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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #include "ppapi/proxy/gamepad_resource.h"
6 
7 #include <string.h>
8 
9 #include "base/bind.h"
10 #include "base/threading/platform_thread.h"
11 #include "ppapi/proxy/dispatch_reply_message.h"
12 #include "ppapi/proxy/ppapi_messages.h"
13 #include "ppapi/shared_impl/ppb_gamepad_shared.h"
14 
15 namespace ppapi {
16 namespace proxy {
17 
18 namespace {
19 
20 // This is the read logic from content/common/gamepad_seqlock.h
ReadBegin(const base::subtle::Atomic32 * sequence)21 base::subtle::Atomic32 ReadBegin(const base::subtle::Atomic32* sequence) {
22   base::subtle::Atomic32 version;
23   for (;;) {
24     version = base::subtle::NoBarrier_Load(sequence);
25 
26     // If the counter is even, then the associated data might be in a
27     // consistent state, so we can try to read.
28     if ((version & 1) == 0)
29       break;
30 
31     // Otherwise, the writer is in the middle of an update. Retry the read.
32     base::PlatformThread::YieldCurrentThread();
33   }
34   return version;
35 }
36 
ReadRetry(const base::subtle::Atomic32 * sequence,base::subtle::Atomic32 version)37 bool ReadRetry(const base::subtle::Atomic32* sequence,
38                base::subtle::Atomic32 version) {
39   // If the sequence number was updated then a read should be re-attempted.
40   // -- Load fence, read membarrier
41   return base::subtle::Release_Load(sequence) != version;
42 }
43 
44 }  // namespace
45 
GamepadResource(Connection connection,PP_Instance instance)46 GamepadResource::GamepadResource(Connection connection, PP_Instance instance)
47     : PluginResource(connection, instance),
48       buffer_(NULL) {
49   memset(&last_read_, 0, sizeof(last_read_));
50 
51   SendCreate(BROWSER, PpapiHostMsg_Gamepad_Create());
52   Call<PpapiPluginMsg_Gamepad_SendMemory>(
53       BROWSER,
54       PpapiHostMsg_Gamepad_RequestMemory(),
55       base::Bind(&GamepadResource::OnPluginMsgSendMemory, this));
56 }
57 
~GamepadResource()58 GamepadResource::~GamepadResource() {
59 }
60 
AsPPB_Gamepad_API()61 thunk::PPB_Gamepad_API* GamepadResource::AsPPB_Gamepad_API() {
62   return this;
63 }
64 
Sample(PP_Instance,PP_GamepadsSampleData * data)65 void GamepadResource::Sample(PP_Instance /* instance */,
66                              PP_GamepadsSampleData* data) {
67   if (!buffer_) {
68     // Browser hasn't sent back our shared memory, give the plugin gamepad
69     // data corresponding to "not connected".
70     memset(data, 0, sizeof(PP_GamepadsSampleData));
71     return;
72   }
73 
74   // ==========
75   //   DANGER
76   // ==========
77   //
78   // This logic is duplicated in the renderer as well. If you change it, that
79   // also needs to be in sync. See gamepad_shared_memory_reader.cc.
80 
81   // Only try to read this many times before failing to avoid waiting here
82   // very long in case of contention with the writer.
83   const int kMaximumContentionCount = 10;
84   int contention_count = -1;
85   base::subtle::Atomic32 version;
86   WebKitGamepads read_into;
87   do {
88     version = ReadBegin(&buffer_->sequence);
89     memcpy(&read_into, &buffer_->buffer, sizeof(read_into));
90     ++contention_count;
91     if (contention_count == kMaximumContentionCount)
92       break;
93   } while (ReadRetry(&buffer_->sequence, version));
94 
95   // In the event of a read failure, just leave the last read data as-is (the
96   // hardware thread is taking unusally long).
97   if (contention_count < kMaximumContentionCount)
98     ConvertWebKitGamepadData(read_into, &last_read_);
99 
100   memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData));
101 }
102 
OnPluginMsgSendMemory(const ResourceMessageReplyParams & params)103 void GamepadResource::OnPluginMsgSendMemory(
104     const ResourceMessageReplyParams& params) {
105   // On failure, the handle will be null and the CHECK below will be tripped.
106   base::SharedMemoryHandle handle = base::SharedMemory::NULLHandle();
107   params.TakeSharedMemoryHandleAtIndex(0, &handle);
108 
109   shared_memory_.reset(new base::SharedMemory(handle, true));
110   CHECK(shared_memory_->Map(sizeof(ContentGamepadHardwareBuffer)));
111   buffer_ = static_cast<const ContentGamepadHardwareBuffer*>(
112       shared_memory_->memory());
113 }
114 
115 }  // namespace proxy
116 }  // namespace ppapi
117