summaryrefslogtreecommitdiff
path: root/dom/gamepad/GamepadPlatformService.cpp
blob: 3df967aec40cbd0f33425601d24fa551301e4ab3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
/* -*- 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"
#include "nsIThread.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;

} //namepsace

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(const T& aInfo)
{
  // This method is called by monitor populated in
  // platform-dependent backends
  MOZ_ASSERT(XRE_IsParentProcess());
  MOZ_ASSERT(!NS_IsMainThread());

  GamepadChangeEvent e(aInfo);

  // 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,
                                   uint32_t aNumButtons, uint32_t aNumAxes)
{
  // This method is called by monitor thread populated in
  // platform-dependent backends
  MOZ_ASSERT(XRE_IsParentProcess());
  MOZ_ASSERT(!NS_IsMainThread());

  uint32_t index = ++mGamepadIndex;
  GamepadAdded a(NS_ConvertUTF8toUTF16(nsDependentCString(aID)), index,
                 static_cast<uint32_t>(aMapping), GamepadServiceType::Standard, aNumButtons, aNumAxes);
  NotifyGamepadChange<GamepadAdded>(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(aIndex, GamepadServiceType::Standard);
  NotifyGamepadChange<GamepadRemoved>(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());
  GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
                             aButton, aPressed, aValue);
  NotifyGamepadChange<GamepadButtonInformation>(a);
}

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 ? 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(aIndex, GamepadServiceType::Standard,
                           aAxis, aValue);
  NotifyGamepadChange<GamepadAxisInformation>(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);
  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;
    }
  }
}

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