Upstream version 11.40.277.0
[platform/framework/web/crosswalk.git] / src / content / renderer / gamepad_shared_memory_reader.cc
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_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"
16
17 namespace content {
18
19 GamepadSharedMemoryReader::GamepadSharedMemoryReader(RenderThread* thread)
20     : RendererGamepadProvider(thread),
21       gamepad_hardware_buffer_(NULL),
22       ever_interacted_with_(false) {
23 }
24
25 void GamepadSharedMemoryReader::SendStartMessage() {
26   CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
27       &renderer_shared_memory_handle_)));
28 }
29
30 void GamepadSharedMemoryReader::SendStopMessage() {
31     RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
32 }
33
34 void GamepadSharedMemoryReader::Start(
35     blink::WebPlatformEventListener* listener) {
36   PlatformEventObserver::Start(listener);
37
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;
45
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);
53 }
54
55 void GamepadSharedMemoryReader::SampleGamepads(blink::WebGamepads& gamepads) {
56   // Blink should have started observing at that point.
57   CHECK(is_observing());
58
59   // ==========
60   //   DANGER
61   // ==========
62   //
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");
67
68   if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
69     return;
70
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);
86
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;
92   }
93
94   // New data was read successfully, copy it into the output buffer.
95   memcpy(&gamepads, &read_into, sizeof(gamepads));
96
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;
104   }
105 }
106
107 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
108   StopIfObserving();
109 }
110
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;
120 }
121
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;
127
128   if (listener())
129     listener()->didConnectGamepad(index, gamepad);
130 }
131
132 void GamepadSharedMemoryReader::OnGamepadDisconnected(
133     int index,
134     const blink::WebGamepad& gamepad) {
135   if (listener())
136     listener()->didDisconnectGamepad(index, gamepad);
137 }
138
139 } // namespace content