gn: 'platform_impl' should be a group instead of component (since it has no code...
[chromium-blink-merge.git] / content / renderer / gamepad_shared_memory_reader.cc
blob89ed79eb1fd61050b1c611171d67c3d972be4a8a
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.
5 #include "content/renderer/gamepad_shared_memory_reader.h"
7 #include "base/metrics/histogram.h"
8 #include "base/trace_event/trace_event.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_blink_platform_impl.h"
13 #include "ipc/ipc_sync_message_filter.h"
14 #include "third_party/WebKit/public/platform/WebGamepadListener.h"
15 #include "third_party/WebKit/public/platform/WebPlatformEventListener.h"
17 namespace content {
19 GamepadSharedMemoryReader::GamepadSharedMemoryReader(RenderThread* thread)
20 : RendererGamepadProvider(thread),
21 gamepad_hardware_buffer_(NULL),
22 ever_interacted_with_(false) {
25 void GamepadSharedMemoryReader::SendStartMessage() {
26 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
27 &renderer_shared_memory_handle_)));
30 void GamepadSharedMemoryReader::SendStopMessage() {
31 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
34 void GamepadSharedMemoryReader::Start(
35 blink::WebPlatformEventListener* listener) {
36 PlatformEventObserver::Start(listener);
38 // If we don't get a valid handle from the browser, don't try to Map (we're
39 // probably out of memory or file handles).
40 bool valid_handle = base::SharedMemory::IsHandleValid(
41 renderer_shared_memory_handle_);
42 UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle);
43 if (!valid_handle)
44 return;
46 renderer_shared_memory_.reset(
47 new base::SharedMemory(renderer_shared_memory_handle_, true));
48 CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
49 void *memory = renderer_shared_memory_->memory();
50 CHECK(memory);
51 gamepad_hardware_buffer_ =
52 static_cast<GamepadHardwareBuffer*>(memory);
55 void GamepadSharedMemoryReader::SampleGamepads(blink::WebGamepads& gamepads) {
56 // Blink should have started observing at that point.
57 CHECK(is_observing());
59 // ==========
60 // DANGER
61 // ==========
63 // This logic is duplicated in Pepper as well. If you change it, that also
64 // needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
65 blink::WebGamepads read_into;
66 TRACE_EVENT0("GAMEPAD", "SampleGamepads");
68 if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
69 return;
71 // Only try to read this many times before failing to avoid waiting here
72 // very long in case of contention with the writer. TODO(scottmg) Tune this
73 // number (as low as 1?) if histogram shows distribution as mostly
74 // 0-and-maximum.
75 const int kMaximumContentionCount = 10;
76 int contention_count = -1;
77 base::subtle::Atomic32 version;
78 do {
79 version = gamepad_hardware_buffer_->sequence.ReadBegin();
80 memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into));
81 ++contention_count;
82 if (contention_count == kMaximumContentionCount)
83 break;
84 } while (gamepad_hardware_buffer_->sequence.ReadRetry(version));
85 UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
87 if (contention_count >= kMaximumContentionCount) {
88 // We failed to successfully read, presumably because the hardware
89 // thread was taking unusually long. Don't copy the data to the output
90 // buffer, and simply leave what was there before.
91 return;
94 // New data was read successfully, copy it into the output buffer.
95 memcpy(&gamepads, &read_into, sizeof(gamepads));
97 if (!ever_interacted_with_) {
98 // Clear the connected flag if the user hasn't interacted with any of the
99 // gamepads to prevent fingerprinting. The actual data is not cleared.
100 // WebKit will only copy out data into the JS buffers for connected
101 // gamepads so this is sufficient.
102 for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; i++)
103 gamepads.items[i].connected = false;
107 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
108 StopIfObserving();
111 bool GamepadSharedMemoryReader::OnControlMessageReceived(
112 const IPC::Message& message) {
113 bool handled = true;
114 IPC_BEGIN_MESSAGE_MAP(GamepadSharedMemoryReader, message)
115 IPC_MESSAGE_HANDLER(GamepadMsg_GamepadConnected, OnGamepadConnected)
116 IPC_MESSAGE_HANDLER(GamepadMsg_GamepadDisconnected, OnGamepadDisconnected)
117 IPC_MESSAGE_UNHANDLED(handled = false)
118 IPC_END_MESSAGE_MAP()
119 return handled;
122 void GamepadSharedMemoryReader::OnGamepadConnected(
123 int index,
124 const blink::WebGamepad& gamepad) {
125 // The browser already checks if the user actually interacted with a device.
126 ever_interacted_with_ = true;
128 if (listener())
129 listener()->didConnectGamepad(index, gamepad);
132 void GamepadSharedMemoryReader::OnGamepadDisconnected(
133 int index,
134 const blink::WebGamepad& gamepad) {
135 if (listener())
136 listener()->didDisconnectGamepad(index, gamepad);
139 } // namespace content