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1 : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
2 : /* vim: set ts=8 sts=2 et sw=2 tw=80: */
3 : /* This Source Code Form is subject to the terms of the Mozilla Public
4 : * License, v. 2.0. If a copy of the MPL was not distributed with this file,
5 : * You can obtain one at http://mozilla.org/MPL/2.0/. */
6 :
7 : #include "GamepadServiceTest.h"
8 :
9 : #include "mozilla/ErrorResult.h"
10 : #include "mozilla/Unused.h"
11 :
12 : #include "mozilla/dom/GamepadManager.h"
13 : #include "mozilla/dom/GamepadPlatformService.h"
14 : #include "mozilla/dom/GamepadServiceTestBinding.h"
15 : #include "mozilla/dom/GamepadTestChannelChild.h"
16 :
17 : #include "mozilla/ipc/BackgroundChild.h"
18 : #include "mozilla/ipc/PBackgroundChild.h"
19 :
20 : #include "mozilla/Unused.h"
21 :
22 : #include "nsIObserver.h"
23 : #include "nsIObserverService.h"
24 :
25 : namespace mozilla {
26 : namespace dom {
27 :
28 : /*
29 : * Implementation of the test service. This is just to provide a simple binding
30 : * of the GamepadService to JavaScript via WebIDL so that we can write Mochitests
31 : * that add and remove fake gamepads, avoiding the platform-specific backends.
32 : */
33 :
34 : NS_IMPL_CYCLE_COLLECTION_CLASS(GamepadServiceTest)
35 :
36 0 : NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(GamepadServiceTest,
37 : DOMEventTargetHelper)
38 0 : NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mWindow)
39 0 : NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
40 :
41 0 : NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(GamepadServiceTest,
42 : DOMEventTargetHelper)
43 0 : NS_IMPL_CYCLE_COLLECTION_UNLINK(mWindow)
44 0 : NS_IMPL_CYCLE_COLLECTION_UNLINK_END
45 :
46 0 : NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(GamepadServiceTest)
47 0 : NS_INTERFACE_MAP_ENTRY(nsIIPCBackgroundChildCreateCallback)
48 0 : NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
49 :
50 0 : NS_IMPL_ADDREF_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
51 0 : NS_IMPL_RELEASE_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
52 :
53 : // static
54 : already_AddRefed<GamepadServiceTest>
55 0 : GamepadServiceTest::CreateTestService(nsPIDOMWindowInner* aWindow)
56 : {
57 0 : MOZ_ASSERT(aWindow);
58 0 : RefPtr<GamepadServiceTest> service = new GamepadServiceTest(aWindow);
59 0 : service->InitPBackgroundActor();
60 0 : return service.forget();
61 : }
62 :
63 : void
64 0 : GamepadServiceTest::Shutdown()
65 : {
66 0 : MOZ_ASSERT(!mShuttingDown);
67 0 : mShuttingDown = true;
68 0 : DestroyPBackgroundActor();
69 0 : mWindow = nullptr;
70 0 : }
71 :
72 0 : GamepadServiceTest::GamepadServiceTest(nsPIDOMWindowInner* aWindow)
73 0 : : mService(GamepadManager::GetService()),
74 : mWindow(aWindow),
75 : mEventNumber(0),
76 : mShuttingDown(false),
77 0 : mChild(nullptr)
78 0 : {}
79 :
80 0 : GamepadServiceTest::~GamepadServiceTest() {}
81 :
82 : void
83 0 : GamepadServiceTest::InitPBackgroundActor()
84 : {
85 0 : MOZ_ASSERT(!mChild);
86 0 : PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
87 : //Try to get the PBackground Child actor
88 0 : if (actor) {
89 0 : ActorCreated(actor);
90 : } else {
91 0 : Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
92 : }
93 0 : }
94 :
95 : void
96 0 : GamepadServiceTest::DestroyPBackgroundActor()
97 : {
98 0 : if (mChild) {
99 : // If mChild exists, which means that IPDL channel
100 : // has been created, our pending operations should
101 : // be empty.
102 0 : MOZ_ASSERT(mPendingOperations.IsEmpty());
103 0 : mChild->SendShutdownChannel();
104 0 : mChild = nullptr;
105 : } else {
106 : // If the IPDL channel has not been created and we
107 : // want to destroy it now, just cancel all pending
108 : // operations.
109 0 : mPendingOperations.Clear();
110 : }
111 0 : }
112 :
113 : already_AddRefed<Promise>
114 0 : GamepadServiceTest::AddGamepad(const nsAString& aID,
115 : GamepadMappingType aMapping,
116 : GamepadHand aHand,
117 : uint32_t aNumButtons,
118 : uint32_t aNumAxes,
119 : uint32_t aNumHaptics,
120 : ErrorResult& aRv)
121 : {
122 0 : if (mShuttingDown) {
123 0 : return nullptr;
124 : }
125 :
126 0 : GamepadAdded a(nsString(aID), 0,
127 : aMapping, aHand,
128 : GamepadServiceType::Standard,
129 0 : aNumButtons, aNumAxes, aNumHaptics);
130 0 : GamepadChangeEvent e(a);
131 0 : nsCOMPtr<nsIGlobalObject> go = do_QueryInterface(mWindow);
132 :
133 0 : RefPtr<Promise> p = Promise::Create(go, aRv);
134 0 : if (aRv.Failed()) {
135 0 : return nullptr;
136 : }
137 :
138 0 : uint32_t id = ++mEventNumber;
139 0 : if (mChild) {
140 0 : mChild->AddPromise(id, p);
141 0 : mChild->SendGamepadTestEvent(id, e);
142 : } else {
143 0 : PendingOperation op(id, e, p);
144 0 : mPendingOperations.AppendElement(op);
145 : }
146 0 : return p.forget();
147 : }
148 :
149 : void
150 0 : GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
151 : {
152 0 : if (mShuttingDown) {
153 0 : return;
154 : }
155 :
156 0 : GamepadRemoved a(aIndex, GamepadServiceType::Standard);
157 0 : GamepadChangeEvent e(a);
158 :
159 0 : uint32_t id = ++mEventNumber;
160 0 : if (mChild) {
161 0 : mChild->SendGamepadTestEvent(id, e);
162 : } else {
163 0 : PendingOperation op(id, e);
164 0 : mPendingOperations.AppendElement(op);
165 : }
166 : }
167 :
168 : void
169 0 : GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
170 : uint32_t aButton,
171 : bool aTouched,
172 : bool aPressed)
173 : {
174 0 : if (mShuttingDown) {
175 0 : return;
176 : }
177 :
178 : GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
179 0 : aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
180 0 : GamepadChangeEvent e(a);
181 :
182 0 : uint32_t id = ++mEventNumber;
183 0 : if (mChild) {
184 0 : mChild->SendGamepadTestEvent(id, e);
185 : } else {
186 0 : PendingOperation op(id, e);
187 0 : mPendingOperations.AppendElement(op);
188 : }
189 : }
190 :
191 : void
192 0 : GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
193 : uint32_t aButton,
194 : bool aPressed,
195 : bool aTouched,
196 : double aValue)
197 : {
198 0 : if (mShuttingDown) {
199 0 : return;
200 : }
201 :
202 : GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
203 0 : aButton, aValue, aPressed, aTouched);
204 0 : GamepadChangeEvent e(a);
205 :
206 0 : uint32_t id = ++mEventNumber;
207 0 : if (mChild) {
208 0 : mChild->SendGamepadTestEvent(id, e);
209 : } else {
210 0 : PendingOperation op(id, e);
211 0 : mPendingOperations.AppendElement(op);
212 : }
213 : }
214 :
215 : void
216 0 : GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
217 : uint32_t aAxis,
218 : double aValue)
219 : {
220 0 : if (mShuttingDown) {
221 0 : return;
222 : }
223 :
224 : GamepadAxisInformation a(aIndex, GamepadServiceType::Standard,
225 0 : aAxis, aValue);
226 0 : GamepadChangeEvent e(a);
227 :
228 0 : uint32_t id = ++mEventNumber;
229 0 : if (mChild) {
230 0 : mChild->SendGamepadTestEvent(id, e);
231 : } else {
232 0 : PendingOperation op(id, e);
233 0 : mPendingOperations.AppendElement(op);
234 : }
235 : }
236 :
237 : void
238 0 : GamepadServiceTest::NewPoseMove(uint32_t aIndex,
239 : const Nullable<Float32Array>& aOrient,
240 : const Nullable<Float32Array>& aPos,
241 : const Nullable<Float32Array>& aAngVelocity,
242 : const Nullable<Float32Array>& aAngAcceleration,
243 : const Nullable<Float32Array>& aLinVelocity,
244 : const Nullable<Float32Array>& aLinAcceleration)
245 : {
246 0 : if (mShuttingDown) {
247 0 : return;
248 : }
249 :
250 0 : GamepadPoseState poseState;
251 0 : poseState.flags = GamepadCapabilityFlags::Cap_Orientation |
252 0 : GamepadCapabilityFlags::Cap_Position |
253 0 : GamepadCapabilityFlags::Cap_AngularAcceleration |
254 0 : GamepadCapabilityFlags::Cap_LinearAcceleration;
255 0 : if (!aOrient.IsNull()) {
256 0 : const Float32Array& value = aOrient.Value();
257 0 : value.ComputeLengthAndData();
258 0 : MOZ_ASSERT(value.Length() == 4);
259 0 : poseState.orientation[0] = value.Data()[0];
260 0 : poseState.orientation[1] = value.Data()[1];
261 0 : poseState.orientation[2] = value.Data()[2];
262 0 : poseState.orientation[3] = value.Data()[3];
263 0 : poseState.isOrientationValid = true;
264 : }
265 0 : if (!aPos.IsNull()) {
266 0 : const Float32Array& value = aPos.Value();
267 0 : value.ComputeLengthAndData();
268 0 : MOZ_ASSERT(value.Length() == 3);
269 0 : poseState.position[0] = value.Data()[0];
270 0 : poseState.position[1] = value.Data()[1];
271 0 : poseState.position[2] = value.Data()[2];
272 0 : poseState.isPositionValid = true;
273 : }
274 0 : if (!aAngVelocity.IsNull()) {
275 0 : const Float32Array& value = aAngVelocity.Value();
276 0 : value.ComputeLengthAndData();
277 0 : MOZ_ASSERT(value.Length() == 3);
278 0 : poseState.angularVelocity[0] = value.Data()[0];
279 0 : poseState.angularVelocity[1] = value.Data()[1];
280 0 : poseState.angularVelocity[2] = value.Data()[2];
281 : }
282 0 : if (!aAngAcceleration.IsNull()) {
283 0 : const Float32Array& value = aAngAcceleration.Value();
284 0 : value.ComputeLengthAndData();
285 0 : MOZ_ASSERT(value.Length() == 3);
286 0 : poseState.angularAcceleration[0] = value.Data()[0];
287 0 : poseState.angularAcceleration[1] = value.Data()[1];
288 0 : poseState.angularAcceleration[2] = value.Data()[2];
289 : }
290 0 : if (!aLinVelocity.IsNull()) {
291 0 : const Float32Array& value = aLinVelocity.Value();
292 0 : value.ComputeLengthAndData();
293 0 : MOZ_ASSERT(value.Length() == 3);
294 0 : poseState.linearVelocity[0] = value.Data()[0];
295 0 : poseState.linearVelocity[1] = value.Data()[1];
296 0 : poseState.linearVelocity[2] = value.Data()[2];
297 : }
298 0 : if (!aLinAcceleration.IsNull()) {
299 0 : const Float32Array& value = aLinAcceleration.Value();
300 0 : value.ComputeLengthAndData();
301 0 : MOZ_ASSERT(value.Length() == 3);
302 0 : poseState.linearAcceleration[0] = value.Data()[0];
303 0 : poseState.linearAcceleration[1] = value.Data()[1];
304 0 : poseState.linearAcceleration[2] = value.Data()[2];
305 : }
306 :
307 : GamepadPoseInformation a(aIndex, GamepadServiceType::Standard,
308 0 : poseState);
309 0 : GamepadChangeEvent e(a);
310 :
311 0 : uint32_t id = ++mEventNumber;
312 0 : if (mChild) {
313 0 : mChild->SendGamepadTestEvent(id, e);
314 : } else {
315 0 : PendingOperation op(id, e);
316 0 : mPendingOperations.AppendElement(op);
317 : }
318 : }
319 :
320 : void
321 0 : GamepadServiceTest::FlushPendingOperations()
322 : {
323 0 : for (uint32_t i=0; i < mPendingOperations.Length(); ++i) {
324 0 : PendingOperation op = mPendingOperations[i];
325 0 : if (op.mPromise) {
326 0 : mChild->AddPromise(op.mID, op.mPromise);
327 : }
328 0 : mChild->SendGamepadTestEvent(op.mID, op.mEvent);
329 : }
330 0 : mPendingOperations.Clear();
331 0 : }
332 :
333 : void
334 0 : GamepadServiceTest::ActorCreated(PBackgroundChild* aActor)
335 : {
336 0 : MOZ_ASSERT(aActor);
337 : // If we are shutting down, we don't need to create the
338 : // IPDL child/parent pair anymore.
339 0 : if (mShuttingDown) {
340 : // mPendingOperations should be cleared in
341 : // DestroyPBackgroundActor()
342 0 : MOZ_ASSERT(mPendingOperations.IsEmpty());
343 0 : return;
344 : }
345 :
346 0 : mChild = new GamepadTestChannelChild();
347 : PGamepadTestChannelChild* initedChild =
348 0 : aActor->SendPGamepadTestChannelConstructor(mChild);
349 0 : if (NS_WARN_IF(!initedChild)) {
350 0 : ActorFailed();
351 0 : return;
352 : }
353 0 : FlushPendingOperations();
354 : }
355 :
356 : void
357 0 : GamepadServiceTest::ActorFailed()
358 : {
359 0 : MOZ_CRASH("Failed to create background child actor!");
360 : }
361 :
362 : JSObject*
363 0 : GamepadServiceTest::WrapObject(JSContext* aCx, JS::HandleObject aGivenProto)
364 : {
365 0 : return GamepadServiceTestBinding::Wrap(aCx, this, aGivenProto);
366 : }
367 :
368 : } // dom
369 : } // mozilla
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