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      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