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.
10 #include "base/logging.h"
11 #include "base/message_loop/message_loop.h"
12 #include "base/message_loop/message_loop_proxy.h"
13 #include "base/threading/thread.h"
14 #include "base/threading/thread_restrictions.h"
15 #include "content/browser/gamepad/gamepad_data_fetcher.h"
16 #include "content/browser/gamepad/gamepad_platform_data_fetcher.h"
17 #include "content/browser/gamepad/gamepad_provider.h"
18 #include "content/browser/gamepad/gamepad_service.h"
19 #include "content/common/gamepad_hardware_buffer.h"
20 #include "content/common/gamepad_messages.h"
21 #include "content/common/gamepad_user_gesture.h"
22 #include "content/public/browser/browser_thread.h"
24 using blink::WebGamepad;
25 using blink::WebGamepads;
29 GamepadProvider::ClosureAndThread::ClosureAndThread(
30 const base::Closure& c,
31 const scoped_refptr<base::MessageLoopProxy>& m)
36 GamepadProvider::ClosureAndThread::~ClosureAndThread() {
39 GamepadProvider::GamepadProvider()
41 have_scheduled_do_poll_(false),
42 devices_changed_(true),
43 ever_had_user_gesture_(false) {
44 Initialize(scoped_ptr<GamepadDataFetcher>());
47 GamepadProvider::GamepadProvider(scoped_ptr<GamepadDataFetcher> fetcher)
49 have_scheduled_do_poll_(false),
50 devices_changed_(true),
51 ever_had_user_gesture_(false) {
52 Initialize(fetcher.Pass());
55 GamepadProvider::~GamepadProvider() {
56 base::SystemMonitor* monitor = base::SystemMonitor::Get();
58 monitor->RemoveDevicesChangedObserver(this);
60 // Use Stop() to join the polling thread, as there may be pending callbacks
61 // which dereference |polling_thread_|.
62 polling_thread_->Stop();
63 data_fetcher_.reset();
66 base::SharedMemoryHandle GamepadProvider::GetSharedMemoryHandleForProcess(
67 base::ProcessHandle process) {
68 base::SharedMemoryHandle renderer_handle;
69 gamepad_shared_memory_.ShareToProcess(process, &renderer_handle);
70 return renderer_handle;
73 void GamepadProvider::GetCurrentGamepadData(WebGamepads* data) {
74 const WebGamepads& pads = SharedMemoryAsHardwareBuffer()->buffer;
75 base::AutoLock lock(shared_memory_lock_);
79 void GamepadProvider::Pause() {
81 base::AutoLock lock(is_paused_lock_);
84 base::MessageLoop* polling_loop = polling_thread_->message_loop();
85 polling_loop->PostTask(
87 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), true));
90 void GamepadProvider::Resume() {
92 base::AutoLock lock(is_paused_lock_);
98 base::MessageLoop* polling_loop = polling_thread_->message_loop();
99 polling_loop->PostTask(
101 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), false));
102 polling_loop->PostTask(
104 base::Bind(&GamepadProvider::ScheduleDoPoll, Unretained(this)));
107 void GamepadProvider::RegisterForUserGesture(const base::Closure& closure) {
108 base::AutoLock lock(user_gesture_lock_);
109 user_gesture_observers_.push_back(ClosureAndThread(
110 closure, base::MessageLoop::current()->message_loop_proxy()));
113 void GamepadProvider::OnDevicesChanged(base::SystemMonitor::DeviceType type) {
114 base::AutoLock lock(devices_changed_lock_);
115 devices_changed_ = true;
118 void GamepadProvider::Initialize(scoped_ptr<GamepadDataFetcher> fetcher) {
119 size_t data_size = sizeof(GamepadHardwareBuffer);
120 base::SystemMonitor* monitor = base::SystemMonitor::Get();
122 monitor->AddDevicesChangedObserver(this);
123 bool res = gamepad_shared_memory_.CreateAndMapAnonymous(data_size);
125 GamepadHardwareBuffer* hwbuf = SharedMemoryAsHardwareBuffer();
126 memset(hwbuf, 0, sizeof(GamepadHardwareBuffer));
127 pad_states_.reset(new PadState[WebGamepads::itemsLengthCap]);
129 polling_thread_.reset(new base::Thread("Gamepad polling thread"));
130 #if defined(OS_LINUX)
131 // On Linux, the data fetcher needs to watch file descriptors, so the message
132 // loop needs to be a libevent loop.
133 const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_IO;
135 // On Mac, the data fetcher uses IOKit which depends on CFRunLoop, so the
136 // message loop needs to be a UI-type loop. On Windows it must be a UI loop
137 // to properly pump the MessageWindow that captures device state.
138 const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_UI;
140 polling_thread_->StartWithOptions(base::Thread::Options(kMessageLoopType, 0));
142 polling_thread_->message_loop()->PostTask(
144 base::Bind(&GamepadProvider::DoInitializePollingThread,
145 base::Unretained(this),
146 base::Passed(&fetcher)));
149 void GamepadProvider::DoInitializePollingThread(
150 scoped_ptr<GamepadDataFetcher> fetcher) {
151 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
152 DCHECK(!data_fetcher_.get()); // Should only initialize once.
155 fetcher.reset(new GamepadPlatformDataFetcher);
156 data_fetcher_ = fetcher.Pass();
159 void GamepadProvider::SendPauseHint(bool paused) {
160 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
162 data_fetcher_->PauseHint(paused);
165 bool GamepadProvider::PadState::Match(const WebGamepad& pad) const {
166 return connected_ == pad.connected &&
167 axes_length_ == pad.axesLength &&
168 buttons_length_ == pad.buttonsLength &&
169 memcmp(id_, pad.id, arraysize(id_)) == 0 &&
170 memcmp(mapping_, pad.mapping, arraysize(mapping_)) == 0;
173 void GamepadProvider::PadState::SetPad(const WebGamepad& pad) {
174 DCHECK(pad.connected);
176 axes_length_ = pad.axesLength;
177 buttons_length_ = pad.buttonsLength;
178 memcpy(id_, pad.id, arraysize(id_));
179 memcpy(mapping_, pad.mapping, arraysize(mapping_));
182 void GamepadProvider::PadState::SetDisconnected() {
186 memset(id_, 0, arraysize(id_));
187 memset(mapping_, 0, arraysize(mapping_));
190 void GamepadProvider::PadState::AsWebGamepad(WebGamepad* pad) {
191 pad->connected = connected_;
192 pad->axesLength = axes_length_;
193 pad->buttonsLength = buttons_length_;
194 memcpy(pad->id, id_, arraysize(id_));
195 memcpy(pad->mapping, mapping_, arraysize(mapping_));
196 memset(pad->axes, 0, arraysize(pad->axes));
197 memset(pad->buttons, 0, arraysize(pad->buttons));
200 void GamepadProvider::DoPoll() {
201 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
202 DCHECK(have_scheduled_do_poll_);
203 have_scheduled_do_poll_ = false;
206 GamepadHardwareBuffer* hwbuf = SharedMemoryAsHardwareBuffer();
208 ANNOTATE_BENIGN_RACE_SIZED(
211 "Racey reads are discarded");
214 base::AutoLock lock(devices_changed_lock_);
215 changed = devices_changed_;
216 devices_changed_ = false;
220 base::AutoLock lock(shared_memory_lock_);
222 // Acquire the SeqLock. There is only ever one writer to this data.
223 // See gamepad_hardware_buffer.h.
224 hwbuf->sequence.WriteBegin();
225 data_fetcher_->GetGamepadData(&hwbuf->buffer, changed);
226 hwbuf->sequence.WriteEnd();
229 CheckForUserGesture();
231 if (ever_had_user_gesture_) {
232 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
233 WebGamepad& pad = hwbuf->buffer.items[i];
234 PadState& state = pad_states_.get()[i];
235 if (pad.connected && !state.connected()) {
236 OnGamepadConnectionChange(true, i, pad);
237 } else if (!pad.connected && state.connected()) {
238 OnGamepadConnectionChange(false, i, pad);
239 } else if (pad.connected && state.connected() && !state.Match(pad)) {
241 state.AsWebGamepad(&old_pad);
242 OnGamepadConnectionChange(false, i, old_pad);
243 OnGamepadConnectionChange(true, i, pad);
248 // Schedule our next interval of polling.
252 void GamepadProvider::ScheduleDoPoll() {
253 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
254 if (have_scheduled_do_poll_)
258 base::AutoLock lock(is_paused_lock_);
263 base::MessageLoop::current()->PostDelayedTask(
265 base::Bind(&GamepadProvider::DoPoll, Unretained(this)),
266 base::TimeDelta::FromMilliseconds(kDesiredSamplingIntervalMs));
267 have_scheduled_do_poll_ = true;
270 void GamepadProvider::OnGamepadConnectionChange(
271 bool connected, int index, const WebGamepad& pad) {
272 PadState& state = pad_states_.get()[index];
276 state.SetDisconnected();
278 BrowserThread::PostTask(
281 base::Bind(&GamepadProvider::DispatchGamepadConnectionChange,
282 base::Unretained(this),
288 void GamepadProvider::DispatchGamepadConnectionChange(
289 bool connected, int index, const WebGamepad& pad) {
291 GamepadService::GetInstance()->OnGamepadConnected(index, pad);
293 GamepadService::GetInstance()->OnGamepadDisconnected(index, pad);
296 GamepadHardwareBuffer* GamepadProvider::SharedMemoryAsHardwareBuffer() {
297 void* mem = gamepad_shared_memory_.memory();
299 return static_cast<GamepadHardwareBuffer*>(mem);
302 void GamepadProvider::CheckForUserGesture() {
303 base::AutoLock lock(user_gesture_lock_);
304 if (user_gesture_observers_.empty() && ever_had_user_gesture_)
307 if (GamepadsHaveUserGesture(SharedMemoryAsHardwareBuffer()->buffer)) {
308 ever_had_user_gesture_ = true;
309 for (size_t i = 0; i < user_gesture_observers_.size(); i++) {
310 user_gesture_observers_[i].message_loop->PostTask(FROM_HERE,
311 user_gesture_observers_[i].closure);
313 user_gesture_observers_.clear();
317 } // namespace content