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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 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 | 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/public/renderer/render_thread.h" | 10 #include "content/public/renderer/render_thread.h" |
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23 void *memory = renderer_shared_memory_->memory(); | 23 void *memory = renderer_shared_memory_->memory(); |
24 CHECK(memory); | 24 CHECK(memory); |
25 gamepad_hardware_buffer_ = | 25 gamepad_hardware_buffer_ = |
26 static_cast<GamepadHardwareBuffer*>(memory); | 26 static_cast<GamepadHardwareBuffer*>(memory); |
27 } | 27 } |
28 | 28 |
29 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { | 29 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { |
30 WebKit::WebGamepads read_into; | 30 WebKit::WebGamepads read_into; |
31 TRACE_EVENT0("GAMEPAD", "SampleGamepads"); | 31 TRACE_EVENT0("GAMEPAD", "SampleGamepads"); |
32 | 32 |
33 // Only try to read this many times before failing to avoid waiting here | 33 gamepad_hardware_buffer_->gamepads.ReadTo(&gamepads); |
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 | 34 |
59 // Override the "connected" with false until the user has interacted | 35 // Override the "connected" with false until the user has interacted |
60 // with the gamepad. This is to prevent fingerprinting on drive-by pages. | 36 // with the gamepad. This is to prevent fingerprinting on drive-by pages. |
61 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { | 37 for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { |
62 WebKit::WebGamepad& pad = gamepads.items[i]; | 38 WebKit::WebGamepad& pad = gamepads.items[i]; |
63 // If the device is physically connected, then check if we should | 39 // 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 | 40 // 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. | 41 // pressed to determine a reasonable intentional interaction from the user. |
66 if (pad.connected) { | 42 if (pad.connected) { |
67 if (ever_interacted_with_[i]) | 43 if (ever_interacted_with_[i]) |
68 continue; | 44 continue; |
69 const unsigned kPrimaryInteractionButtons = 4; | 45 const unsigned kPrimaryInteractionButtons = 4; |
70 for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j) | 46 for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j) |
71 ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; | 47 ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; |
72 // If we've not previously set, and the user still hasn't touched | 48 // 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. | 49 // these buttons, then don't pass the data on to the Chromium port. |
74 if (!ever_interacted_with_[i]) | 50 if (!ever_interacted_with_[i]) |
75 pad.connected = false; | 51 pad.connected = false; |
76 } | 52 } |
77 } | 53 } |
78 } | 54 } |
79 | 55 |
80 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { | 56 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { |
81 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); | 57 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); |
82 } | 58 } |
83 | 59 |
84 } // namespace content | 60 } // namespace content |
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