// Copyright (c) 2012 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/renderer/gamepad_shared_memory_reader.h" #include "base/debug/trace_event.h" #include "base/metrics/histogram.h" #include "content/common/gamepad_messages.h" #include "content/public/renderer/render_thread.h" #include "content/common/gamepad_hardware_buffer.h" #include "ipc/ipc_sync_message_filter.h" namespace content { GamepadSharedMemoryReader::GamepadSharedMemoryReader() : gamepad_hardware_buffer_(NULL) { memset(ever_interacted_with_, 0, sizeof(ever_interacted_with_)); CHECK(RenderThread::Get()->Send(new GamepadHostMsg_StartPolling( &renderer_shared_memory_handle_))); // If we don't get a valid handle from the browser, don't try to Map (we're // probably out of memory or file handles). bool valid_handle = base::SharedMemory::IsHandleValid( renderer_shared_memory_handle_); UMA_HISTOGRAM_BOOLEAN("Gamepad.ValidSharedMemoryHandle", valid_handle); if (!valid_handle) return; renderer_shared_memory_.reset( new base::SharedMemory(renderer_shared_memory_handle_, true)); CHECK(renderer_shared_memory_->Map(sizeof(GamepadHardwareBuffer))); void *memory = renderer_shared_memory_->memory(); CHECK(memory); gamepad_hardware_buffer_ = static_cast(memory); } void GamepadSharedMemoryReader::SampleGamepads(WebKit::WebGamepads& gamepads) { WebKit::WebGamepads read_into; TRACE_EVENT0("GAMEPAD", "SampleGamepads"); if (!base::SharedMemory::IsHandleValid(renderer_shared_memory_handle_)) return; // Only try to read this many times before failing to avoid waiting here // very long in case of contention with the writer. TODO(scottmg) Tune this // number (as low as 1?) if histogram shows distribution as mostly // 0-and-maximum. const int kMaximumContentionCount = 10; int contention_count = -1; base::subtle::Atomic32 version; do { version = gamepad_hardware_buffer_->sequence.ReadBegin(); memcpy(&read_into, &gamepad_hardware_buffer_->buffer, sizeof(read_into)); ++contention_count; if (contention_count == kMaximumContentionCount) break; } while (gamepad_hardware_buffer_->sequence.ReadRetry(version)); UMA_HISTOGRAM_COUNTS("Gamepad.ReadContentionCount", contention_count); if (contention_count >= kMaximumContentionCount) { // We failed to successfully read, presumably because the hardware // thread was taking unusually long. Don't copy the data to the output // buffer, and simply leave what was there before. return; } // New data was read successfully, copy it into the output buffer. memcpy(&gamepads, &read_into, sizeof(gamepads)); // Override the "connected" with false until the user has interacted // with the gamepad. This is to prevent fingerprinting on drive-by pages. for (unsigned i = 0; i < WebKit::WebGamepads::itemsLengthCap; ++i) { WebKit::WebGamepad& pad = gamepads.items[i]; // If the device is physically connected, then check if we should // keep it disabled. We track if any of the primary 4 buttons have been // pressed to determine a reasonable intentional interaction from the user. if (pad.connected) { if (ever_interacted_with_[i]) continue; const unsigned kPrimaryInteractionButtons = 4; for (unsigned j = 0; j < kPrimaryInteractionButtons; ++j) ever_interacted_with_[i] |= pad.buttons[j] > 0.5f; // If we've not previously set, and the user still hasn't touched // these buttons, then don't pass the data on to the Chromium port. if (!ever_interacted_with_[i]) pad.connected = false; } } } GamepadSharedMemoryReader::~GamepadSharedMemoryReader() { RenderThread::Get()->Send(new GamepadHostMsg_StopPolling()); } } // namespace content