blob: 8eeeac87b869aac6bc1da8b13ff0a514c9876687 [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 <utility>
#include <vector>
#include "base/bind.h"
#include "base/check.h"
#include "base/location.h"
#include "base/message_loop/message_pump_type.h"
#include "base/single_thread_task_runner.h"
#include "base/strings/string_number_conversions.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_data_fetcher_manager.h"
#include "device/gamepad/gamepad_user_gesture.h"
#include "device/gamepad/public/cpp/gamepad_features.h"
#include "mojo/public/cpp/system/platform_handle.h"
namespace device {
GamepadProvider::GamepadProvider(
GamepadConnectionChangeClient* connection_change_client)
: gamepad_shared_buffer_(std::make_unique<GamepadSharedBuffer>()),
connection_change_client_(connection_change_client) {
Initialize(std::unique_ptr<GamepadDataFetcher>());
}
GamepadProvider::GamepadProvider(
GamepadConnectionChangeClient* connection_change_client,
std::unique_ptr<GamepadDataFetcher> fetcher,
std::unique_ptr<base::Thread> polling_thread)
: gamepad_shared_buffer_(std::make_unique<GamepadSharedBuffer>()),
polling_thread_(std::move(polling_thread)),
connection_change_client_(connection_change_client) {
Initialize(std::move(fetcher));
}
GamepadProvider::~GamepadProvider() {
GamepadDataFetcherManager::GetInstance()->ClearProvider();
base::SystemMonitor* monitor = base::SystemMonitor::Get();
if (monitor)
monitor->RemoveDevicesChangedObserver(this);
// Delete GamepadDataFetchers on |polling_thread_|. This is important because
// some of them require their destructor to be called on the same sequence as
// their other methods.
polling_thread_->task_runner()->PostTask(
FROM_HERE, base::BindOnce(&GamepadFetcherVector::clear,
base::Unretained(&data_fetchers_)));
// Use Stop() to join the polling thread, as there may be pending callbacks
// which dereference |polling_thread_|.
polling_thread_->Stop();
DCHECK(data_fetchers_.empty());
}
base::ReadOnlySharedMemoryRegion
GamepadProvider::DuplicateSharedMemoryRegion() {
return gamepad_shared_buffer_->DuplicateSharedMemoryRegion();
}
void GamepadProvider::GetCurrentGamepadData(Gamepads* data) {
const Gamepads* pads = gamepad_shared_buffer_->buffer();
base::AutoLock lock(shared_memory_lock_);
*data = *pads;
}
void GamepadProvider::PlayVibrationEffectOnce(
uint32_t pad_index,
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback) {
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::PlayEffectOnPollingThread,
Unretained(this), pad_index, type, std::move(params),
std::move(callback), base::ThreadTaskRunnerHandle::Get()));
}
void GamepadProvider::ResetVibrationActuator(
uint32_t pad_index,
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback) {
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::ResetVibrationOnPollingThread,
Unretained(this), pad_index, std::move(callback),
base::ThreadTaskRunnerHandle::Get()));
}
void GamepadProvider::Pause() {
{
base::AutoLock lock(is_paused_lock_);
is_paused_ = true;
}
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::SendPauseHint, Unretained(this), true));
}
void GamepadProvider::Resume() {
{
base::AutoLock lock(is_paused_lock_);
if (!is_paused_)
return;
is_paused_ = false;
}
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::SendPauseHint, Unretained(this), false));
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::ScheduleDoPoll, Unretained(this)));
}
void GamepadProvider::RegisterForUserGesture(base::OnceClosure closure) {
base::AutoLock lock(user_gesture_lock_);
user_gesture_observers_.emplace_back(std::move(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) {
sampling_interval_delta_ =
base::TimeDelta::FromMilliseconds(features::GetGamepadPollingInterval());
base::SystemMonitor* monitor = base::SystemMonitor::Get();
if (monitor)
monitor->AddDevicesChangedObserver(this);
if (!polling_thread_)
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::MessagePumpType kMessageLoopType = base::MessagePumpType::IO;
#elif defined(OS_ANDROID)
// On Android, keeping a message loop of default type.
const base::MessagePumpType kMessageLoopType = base::MessagePumpType::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::MessagePumpType kMessageLoopType = base::MessagePumpType::UI;
#endif
polling_thread_->StartWithOptions(base::Thread::Options(kMessageLoopType, 0));
if (fetcher) {
AddGamepadDataFetcher(std::move(fetcher));
} else {
GamepadDataFetcherManager::GetInstance()->InitializeProvider(this);
}
}
void GamepadProvider::AddGamepadDataFetcher(
std::unique_ptr<GamepadDataFetcher> fetcher) {
polling_thread_->task_runner()->PostTask(
FROM_HERE, base::BindOnce(&GamepadProvider::DoAddGamepadDataFetcher,
base::Unretained(this), std::move(fetcher)));
}
void GamepadProvider::RemoveSourceGamepadDataFetcher(GamepadSource source) {
polling_thread_->task_runner()->PostTask(
FROM_HERE,
base::BindOnce(&GamepadProvider::DoRemoveSourceGamepadDataFetcher,
base::Unretained(this), source));
}
void GamepadProvider::PlayEffectOnPollingThread(
uint32_t pad_index,
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
PadState* pad_state = GetConnectedPadState(pad_index);
if (!pad_state) {
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultError);
return;
}
GamepadDataFetcher* fetcher = GetSourceGamepadDataFetcher(pad_state->source);
if (!fetcher) {
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported);
return;
}
fetcher->PlayEffect(pad_state->source_id, type, std::move(params),
std::move(callback), std::move(callback_runner));
}
void GamepadProvider::ResetVibrationOnPollingThread(
uint32_t pad_index,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
PadState* pad_state = GetConnectedPadState(pad_index);
if (!pad_state) {
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultError);
return;
}
GamepadDataFetcher* fetcher = GetSourceGamepadDataFetcher(pad_state->source);
if (!fetcher) {
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported);
return;
}
fetcher->ResetVibration(pad_state->source_id, std::move(callback),
std::move(callback_runner));
}
GamepadDataFetcher* GamepadProvider::GetSourceGamepadDataFetcher(
GamepadSource source) {
for (auto it = data_fetchers_.begin(); it != data_fetchers_.end();) {
if ((*it)->source() == source) {
return it->get();
} else {
++it;
}
}
return nullptr;
}
void GamepadProvider::DoAddGamepadDataFetcher(
std::unique_ptr<GamepadDataFetcher> fetcher) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
if (!fetcher)
return;
InitializeDataFetcher(fetcher.get());
data_fetchers_.push_back(std::move(fetcher));
}
void GamepadProvider::DoRemoveSourceGamepadDataFetcher(GamepadSource source) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
for (auto it = data_fetchers_.begin(); it != data_fetchers_.end();) {
if ((*it)->source() == source) {
it = data_fetchers_.erase(it);
} else {
++it;
}
}
}
void GamepadProvider::SendPauseHint(bool paused) {
DCHECK(polling_thread_->task_runner()->BelongsToCurrentThread());
for (const auto& it : data_fetchers_) {
it->PauseHint(paused);
}
}
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(Gamepads),
"Racey reads are discarded");
{
base::AutoLock lock(devices_changed_lock_);
changed = devices_changed_;
devices_changed_ = false;
}
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i)
pad_states_.get()[i].is_active = false;
// Loop through each registered data fetcher and poll its gamepad data.
// It's expected that GetGamepadData will mark each gamepad as active (via
// GetPadState). If a gamepad is not marked as active during the calls to
// GetGamepadData then it's assumed to be disconnected.
for (const auto& it : data_fetchers_) {
it->GetGamepadData(changed);
}
Gamepads* buffer = gamepad_shared_buffer_->buffer();
// Send out disconnect events using the last polled data before we wipe it out
// in the mapping step.
if (ever_had_user_gesture_) {
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
PadState& state = pad_states_.get()[i];
if (!state.is_newly_active && !state.is_active &&
state.source != GAMEPAD_SOURCE_NONE) {
auto pad = buffer->items[i];
pad.connected = false;
OnGamepadConnectionChange(false, i, pad);
ClearPadState(state);
}
}
}
{
base::AutoLock lock(shared_memory_lock_);
// Acquire the SeqLock. There is only ever one writer to this data.
// See gamepad_shared_buffer.h.
gamepad_shared_buffer_->WriteBegin();
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
PadState& state = pad_states_.get()[i];
// Must run through the map+sanitize here or CheckForUserGesture may fail.
MapAndSanitizeGamepadData(&state, &buffer->items[i], sanitize_);
}
gamepad_shared_buffer_->WriteEnd();
}
if (ever_had_user_gesture_) {
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
PadState& state = pad_states_.get()[i];
if (state.is_newly_active && buffer->items[i].connected) {
state.is_newly_active = false;
OnGamepadConnectionChange(true, i, buffer->items[i]);
}
}
}
bool did_notify = CheckForUserGesture();
// Avoid double-notifying gamepad connection observers when a gamepad is
// connected in the same polling cycle as the initial user gesture.
//
// If a gamepad is connected in the same polling cycle as the initial user
// gesture, the user gesture will trigger a gamepadconnected event during the
// CheckForUserGesture call above. If we don't clear |is_newly_active| here,
// we will notify again for the same gamepad on the next polling cycle.
if (did_notify) {
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i)
pad_states_.get()[i].is_newly_active = false;
}
// Schedule our next interval of polling.
ScheduleDoPoll();
}
void GamepadProvider::DisconnectUnrecognizedGamepad(GamepadSource source,
int source_id) {
for (auto& fetcher : data_fetchers_) {
if (fetcher->source() == source) {
bool disconnected = fetcher->DisconnectUnrecognizedGamepad(source_id);
DCHECK(disconnected);
return;
}
}
}
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::BindOnce(&GamepadProvider::DoPoll, Unretained(this)),
sampling_interval_delta_);
have_scheduled_do_poll_ = true;
}
void GamepadProvider::OnGamepadConnectionChange(bool connected,
uint32_t index,
const Gamepad& pad) {
if (connection_change_client_)
connection_change_client_->OnGamepadConnectionChange(connected, index, pad);
}
bool GamepadProvider::CheckForUserGesture() {
base::AutoLock lock(user_gesture_lock_);
if (user_gesture_observers_.empty() && ever_had_user_gesture_)
return false;
const Gamepads* pads = gamepad_shared_buffer_->buffer();
if (GamepadsHaveUserGesture(*pads)) {
ever_had_user_gesture_ = true;
for (auto& closure_and_thread : user_gesture_observers_) {
closure_and_thread.second->PostTask(FROM_HERE,
std::move(closure_and_thread.first));
}
user_gesture_observers_.clear();
return true;
}
return false;
}
} // namespace device