1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139
|
// 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 "content/renderer/gamepad_shared_memory_reader.h"
#include "base/debug/trace_event.h"
#include "base/metrics/histogram.h"
#include "content/common/gamepad_hardware_buffer.h"
#include "content/common/gamepad_user_gesture.h"
#include "content/public/renderer/render_thread.h"
#include "content/renderer/renderer_blink_platform_impl.h"
#include "ipc/ipc_sync_message_filter.h"
#include "third_party/WebKit/public/platform/WebGamepadListener.h"
#include "third_party/WebKit/public/platform/WebPlatformEventListener.h"
namespace content {
GamepadSharedMemoryReader::GamepadSharedMemoryReader(RenderThread* thread)
: RendererGamepadProvider(thread),
gamepad_hardware_buffer_(NULL),
ever_interacted_with_(false) {
}
void GamepadSharedMemoryReader::SendStartMessage() {
CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
&renderer_shared_memory_handle_)));
}
void GamepadSharedMemoryReader::SendStopMessage() {
RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
}
void GamepadSharedMemoryReader::Start(
blink::WebPlatformEventListener* listener) {
PlatformEventObserver::Start(listener);
// If we don't get a valid handle from the browser, don't try to Map (we're
// probably out of memory or file handles).
bool valid_handle = base::SharedMemory::IsHandleValid(
renderer_shared_memory_handle_);
UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle);
if (!valid_handle)
return;
renderer_shared_memory_.reset(
new base::SharedMemory(renderer_shared_memory_handle_, true));
CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
void *memory = renderer_shared_memory_->memory();
CHECK(memory);
gamepad_hardware_buffer_ =
static_cast<GamepadHardwareBuffer*>(memory);
}
void GamepadSharedMemoryReader::SampleGamepads(blink::WebGamepads& gamepads) {
// Blink should have started observing at that point.
CHECK(is_observing());
// ==========
// DANGER
// ==========
//
// This logic is duplicated in Pepper as well. If you change it, that also
// needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
blink::WebGamepads read_into;
TRACE_EVENT0("GAMEPAD", "SampleGamepads");
if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
return;
// Only try to read this many times before failing to avoid waiting here
// very long in case of contention with the writer. TODO(scottmg) Tune this
// number (as low as 1?) if histogram shows distribution as mostly
// 0-and-maximum.
const int kMaximumContentionCount = 10;
int contention_count = -1;
base::subtle::Atomic32 version;
do {
version = gamepad_hardware_buffer_->sequence.ReadBegin();
memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into));
++contention_count;
if (contention_count == kMaximumContentionCount)
break;
} while (gamepad_hardware_buffer_->sequence.ReadRetry(version));
UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
if (contention_count >= kMaximumContentionCount) {
// We failed to successfully read, presumably because the hardware
// thread was taking unusually long. Don't copy the data to the output
// buffer, and simply leave what was there before.
return;
}
// New data was read successfully, copy it into the output buffer.
memcpy(&gamepads, &read_into, sizeof(gamepads));
if (!ever_interacted_with_) {
// Clear the connected flag if the user hasn't interacted with any of the
// gamepads to prevent fingerprinting. The actual data is not cleared.
// WebKit will only copy out data into the JS buffers for connected
// gamepads so this is sufficient.
for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; i++)
gamepads.items[i].connected = false;
}
}
GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
StopIfObserving();
}
bool GamepadSharedMemoryReader::OnControlMessageReceived(
const IPC::Message& message) {
bool handled = true;
IPC_BEGIN_MESSAGE_MAP(GamepadSharedMemoryReader, message)
IPC_MESSAGE_HANDLER(GamepadMsg_GamepadConnected, OnGamepadConnected)
IPC_MESSAGE_HANDLER(GamepadMsg_GamepadDisconnected, OnGamepadDisconnected)
IPC_MESSAGE_UNHANDLED(handled = false)
IPC_END_MESSAGE_MAP()
return handled;
}
void GamepadSharedMemoryReader::OnGamepadConnected(
int index,
const blink::WebGamepad& gamepad) {
// The browser already checks if the user actually interacted with a device.
ever_interacted_with_ = true;
if (listener())
listener()->didConnectGamepad(index, gamepad);
}
void GamepadSharedMemoryReader::OnGamepadDisconnected(
int index,
const blink::WebGamepad& gamepad) {
if (listener())
listener()->didDisconnectGamepad(index, gamepad);
}
} // namespace content
|