blob: d98777376fb93197a5143c91e173cd9e2c16c71f [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 <memory>
#include "base/bind.h"
#include "base/macros.h"
#include "base/memory/weak_ptr.h"
#include "base/run_loop.h"
#include "base/threading/platform_thread.h"
#include "base/threading/thread.h"
#include "build/build_config.h"
#include "device/gamepad/gamepad_data_fetcher.h"
#include "device/gamepad/gamepad_test_helpers.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace device {
namespace {
// Helper class to generate and record user gesture callbacks.
class UserGestureListener {
public:
UserGestureListener() : has_user_gesture_(false), weak_factory_(this) {}
base::Closure GetClosure() {
return base::Bind(&UserGestureListener::GotUserGesture,
weak_factory_.GetWeakPtr());
}
bool has_user_gesture() const { return has_user_gesture_; }
private:
void GotUserGesture() { has_user_gesture_ = true; }
bool has_user_gesture_;
base::WeakPtrFactory<UserGestureListener> weak_factory_;
};
// Main test fixture
class GamepadProviderTest : public testing::Test, public GamepadTestHelper {
public:
GamepadProvider* CreateProvider(const Gamepads& test_data) {
mock_data_fetcher_ = new MockGamepadDataFetcher(test_data);
provider_.reset(new GamepadProvider(
nullptr, std::unique_ptr<GamepadDataFetcher>(mock_data_fetcher_),
std::unique_ptr<base::Thread>()));
return provider_.get();
}
// Sleep until the shared memory buffer's seqlock advances the buffer version,
// indicating that the gamepad provider has written to it after polling the
// gamepad fetchers. The buffer will report an odd value for the version if
// the buffer is not in a consistent state, so we also require that the value
// is even before continuing.
void WaitForData(const GamepadHardwareBuffer* buffer) {
const base::subtle::Atomic32 initial_version = buffer->seqlock.ReadBegin();
base::subtle::Atomic32 current_version;
do {
base::PlatformThread::Sleep(base::TimeDelta::FromMilliseconds(10));
current_version = buffer->seqlock.ReadBegin();
} while (current_version % 2 || current_version == initial_version);
}
// The provider polls the data on the background thread and then issues
// the callback on the client thread. Waiting for it to poll twice ensures
// that it was able to issue callbacks for the first poll.
void WaitForDataAndCallbacksIssued(const GamepadHardwareBuffer* buffer) {
WaitForData(buffer);
WaitForData(buffer);
}
void ReadGamepadHardwareBuffer(const GamepadHardwareBuffer* buffer,
Gamepads* output) {
memset(output, 0, sizeof(Gamepads));
base::subtle::Atomic32 version;
do {
version = buffer->seqlock.ReadBegin();
memcpy(output, &buffer->data, sizeof(Gamepads));
} while (buffer->seqlock.ReadRetry(version));
}
protected:
GamepadProviderTest() = default;
std::unique_ptr<GamepadProvider> provider_;
// Pointer owned by the provider.
MockGamepadDataFetcher* mock_data_fetcher_;
DISALLOW_COPY_AND_ASSIGN(GamepadProviderTest);
};
TEST_F(GamepadProviderTest, PollingAccess) {
Gamepads test_data;
memset(&test_data, 0, sizeof(Gamepads));
test_data.items[0].connected = true;
test_data.items[0].timestamp = 0;
test_data.items[0].buttons_length = 1;
test_data.items[0].axes_length = 2;
test_data.items[0].buttons[0].value = 1.f;
test_data.items[0].buttons[0].pressed = true;
test_data.items[0].axes[0] = -1.f;
test_data.items[0].axes[1] = .5f;
GamepadProvider* provider = CreateProvider(test_data);
provider->SetSanitizationEnabled(false);
provider->Resume();
base::RunLoop().RunUntilIdle();
// Renderer-side, pull data out of poll buffer.
base::ReadOnlySharedMemoryRegion region =
provider->DuplicateSharedMemoryRegion();
base::ReadOnlySharedMemoryMapping mapping = region.Map();
EXPECT_TRUE(mapping.IsValid());
const GamepadHardwareBuffer* buffer =
static_cast<const GamepadHardwareBuffer*>(mapping.memory());
// Wait until the shared memory buffer has been written at least once.
WaitForData(buffer);
Gamepads output;
ReadGamepadHardwareBuffer(buffer, &output);
EXPECT_EQ(1u, output.items[0].buttons_length);
EXPECT_EQ(1.f, output.items[0].buttons[0].value);
EXPECT_EQ(true, output.items[0].buttons[0].pressed);
EXPECT_EQ(2u, output.items[0].axes_length);
EXPECT_EQ(-1.f, output.items[0].axes[0]);
EXPECT_EQ(0.5f, output.items[0].axes[1]);
}
TEST_F(GamepadProviderTest, ConnectDisconnectMultiple) {
Gamepads test_data;
test_data.items[0].connected = true;
test_data.items[0].timestamp = 0;
test_data.items[0].axes_length = 2;
test_data.items[0].axes[0] = -1.f;
test_data.items[0].axes[1] = .5f;
test_data.items[1].connected = true;
test_data.items[1].timestamp = 0;
test_data.items[1].axes_length = 2;
test_data.items[1].axes[0] = 1.f;
test_data.items[1].axes[1] = -.5f;
Gamepads test_data_onedisconnected;
test_data_onedisconnected.items[1].connected = true;
test_data_onedisconnected.items[1].timestamp = 0;
test_data_onedisconnected.items[1].axes_length = 2;
test_data_onedisconnected.items[1].axes[0] = 1.f;
test_data_onedisconnected.items[1].axes[1] = -.5f;
GamepadProvider* provider = CreateProvider(test_data);
provider->SetSanitizationEnabled(false);
provider->Resume();
base::RunLoop().RunUntilIdle();
// Renderer-side, pull data out of poll buffer.
base::ReadOnlySharedMemoryRegion region =
provider->DuplicateSharedMemoryRegion();
base::ReadOnlySharedMemoryMapping mapping = region.Map();
EXPECT_TRUE(mapping.IsValid());
const GamepadHardwareBuffer* buffer =
static_cast<const GamepadHardwareBuffer*>(mapping.memory());
// Wait until the shared memory buffer has been written at least once.
WaitForData(buffer);
Gamepads output;
ReadGamepadHardwareBuffer(buffer, &output);
EXPECT_EQ(2u, output.items[0].axes_length);
EXPECT_EQ(-1.f, output.items[0].axes[0]);
EXPECT_EQ(0.5f, output.items[0].axes[1]);
EXPECT_EQ(2u, output.items[1].axes_length);
EXPECT_EQ(1.f, output.items[1].axes[0]);
EXPECT_EQ(-0.5f, output.items[1].axes[1]);
mock_data_fetcher_->SetTestData(test_data_onedisconnected);
WaitForDataAndCallbacksIssued(buffer);
ReadGamepadHardwareBuffer(buffer, &output);
EXPECT_EQ(0u, output.items[0].axes_length);
EXPECT_EQ(2u, output.items[1].axes_length);
EXPECT_EQ(1.f, output.items[1].axes[0]);
EXPECT_EQ(-0.5f, output.items[1].axes[1]);
}
// Tests that waiting for a user gesture works properly.
TEST_F(GamepadProviderTest, UserGesture) {
Gamepads no_button_data;
no_button_data.items[0].connected = true;
no_button_data.items[0].timestamp = 0;
no_button_data.items[0].buttons_length = 1;
no_button_data.items[0].axes_length = 2;
no_button_data.items[0].buttons[0].value = 0.f;
no_button_data.items[0].buttons[0].pressed = false;
no_button_data.items[0].axes[0] = 0.f;
no_button_data.items[0].axes[1] = .4f;
Gamepads button_down_data = no_button_data;
button_down_data.items[0].buttons[0].value = 1.f;
button_down_data.items[0].buttons[0].pressed = true;
UserGestureListener listener;
GamepadProvider* provider = CreateProvider(no_button_data);
provider->SetSanitizationEnabled(false);
provider->Resume();
provider->RegisterForUserGesture(listener.GetClosure());
base::RunLoop().RunUntilIdle();
// Renderer-side, pull data out of poll buffer.
base::ReadOnlySharedMemoryRegion region =
provider->DuplicateSharedMemoryRegion();
base::ReadOnlySharedMemoryMapping mapping = region.Map();
EXPECT_TRUE(mapping.IsValid());
const GamepadHardwareBuffer* buffer =
static_cast<const GamepadHardwareBuffer*>(mapping.memory());
// Wait until the shared memory buffer has been written at least once.
WaitForData(buffer);
// It should not have issued our callback.
EXPECT_FALSE(listener.has_user_gesture());
// Set a button down.
mock_data_fetcher_->SetTestData(button_down_data);
// The user gesture listener callback is not called until after the buffer has
// been updated. Wait for the second update to ensure callbacks have fired.
WaitForDataAndCallbacksIssued(buffer);
// It should have issued our callback.
base::RunLoop().RunUntilIdle();
EXPECT_TRUE(listener.has_user_gesture());
}
// Tests that waiting for a user gesture works properly.
TEST_F(GamepadProviderTest, Sanitization) {
Gamepads active_data;
active_data.items[0].connected = true;
active_data.items[0].timestamp = 0;
active_data.items[0].buttons_length = 1;
active_data.items[0].axes_length = 1;
active_data.items[0].buttons[0].value = 1.f;
active_data.items[0].buttons[0].pressed = true;
active_data.items[0].axes[0] = -1.f;
Gamepads zero_data;
zero_data.items[0].connected = true;
zero_data.items[0].timestamp = 0;
zero_data.items[0].buttons_length = 1;
zero_data.items[0].axes_length = 1;
zero_data.items[0].buttons[0].value = 0.f;
zero_data.items[0].buttons[0].pressed = false;
zero_data.items[0].axes[0] = 0.f;
UserGestureListener listener;
GamepadProvider* provider = CreateProvider(active_data);
provider->SetSanitizationEnabled(true);
provider->Resume();
base::RunLoop().RunUntilIdle();
// Renderer-side, pull data out of poll buffer.
base::ReadOnlySharedMemoryRegion region =
provider->DuplicateSharedMemoryRegion();
base::ReadOnlySharedMemoryMapping mapping = region.Map();
EXPECT_TRUE(mapping.IsValid());
const GamepadHardwareBuffer* buffer =
static_cast<const GamepadHardwareBuffer*>(mapping.memory());
// Wait until the shared memory buffer has been written at least once.
WaitForData(buffer);
Gamepads output;
ReadGamepadHardwareBuffer(buffer, &output);
// Initial data should all be zeroed out due to sanitization, even though the
// gamepad reported input
EXPECT_EQ(1u, output.items[0].buttons_length);
EXPECT_EQ(0.f, output.items[0].buttons[0].value);
EXPECT_FALSE(output.items[0].buttons[0].pressed);
EXPECT_EQ(1u, output.items[0].axes_length);
EXPECT_EQ(0.f, output.items[0].axes[0]);
// Zero out the inputs
mock_data_fetcher_->SetTestData(zero_data);
WaitForDataAndCallbacksIssued(buffer);
// Read updated data from shared memory
ReadGamepadHardwareBuffer(buffer, &output);
// Should still read zero, which is now an accurate reflection of the data
EXPECT_EQ(1u, output.items[0].buttons_length);
EXPECT_EQ(0.f, output.items[0].buttons[0].value);
EXPECT_FALSE(output.items[0].buttons[0].pressed);
EXPECT_EQ(1u, output.items[0].axes_length);
EXPECT_EQ(0.f, output.items[0].axes[0]);
// Re-set the active inputs
mock_data_fetcher_->SetTestData(active_data);
WaitForDataAndCallbacksIssued(buffer);
// Read updated data from shared memory
ReadGamepadHardwareBuffer(buffer, &output);
// Should now accurately reflect the reported data.
EXPECT_EQ(1u, output.items[0].buttons_length);
EXPECT_EQ(1.f, output.items[0].buttons[0].value);
EXPECT_TRUE(output.items[0].buttons[0].pressed);
EXPECT_EQ(1u, output.items[0].axes_length);
EXPECT_EQ(-1.f, output.items[0].axes[0]);
}
} // namespace
} // namespace device