From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- dom/gamepad/GamepadPlatformService.cpp | 336 +++++++++++++++++++++++++++++++++ 1 file changed, 336 insertions(+) create mode 100644 dom/gamepad/GamepadPlatformService.cpp (limited to 'dom/gamepad/GamepadPlatformService.cpp') diff --git a/dom/gamepad/GamepadPlatformService.cpp b/dom/gamepad/GamepadPlatformService.cpp new file mode 100644 index 0000000000..7d730e3d0a --- /dev/null +++ b/dom/gamepad/GamepadPlatformService.cpp @@ -0,0 +1,336 @@ +/* -*- 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 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* 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::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 service(gGamepadPlatformServiceSingleton); + return service.forget(); +} + +template +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(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(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(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(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(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(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(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 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 -- cgit v1.2.3