Index: content/renderer/gamepad_util.cc |
diff --git a/content/renderer/gamepad_util.cc b/content/renderer/gamepad_util.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..daec11d3b69a7bbf1ac59a792294d7fa7bb4b2bf |
--- /dev/null |
+++ b/content/renderer/gamepad_util.cc |
@@ -0,0 +1,85 @@ |
+// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "content/renderer/gamepad_util.h" |
+ |
+#include "base/debug/trace_event.h" |
+#include "base/metrics/histogram.h" |
+#include "content/common/gamepad_messages.h" |
+#include "content/public/renderer/render_thread.h" |
+#include "content/common/gamepad_hardware_buffer.h" |
+#include "ipc/ipc_sync_message_filter.h" |
+ |
+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.
|
+using namespace gamepad; |
+ |
+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.
|
+ memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_)); |
+ CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling( |
+ &renderer_shared_memory_handle_))); |
+ renderer_shared_memory_.reset( |
+ new base::SharedMemory(renderer_shared_memory_handle_, true)); |
+ CHECK(renderer_shared_memory_->Map(sizeof(gamepad::GamepadHardwareBuffer))); |
+ void *memory = renderer_shared_memory_->memory(); |
+ CHECK(memory); |
+ gamepad_hardware_buffer_ = static_cast<GamepadHardwareBuffer*>(memory); |
+} |
+ |
+void GamepadUtil::SampleGamepads(WebKit::WebGamepads& gamepads) { |
+ WebKit::WebGamepads read_into; |
+ TRACE_EVENT0("GAMEPAD", "SampleGamepads"); |
+ |
+ // See gamepad_hardware_buffer.h for details on the read discipline. |
+ base::subtle::Atomic32 start, end; |
+ // Only try to read this many times before failing to avoid waiting here |
+ // very long in case of contention with the writer. TODO(scottmg) Tune this |
+ // number (as low as 1?) if histogram shows distribution as mostly |
+ // 0-and-maximum. |
+ const int maximum_contention_count = 10; |
+ int contention_count = 0; |
+ while (contention_count < maximum_contention_count) { |
+ 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
|
+ 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.
|
+ start = base::subtle::Acquire_Load(&gamepad_hardware_buffer_->start_marker); |
+ if (start == end) |
+ break; |
+ ++contention_count; |
+ base::PlatformThread::YieldCurrentThread(); |
+ } |
+ HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count); |
+ |
+ if (contention_count == maximum_contention_count) { |
+ // We failed to successfully read, presumably because the hardware |
+ // thread was taking unusually long. Don't copy the data to the output |
+ // buffer, and simply leave what was there before. |
+ return; |
+ } |
+ |
+ // New data was read successfully, copy it into the output buffer. |
+ memcpy(&gamepads, &read_into, sizeof(gamepads)); |
+ |
+ // Override the "connected" with false until the user has interacted |
+ // with the gamepad. This is to prevent fingerprinting on drive-by pages. |
+ for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { |
+ WebKit::WebGamepad& pad = gamepads.items[i]; |
+ // If the device is physically connected, then check if we should |
+ // keep it disabled. We track if any of the primary 4 buttons have been |
+ // pressed to determine a reasonable intentional interaction from the user. |
+ if (pad.connected) { |
+ if (ever_interacted_with_[i]) |
+ continue; |
+ 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.
|
+ for (unsigned j = 0; j < primaryInteractionButtons; ++j) |
+ ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; |
+ // If we've not previously set, and the user still hasn't touched |
+ // these buttons, then don't pass the data on to the Chromium port. |
+ if (!ever_interacted_with_[i]) |
+ pad.connected = false; |
+ } |
+ } |
+} |
+ |
+GamepadUtil::~GamepadUtil() { |
+ 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
|
+} |