1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "content/renderer/gamepad_shared_memory_reader.h"
7 #include "base/debug/trace_event.h"
8 #include "base/metrics/histogram.h"
9 #include "content/common/gamepad_messages.h"
10 #include "content/common/gamepad_user_gesture.h"
11 #include "content/public/renderer/render_thread.h"
12 #include "content/common/gamepad_hardware_buffer.h"
13 #include "ipc/ipc_sync_message_filter.h"
17 GamepadSharedMemoryReader::GamepadSharedMemoryReader()
18 : gamepad_hardware_buffer_(NULL
),
19 ever_interacted_with_(false) {
20 CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling(
21 &renderer_shared_memory_handle_
)));
22 // If we don't get a valid handle from the browser, don't try to Map (we're
23 // probably out of memory or file handles).
24 bool valid_handle
= base::SharedMemory::IsHandleValid(
25 renderer_shared_memory_handle_
);
26 UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle
);
29 renderer_shared_memory_
.reset(
30 new base::SharedMemory(renderer_shared_memory_handle_
, true));
31 CHECK(renderer_shared_memory_
->Map(sizeof(GamepadHardwareBuffer
)));
32 void *memory
= renderer_shared_memory_
->memory();
34 gamepad_hardware_buffer_
=
35 static_cast<GamepadHardwareBuffer
*>(memory
);
38 void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads
& gamepads
) {
43 // This logic is duplicated in Pepper as well. If you change it, that also
44 // needs to be in sync. See ppapi/proxy/gamepad_resource.cc.
45 WebKit::WebGamepads read_into
;
46 TRACE_EVENT0("GAMEPAD", "SampleGamepads");
48 if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_
))
51 // Only try to read this many times before failing to avoid waiting here
52 // very long in case of contention with the writer. TODO(scottmg) Tune this
53 // number (as low as 1?) if histogram shows distribution as mostly
55 const int kMaximumContentionCount
= 10;
56 int contention_count
= -1;
57 base::subtle::Atomic32 version
;
59 version
= gamepad_hardware_buffer_
->sequence
.ReadBegin();
60 memcpy(&read_into
, &gamepad_hardware_buffer_
->buffer
, sizeof(read_into
));
62 if (contention_count
== kMaximumContentionCount
)
64 } while (gamepad_hardware_buffer_
->sequence
.ReadRetry(version
));
65 UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count
);
67 if (contention_count
>= kMaximumContentionCount
) {
68 // We failed to successfully read, presumably because the hardware
69 // thread was taking unusually long. Don't copy the data to the output
70 // buffer, and simply leave what was there before.
74 // New data was read successfully, copy it into the output buffer.
75 memcpy(&gamepads
, &read_into
, sizeof(gamepads
));
77 if (!ever_interacted_with_
) {
78 if (GamepadsHaveUserGesture(gamepads
)) {
79 ever_interacted_with_
= true;
81 // Clear the connected flag if the user hasn't interacted with any of the
82 // gamepads to prevent fingerprinting. The actual data is not cleared.
83 // WebKit will only copy out data into the JS buffers for connected
84 // gamepads so this is sufficient.
85 for (unsigned i
= 0; i
< WebKit::WebGamepads::itemsLengthCap
; i
++)
86 gamepads
.items
[i
].connected
= false;
91 GamepadSharedMemoryReader::~GamepadSharedMemoryReader() {
92 RenderThread::Get()->Send(new GamepadHostMsg_StopPolling());
95 } // namespace content