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Unified Diff: content/browser/renderer_host/input/touch_timeout_handler.cc

Issue 2709813002: Remove the touch ack timeout handler out of the legacy touch event queue. (Closed)
Patch Set: Fix nits Created 3 years, 10 months ago
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Index: content/browser/renderer_host/input/touch_timeout_handler.cc
diff --git a/content/browser/renderer_host/input/touch_timeout_handler.cc b/content/browser/renderer_host/input/touch_timeout_handler.cc
new file mode 100644
index 0000000000000000000000000000000000000000..a3bf25642ff92c79a402a7534b9465ff22e58f09
--- /dev/null
+++ b/content/browser/renderer_host/input/touch_timeout_handler.cc
@@ -0,0 +1,216 @@
+// Copyright 2017 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/browser/renderer_host/input/touch_timeout_handler.h"
+
+#include <utility>
+
+#include "base/auto_reset.h"
+#include "base/macros.h"
+#include "base/memory/ptr_util.h"
+#include "base/metrics/histogram_macros.h"
+#include "base/trace_event/trace_event.h"
+#include "content/browser/renderer_host/input/touch_event_queue.h"
+#include "content/common/input/web_touch_event_traits.h"
+#include "ui/events/base_event_utils.h"
+#include "ui/gfx/geometry/point_f.h"
+
+using blink::WebInputEvent;
+using blink::WebTouchEvent;
+using blink::WebTouchPoint;
+using ui::LatencyInfo;
+
+namespace content {
+namespace {
+
+bool ShouldTouchTriggerTimeout(const WebTouchEvent& event) {
+ return (event.type() == WebInputEvent::TouchStart ||
+ event.type() == WebInputEvent::TouchMove) &&
+ event.dispatchType == WebInputEvent::Blocking;
+}
+
+} // namespace
+
+TouchTimeoutHandler::TouchTimeoutHandler(TouchEventQueue* touch_queue,
+ base::TimeDelta desktop_timeout_delay,
+ base::TimeDelta mobile_timeout_delay)
+ : touch_queue_(touch_queue),
+ desktop_timeout_delay_(desktop_timeout_delay),
+ mobile_timeout_delay_(mobile_timeout_delay),
+ use_mobile_timeout_(false),
+ pending_ack_state_(PENDING_ACK_NONE),
+ timeout_monitor_(
+ base::Bind(&TouchTimeoutHandler::OnTimeOut, base::Unretained(this))),
+ enabled_(true),
+ enabled_for_current_sequence_(false),
+ sequence_awaiting_uma_update_(false),
+ sequence_using_mobile_timeout_(false) {
+ SetUseMobileTimeout(false);
+}
+
+TouchTimeoutHandler::~TouchTimeoutHandler() {
+ LogSequenceEndForUMAIfNecessary(false);
+}
+
+void TouchTimeoutHandler::StartIfNecessary(
+ const TouchEventWithLatencyInfo& event) {
+ if (pending_ack_state_ != PENDING_ACK_NONE)
+ return;
+
+ if (!enabled_)
+ return;
+
+ const base::TimeDelta timeout_delay = GetTimeoutDelay();
+ if (timeout_delay.is_zero())
+ return;
+
+ if (!ShouldTouchTriggerTimeout(event.event))
+ return;
+
+ if (WebTouchEventTraits::IsTouchSequenceStart(event.event)) {
+ LogSequenceStartForUMA();
+ enabled_for_current_sequence_ = true;
+ }
+
+ if (!enabled_for_current_sequence_)
+ return;
+
+ timeout_event_ = event;
+ timeout_monitor_.Restart(timeout_delay);
+}
+
+bool TouchTimeoutHandler::ConfirmTouchEvent(uint32_t unique_touch_event_id,
+ InputEventAckState ack_result) {
+ if (timeout_event_.event.uniqueTouchEventId != unique_touch_event_id)
+ return false;
+
+ switch (pending_ack_state_) {
+ case PENDING_ACK_NONE:
+ if (ack_result == INPUT_EVENT_ACK_STATE_CONSUMED)
+ enabled_for_current_sequence_ = false;
+ timeout_monitor_.Stop();
+ return false;
+ case PENDING_ACK_ORIGINAL_EVENT:
+ if (AckedTimeoutEventRequiresCancel(ack_result)) {
+ SetPendingAckState(PENDING_ACK_CANCEL_EVENT);
+ touch_queue_->SendTouchCancelEventForTouchEvent(timeout_event_);
+ } else {
+ SetPendingAckState(PENDING_ACK_NONE);
+ touch_queue_->UpdateTouchConsumerStates(timeout_event_.event,
+ ack_result);
+ }
+ return true;
+ case PENDING_ACK_CANCEL_EVENT:
+ SetPendingAckState(PENDING_ACK_NONE);
+ return true;
+ }
+ return false;
+}
+
+bool TouchTimeoutHandler::FilterEvent(const WebTouchEvent& event) {
+ if (!HasTimeoutEvent())
+ return false;
+
+ if (WebTouchEventTraits::IsTouchSequenceStart(event)) {
+ // If a new sequence is observed while we're still waiting on the
+ // timed-out sequence response, also count the new sequence as timed-out.
+ LogSequenceStartForUMA();
+ LogSequenceEndForUMAIfNecessary(true);
+ }
+
+ return true;
+}
+
+void TouchTimeoutHandler::SetEnabled(bool enabled) {
+ if (enabled_ == enabled)
+ return;
+
+ enabled_ = enabled;
+
+ if (enabled_)
+ return;
+
+ enabled_for_current_sequence_ = false;
+ // Only reset the |timeout_handler_| if the timer is running and has not
+ // yet timed out. This ensures that an already timed out sequence is
+ // properly flushed by the handler.
+ if (IsTimeoutTimerRunning()) {
+ pending_ack_state_ = PENDING_ACK_NONE;
+ timeout_monitor_.Stop();
+ }
+}
+
+void TouchTimeoutHandler::SetUseMobileTimeout(bool use_mobile_timeout) {
+ use_mobile_timeout_ = use_mobile_timeout;
+}
+
+void TouchTimeoutHandler::OnTimeOut() {
+ LogSequenceEndForUMAIfNecessary(true);
+ SetPendingAckState(PENDING_ACK_ORIGINAL_EVENT);
+ touch_queue_->FlushQueue();
+}
+
+// Skip a cancel event if the timed-out event had no consumer and was the
+// initial event in the gesture.
+bool TouchTimeoutHandler::AckedTimeoutEventRequiresCancel(
+ InputEventAckState ack_result) const {
+ DCHECK(HasTimeoutEvent());
+ if (ack_result != INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS)
+ return true;
+ return !WebTouchEventTraits::IsTouchSequenceStart(timeout_event_.event);
+}
+
+void TouchTimeoutHandler::SetPendingAckState(
+ PendingAckState new_pending_ack_state) {
+ DCHECK_NE(pending_ack_state_, new_pending_ack_state);
+ switch (new_pending_ack_state) {
+ case PENDING_ACK_ORIGINAL_EVENT:
+ DCHECK_EQ(pending_ack_state_, PENDING_ACK_NONE);
+ TRACE_EVENT_ASYNC_BEGIN0("input", "TouchEventTimeout", this);
+ break;
+ case PENDING_ACK_CANCEL_EVENT:
+ DCHECK_EQ(pending_ack_state_, PENDING_ACK_ORIGINAL_EVENT);
+ DCHECK(!timeout_monitor_.IsRunning());
+ DCHECK(touch_queue_->Empty());
+ TRACE_EVENT_ASYNC_STEP_INTO0("input", "TouchEventTimeout", this,
+ "CancelEvent");
+ break;
+ case PENDING_ACK_NONE:
+ DCHECK(!timeout_monitor_.IsRunning());
+ DCHECK(touch_queue_->Empty());
+ TRACE_EVENT_ASYNC_END0("input", "TouchEventTimeout", this);
+ break;
+ }
+ pending_ack_state_ = new_pending_ack_state;
+}
+
+void TouchTimeoutHandler::LogSequenceStartForUMA() {
+ // Always flush any unlogged entries before starting a new one.
+ LogSequenceEndForUMAIfNecessary(false);
+ sequence_awaiting_uma_update_ = true;
+ sequence_using_mobile_timeout_ = use_mobile_timeout_;
+}
+
+void TouchTimeoutHandler::LogSequenceEndForUMAIfNecessary(bool timed_out) {
+ if (!sequence_awaiting_uma_update_)
+ return;
+
+ sequence_awaiting_uma_update_ = false;
+
+ if (sequence_using_mobile_timeout_) {
+ UMA_HISTOGRAM_BOOLEAN("Event.Touch.TimedOutOnMobileSite", timed_out);
+ } else {
+ UMA_HISTOGRAM_BOOLEAN("Event.Touch.TimedOutOnDesktopSite", timed_out);
+ }
+}
+
+base::TimeDelta TouchTimeoutHandler::GetTimeoutDelay() const {
+ return use_mobile_timeout_ ? mobile_timeout_delay_ : desktop_timeout_delay_;
+}
+
+bool TouchTimeoutHandler::HasTimeoutEvent() const {
+ return pending_ack_state_ != PENDING_ACK_NONE;
+}
+
+} // namespace content
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