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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 "content/renderer/gamepad_shared_memory_reader.h"
6 
7 #include "base/debug/trace_event.h"
8 #include "base/metrics/histogram.h"
9 #include "content/common/gamepad_messages.h"
10 #include "content/common/gamepad_user_gesture.h"
11 #include "content/public/renderer/render_thread.h"
12 #include "content/common/gamepad_hardware_buffer.h"
13 #include "ipc/ipc_sync_message_filter.h"
14 
15 namespace content {
16 
GamepadSharedMemoryReader()17 GamepadSharedMemoryReader::GamepadSharedMemoryReader()
18     : gamepad_hardware_buffer_(NULL),
19       ever_interacted_with_(false) {
20   CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
21       &renderer_shared_memory_handle_)));
22   // If we don't get a valid handle from the browser, don't try to Map (we're
23   // probably out of memory or file handles).
24   bool valid_handle = base::SharedMemory::IsHandleValid(
25       renderer_shared_memory_handle_);
26   UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle);
27   if (!valid_handle)
28     return;
29   renderer_shared_memory_.reset(
30       new base::SharedMemory(renderer_shared_memory_handle_, true));
31   CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
32   void *memory = renderer_shared_memory_->memory();
33   CHECK(memory);
34   gamepad_hardware_buffer_ =
35       static_cast<GamepadHardwareBuffer*>(memory);
36 }
37 
SampleGamepads(blink::WebGamepads & gamepads)38 void GamepadSharedMemoryReader::SampleGamepads(blink::WebGamepads& gamepads) {
39   // ==========
40   //   DANGER
41   // ==========
42   //
43   // This logic is duplicated in Pepper as well. If you change it, that also
44   // needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
45   blink::WebGamepads read_into;
46   TRACE_EVENT0("GAMEPAD", "SampleGamepads");
47 
48   if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
49     return;
50 
51   // Only try to read this many times before failing to avoid waiting here
52   // very long in case of contention with the writer. TODO(scottmg) Tune this
53   // number (as low as 1?) if histogram shows distribution as mostly
54   // 0-and-maximum.
55   const int kMaximumContentionCount = 10;
56   int contention_count = -1;
57   base::subtle::Atomic32 version;
58   do {
59     version = gamepad_hardware_buffer_->sequence.ReadBegin();
60     memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into));
61     ++contention_count;
62     if (contention_count == kMaximumContentionCount)
63       break;
64   } while (gamepad_hardware_buffer_->sequence.ReadRetry(version));
65   UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
66 
67   if (contention_count >= kMaximumContentionCount) {
68     // We failed to successfully read, presumably because the hardware
69     // thread was taking unusually long. Don't copy the data to the output
70     // buffer, and simply leave what was there before.
71     return;
72   }
73 
74   // New data was read successfully, copy it into the output buffer.
75   memcpy(&gamepads, &read_into, sizeof(gamepads));
76 
77   if (!ever_interacted_with_) {
78     if (GamepadsHaveUserGesture(gamepads)) {
79       ever_interacted_with_ = true;
80     } else {
81       // Clear the connected flag if the user hasn't interacted with any of the
82       // gamepads to prevent fingerprinting. The actual data is not cleared.
83       // WebKit will only copy out data into the JS buffers for connected
84       // gamepads so this is sufficient.
85       for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; i++)
86         gamepads.items[i].connected = false;
87     }
88   }
89 }
90 
~GamepadSharedMemoryReader()91 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
92   RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
93 }
94 
95 } // namespace content
96