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

Issue 997283002: Coalesce async touch move events until the ack back from render (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Ack struct and unittest Created 5 years, 7 months ago
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Index: content/browser/renderer_host/input/touch_event_queue_unittest.cc
diff --git a/content/browser/renderer_host/input/touch_event_queue_unittest.cc b/content/browser/renderer_host/input/touch_event_queue_unittest.cc
index 398dfb79eddc35666572087380e74238a543775f..5a9d759e18dc81cdde795cf0619702f677249256 100644
--- a/content/browser/renderer_host/input/touch_event_queue_unittest.cc
+++ b/content/browser/renderer_host/input/touch_event_queue_unittest.cc
@@ -34,8 +34,7 @@ class TouchEventQueueTest : public testing::Test,
public TouchEventQueueClient {
public:
TouchEventQueueTest()
- : sent_event_count_(0),
- acked_event_count_(0),
+ : acked_event_count_(0),
last_acked_event_state_(INPUT_EVENT_ACK_STATE_UNKNOWN),
slop_length_dips_(0) {}
@@ -44,6 +43,7 @@ class TouchEventQueueTest : public testing::Test,
// testing::Test
void SetUp() override {
ResetQueueWithConfig(TouchEventQueue::Config());
+ sent_events_ids_.clear();
}
void TearDown() override { queue_.reset(); }
@@ -51,8 +51,8 @@ class TouchEventQueueTest : public testing::Test,
// TouchEventQueueClient
void SendTouchEventImmediately(
const TouchEventWithLatencyInfo& event) override {
- ++sent_event_count_;
- last_sent_event_ = event.event;
+ sent_events_.push_back(event.event);
+ sent_events_ids_.push_back(event.event.uniqueTouchEventId);
if (sync_ack_result_) {
auto sync_ack_result = sync_ack_result_.Pass();
SendTouchEventAck(*sync_ack_result);
@@ -115,7 +115,18 @@ class TouchEventQueueTest : public testing::Test,
}
void SendTouchEventAck(InputEventAckState ack_result) {
- queue_->ProcessTouchAck(ack_result, ui::LatencyInfo());
+ DCHECK(!sent_events_ids_.empty());
+ queue_->ProcessTouchAck(ack_result, ui::LatencyInfo(),
+ sent_events_ids_.front());
+ sent_events_ids_.pop_front();
+ }
+
+ void SendTouchEventAckWithID(InputEventAckState ack_result,
+ int unique_event_id) {
+ queue_->ProcessTouchAck(ack_result, ui::LatencyInfo(), unique_event_id);
+ sent_events_ids_.erase(std::remove(sent_events_ids_.begin(),
+ sent_events_ids_.end(), unique_event_id),
+ sent_events_ids_.end());
}
void SendGestureEventAck(WebInputEvent::Type type,
@@ -224,8 +235,8 @@ class TouchEventQueueTest : public testing::Test,
}
size_t GetAndResetSentEventCount() {
- size_t count = sent_event_count_;
- sent_event_count_ = 0;
+ size_t count = sent_events_.size();
+ sent_events_.clear();
return count;
}
@@ -258,7 +269,12 @@ class TouchEventQueueTest : public testing::Test,
}
const WebTouchEvent& sent_event() const {
- return last_sent_event_;
+ DCHECK(!sent_events_.empty());
+ return sent_events_.back();
+ }
+
+ const std::vector<WebTouchEvent>& all_sent_events() const {
+ return sent_events_;
}
InputEventAckState acked_event_state() const {
@@ -271,6 +287,12 @@ class TouchEventQueueTest : public testing::Test,
base::MessageLoop::current()->Run();
}
+ size_t uncancelable_touch_moves_pending_ack_count() const {
+ return queue_->uncancelable_touch_moves_pending_ack_count();
+ }
+
+ int GetUniqueTouchEventID() { return sent_events_ids_.back(); }
+
private:
void SendTouchEvent() {
SendTouchEvent(touch_event_);
@@ -283,10 +305,9 @@ class TouchEventQueueTest : public testing::Test,
}
scoped_ptr<TouchEventQueue> queue_;
- size_t sent_event_count_;
size_t acked_event_count_;
- WebTouchEvent last_sent_event_;
WebTouchEvent last_acked_event_;
+ std::vector<WebTouchEvent> sent_events_;
InputEventAckState last_acked_event_state_;
SyntheticWebTouchEvent touch_event_;
scoped_ptr<WebTouchEvent> followup_touch_event_;
@@ -295,6 +316,7 @@ class TouchEventQueueTest : public testing::Test,
double slop_length_dips_;
gfx::PointF anchor_;
base::MessageLoopForUI message_loop_;
+ std::deque<int> sent_events_ids_;
};
@@ -647,7 +669,7 @@ TEST_F(TouchEventQueueTest, MultiTouch) {
// Tests that the touch-event queue is robust to redundant acks.
TEST_F(TouchEventQueueTest, SpuriousAcksIgnored) {
// Trigger a spurious ack.
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
+ SendTouchEventAckWithID(INPUT_EVENT_ACK_STATE_CONSUMED, 0);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Send and ack a touch press.
@@ -659,7 +681,7 @@ TEST_F(TouchEventQueueTest, SpuriousAcksIgnored) {
EXPECT_EQ(0U, queued_event_count());
// Trigger a spurious ack.
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
+ SendTouchEventAckWithID(INPUT_EVENT_ACK_STATE_CONSUMED, 3);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
@@ -1030,10 +1052,10 @@ TEST_F(TouchEventQueueTest, TouchTimeoutBasic) {
// Ack'ing the original event should trigger a cancel event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(WebInputEvent::TouchCancel, sent_event().type);
EXPECT_FALSE(sent_event().cancelable);
+ EXPECT_EQ(0U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
// Touch events should not be forwarded until we receive the cancel acks.
MoveTouchPoint(0, 1, 1);
@@ -1052,10 +1074,10 @@ TEST_F(TouchEventQueueTest, TouchTimeoutBasic) {
// Subsequent events should be handled normally.
PressTouchPoint(0, 1);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(WebInputEvent::TouchStart, sent_event().type);
EXPECT_TRUE(sent_event().cancelable);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that the timeout is never started if the renderer consumes
@@ -1540,7 +1562,6 @@ TEST_F(TouchEventQueueTest, AsyncTouch) {
SendGestureEventAck(WebInputEvent::GestureScrollUpdate,
INPUT_EVENT_ACK_STATE_CONSUMED);
MoveTouchPoint(0, 10, 7+i);
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_TRUE(HasPendingAsyncTouchMove());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
@@ -1579,33 +1600,31 @@ TEST_F(TouchEventQueueTest, AsyncTouchThrottledAfterScroll) {
// Now queue a second touchmove and verify it's not (yet) dispatched.
MoveTouchPoint(0, 0, 100);
SetFollowupEvent(followup_scroll);
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ // SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_TRUE(HasPendingAsyncTouchMove());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
- // Queuing the final touchend should flush the pending, async touchmove.
+ // Queuing the final touchend should flush the pending async touchmove. In
+ // this case, we will first dispatch an async touchmove and then a touchend.
+ // For the async touchmove, we will only ack the client.
ReleaseTouchPoint(0);
followup_scroll.type = WebInputEvent::GestureScrollEnd;
SetFollowupEvent(followup_scroll);
- EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
EXPECT_FALSE(HasPendingAsyncTouchMove());
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(2U, queued_event_count());
-
- // Ack the flushed, async touchmove. The ack should not reach the client, but
- // it should trigger sending of the (now non-cancelable) touchend.
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
- EXPECT_EQ(WebInputEvent::TouchEnd, sent_event().type);
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
+ EXPECT_EQ(2U, all_sent_events().size());
+ EXPECT_EQ(WebInputEvent::TouchMove, all_sent_events()[0].type);
+ EXPECT_FALSE(all_sent_events()[0].cancelable);
+ EXPECT_EQ(WebInputEvent::TouchEnd, all_sent_events()[1].type);
+ EXPECT_FALSE(all_sent_events()[1].cancelable);
+ EXPECT_EQ(2U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, queued_event_count());
// Ack the touchend.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
@@ -1639,7 +1658,6 @@ TEST_F(TouchEventQueueTest, AsyncTouchThrottledAfterScroll) {
EXPECT_EQ(1U, GetAndResetAckedEventCount());
MoveTouchPoint(0, 0, 10);
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_TRUE(HasPendingAsyncTouchMove());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
@@ -1651,22 +1669,22 @@ TEST_F(TouchEventQueueTest, AsyncTouchThrottledAfterScroll) {
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(0U, uncancelable_touch_moves_pending_ack_count());
// The pending touchmove should be flushed with the the new touchmove if
- // sufficient time has passed.
+ // sufficient time has passed and ack to the client.
AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
MoveTouchPoint(0, 0, 15);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(HasPendingAsyncTouchMove());
EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(1U, queued_event_count());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
- EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
- // Non-touchmove events should always flush any pending touchmove events.
+ // Non-touchmove events should always flush any pending touchmove events. In
+ // this case, we will first dispatch an async touchmove and then a
+ // touchstart. For the async touchmove, we will only ack the client.
MoveTouchPoint(0, 0, 25);
EXPECT_TRUE(HasPendingAsyncTouchMove());
EXPECT_EQ(0U, queued_event_count());
@@ -1674,23 +1692,18 @@ TEST_F(TouchEventQueueTest, AsyncTouchThrottledAfterScroll) {
EXPECT_EQ(1U, GetAndResetAckedEventCount());
PressTouchPoint(30, 30);
EXPECT_FALSE(HasPendingAsyncTouchMove());
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(2U, queued_event_count());
-
- // Ack'ing the flushed, async touchmove will dispatch the touchstart. Note
- // that the flushed touchmove's ack will not reach the client (its
- // constituent events have already been ack'ed).
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
- EXPECT_TRUE(sent_event().cancelable);
- EXPECT_EQ(WebInputEvent::TouchStart, sent_event().type);
+ EXPECT_EQ(2U, all_sent_events().size());
+ EXPECT_EQ(WebInputEvent::TouchMove, all_sent_events()[0].type);
+ EXPECT_FALSE(all_sent_events()[0].cancelable);
+ EXPECT_EQ(WebInputEvent::TouchStart, all_sent_events()[1].type);
+ EXPECT_TRUE(all_sent_events()[1].cancelable);
+ EXPECT_EQ(2U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, queued_event_count());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Ack the touchstart.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
@@ -1781,20 +1794,20 @@ TEST_F(TouchEventQueueTest, AsyncTouchFlushedByTouchEnd) {
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
- // Queuing the final touchend should flush the pending, async touchmove.
+ // Queuing the final touchend should flush the pending, async touchmove. In
+ // this case, we will first dispatch an async touchmove and then a touchend.
+ // For the async touchmove, we will only ack the client.
ReleaseTouchPoint(0);
EXPECT_FALSE(HasPendingAsyncTouchMove());
- EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(0, sent_event().touches[0].position.x);
- EXPECT_EQ(0, sent_event().touches[0].position.y);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
-
- // Touchend is not cancelable during async touch dispatch.
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_IGNORED);
- EXPECT_EQ(WebInputEvent::TouchEnd, sent_event().type);
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(2U, all_sent_events().size());
+ EXPECT_EQ(WebInputEvent::TouchMove, all_sent_events()[0].type);
+ EXPECT_FALSE(all_sent_events()[0].cancelable);
+ EXPECT_EQ(0, all_sent_events()[0].touches[0].position.x);
+ EXPECT_EQ(0, all_sent_events()[0].touches[0].position.y);
+ EXPECT_EQ(WebInputEvent::TouchEnd, all_sent_events()[1].type);
+ EXPECT_FALSE(all_sent_events()[1].cancelable);
+ EXPECT_EQ(2U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Ensure that async touch dispatch and touch ack timeout interactions work
@@ -1835,7 +1848,6 @@ TEST_F(TouchEventQueueTest, AsyncTouchWithAckTimeout) {
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_FALSE(HasPendingAsyncTouchMove());
EXPECT_FALSE(sent_event().cancelable);
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, GetAndResetSentEventCount());
@@ -1908,23 +1920,20 @@ TEST_F(TouchEventQueueTest, AsyncTouchWithTouchCancelAfterAck) {
followup_cancel.touches[0].state = WebTouchPoint::StateCancelled;
SetFollowupEvent(followup_cancel);
MoveTouchPoint(0, 5, 5);
- EXPECT_EQ(2U, queued_event_count());
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(1U, queued_event_count());
+ EXPECT_EQ(2U, all_sent_events().size());
+ EXPECT_EQ(WebInputEvent::TouchMove, all_sent_events()[0].type);
+ EXPECT_FALSE(all_sent_events()[0].cancelable);
+ EXPECT_EQ(WebInputEvent::TouchCancel, all_sent_events()[1].type);
+ EXPECT_FALSE(all_sent_events()[1].cancelable);
+ EXPECT_EQ(2U, GetAndResetSentEventCount());
+ // The first ack is because the async touchmove is not ready for dispatching
+ // send the ack immediately, the second ack is when flushing the async
+ // touchmove, ack to client right away.
+ EXPECT_EQ(2U, GetAndResetAckedEventCount());
EXPECT_EQ(WebInputEvent::TouchMove, acked_event().type);
- EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
- EXPECT_EQ(1U, GetAndResetAckedEventCount());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- // The ack for the async touchmove should not reach the client, as it has
- // already been ack'ed.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
- EXPECT_FALSE(sent_event().cancelable);
- EXPECT_EQ(1U, queued_event_count());
- EXPECT_EQ(WebInputEvent::TouchCancel, sent_event().type);
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
-
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(WebInputEvent::TouchCancel, acked_event().type);
@@ -1965,12 +1974,307 @@ TEST_F(TouchEventQueueTest, AsyncTouchWithHardTouchStartReset) {
ResetTouchEvent();
PressTouchPoint(0, 0);
- EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(WebInputEvent::TouchStart, sent_event().type);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+}
+
+// Ensure that even when the interval expires, we still need to wait for the
+// ack sent back from render to send the next async touchmove once the scroll
+// starts.
+TEST_F(TouchEventQueueTest, SendNextThrottledAsyncTouchMoveAfterAck) {
+ // Process a TouchStart
+ PressTouchPoint(0, 1);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Initiate async touchmove dispatch after the start of a scroll sequence.
+ MoveTouchPoint(0, 0, 5);
+ WebGestureEvent followup_scroll;
+ followup_scroll.type = WebInputEvent::GestureScrollBegin;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ MoveTouchPoint(0, 0, 10);
+ followup_scroll.type = WebInputEvent::GestureScrollUpdate;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // We set the next touch event time to be after the throttled interval.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ // Dispatch the touch move event when sufficient time has passed.
+ MoveTouchPoint(0, 0, 40);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_FALSE(sent_event().cancelable);
+ // When we dispatch an async touchmove, we do not put it back to the queue
+ // any more and we will ack to client right away.
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+
+ // Do not dispatch the event until throttledTouchmoves intervals expires and
+ // receive an ack from render.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 0, 50);
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+
+ // Send pending_async_touch_move_ when we receive an ack back from render.
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+}
+
+// Ensure that even when we receive the ack from render, we still need to wait
+// for the interval expires to send the next async touchmove once the scroll
+// starts.
+TEST_F(TouchEventQueueTest, SendNextAsyncTouchMoveAfterAckAndTimeExpire) {
+ // Process a TouchStart
+ PressTouchPoint(0, 1);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Initiate async touchmove dispatch after the start of a scroll sequence.
+ MoveTouchPoint(0, 0, 5);
+ WebGestureEvent followup_scroll;
+ followup_scroll.type = WebInputEvent::GestureScrollBegin;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ MoveTouchPoint(0, 0, 10);
+ followup_scroll.type = WebInputEvent::GestureScrollUpdate;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Dispatch the touch move event when sufficient time has passed.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 0, 40);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_FALSE(sent_event().cancelable);
+ // When we dispatch an async touchmove, we do not put it back to the queue
+ // any more and we will ack to client right away.
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+
+ // We receive an ack back from render but the time interval is not expired,
+ // so we do not dispatch the touch move event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(0U, uncancelable_touch_moves_pending_ack_count());
+ MoveTouchPoint(0, 0, 50);
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Dispatch the touch move when sufficient time has passed.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 0, 50);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
+ EXPECT_FALSE(sent_event().cancelable);
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+}
+
+TEST_F(TouchEventQueueTest, AsyncTouchFlushedByNonTouchMove) {
+ // Process a TouchStart
+ PressTouchPoint(0, 1);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Initiate async touchmove dispatch after the start of a scroll sequence.
+ MoveTouchPoint(0, 0, 5);
+ WebGestureEvent followup_scroll;
+ followup_scroll.type = WebInputEvent::GestureScrollBegin;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ MoveTouchPoint(0, 0, 10);
+ followup_scroll.type = WebInputEvent::GestureScrollUpdate;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Dispatch the touch move when sufficient time has passed.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 0, 40);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_FALSE(sent_event().cancelable);
+ // When we dispatch an async touchmove, we do not put it back to the queue
+ // any more and we will ack to client right away.
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+
+ for (int i = 0; i < 3; ++i) {
+ // We throttle the touchmoves, put it in the pending_async_touch_move_,
+ // do not dispatch it.
+ MoveTouchPoint(0, 10 + 10 * i, 10 + 10 * i);
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(static_cast<size_t>(i + 1),
+ uncancelable_touch_moves_pending_ack_count());
+
+ // Send touchstart will flush pending_async_touch_move_, and increase the
+ // count. In this case, we will first dispatch an async touchmove and
+ // then a touchstart. For the async touchmove, we will only ack the client.
+ PressTouchPoint(30, 30);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(2U, all_sent_events().size());
+ EXPECT_EQ(WebInputEvent::TouchMove, all_sent_events()[0].type);
+ EXPECT_FALSE(all_sent_events()[0].cancelable);
+ EXPECT_EQ(10 + 10 * i, all_sent_events()[0].touches[0].position.x);
+ EXPECT_EQ(10 + 10 * i, all_sent_events()[0].touches[0].position.y);
+ EXPECT_EQ(static_cast<size_t>(i + 2),
+ uncancelable_touch_moves_pending_ack_count());
+ EXPECT_EQ(WebInputEvent::TouchStart, all_sent_events()[1].type);
+ EXPECT_TRUE(all_sent_events()[1].cancelable);
+ EXPECT_EQ(2U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ SendTouchEventAckWithID(INPUT_EVENT_ACK_STATE_NOT_CONSUMED,
+ GetUniqueTouchEventID());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ }
+
+ EXPECT_EQ(4U, uncancelable_touch_moves_pending_ack_count());
+
+ // When we receive an ack from render we decrease the count.
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(3U, uncancelable_touch_moves_pending_ack_count());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+
+ // Do not dispatch the next uncancelable touchmove when we have not received
+ // all the acks back from render.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 20, 30);
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(3U, uncancelable_touch_moves_pending_ack_count());
+
+ // Once we receive the ack from render, we do not dispatch the
+ // pending_async_touchmove_ until the count is 0.
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(2U, uncancelable_touch_moves_pending_ack_count());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+
+ // When we receive this ack from render, and the count is 0, so we can
+ // dispatch the pending_async_touchmove_.
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
+ EXPECT_FALSE(sent_event().cancelable);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
+// Ensure that even when we receive the ack from render, we still need to wait
+// for the interval expires to send the next async touchmove once the scroll
+// starts.
+TEST_F(TouchEventQueueTest, DoNotIncreaseIfClientConsumeAsyncTouchMove) {
+ // Process a TouchStart
+ PressTouchPoint(0, 1);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Initiate async touchmove dispatch after the start of a scroll sequence.
+ MoveTouchPoint(0, 0, 5);
+ WebGestureEvent followup_scroll;
+ followup_scroll.type = WebInputEvent::GestureScrollBegin;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ MoveTouchPoint(0, 0, 10);
+ followup_scroll.type = WebInputEvent::GestureScrollUpdate;
+ SetFollowupEvent(followup_scroll);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Dispatch the touch move event when sufficient time has passed.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ MoveTouchPoint(0, 0, 40);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_FALSE(sent_event().cancelable);
+ // When we dispatch an async touchmove, we do not put it back to the queue
+ // any more and we will ack to client right away.
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(1U, uncancelable_touch_moves_pending_ack_count());
+
+ // We receive an ack back from render but the time interval is not expired,
+ // so we do not dispatch the touch move event.
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
+ EXPECT_EQ(0U, uncancelable_touch_moves_pending_ack_count());
+ MoveTouchPoint(0, 0, 50);
+ EXPECT_TRUE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(0U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+
+ // Dispatch the touch move when sufficient time has passed. Becasue the event
+ // is consumed by client already, we would not increase the count and ack to
+ // client again.
+ AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
+ SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
+ MoveTouchPoint(0, 0, 50);
+ EXPECT_FALSE(HasPendingAsyncTouchMove());
+ EXPECT_EQ(WebInputEvent::TouchMove, sent_event().type);
+ EXPECT_FALSE(sent_event().cancelable);
+ EXPECT_EQ(0U, queued_event_count());
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
+ EXPECT_EQ(0U, uncancelable_touch_moves_pending_ack_count());
+}
+
TEST_F(TouchEventQueueTest, TouchAbsorptionWithConsumedFirstMove) {
// Queue a TouchStart.
PressTouchPoint(0, 1);
@@ -2005,7 +2309,6 @@ TEST_F(TouchEventQueueTest, TouchAbsorptionWithConsumedFirstMove) {
// Touch move event is throttled.
MoveTouchPoint(0, 60, 5);
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
}
@@ -2015,58 +2318,58 @@ TEST_F(TouchEventQueueTest, TouchStartCancelableDuringScroll) {
// active scroll sequence.
PressTouchPoint(0, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
MoveTouchPoint(0, 20, 5);
EXPECT_TRUE(sent_event().cancelable);
SendGestureEvent(blink::WebInputEvent::GestureScrollBegin);
SendGestureEvent(blink::WebInputEvent::GestureScrollUpdate);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
// Even though scrolling has begun, touchstart events should be cancelable,
// allowing, for example, customized pinch processing.
PressTouchPoint(10, 11);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
// As the touch start was consumed, touchmoves should no longer be throttled.
MoveTouchPoint(1, 11, 11);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
// With throttling disabled, touchend and touchmove events should also be
// cancelable.
MoveTouchPoint(1, 12, 12);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
ReleaseTouchPoint(1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
// If subsequent touchmoves aren't consumed, the generated scroll events
// will restore async touch dispatch.
MoveTouchPoint(0, 25, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
SendGestureEvent(blink::WebInputEvent::GestureScrollUpdate);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_TRUE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
MoveTouchPoint(0, 30, 5);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
- SendTouchEventAck(INPUT_EVENT_ACK_STATE_IGNORED);
+ SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
// The touchend will be uncancelable during an active scroll sequence.
ReleaseTouchPoint(0);
- ASSERT_EQ(1U, GetAndResetSentEventCount());
EXPECT_FALSE(sent_event().cancelable);
+ ASSERT_EQ(1U, GetAndResetSentEventCount());
}
TEST_F(TouchEventQueueTest, UnseenTouchPointerIdsNotForwarded) {
@@ -2218,14 +2521,14 @@ TEST_F(TouchEventQueueTest, FilterTouchMovesWhenNoPointerChanged) {
// Move 1st touch point.
MoveTouchPoint(0, 10, 10);
EXPECT_EQ(1U, queued_event_count());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(0U, GetAndResetAckedEventCount());
// TouchMove should be allowed and test for touches state.
const WebTouchEvent& event1 = sent_event();
EXPECT_EQ(WebInputEvent::TouchMove, event1.type);
EXPECT_EQ(WebTouchPoint::StateMoved, event1.touches[0].state);
EXPECT_EQ(WebTouchPoint::StateStationary, event1.touches[1].state);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Do not really move any touch points, but use previous values.
MoveTouchPoint(0, 10, 10);
@@ -2248,14 +2551,14 @@ TEST_F(TouchEventQueueTest, FilterTouchMovesWhenNoPointerChanged) {
MoveTouchPoint(1, 3, 3);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
- EXPECT_EQ(1U, GetAndResetSentEventCount());
- EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove should be allowed and test for touches state.
const WebTouchEvent& event2 = sent_event();
EXPECT_EQ(WebInputEvent::TouchMove, event2.type);
EXPECT_EQ(WebTouchPoint::StateStationary, event2.touches[0].state);
EXPECT_EQ(WebTouchPoint::StateMoved, event2.touches[1].state);
+ EXPECT_EQ(1U, GetAndResetSentEventCount());
+ EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
} // namespace content

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