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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_hardware_buffer.h"
10 #include "content/common/gamepad_user_gesture.h"
11 #include "content/public/renderer/render_thread.h"
12 #include "content/renderer/renderer_webkitplatformsupport_impl.h"
13 #include "ipc/ipc_sync_message_filter.h"
14 #include "third_party/WebKit/public/platform/WebGamepadListener.h"
15 
16 namespace content {
17 
GamepadSharedMemoryReader(RendererWebKitPlatformSupportImpl * webkit_platform_support)18 GamepadSharedMemoryReader::GamepadSharedMemoryReader(
19     RendererWebKitPlatformSupportImpl* webkit_platform_support)
20     : gamepad_hardware_buffer_(NULL),
21       gamepad_listener_(NULL),
22       is_polling_(false),
23       ever_interacted_with_(false) {
24   webkit_platform_support->set_gamepad_provider(this);
25 }
26 
StartPollingIfNecessary()27 void GamepadSharedMemoryReader::StartPollingIfNecessary() {
28   if (is_polling_)
29     return;
30 
31   CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
32       &renderer_shared_memory_handle_)));
33 
34   // If we don't get a valid handle from the browser, don't try to Map (we're
35   // probably out of memory or file handles).
36   bool valid_handle = base::SharedMemory::IsHandleValid(
37       renderer_shared_memory_handle_);
38   UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle);
39   if (!valid_handle)
40     return;
41 
42   renderer_shared_memory_.reset(
43       new base::SharedMemory(renderer_shared_memory_handle_, true));
44   CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
45   void *memory = renderer_shared_memory_->memory();
46   CHECK(memory);
47   gamepad_hardware_buffer_ =
48       static_cast<GamepadHardwareBuffer*>(memory);
49 
50   is_polling_ = true;
51 }
52 
StopPollingIfNecessary()53 void GamepadSharedMemoryReader::StopPollingIfNecessary() {
54   if (is_polling_) {
55     RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
56     is_polling_ = false;
57   }
58 }
59 
SampleGamepads(blink::WebGamepads & gamepads)60 void GamepadSharedMemoryReader::SampleGamepads(blink::WebGamepads& gamepads) {
61   // Blink should set the listener before start sampling.
62   CHECK(gamepad_listener_);
63 
64   StartPollingIfNecessary();
65   if (!is_polling_)
66     return;
67 
68   // ==========
69   //   DANGER
70   // ==========
71   //
72   // This logic is duplicated in Pepper as well. If you change it, that also
73   // needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
74   blink::WebGamepads read_into;
75   TRACE_EVENT0("GAMEPAD", "SampleGamepads");
76 
77   if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
78     return;
79 
80   // Only try to read this many times before failing to avoid waiting here
81   // very long in case of contention with the writer. TODO(scottmg) Tune this
82   // number (as low as 1?) if histogram shows distribution as mostly
83   // 0-and-maximum.
84   const int kMaximumContentionCount = 10;
85   int contention_count = -1;
86   base::subtle::Atomic32 version;
87   do {
88     version = gamepad_hardware_buffer_->sequence.ReadBegin();
89     memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into));
90     ++contention_count;
91     if (contention_count == kMaximumContentionCount)
92       break;
93   } while (gamepad_hardware_buffer_->sequence.ReadRetry(version));
94   UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
95 
96   if (contention_count >= kMaximumContentionCount) {
97     // We failed to successfully read, presumably because the hardware
98     // thread was taking unusually long. Don't copy the data to the output
99     // buffer, and simply leave what was there before.
100     return;
101   }
102 
103   // New data was read successfully, copy it into the output buffer.
104   memcpy(&gamepads, &read_into, sizeof(gamepads));
105 
106   if (!ever_interacted_with_) {
107     // Clear the connected flag if the user hasn't interacted with any of the
108     // gamepads to prevent fingerprinting. The actual data is not cleared.
109     // WebKit will only copy out data into the JS buffers for connected
110     // gamepads so this is sufficient.
111     for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; i++)
112       gamepads.items[i].connected = false;
113   }
114 }
115 
SetGamepadListener(blink::WebGamepadListener * listener)116 void GamepadSharedMemoryReader::SetGamepadListener(
117     blink::WebGamepadListener* listener) {
118   gamepad_listener_ = listener;
119   if (gamepad_listener_) {
120     // Polling has to be started rigth now and not just on the first sampling
121     // because want to get connection events from now.
122     StartPollingIfNecessary();
123   } else {
124     StopPollingIfNecessary();
125   }
126 }
127 
~GamepadSharedMemoryReader()128 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
129   StopPollingIfNecessary();
130 }
131 
OnControlMessageReceived(const IPC::Message & message)132 bool GamepadSharedMemoryReader::OnControlMessageReceived(
133     const IPC::Message& message) {
134   bool handled = true;
135   IPC_BEGIN_MESSAGE_MAP(GamepadSharedMemoryReader, message)
136     IPC_MESSAGE_HANDLER(GamepadMsg_GamepadConnected, OnGamepadConnected)
137     IPC_MESSAGE_HANDLER(GamepadMsg_GamepadDisconnected, OnGamepadDisconnected)
138     IPC_MESSAGE_UNHANDLED(handled = false)
139   IPC_END_MESSAGE_MAP()
140   return handled;
141 }
142 
OnGamepadConnected(int index,const blink::WebGamepad & gamepad)143 void GamepadSharedMemoryReader::OnGamepadConnected(
144     int index,
145     const blink::WebGamepad& gamepad) {
146   // The browser already checks if the user actually interacted with a device.
147   ever_interacted_with_ = true;
148 
149   if (gamepad_listener_)
150     gamepad_listener_->didConnectGamepad(index, gamepad);
151 }
152 
OnGamepadDisconnected(int index,const blink::WebGamepad & gamepad)153 void GamepadSharedMemoryReader::OnGamepadDisconnected(
154     int index,
155     const blink::WebGamepad& gamepad) {
156   if (gamepad_listener_)
157     gamepad_listener_->didDisconnectGamepad(index, gamepad);
158 }
159 
160 } // namespace content
161