
} else if (pad.connected && state.connected() && !state.Match(pad)) {
WebGamepad old_pad;
state.AsWebGamepad(&old_pad);
OnGamepadConnectionChange(false, i, old_pad);
OnGamepadConnectionChange(true, i, pad);
}
}
}
CheckForUserGesture();
// Schedule our next interval of polling.
ScheduleDoPoll();
}
void GamepadProvider::ScheduleDoPoll() {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
if (have_scheduled_do_poll_)
return;
{
base::AutoLock lock(is_paused_lock_);
if (is_paused_)
return;
}
base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
FROM_HERE, base::Bind(&GamepadProvider::DoPoll, Unretained(this)),
base::TimeDelta::FromMilliseconds(kDesiredSamplingIntervalMs));
have_scheduled_do_poll_ = true;
}
void GamepadProvider::OnGamepadConnectionChange(bool connected,
int index,
const WebGamepad& pad) {
PadState& state = pad_states_.get()[index];
if (connected)
state.SetPad(pad);
else
state.SetDisconnected();
if (connection_change_client_)
connection_change_client_->OnGamepadConnectionChange(connected, index, pad);
}
void GamepadProvider::CheckForUserGesture() {
base::AutoLock lock(user_gesture_lock_);
if (user_gesture_observers_.empty() && ever_had_user_gesture_)
return;
bool had_gesture_before = ever_had_user_gesture_;
const WebGamepads* pads = gamepad_shared_buffer_->buffer();
if (GamepadsHaveUserGesture(*pads)) {
ever_had_user_gesture_ = true;
for (size_t i = 0; i < user_gesture_observers_.size(); i++) {
user_gesture_observers_[i].task_runner->PostTask(
FROM_HERE, user_gesture_observers_[i].closure);
}
user_gesture_observers_.clear();
}
if (!had_gesture_before && ever_had_user_gesture_) {
// Initialize pad_states_ for the first time.
for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
pad_states_.get()[i].SetPad(pads->items[i]);
}
}
}
} // namespace device