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Issue 8689011: Renderer reading side of gamepad (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: remove unrelated change Created 9 years ago
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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_util.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 using namespace content;
darin (slow to review) 2011/11/28 17:35:49 nit: the google c++ style guide forbids 'using nam
scottmg 2011/11/28 20:02:08 Done.
15 using namespace gamepad;
16
17 GamepadUtil::GamepadUtil() {
darin (slow to review) 2011/11/28 17:35:49 please come up with a better name for this class.
scottmg 2011/11/28 20:02:08 Done.
18 memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_));
19 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
20 &renderer_shared_memory_handle_)));
21 renderer_shared_memory_.reset(
22 new base::SharedMemory(renderer_shared_memory_handle_, true));
23 CHECK(renderer_shared_memory_->Map(sizeof(gamepad::GamepadHardwareBuffer)));
24 void *memory = renderer_shared_memory_->memory();
25 CHECK(memory);
26 gamepad_hardware_buffer_ = static_cast<GamepadHardwareBuffer*>(memory);
27 }
28
29 void GamepadUtil::SampleGamepads(WebKit::WebGamepads& gamepads) {
30 WebKit::WebGamepads read_into;
31 TRACE_EVENT0("GAMEPAD", "SampleGamepads");
32
33 // See gamepad_hardware_buffer.h for details on the read discipline.
34 base::subtle::Atomic32 start, end;
35 // Only try to read this many times before failing to avoid waiting here
36 // very long in case of contention with the writer. TODO(scottmg) Tune this
37 // number (as low as 1?) if histogram shows distribution as mostly
38 // 0-and-maximum.
39 const int maximum_contention_count = 10;
40 int contention_count = 0;
41 while (contention_count < maximum_contention_count) {
42 end = base::subtle::Acquire_Load(&gamepad_hardware_buffer_->end_marker);
darin (slow to review) 2011/11/28 17:35:49 i had expected to see a memory barrier here. i ad
scottmg 2011/11/28 20:02:08 I'm afraid that's probably a bug then. I thought I
43 memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(gamepads));
darin (slow to review) 2011/11/28 17:35:49 i'm not the expert on our dynamic annotations syst
scottmg 2011/11/28 20:02:08 OK, will do.
44 start = base::subtle::Acquire_Load(&gamepad_hardware_buffer_->start_marker);
45 if (start == end)
46 break;
47 ++contention_count;
48 base::PlatformThread::YieldCurrentThread();
49 }
50 HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count);
51
52 if (contention_count == maximum_contention_count) {
53 // We failed to successfully read, presumably because the hardware
54 // thread was taking unusually long. Don't copy the data to the output
55 // buffer, and simply leave what was there before.
56 return;
57 }
58
59 // New data was read successfully, copy it into the output buffer.
60 memcpy(&gamepads, &read_into, sizeof(gamepads));
61
62 // Override the "connected" with false until the user has interacted
63 // with the gamepad. This is to prevent fingerprinting on drive-by pages.
64 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) {
65 WebKit::WebGamepad& pad = gamepads.items[i];
66 // If the device is physically connected, then check if we should
67 // keep it disabled. We track if any of the primary 4 buttons have been
68 // pressed to determine a reasonable intentional interaction from the user.
69 if (pad.connected) {
70 if (ever_interacted_with_[i])
71 continue;
72 const unsigned primaryInteractionButtons = 4;
darin (slow to review) 2011/11/28 17:35:49 nit: use kFooBar for google c++ style constants.
scottmg 2011/11/28 20:02:08 Done.
73 for (unsigned j = 0; j < primaryInteractionButtons; ++j)
74 ever_interacted_with_[i] |= pad.buttons[j] > 0.5f;
75 // If we've not previously set, and the user still hasn't touched
76 // these buttons, then don't pass the data on to the Chromium port.
77 if (!ever_interacted_with_[i])
78 pad.connected = false;
79 }
80 }
81 }
82
83 GamepadUtil::~GamepadUtil() {
84 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
darin (slow to review) 2011/11/28 17:35:49 note: i'm not sure if you are doing this yet, but
scottmg 2011/11/28 20:02:08 After talking to John I have some other work to do
85 }
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