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| 1 // Copyright (c) 2011 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_messages.h" |
| 10 #include "content/public/renderer/render_thread.h" |
| 11 #include "content/common/gamepad_hardware_buffer.h" |
| 12 #include "ipc/ipc_sync_message_filter.h" |
| 13 |
| 14 namespace content { |
| 15 |
| 16 GamepadSharedMemoryReader::GamepadSharedMemoryReader() { |
| 17 memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_)); |
| 18 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling( |
| 19 &renderer_shared_memory_handle_))); |
| 20 renderer_shared_memory_.reset( |
| 21 new base::SharedMemory(renderer_shared_memory_handle_, true)); |
| 22 CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer))); |
| 23 void *memory = renderer_shared_memory_->memory(); |
| 24 CHECK(memory); |
| 25 gamepad_hardware_buffer_ = |
| 26 static_cast<GamepadHardwareBuffer*>(memory); |
| 27 } |
| 28 |
| 29 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { |
| 30 WebKit::WebGamepads read_into; |
| 31 TRACE_EVENT0("GAMEPAD", "SampleGamepads"); |
| 32 |
| 33 // Only try to read this many times before failing to avoid waiting here |
| 34 // very long in case of contention with the writer. TODO(scottmg) Tune this |
| 35 // number (as low as 1?) if histogram shows distribution as mostly |
| 36 // 0-and-maximum. |
| 37 const int kMaximumContentionCount = 10; |
| 38 int contention_count = -1; |
| 39 base::subtle::Atomic32 version; |
| 40 do { |
| 41 version = gamepad_hardware_buffer_->sequence.ReadBegin(); |
| 42 memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into)); |
| 43 ++contention_count; |
| 44 if (contention_count == kMaximumContentionCount) |
| 45 break; |
| 46 } while (gamepad_hardware_buffer_->sequence.ReadRetry(version)); |
| 47 HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count); |
| 48 |
| 49 if (contention_count >= kMaximumContentionCount) { |
| 50 // We failed to successfully read, presumably because the hardware |
| 51 // thread was taking unusually long. Don't copy the data to the output |
| 52 // buffer, and simply leave what was there before. |
| 53 return; |
| 54 } |
| 55 |
| 56 // New data was read successfully, copy it into the output buffer. |
| 57 memcpy(&gamepads, &read_into, sizeof(gamepads)); |
| 58 |
| 59 // Override the "connected" with false until the user has interacted |
| 60 // with the gamepad. This is to prevent fingerprinting on drive-by pages. |
| 61 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { |
| 62 WebKit::WebGamepad& pad = gamepads.items[i]; |
| 63 // If the device is physically connected, then check if we should |
| 64 // keep it disabled. We track if any of the primary 4 buttons have been |
| 65 // pressed to determine a reasonable intentional interaction from the user. |
| 66 if (pad.connected) { |
| 67 if (ever_interacted_with_[i]) |
| 68 continue; |
| 69 const unsigned kPrimaryInteractionButtons = 4; |
| 70 for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j) |
| 71 ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; |
| 72 // If we've not previously set, and the user still hasn't touched |
| 73 // these buttons, then don't pass the data on to the Chromium port. |
| 74 if (!ever_interacted_with_[i]) |
| 75 pad.connected = false; |
| 76 } |
| 77 } |
| 78 } |
| 79 |
| 80 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { |
| 81 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); |
| 82 } |
| 83 |
| 84 } // namespace content |
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