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/* -*- 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/GamepadManager.h"
#include "mozilla/dom/Gamepad.h"
#include "mozilla/dom/GamepadAxisMoveEvent.h"
#include "mozilla/dom/GamepadButtonEvent.h"
#include "mozilla/dom/GamepadEvent.h"
#include "mozilla/dom/GamepadEventChannelChild.h"
#include "mozilla/dom/GamepadMonitoring.h"
#include "mozilla/dom/Promise.h"
#include "mozilla/ipc/BackgroundChild.h"
#include "mozilla/ipc/PBackgroundChild.h"
#include "mozilla/ClearOnShutdown.h"
#include "mozilla/Preferences.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/StaticPtr.h"
#include "nsContentUtils.h"
#include "nsGlobalWindowInner.h"
#include "nsIObserver.h"
#include "nsIObserverService.h"
#include "nsThreadUtils.h"
#include "VRManagerChild.h"
#include "mozilla/Services.h"
#include "mozilla/Unused.h"
#include <cstddef>
using namespace mozilla::ipc;
namespace mozilla::dom {
namespace {
const nsTArray<RefPtr<nsGlobalWindowInner>>::index_type NoIndex =
nsTArray<RefPtr<nsGlobalWindowInner>>::NoIndex;
bool sShutdown = false;
StaticRefPtr<GamepadManager> gGamepadManagerSingleton;
// A threshold value of axis move to determine the first
// intent.
const float AXIS_FIRST_INTENT_THRESHOLD_VALUE = 0.1f;
} // namespace
NS_IMPL_ISUPPORTS(GamepadManager, nsIObserver)
GamepadManager::GamepadManager()
: mEnabled(false),
mNonstandardEventsEnabled(false),
mShuttingDown(false),
mPromiseID(0) {}
nsresult GamepadManager::Init() {
mEnabled = StaticPrefs::dom_gamepad_enabled();
mNonstandardEventsEnabled =
StaticPrefs::dom_gamepad_non_standard_events_enabled();
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
if (NS_WARN_IF(!observerService)) {
return NS_ERROR_FAILURE;
}
nsresult rv;
rv = observerService->AddObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
false);
if (NS_WARN_IF(NS_FAILED(rv))) {
return rv;
}
return NS_OK;
}
NS_IMETHODIMP
GamepadManager::Observe(nsISupports* aSubject, const char* aTopic,
const char16_t* aData) {
nsCOMPtr<nsIObserverService> observerService =
mozilla::services::GetObserverService();
if (observerService) {
observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
}
BeginShutdown();
return NS_OK;
}
void GamepadManager::StopMonitoring() {
if (mChannelChild) {
PGamepadEventChannelChild::Send__delete__(mChannelChild);
mChannelChild = nullptr;
}
if (gfx::VRManagerChild::IsCreated()) {
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
vm->SendControllerListenerRemoved();
}
mGamepads.Clear();
}
void GamepadManager::BeginShutdown() {
mShuttingDown = true;
StopMonitoring();
// Don't let windows call back to unregister during shutdown
for (uint32_t i = 0; i < mListeners.Length(); i++) {
mListeners[i]->SetHasGamepadEventListener(false);
}
mListeners.Clear();
sShutdown = true;
}
void GamepadManager::AddListener(nsGlobalWindowInner* aWindow) {
MOZ_ASSERT(aWindow);
MOZ_ASSERT(NS_IsMainThread());
// IPDL child has not been created
if (!mChannelChild) {
PBackgroundChild* actor = BackgroundChild::GetOrCreateForCurrentThread();
if (NS_WARN_IF(!actor)) {
// We are probably shutting down.
return;
}
RefPtr<GamepadEventChannelChild> child(GamepadEventChannelChild::Create());
if (!actor->SendPGamepadEventChannelConstructor(child.get())) {
// We are probably shutting down.
return;
}
mChannelChild = child;
if (gfx::VRManagerChild::IsCreated()) {
// Construct VRManagerChannel and ask adding the connected
// VR controllers to GamepadManager
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
vm->SendControllerListenerAdded();
}
}
if (!mEnabled || mShuttingDown ||
aWindow->ShouldResistFingerprinting(RFPTarget::Gamepad)) {
return;
}
if (mListeners.IndexOf(aWindow) != NoIndex) {
return; // already exists
}
mListeners.AppendElement(aWindow);
}
void GamepadManager::RemoveListener(nsGlobalWindowInner* aWindow) {
MOZ_ASSERT(aWindow);
if (mShuttingDown) {
// Doesn't matter at this point. It's possible we're being called
// as a result of our own destructor here, so just bail out.
return;
}
if (mListeners.IndexOf(aWindow) == NoIndex) {
return; // doesn't exist
}
for (const auto& key : mGamepads.Keys()) {
aWindow->RemoveGamepad(key);
}
mListeners.RemoveElement(aWindow);
if (mListeners.IsEmpty()) {
StopMonitoring();
}
}
already_AddRefed<Gamepad> GamepadManager::GetGamepad(
GamepadHandle aHandle) const {
RefPtr<Gamepad> gamepad;
if (mGamepads.Get(aHandle, getter_AddRefs(gamepad))) {
return gamepad.forget();
}
return nullptr;
}
void GamepadManager::AddGamepad(GamepadHandle aHandle, const nsAString& aId,
GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aDisplayID, uint32_t aNumButtons,
uint32_t aNumAxes, uint32_t aNumHaptics,
uint32_t aNumLightIndicator,
uint32_t aNumTouchEvents) {
// TODO: bug 852258: get initial button/axis state
RefPtr<Gamepad> newGamepad =
new Gamepad(nullptr, aId,
0, // index is set by global window
aHandle, aMapping, aHand, aDisplayID, aNumButtons, aNumAxes,
aNumHaptics, aNumLightIndicator, aNumTouchEvents);
// We store the gamepad related to its index given by the parent process,
// and no duplicate index is allowed.
MOZ_ASSERT(!mGamepads.Contains(aHandle));
mGamepads.InsertOrUpdate(aHandle, std::move(newGamepad));
NewConnectionEvent(aHandle, true);
}
void GamepadManager::RemoveGamepad(GamepadHandle aHandle) {
RefPtr<Gamepad> gamepad = GetGamepad(aHandle);
if (!gamepad) {
NS_WARNING("Trying to delete gamepad with invalid index");
return;
}
gamepad->SetConnected(false);
NewConnectionEvent(aHandle, false);
mGamepads.Remove(aHandle);
}
void GamepadManager::FireButtonEvent(EventTarget* aTarget, Gamepad* aGamepad,
uint32_t aButton, double aValue) {
nsString name =
aValue == 1.0L ? u"gamepadbuttondown"_ns : u"gamepadbuttonup"_ns;
GamepadButtonEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
init.mButton = aButton;
RefPtr<GamepadButtonEvent> event =
GamepadButtonEvent::Constructor(aTarget, name, init);
event->SetTrusted(true);
aTarget->DispatchEvent(*event);
}
void GamepadManager::FireAxisMoveEvent(EventTarget* aTarget, Gamepad* aGamepad,
uint32_t aAxis, double aValue) {
GamepadAxisMoveEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
init.mAxis = aAxis;
init.mValue = aValue;
RefPtr<GamepadAxisMoveEvent> event =
GamepadAxisMoveEvent::Constructor(aTarget, u"gamepadaxismove"_ns, init);
event->SetTrusted(true);
aTarget->DispatchEvent(*event);
}
void GamepadManager::NewConnectionEvent(GamepadHandle aHandle,
bool aConnected) {
if (mShuttingDown) {
return;
}
RefPtr<Gamepad> gamepad = GetGamepad(aHandle);
if (!gamepad) {
return;
}
// Hold on to listeners in a separate array because firing events
// can mutate the mListeners array.
nsTArray<RefPtr<nsGlobalWindowInner>> listeners(mListeners.Clone());
if (aConnected) {
for (uint32_t i = 0; i < listeners.Length(); i++) {
#ifdef NIGHTLY_BUILD
// Don't fire a gamepadconnected event unless it's a secure context
if (!listeners[i]->IsSecureContext()) {
continue;
}
#endif
// Do not fire gamepadconnected and gamepaddisconnected events when
// privacy.resistFingerprinting is true.
if (listeners[i]->ShouldResistFingerprinting(RFPTarget::Gamepad)) {
continue;
}
// Only send events to non-background windows
if (!listeners[i]->IsCurrentInnerWindow() ||
listeners[i]->GetOuterWindow()->IsBackground()) {
continue;
}
// We don't fire a connected event here unless the window
// has seen input from at least one device.
if (!listeners[i]->HasSeenGamepadInput()) {
continue;
}
SetWindowHasSeenGamepad(listeners[i], aHandle);
RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aHandle);
if (listenerGamepad) {
// Fire event
FireConnectionEvent(listeners[i], listenerGamepad, aConnected);
}
}
} else {
// For disconnection events, fire one at every window that has received
// data from this gamepad.
for (uint32_t i = 0; i < listeners.Length(); i++) {
// Even background windows get these events, so we don't have to
// deal with the hassle of syncing the state of removed gamepads.
// Do not fire gamepadconnected and gamepaddisconnected events when
// privacy.resistFingerprinting is true.
if (listeners[i]->ShouldResistFingerprinting(RFPTarget::Gamepad)) {
continue;
}
if (WindowHasSeenGamepad(listeners[i], aHandle)) {
RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aHandle);
if (listenerGamepad) {
listenerGamepad->SetConnected(false);
// Fire event
FireConnectionEvent(listeners[i], listenerGamepad, false);
listeners[i]->RemoveGamepad(aHandle);
}
}
}
}
}
void GamepadManager::FireConnectionEvent(EventTarget* aTarget,
Gamepad* aGamepad, bool aConnected) {
nsString name =
aConnected ? u"gamepadconnected"_ns : u"gamepaddisconnected"_ns;
GamepadEventInit init;
init.mBubbles = false;
init.mCancelable = false;
init.mGamepad = aGamepad;
RefPtr<GamepadEvent> event = GamepadEvent::Constructor(aTarget, name, init);
event->SetTrusted(true);
aTarget->DispatchEvent(*event);
}
void GamepadManager::SyncGamepadState(GamepadHandle aHandle,
nsGlobalWindowInner* aWindow,
Gamepad* aGamepad) {
if (mShuttingDown || !mEnabled ||
aWindow->ShouldResistFingerprinting(RFPTarget::Gamepad)) {
return;
}
RefPtr<Gamepad> gamepad = GetGamepad(aHandle);
if (!gamepad) {
return;
}
aGamepad->SyncState(gamepad);
}
// static
bool GamepadManager::IsServiceRunning() { return !!gGamepadManagerSingleton; }
// static
already_AddRefed<GamepadManager> GamepadManager::GetService() {
if (sShutdown) {
return nullptr;
}
if (!gGamepadManagerSingleton) {
RefPtr<GamepadManager> manager = new GamepadManager();
nsresult rv = manager->Init();
if (NS_WARN_IF(NS_FAILED(rv))) {
return nullptr;
}
gGamepadManagerSingleton = manager;
ClearOnShutdown(&gGamepadManagerSingleton);
}
RefPtr<GamepadManager> service(gGamepadManagerSingleton);
return service.forget();
}
bool GamepadManager::AxisMoveIsFirstIntent(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle,
const GamepadChangeEvent& aEvent) {
const GamepadChangeEventBody& body = aEvent.body();
if (!WindowHasSeenGamepad(aWindow, aHandle) &&
body.type() == GamepadChangeEventBody::TGamepadAxisInformation) {
// Some controllers would send small axis values even they are just idle.
// To avoid controllers be activated without its first intent.
const GamepadAxisInformation& a = body.get_GamepadAxisInformation();
if (abs(a.value()) < AXIS_FIRST_INTENT_THRESHOLD_VALUE) {
return false;
}
}
return true;
}
bool GamepadManager::MaybeWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle) {
if (!WindowHasSeenGamepad(aWindow, aHandle)) {
// This window hasn't seen this gamepad before, so
// send a connection event first.
SetWindowHasSeenGamepad(aWindow, aHandle);
return false;
}
return true;
}
bool GamepadManager::WindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle) const {
RefPtr<Gamepad> gamepad = aWindow->GetGamepad(aHandle);
return gamepad != nullptr;
}
void GamepadManager::SetWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle,
bool aHasSeen) {
MOZ_ASSERT(aWindow);
if (mListeners.IndexOf(aWindow) == NoIndex) {
// This window isn't even listening for gamepad events.
return;
}
if (aHasSeen) {
aWindow->SetHasSeenGamepadInput(true);
nsCOMPtr<nsISupports> window = ToSupports(aWindow);
RefPtr<Gamepad> gamepad = GetGamepad(aHandle);
if (!gamepad) {
return;
}
RefPtr<Gamepad> clonedGamepad = gamepad->Clone(window);
aWindow->AddGamepad(aHandle, clonedGamepad);
} else {
aWindow->RemoveGamepad(aHandle);
}
}
void GamepadManager::Update(const GamepadChangeEvent& aEvent) {
if (!mEnabled || mShuttingDown) {
return;
}
const GamepadHandle handle = aEvent.handle();
GamepadChangeEventBody body = aEvent.body();
if (body.type() == GamepadChangeEventBody::TGamepadAdded) {
const GamepadAdded& a = body.get_GamepadAdded();
AddGamepad(handle, a.id(), static_cast<GamepadMappingType>(a.mapping()),
static_cast<GamepadHand>(a.hand()), a.display_id(),
a.num_buttons(), a.num_axes(), a.num_haptics(), a.num_lights(),
a.num_touches());
return;
}
if (body.type() == GamepadChangeEventBody::TGamepadRemoved) {
RemoveGamepad(handle);
return;
}
if (!SetGamepadByEvent(aEvent)) {
return;
}
// Hold on to listeners in a separate array because firing events
// can mutate the mListeners array.
nsTArray<RefPtr<nsGlobalWindowInner>> listeners(mListeners.Clone());
for (uint32_t i = 0; i < listeners.Length(); i++) {
// Only send events to non-background windows
if (!listeners[i]->IsCurrentInnerWindow() ||
listeners[i]->GetOuterWindow()->IsBackground() ||
listeners[i]->ShouldResistFingerprinting(RFPTarget::Gamepad)) {
continue;
}
SetGamepadByEvent(aEvent, listeners[i]);
MaybeConvertToNonstandardGamepadEvent(aEvent, listeners[i]);
}
}
void GamepadManager::MaybeConvertToNonstandardGamepadEvent(
const GamepadChangeEvent& aEvent, nsGlobalWindowInner* aWindow) {
MOZ_ASSERT(aWindow);
if (!mNonstandardEventsEnabled) {
return;
}
GamepadHandle handle = aEvent.handle();
RefPtr<Gamepad> gamepad = aWindow->GetGamepad(handle);
const GamepadChangeEventBody& body = aEvent.body();
if (gamepad) {
switch (body.type()) {
case GamepadChangeEventBody::TGamepadButtonInformation: {
const GamepadButtonInformation& a = body.get_GamepadButtonInformation();
FireButtonEvent(aWindow, gamepad, a.button(), a.value());
break;
}
case GamepadChangeEventBody::TGamepadAxisInformation: {
const GamepadAxisInformation& a = body.get_GamepadAxisInformation();
FireAxisMoveEvent(aWindow, gamepad, a.axis(), a.value());
break;
}
default:
break;
}
}
}
bool GamepadManager::SetGamepadByEvent(const GamepadChangeEvent& aEvent,
nsGlobalWindowInner* aWindow) {
bool ret = false;
bool firstTime = false;
GamepadHandle handle = aEvent.handle();
if (aWindow) {
if (!AxisMoveIsFirstIntent(aWindow, handle, aEvent)) {
return false;
}
firstTime = !MaybeWindowHasSeenGamepad(aWindow, handle);
}
RefPtr<Gamepad> gamepad =
aWindow ? aWindow->GetGamepad(handle) : GetGamepad(handle);
const GamepadChangeEventBody& body = aEvent.body();
if (gamepad) {
switch (body.type()) {
case GamepadChangeEventBody::TGamepadButtonInformation: {
const GamepadButtonInformation& a = body.get_GamepadButtonInformation();
gamepad->SetButton(a.button(), a.pressed(), a.touched(), a.value());
break;
}
case GamepadChangeEventBody::TGamepadAxisInformation: {
const GamepadAxisInformation& a = body.get_GamepadAxisInformation();
gamepad->SetAxis(a.axis(), a.value());
break;
}
case GamepadChangeEventBody::TGamepadPoseInformation: {
const GamepadPoseInformation& a = body.get_GamepadPoseInformation();
gamepad->SetPose(a.pose_state());
break;
}
case GamepadChangeEventBody::TGamepadLightIndicatorTypeInformation: {
const GamepadLightIndicatorTypeInformation& a =
body.get_GamepadLightIndicatorTypeInformation();
gamepad->SetLightIndicatorType(a.light(), a.type());
break;
}
case GamepadChangeEventBody::TGamepadTouchInformation: {
// Avoid GamepadTouch's touchId be accessed in cross-origin tracking.
for (uint32_t i = 0; i < mListeners.Length(); i++) {
RefPtr<Gamepad> listenerGamepad = mListeners[i]->GetGamepad(handle);
if (listenerGamepad && mListeners[i]->IsCurrentInnerWindow() &&
!mListeners[i]->GetOuterWindow()->IsBackground()) {
const GamepadTouchInformation& a =
body.get_GamepadTouchInformation();
listenerGamepad->SetTouchEvent(a.index(), a.touch_state());
}
}
break;
}
case GamepadChangeEventBody::TGamepadHandInformation: {
const GamepadHandInformation& a = body.get_GamepadHandInformation();
gamepad->SetHand(a.hand());
break;
}
default:
MOZ_ASSERT(false);
break;
}
ret = true;
}
if (aWindow && firstTime) {
FireConnectionEvent(aWindow, gamepad, true);
}
return ret;
}
already_AddRefed<Promise> GamepadManager::VibrateHaptic(
GamepadHandle aHandle, uint32_t aHapticIndex, double aIntensity,
double aDuration, nsIGlobalObject* aGlobal, ErrorResult& aRv) {
RefPtr<Promise> promise = Promise::Create(aGlobal, aRv);
if (NS_WARN_IF(aRv.Failed())) {
aRv.Throw(NS_ERROR_FAILURE);
return nullptr;
}
if (StaticPrefs::dom_gamepad_haptic_feedback_enabled()) {
if (aHandle.GetKind() == GamepadHandleKind::VR) {
if (gfx::VRManagerChild::IsCreated()) {
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
vm->AddPromise(mPromiseID, promise);
vm->SendVibrateHaptic(aHandle, aHapticIndex, aIntensity, aDuration,
mPromiseID);
}
} else {
if (mChannelChild) {
mChannelChild->AddPromise(mPromiseID, promise);
mChannelChild->SendVibrateHaptic(aHandle, aHapticIndex, aIntensity,
aDuration, mPromiseID);
}
}
}
++mPromiseID;
return promise.forget();
}
void GamepadManager::StopHaptics() {
if (!StaticPrefs::dom_gamepad_haptic_feedback_enabled()) {
return;
}
for (const auto& entry : mGamepads) {
const GamepadHandle handle = entry.GetWeak()->GetHandle();
if (handle.GetKind() == GamepadHandleKind::VR) {
if (gfx::VRManagerChild::IsCreated()) {
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
vm->SendStopVibrateHaptic(handle);
}
} else {
if (mChannelChild) {
mChannelChild->SendStopVibrateHaptic(handle);
}
}
}
}
already_AddRefed<Promise> GamepadManager::SetLightIndicatorColor(
GamepadHandle aHandle, uint32_t aLightColorIndex, uint8_t aRed,
uint8_t aGreen, uint8_t aBlue, nsIGlobalObject* aGlobal, ErrorResult& aRv) {
RefPtr<Promise> promise = Promise::Create(aGlobal, aRv);
if (NS_WARN_IF(aRv.Failed())) {
aRv.Throw(NS_ERROR_FAILURE);
return nullptr;
}
if (StaticPrefs::dom_gamepad_extensions_lightindicator()) {
MOZ_RELEASE_ASSERT(aHandle.GetKind() != GamepadHandleKind::VR,
"We don't support light indicator in VR.");
if (mChannelChild) {
mChannelChild->AddPromise(mPromiseID, promise);
mChannelChild->SendLightIndicatorColor(aHandle, aLightColorIndex, aRed,
aGreen, aBlue, mPromiseID);
}
}
++mPromiseID;
return promise.forget();
}
} // namespace mozilla::dom