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Unified Diff: content/browser/gamepad/gamepad_provider_unittest.cc

Issue 1586663006: Refactoring gamepad polling to support dynamically added sources (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Avoid crash on Android content_unittests Created 4 years, 11 months ago
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Index: content/browser/gamepad/gamepad_provider_unittest.cc
diff --git a/content/browser/gamepad/gamepad_provider_unittest.cc b/content/browser/gamepad/gamepad_provider_unittest.cc
index 7e3a29c88b8d6ac1bec7bfaf4a7cdb11fd8eb9d5..98045bf2931894259eec69aab062a1bbf2f85239 100644
--- a/content/browser/gamepad/gamepad_provider_unittest.cc
+++ b/content/browser/gamepad/gamepad_provider_unittest.cc
@@ -85,6 +85,7 @@ TEST_F(GamepadProviderTest, MAYBE_PollingAccess) {
test_data.items[0].axes[1] = .5f;
GamepadProvider* provider = CreateProvider(test_data);
+ provider->SetSanitizationEnabled(false);
provider->Resume();
message_loop().RunUntilIdle();
@@ -137,6 +138,7 @@ TEST_F(GamepadProviderTest, UserGesture) {
UserGestureListener listener;
GamepadProvider* provider = CreateProvider(no_button_data);
+ provider->SetSanitizationEnabled(false);
provider->Resume();
provider->RegisterForUserGesture(listener.GetClosure());
@@ -155,6 +157,195 @@ TEST_F(GamepadProviderTest, UserGesture) {
EXPECT_TRUE(listener.has_user_gesture());
}
+// Tests that waiting for a user gesture works properly.
+// Crashes on android. Seems to be same issue as the PollingAccess test
+// crbug.com/147549
+#if defined(OS_ANDROID)
+#define MAYBE_Sanitization DISABLED_Sanitization
+#else
+#define MAYBE_Sanitization Sanitization
+#endif
+TEST_F(GamepadProviderTest, MAYBE_Sanitization) {
+ WebGamepads active_data;
+ active_data.length = 1;
+ active_data.items[0].connected = true;
+ active_data.items[0].timestamp = 0;
+ active_data.items[0].buttonsLength = 1;
+ active_data.items[0].axesLength = 1;
+ active_data.items[0].buttons[0].value = 1.f;
+ active_data.items[0].buttons[0].pressed = true;
+ active_data.items[0].axes[0] = -1.f;
+
+ WebGamepads zero_data;
+ zero_data.length = 1;
+ zero_data.items[0].connected = true;
+ zero_data.items[0].timestamp = 0;
+ zero_data.items[0].buttonsLength = 1;
+ zero_data.items[0].axesLength = 1;
+ zero_data.items[0].buttons[0].value = 0.f;
+ zero_data.items[0].buttons[0].pressed = false;
+ zero_data.items[0].axes[0] = 0.f;
+
+ UserGestureListener listener;
+ GamepadProvider* provider = CreateProvider(active_data);
+ provider->SetSanitizationEnabled(true);
+ provider->Resume();
+
+ message_loop().RunUntilIdle();
+
+ mock_data_fetcher_->WaitForDataRead();
+
+ // Renderer-side, pull data out of poll buffer.
+ base::SharedMemoryHandle handle = provider->GetSharedMemoryHandleForProcess(
+ base::GetCurrentProcessHandle());
+ scoped_ptr<base::SharedMemory> shared_memory(
+ new base::SharedMemory(handle, true));
+ EXPECT_TRUE(shared_memory->Map(sizeof(GamepadHardwareBuffer)));
+ void* mem = shared_memory->memory();
+
+ GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem);
+ // See gamepad_hardware_buffer.h for details on the read discipline.
+ WebGamepads output;
+
+ base::subtle::Atomic32 version;
+ do {
+ version = hwbuf->sequence.ReadBegin();
+ memcpy(&output, &hwbuf->buffer, sizeof(output));
+ } while (hwbuf->sequence.ReadRetry(version));
+
+ // Initial data should all be zeroed out due to sanitization, even though the
+ // gamepad reported input.
+ EXPECT_EQ(1u, output.length);
+ EXPECT_EQ(1u, output.items[0].buttonsLength);
+ EXPECT_EQ(0.f, output.items[0].buttons[0].value);
+ EXPECT_FALSE(output.items[0].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[0].axesLength);
+ EXPECT_EQ(0.f, output.items[0].axes[0]);
+
+ // Zero out the inputs.
+ mock_data_fetcher_->SetTestData(zero_data);
+ mock_data_fetcher_->WaitForDataReadAndCallbacksIssued();
+
+ do {
+ version = hwbuf->sequence.ReadBegin();
+ memcpy(&output, &hwbuf->buffer, sizeof(output));
+ } while (hwbuf->sequence.ReadRetry(version));
+
+ // Should still read zero, which is now an accurate reflection of the data.
+ EXPECT_EQ(1u, output.length);
+ EXPECT_EQ(1u, output.items[0].buttonsLength);
+ EXPECT_EQ(0.f, output.items[0].buttons[0].value);
+ EXPECT_FALSE(output.items[0].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[0].axesLength);
+ EXPECT_EQ(0.f, output.items[0].axes[0]);
+
+ // Re-set the active inputs.
+ mock_data_fetcher_->SetTestData(active_data);
+ mock_data_fetcher_->WaitForDataReadAndCallbacksIssued();
+
+ do {
+ version = hwbuf->sequence.ReadBegin();
+ memcpy(&output, &hwbuf->buffer, sizeof(output));
+ } while (hwbuf->sequence.ReadRetry(version));
+
+ // Should now accurately reflect the reported data.
+ EXPECT_EQ(1u, output.length);
+ EXPECT_EQ(1u, output.items[0].buttonsLength);
+ EXPECT_EQ(1.f, output.items[0].buttons[0].value);
+ EXPECT_TRUE(output.items[0].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[0].axesLength);
+ EXPECT_EQ(-1.f, output.items[0].axes[0]);
+}
+
+// Tests that waiting for a user gesture works properly.
+// Crashes on android. Seems to be same issue as the PollingAccess test
+// crbug.com/147549
+#if defined(OS_ANDROID)
+#define MAYBE_DynamicallyAddedDataFetcher DISABLED_DynamicallyAddedDataFetcher
+#else
+#define MAYBE_DynamicallyAddedDataFetcher DynamicallyAddedDataFetcher
+#endif
+TEST_F(GamepadProviderTest, MAYBE_DynamicallyAddedDataFetcher) {
+ WebGamepads active_data;
+ active_data.length = 1;
+ active_data.items[0].connected = true;
+ active_data.items[0].timestamp = 0;
+ active_data.items[0].buttonsLength = 1;
+ active_data.items[0].axesLength = 1;
+ active_data.items[0].buttons[0].value = 1.f;
+ active_data.items[0].buttons[0].pressed = true;
+ active_data.items[0].axes[0] = -1.f;
+
+ UserGestureListener listener;
+ GamepadProvider* provider = CreateProvider(active_data);
+ provider->SetSanitizationEnabled(false);
+ provider->Resume();
+
+ message_loop().RunUntilIdle();
+
+ mock_data_fetcher_->WaitForDataRead();
+
+ // Renderer-side, pull data out of poll buffer.
+ base::SharedMemoryHandle handle = provider->GetSharedMemoryHandleForProcess(
+ base::GetCurrentProcessHandle());
+ scoped_ptr<base::SharedMemory> shared_memory(
+ new base::SharedMemory(handle, true));
+ EXPECT_TRUE(shared_memory->Map(sizeof(GamepadHardwareBuffer)));
+ void* mem = shared_memory->memory();
+
+ GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem);
+ // See gamepad_hardware_buffer.h for details on the read discipline.
+ WebGamepads output;
+
+ base::subtle::Atomic32 version;
+ do {
+ version = hwbuf->sequence.ReadBegin();
+ memcpy(&output, &hwbuf->buffer, sizeof(output));
+ } while (hwbuf->sequence.ReadRetry(version));
+
+ // Should still accurately report the test data.
+ EXPECT_EQ(1u, output.length);
+ EXPECT_EQ(1u, output.items[0].buttonsLength);
+ EXPECT_EQ(1.f, output.items[0].buttons[0].value);
+ EXPECT_TRUE(output.items[0].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[0].axesLength);
+ EXPECT_EQ(-1.f, output.items[0].axes[0]);
+
+ WebGamepads active_data_2;
+ active_data_2.length = 1;
+ active_data_2.items[1].connected = true;
+ active_data_2.items[1].timestamp = 0;
+ active_data_2.items[1].buttonsLength = 1;
+ active_data_2.items[1].axesLength = 1;
+ active_data_2.items[1].buttons[0].value = 0.5f;
+ active_data_2.items[1].buttons[0].pressed = true;
+ active_data_2.items[1].axes[0] = 0.5f;
+
+ // Add a new data fetcher.
+ provider->AddGamepadDataFetcher(scoped_ptr<GamepadDataFetcher>(
+ new MockGamepadDataFetcher(active_data_2)));
+ mock_data_fetcher_->WaitForDataReadAndCallbacksIssued();
+
+ do {
+ version = hwbuf->sequence.ReadBegin();
+ memcpy(&output, &hwbuf->buffer, sizeof(output));
+ } while (hwbuf->sequence.ReadRetry(version));
+
+ // Should now report test data from both data fetchers.
+ EXPECT_EQ(2u, output.length);
+ EXPECT_EQ(1u, output.items[0].buttonsLength);
+ EXPECT_EQ(1.f, output.items[0].buttons[0].value);
+ EXPECT_TRUE(output.items[0].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[0].axesLength);
+ EXPECT_EQ(-1.f, output.items[0].axes[0]);
+
+ EXPECT_EQ(1u, output.items[1].buttonsLength);
+ EXPECT_EQ(0.5f, output.items[1].buttons[0].value);
+ EXPECT_TRUE(output.items[1].buttons[0].pressed);
+ EXPECT_EQ(1u, output.items[1].axesLength);
+ EXPECT_EQ(0.5f, output.items[1].axes[0]);
+}
+
} // namespace
} // namespace content
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