gecko-dev/dom/gamepad/GamepadPlatformService.cpp
Butkovits Atila 7846407933 Backed out 4 changesets (bug 1658419) for causing failures at test_check_timestamp.html. CLOSED TREE
Backed out changeset d2688bd29cba (bug 1658419)
Backed out changeset 7db6f9ba1fe6 (bug 1658419)
Backed out changeset 8d3c6d538b7b (bug 1658419)
Backed out changeset 11e3f0658049 (bug 1658419)
2021-03-04 00:13:56 +02:00

337 lines
11 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "mozilla/dom/GamepadPlatformService.h"
#include "mozilla/dom/GamepadEventChannelParent.h"
#include "mozilla/dom/GamepadMonitoring.h"
#include "mozilla/dom/GamepadTestChannelParent.h"
#include "mozilla/ipc/BackgroundParent.h"
#include "mozilla/Mutex.h"
#include "mozilla/Unused.h"
#include "nsCOMPtr.h"
#include "nsHashKeys.h"
using namespace mozilla::ipc;
namespace mozilla::dom {
namespace {
// This is the singleton instance of GamepadPlatformService, can be called
// by both background and monitor thread.
StaticRefPtr<GamepadPlatformService> gGamepadPlatformServiceSingleton;
} // namespace
// static
GamepadMonitoringState& GamepadMonitoringState::GetSingleton() {
static GamepadMonitoringState sInstance{};
return sInstance;
}
void GamepadMonitoringState::AddObserver(GamepadTestChannelParent* aParent) {
AssertIsOnBackgroundThread();
MOZ_ASSERT(aParent);
MOZ_ALWAYS_TRUE(mObservers.append(aParent));
}
void GamepadMonitoringState::RemoveObserver(GamepadTestChannelParent* aParent) {
AssertIsOnBackgroundThread();
MOZ_ASSERT(aParent);
WeakPtr<GamepadTestChannelParent>* observer = nullptr;
for (auto& item : mObservers) {
if (item == aParent) {
observer = &item;
}
}
MOZ_ASSERT(
observer,
"Attempted to remove a GamepadTestChannelParent that was never added");
std::swap(*observer, mObservers.back());
mObservers.popBack();
}
bool GamepadMonitoringState::IsMonitoring() const {
AssertIsOnBackgroundThread();
return mIsMonitoring;
}
void GamepadMonitoringState::Set(bool aIsMonitoring) {
AssertIsOnBackgroundThread();
if (mIsMonitoring != aIsMonitoring) {
mIsMonitoring = aIsMonitoring;
for (auto& observer : mObservers) {
// Since each GamepadTestChannelParent removes itself in its dtor, this
// should never be nullptr
MOZ_RELEASE_ASSERT(observer);
observer->OnMonitoringStateChanged(aIsMonitoring);
}
}
}
GamepadPlatformService::GamepadPlatformService()
: mNextGamepadHandleValue(1),
mMutex("mozilla::dom::GamepadPlatformService") {}
GamepadPlatformService::~GamepadPlatformService() { Cleanup(); }
// static
already_AddRefed<GamepadPlatformService>
GamepadPlatformService::GetParentService() {
// GamepadPlatformService can only be accessed in parent process
MOZ_ASSERT(XRE_IsParentProcess());
if (!gGamepadPlatformServiceSingleton) {
// Only Background Thread can create new GamepadPlatformService instance.
if (IsOnBackgroundThread()) {
gGamepadPlatformServiceSingleton = new GamepadPlatformService();
} else {
return nullptr;
}
}
RefPtr<GamepadPlatformService> service(gGamepadPlatformServiceSingleton);
return service.forget();
}
template <class T>
void GamepadPlatformService::NotifyGamepadChange(GamepadHandle aHandle,
const T& aInfo) {
// This method is called by monitor populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadChangeEventBody body(aInfo);
GamepadChangeEvent e(aHandle, body);
// mChannelParents may be accessed by background thread in the
// same time, we use mutex to prevent possible race condtion
MutexAutoLock autoLock(mMutex);
for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
mChannelParents[i]->DispatchUpdateEvent(e);
}
}
GamepadHandle GamepadPlatformService::AddGamepad(
const char* aID, GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aHaptics,
uint32_t aNumLightIndicator, uint32_t aNumTouchEvents) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadHandle gamepadHandle{mNextGamepadHandleValue++,
GamepadHandleKind::GamepadPlatformManager};
// Only VR controllers has displayID, we give 0 to the general gamepads.
GamepadAdded a(NS_ConvertUTF8toUTF16(nsDependentCString(aID)), aMapping,
aHand, 0, aNumButtons, aNumAxes, aHaptics, aNumLightIndicator,
aNumTouchEvents);
mGamepadAdded.emplace(gamepadHandle, a);
NotifyGamepadChange<GamepadAdded>(gamepadHandle, a);
return gamepadHandle;
}
void GamepadPlatformService::RemoveGamepad(GamepadHandle aHandle) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadRemoved a;
NotifyGamepadChange<GamepadRemoved>(aHandle, a);
mGamepadAdded.erase(aHandle);
}
void GamepadPlatformService::NewButtonEvent(GamepadHandle aHandle,
uint32_t aButton, bool aPressed,
bool aTouched, double aValue) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
NotifyGamepadChange<GamepadButtonInformation>(aHandle, a);
}
void GamepadPlatformService::NewButtonEvent(GamepadHandle aHandle,
uint32_t aButton, bool aPressed,
double aValue) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
// When only a digital button is available the value will be synthesized.
NewButtonEvent(aHandle, aButton, aPressed, aPressed, aValue);
}
void GamepadPlatformService::NewButtonEvent(GamepadHandle aHandle,
uint32_t aButton, bool aPressed,
bool aTouched) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
// When only a digital button is available the value will be synthesized.
NewButtonEvent(aHandle, aButton, aPressed, aTouched, aPressed ? 1.0L : 0.0L);
}
void GamepadPlatformService::NewButtonEvent(GamepadHandle aHandle,
uint32_t aButton, bool aPressed) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
// When only a digital button is available the value will be synthesized.
NewButtonEvent(aHandle, aButton, aPressed, aPressed, aPressed ? 1.0L : 0.0L);
}
void GamepadPlatformService::NewAxisMoveEvent(GamepadHandle aHandle,
uint32_t aAxis, double aValue) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadAxisInformation a(aAxis, aValue);
NotifyGamepadChange<GamepadAxisInformation>(aHandle, a);
}
void GamepadPlatformService::NewLightIndicatorTypeEvent(
GamepadHandle aHandle, uint32_t aLight, GamepadLightIndicatorType aType) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadLightIndicatorTypeInformation a(aLight, aType);
NotifyGamepadChange<GamepadLightIndicatorTypeInformation>(aHandle, a);
}
void GamepadPlatformService::NewPoseEvent(GamepadHandle aHandle,
const GamepadPoseState& aState) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadPoseInformation a(aState);
NotifyGamepadChange<GamepadPoseInformation>(aHandle, a);
}
void GamepadPlatformService::NewMultiTouchEvent(
GamepadHandle aHandle, uint32_t aTouchArrayIndex,
const GamepadTouchState& aState) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadTouchInformation a(aTouchArrayIndex, aState);
NotifyGamepadChange<GamepadTouchInformation>(aHandle, a);
}
void GamepadPlatformService::ResetGamepadIndexes() {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
mNextGamepadHandleValue = 1;
}
void GamepadPlatformService::AddChannelParent(
GamepadEventChannelParent* aParent) {
// mChannelParents can only be modified once GamepadEventChannelParent
// is created or removed in Background thread
AssertIsOnBackgroundThread();
MOZ_ASSERT(aParent);
MOZ_ASSERT(!mChannelParents.Contains(aParent));
// We use mutex here to prevent race condition with monitor thread
{
MutexAutoLock autoLock(mMutex);
mChannelParents.AppendElement(aParent);
// For a new GamepadEventChannel, we have to send the exising GamepadAdded
// to it to make it can have the same amount of gamepads with others.
if (mChannelParents.Length() > 1) {
for (const auto& evt : mGamepadAdded) {
GamepadChangeEventBody body(evt.second);
GamepadChangeEvent e(evt.first, body);
aParent->DispatchUpdateEvent(e);
}
}
}
StartGamepadMonitoring();
GamepadMonitoringState::GetSingleton().Set(true);
}
void GamepadPlatformService::RemoveChannelParent(
GamepadEventChannelParent* aParent) {
// mChannelParents can only be modified once GamepadEventChannelParent
// is created or removed in Background thread
AssertIsOnBackgroundThread();
MOZ_ASSERT(aParent);
MOZ_ASSERT(mChannelParents.Contains(aParent));
// We use mutex here to prevent race condition with monitor thread
{
MutexAutoLock autoLock(mMutex);
mChannelParents.RemoveElement(aParent);
if (!mChannelParents.IsEmpty()) {
return;
}
}
GamepadMonitoringState::GetSingleton().Set(false);
StopGamepadMonitoring();
ResetGamepadIndexes();
MaybeShutdown();
}
void GamepadPlatformService::MaybeShutdown() {
// This method is invoked in MaybeStopGamepadMonitoring when
// an IPDL channel is going to be destroyed
AssertIsOnBackgroundThread();
// We have to release gGamepadPlatformServiceSingleton ouside
// the mutex as well as making upcoming GetParentService() call
// recreate new singleton, so we use this RefPtr to temporarily
// hold the reference, postponing the release process until this
// method ends.
RefPtr<GamepadPlatformService> kungFuDeathGrip;
bool isChannelParentEmpty;
{
MutexAutoLock autoLock(mMutex);
isChannelParentEmpty = mChannelParents.IsEmpty();
if (isChannelParentEmpty) {
kungFuDeathGrip = gGamepadPlatformServiceSingleton;
gGamepadPlatformServiceSingleton = nullptr;
mGamepadAdded.clear();
}
}
}
void GamepadPlatformService::Cleanup() {
// This method is called when GamepadPlatformService is
// successfully distructed in background thread
AssertIsOnBackgroundThread();
MutexAutoLock autoLock(mMutex);
mChannelParents.Clear();
}
} // namespace mozilla::dom