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. 4 5 #include "ppapi/proxy/gamepad_resource.h" 6 7 #include <string.h> 8 9 #include "base/bind.h" 10 #include "base/threading/platform_thread.h" 11 #include "ppapi/proxy/dispatch_reply_message.h" 12 #include "ppapi/proxy/ppapi_messages.h" 13 #include "ppapi/shared_impl/ppb_gamepad_shared.h" 14 15 namespace ppapi { 16 namespace proxy { 17 18 namespace { 19 20 // This is the read logic from content/common/gamepad_seqlock.h 21 base::subtle::Atomic32 ReadBegin(const base::subtle::Atomic32* sequence) { 22 base::subtle::Atomic32 version; 23 for (;;) { 24 version = base::subtle::NoBarrier_Load(sequence); 25 26 // If the counter is even, then the associated data might be in a 27 // consistent state, so we can try to read. 28 if ((version & 1) == 0) 29 break; 30 31 // Otherwise, the writer is in the middle of an update. Retry the read. 32 base::PlatformThread::YieldCurrentThread(); 33 } 34 return version; 35 } 36 37 bool ReadRetry(const base::subtle::Atomic32* sequence, 38 base::subtle::Atomic32 version) { 39 // If the sequence number was updated then a read should be re-attempted. 40 // -- Load fence, read membarrier 41 return base::subtle::Release_Load(sequence) != version; 42 } 43 44 } // namespace 45 46 GamepadResource::GamepadResource(Connection connection, PP_Instance instance) 47 : PluginResource(connection, instance), 48 buffer_(NULL) { 49 memset(&last_read_, 0, sizeof(last_read_)); 50 51 SendCreate(BROWSER, PpapiHostMsg_Gamepad_Create()); 52 Call<PpapiPluginMsg_Gamepad_SendMemory>( 53 BROWSER, 54 PpapiHostMsg_Gamepad_RequestMemory(), 55 base::Bind(&GamepadResource::OnPluginMsgSendMemory, this)); 56 } 57 58 GamepadResource::~GamepadResource() { 59 } 60 61 thunk::PPB_Gamepad_API* GamepadResource::AsPPB_Gamepad_API() { 62 return this; 63 } 64 65 void GamepadResource::Sample(PP_Instance /* instance */, 66 PP_GamepadsSampleData* data) { 67 if (!buffer_) { 68 // Browser hasn't sent back our shared memory, give the plugin gamepad 69 // data corresponding to "not connected". 70 memset(data, 0, sizeof(PP_GamepadsSampleData)); 71 return; 72 } 73 74 // ========== 75 // DANGER 76 // ========== 77 // 78 // This logic is duplicated in the renderer as well. If you change it, that 79 // also needs to be in sync. See gamepad_shared_memory_reader.cc. 80 81 // Only try to read this many times before failing to avoid waiting here 82 // very long in case of contention with the writer. 83 const int kMaximumContentionCount = 10; 84 int contention_count = -1; 85 base::subtle::Atomic32 version; 86 WebKitGamepads read_into; 87 do { 88 version = ReadBegin(&buffer_->sequence); 89 memcpy(&read_into, &buffer_->buffer, sizeof(read_into)); 90 ++contention_count; 91 if (contention_count == kMaximumContentionCount) 92 break; 93 } while (ReadRetry(&buffer_->sequence, version)); 94 95 // In the event of a read failure, just leave the last read data as-is (the 96 // hardware thread is taking unusally long). 97 if (contention_count < kMaximumContentionCount) 98 ConvertWebKitGamepadData(read_into, &last_read_); 99 100 memcpy(data, &last_read_, sizeof(PP_GamepadsSampleData)); 101 } 102 103 void GamepadResource::OnPluginMsgSendMemory( 104 const ResourceMessageReplyParams& params) { 105 // On failure, the handle will be null and the CHECK below will be tripped. 106 base::SharedMemoryHandle handle = base::SharedMemory::NULLHandle(); 107 params.TakeSharedMemoryHandleAtIndex(0, &handle); 108 109 shared_memory_.reset(new base::SharedMemory(handle, true)); 110 CHECK(shared_memory_->Map(sizeof(ContentGamepadHardwareBuffer))); 111 buffer_ = static_cast<const ContentGamepadHardwareBuffer*>( 112 shared_memory_->memory()); 113 } 114 115 } // namespace proxy 116 } // namespace ppapi 117