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Side by Side Diff: content/renderer/gamepad_shared_memory_reader.cc

Issue 10912062: Implement the gamepad API in the IPC proxy (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 3 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "content/renderer/gamepad_shared_memory_reader.h" 5 #include "content/renderer/gamepad_shared_memory_reader.h"
6 6
7 #include "base/debug/trace_event.h" 7 #include "base/debug/trace_event.h"
8 #include "base/metrics/histogram.h" 8 #include "base/metrics/histogram.h"
9 #include "content/common/gamepad_messages.h" 9 #include "content/common/gamepad_messages.h"
10 #include "content/common/gamepad_user_gesture.h"
10 #include "content/public/renderer/render_thread.h" 11 #include "content/public/renderer/render_thread.h"
11 #include "content/common/gamepad_hardware_buffer.h" 12 #include "content/common/gamepad_hardware_buffer.h"
12 #include "ipc/ipc_sync_message_filter.h" 13 #include "ipc/ipc_sync_message_filter.h"
13 14
14 namespace content { 15 namespace content {
15 16
16 GamepadSharedMemoryReader::GamepadSharedMemoryReader() 17 GamepadSharedMemoryReader::GamepadSharedMemoryReader()
17 : gamepad_hardware_buffer_(NULL) { 18 : gamepad_hardware_buffer_(NULL),
18 memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_)); 19 ever_interacted_with_(false) {
19 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling( 20 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
20 &renderer_shared_memory_handle_))); 21 &renderer_shared_memory_handle_)));
21 // If we don't get a valid handle from the browser, don't try to Map (we're 22 // If we don't get a valid handle from the browser, don't try to Map (we're
22 // probably out of memory or file handles). 23 // probably out of memory or file handles).
23 bool valid_handle = base::SharedMemory::IsHandleValid( 24 bool valid_handle = base::SharedMemory::IsHandleValid(
24 renderer_shared_memory_handle_); 25 renderer_shared_memory_handle_);
25 UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle); 26 UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle);
26 if (!valid_handle) 27 if (!valid_handle)
27 return; 28 return;
28 renderer_shared_memory_.reset( 29 renderer_shared_memory_.reset(
29 new base::SharedMemory(renderer_shared_memory_handle_, true)); 30 new base::SharedMemory(renderer_shared_memory_handle_, true));
30 CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer))); 31 CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer)));
31 void *memory = renderer_shared_memory_->memory(); 32 void *memory = renderer_shared_memory_->memory();
32 CHECK(memory); 33 CHECK(memory);
33 gamepad_hardware_buffer_ = 34 gamepad_hardware_buffer_ =
34 static_cast<GamepadHardwareBuffer*>(memory); 35 static_cast<GamepadHardwareBuffer*>(memory);
35 } 36 }
36 37
37 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { 38 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) {
39 // ==========
40 // DANGER
41 // ==========
42 //
43 // This logic is duplicated in Pepper as well. If you change it, that also
44 // needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
38 WebKit::WebGamepads read_into; 45 WebKit::WebGamepads read_into;
39 TRACE_EVENT0("GAMEPAD", "SampleGamepads"); 46 TRACE_EVENT0("GAMEPAD", "SampleGamepads");
40 47
41 if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_)) 48 if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_))
42 return; 49 return;
43 50
44 // Only try to read this many times before failing to avoid waiting here 51 // Only try to read this many times before failing to avoid waiting here
45 // very long in case of contention with the writer. TODO(scottmg) Tune this 52 // very long in case of contention with the writer. TODO(scottmg) Tune this
46 // number (as low as 1?) if histogram shows distribution as mostly 53 // number (as low as 1?) if histogram shows distribution as mostly
47 // 0-and-maximum. 54 // 0-and-maximum.
48 const int kMaximumContentionCount = 10; 55 const int kMaximumContentionCount = 10;
49 int contention_count = -1; 56 int contention_count = -1;
50 base::subtle::Atomic32 version; 57 base::subtle::Atomic32 version;
51 do { 58 do {
52 version = gamepad_hardware_buffer_->sequence.ReadBegin(); 59 version = gamepad_hardware_buffer_->sequence.ReadBegin();
53 memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into)); 60 memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into));
54 ++contention_count; 61 ++contention_count;
55 if (contention_count == kMaximumContentionCount) 62 if (contention_count == kMaximumContentionCount)
56 break; 63 break;
57 } while (gamepad_hardware_buffer_->sequence.ReadRetry(version)); 64 } while (gamepad_hardware_buffer_->sequence.ReadRetry(version));
58 UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count); 65 UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
59 66
60 if (contention_count >= kMaximumContentionCount) { 67 if (contention_count >= kMaximumContentionCount) {
61 // We failed to successfully read, presumably because the hardware 68 // We failed to successfully read, presumably because the hardware
62 // thread was taking unusually long. Don't copy the data to the output 69 // thread was taking unusually long. Don't copy the data to the output
63 // buffer, and simply leave what was there before. 70 // buffer, and simply leave what was there before.
64 return; 71 return;
65 } 72 }
66 73
67 // New data was read successfully, copy it into the output buffer. 74 // New data was read successfully, copy it into the output buffer.
68 memcpy(&gamepads, &read_into, sizeof(gamepads)); 75 memcpy(&gamepads, &read_into, sizeof(gamepads));
69 76
70 // Override the "connected" with false until the user has interacted 77 if (!ever_interacted_with_) {
71 // with the gamepad. This is to prevent fingerprinting on drive-by pages. 78 if (GamepadsHaveUserGesture(gamepads)) {
72 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { 79 ever_interacted_with_ = true;
73 WebKit::WebGamepad& pad = gamepads.items[i]; 80 } else {
74 // If the device is physically connected, then check if we should 81 // Clear the connected flag if the user hasn't interacted with any of the
75 // keep it disabled. We track if any of the primary 4 buttons have been 82 // gamepads to prevent fingerprinting. The actual data is not cleared.
76 // pressed to determine a reasonable intentional interaction from the user. 83 // WebKit will only copy out data into the JS buffers for connected
77 if (pad.connected) { 84 // gamepads so this is sufficient.
78 if (ever_interacted_with_[i]) 85 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; i++)
79 continue; 86 gamepads.items[i].connected = false;
80 const unsigned kPrimaryInteractionButtons = 4;
81 for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j)
82 ever_interacted_with_[i] |= pad.buttons[j] > 0.5f;
83 // If we've not previously set, and the user still hasn't touched
84 // these buttons, then don't pass the data on to the Chromium port.
85 if (!ever_interacted_with_[i])
86 pad.connected = false;
87 } 87 }
88 } 88 }
89 } 89 }
90 90
91 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { 91 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
92 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); 92 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
93 } 93 }
94 94
95 } // namespace content 95 } // namespace content
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