gecko-dev/dom/gamepad/GamepadPlatformService.cpp

307 строки
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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/ipc/BackgroundParent.h"
#include "mozilla/Mutex.h"
#include "mozilla/Unused.h"
#include "nsCOMPtr.h"
#include "nsHashKeys.h"
using namespace mozilla::ipc;
namespace mozilla {
namespace dom {
namespace {
// This is the singleton instance of GamepadPlatformService, can be called
// by both background and monitor thread.
StaticRefPtr<GamepadPlatformService> gGamepadPlatformServiceSingleton;
} // namespace
GamepadPlatformService::GamepadPlatformService()
: mGamepadIndex(0), 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(uint32_t aIndex,
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(aIndex, GamepadServiceType::Standard, body);
// mChannelParents may be accessed by background thread in the
// same time, we use mutex to prevent possible race condtion
MutexAutoLock autoLock(mMutex);
// Buffer all events if we have no Channel to dispatch, which
// may happen when performing Mochitest.
if (mChannelParents.IsEmpty()) {
mPendingEvents.AppendElement(e);
return;
}
for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
mChannelParents[i]->DispatchUpdateEvent(e);
}
}
uint32_t 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());
uint32_t index = ++mGamepadIndex;
// 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(index, a);
NotifyGamepadChange<GamepadAdded>(index, a);
return index;
}
void GamepadPlatformService::RemoveGamepad(uint32_t aIndex) {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
GamepadRemoved a;
NotifyGamepadChange<GamepadRemoved>(aIndex, a);
mGamepadAdded.erase(aIndex);
}
void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, 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>(aIndex, a);
}
void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, 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(aIndex, aButton, aPressed, aPressed, aValue);
}
void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, 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(aIndex, aButton, aPressed, aTouched, aPressed ? 1.0L : 0.0L);
}
void GamepadPlatformService::NewButtonEvent(uint32_t aIndex, 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(aIndex, aButton, aPressed, aPressed, aPressed ? 1.0L : 0.0L);
}
void GamepadPlatformService::NewAxisMoveEvent(uint32_t aIndex, 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>(aIndex, a);
}
void GamepadPlatformService::NewLightIndicatorTypeEvent(
uint32_t aIndex, 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>(aIndex, a);
}
void GamepadPlatformService::NewPoseEvent(uint32_t aIndex,
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>(aIndex, a);
}
void GamepadPlatformService::NewMultiTouchEvent(
uint32_t aIndex, 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>(aIndex, a);
}
void GamepadPlatformService::ResetGamepadIndexes() {
// This method is called by monitor thread populated in
// platform-dependent backends
MOZ_ASSERT(XRE_IsParentProcess());
MOZ_ASSERT(!NS_IsMainThread());
mGamepadIndex = 0;
}
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, GamepadServiceType::Standard, body);
aParent->DispatchUpdateEvent(e);
}
}
FlushPendingEvents();
}
void GamepadPlatformService::FlushPendingEvents() {
AssertIsOnBackgroundThread();
MOZ_ASSERT(!mChannelParents.IsEmpty());
if (mPendingEvents.IsEmpty()) {
return;
}
// NOTE: This method must be called with mMutex held because it accesses
// mChannelParents.
for (uint32_t i = 0; i < mChannelParents.Length(); ++i) {
for (uint32_t j = 0; j < mPendingEvents.Length(); ++j) {
mChannelParents[i]->DispatchUpdateEvent(mPendingEvents[j]);
}
}
mPendingEvents.Clear();
}
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);
}
bool GamepadPlatformService::HasGamepadListeners() {
// mChannelParents may be accessed by background thread in the
// same time, we use mutex to prevent possible race condtion
AssertIsOnBackgroundThread();
// We use mutex here to prevent race condition with monitor thread
MutexAutoLock autoLock(mMutex);
for (uint32_t i = 0; i < mChannelParents.Length(); i++) {
if (mChannelParents[i]->HasGamepadListener()) {
return true;
}
}
return false;
}
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 dom
} // namespace mozilla