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- // Copyright 2014 The Chromium Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style license that can be
- // found in the LICENSE file.
- #include "device/gamepad/gamepad_service.h"
- #include <string.h>
- #include <memory>
- #include "base/barrier_closure.h"
- #include "base/memory/raw_ptr.h"
- #include "base/run_loop.h"
- #include "base/test/gmock_callback_support.h"
- #include "base/test/task_environment.h"
- #include "device/gamepad/gamepad_consumer.h"
- #include "device/gamepad/gamepad_test_helpers.h"
- #include "testing/gmock/include/gmock/gmock.h"
- #include "testing/gtest/include/gtest/gtest.h"
- namespace device {
- namespace {
- using ::base::test::RunClosure;
- // The number of simulated gamepads that will be connected and disconnected in
- // tests.
- constexpr int kNumberOfGamepads = Gamepads::kItemsLengthCap;
- } // namespace
- class MockGamepadConsumer : public GamepadConsumer {
- public:
- MockGamepadConsumer() {
- // Expect no connections or disconnections by default.
- EXPECT_CALL(*this, OnGamepadConnected).Times(0);
- EXPECT_CALL(*this, OnGamepadDisconnected).Times(0);
- }
- MockGamepadConsumer(MockGamepadConsumer&) = delete;
- MockGamepadConsumer& operator=(MockGamepadConsumer&) = delete;
- ~MockGamepadConsumer() override = default;
- MOCK_METHOD2(OnGamepadConnected, void(uint32_t, const Gamepad&));
- MOCK_METHOD2(OnGamepadDisconnected, void(uint32_t, const Gamepad&));
- MOCK_METHOD1(OnGamepadChanged, void(const mojom::GamepadChanges&));
- };
- class GamepadServiceTest : public testing::Test {
- public:
- GamepadServiceTest(const GamepadServiceTest&) = delete;
- GamepadServiceTest& operator=(const GamepadServiceTest&) = delete;
- protected:
- GamepadServiceTest() {
- memset(&test_data_, 0, sizeof(test_data_));
- // Configure the pad to have one button. We need our mock gamepad
- // to have at least one input so we can simulate a user gesture.
- test_data_.items[0].buttons_length = 1;
- }
- ~GamepadServiceTest() override = default;
- GamepadService* service() const { return service_; }
- void SetUp() override {
- auto fetcher = std::make_unique<MockGamepadDataFetcher>(test_data_);
- fetcher_ = fetcher.get();
- service_ = new GamepadService(std::move(fetcher));
- service_->SetSanitizationEnabled(false);
- }
- void TearDown() override {
- // Calling SetInstance will destroy the GamepadService instance.
- GamepadService::SetInstance(nullptr);
- }
- MockGamepadConsumer* CreateConsumer() {
- consumers_.push_back(std::make_unique<MockGamepadConsumer>());
- return consumers_.back().get();
- }
- // Configure the first `connected_count` gamepads as connected and the rest as
- // disconnected.
- void SetPadsConnected(int connected_count) {
- for (int i = 0; i < kNumberOfGamepads; ++i)
- test_data_.items[i].connected = (i < connected_count);
- fetcher_->SetTestData(test_data_);
- }
- void SimulateUserGesture(bool has_gesture) {
- test_data_.items[0].buttons[0].value = has_gesture ? 1.0f : 0.0f;
- test_data_.items[0].buttons[0].pressed = has_gesture ? true : false;
- fetcher_->SetTestData(test_data_);
- }
- void SimulatePageReload(GamepadConsumer* consumer) {
- EXPECT_TRUE(service_->ConsumerBecameInactive(consumer));
- EXPECT_TRUE(service_->ConsumerBecameActive(consumer));
- }
- void WaitForData() {
- // Block until work on the polling thread is complete. The data fetcher will
- // read gamepad data on the polling thread, which may cause the provider to
- // post user gesture or gamepad connection callbacks to the main thread.
- fetcher_->WaitForDataReadAndCallbacksIssued();
- // Allow the user gesture and gamepad connection callbacks to run.
- base::RunLoop().RunUntilIdle();
- }
- private:
- base::test::SingleThreadTaskEnvironment task_environment_;
- raw_ptr<MockGamepadDataFetcher> fetcher_;
- raw_ptr<GamepadService> service_;
- std::vector<std::unique_ptr<MockGamepadConsumer>> consumers_;
- Gamepads test_data_;
- };
- TEST_F(GamepadServiceTest, ConnectionsTest) {
- // Create an active consumer.
- auto* consumer = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer));
- WaitForData();
- // Connect gamepads and simulate a user gesture. The consumer is notified for
- // each connected gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SimulateUserGesture(/*has_gesture=*/true);
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- loop.Run();
- }
- // Disconnect all gamepads. The consumer is notified for each disconnected
- // gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, ConnectionThenGestureTest) {
- // Create an active consumer.
- auto* consumer = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer));
- WaitForData();
- // Connect gamepads. The consumer is not notified because there is no gesture.
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- WaitForData();
- // Simulate a user gesture. The consumer is notified for each connected
- // gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, ReloadTest) {
- // Create an active consumer.
- auto* consumer = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer));
- WaitForData();
- // Connect gamepads. The consumer is not notified because there is no gesture.
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- WaitForData();
- // Simulate a page reload. The consumer is not notified because there is still
- // no gesture.
- SimulatePageReload(consumer);
- WaitForData();
- // Simulate a user gesture. The consumer is notified for each gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- // Simulate another page reload. The consumer is notified again for each
- // gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SimulatePageReload(consumer);
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, SecondConsumerGestureTest) {
- // Create two consumers and mark the first consumer active.
- auto* consumer1 = CreateConsumer();
- auto* consumer2 = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer1));
- WaitForData();
- // Connect gamepads and simulate a user gesture. The active consumer is
- // notified, the inactive consumer is not.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- // Restore the default gamepad state (no gesture).
- SimulateUserGesture(/*has_gesture=*/false);
- // Mark the second consumer active. The second consumer is not notified
- // because it needs a new user gesture.
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- WaitForData();
- // Simulate another user gesture. Only the second consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, ConnectWhileInactiveTest) {
- // Create two consumers and mark them both active.
- auto* consumer1 = CreateConsumer();
- auto* consumer2 = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer1));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- // Connect gamepads and simulate a user gesture. Each consumer is notified for
- // each connected gamepad.
- {
- base::RunLoop loop;
- auto barrier =
- base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SimulateUserGesture(/*has_gesture=*/true);
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- loop.Run();
- }
- // Disconnect gamepads. Each consumer is notified for each disconnected
- // gamepad.
- {
- base::RunLoop loop;
- auto barrier =
- base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- // Mark the second consumer inactive.
- EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2));
- WaitForData();
- // Connect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- loop.Run();
- }
- // Mark the second consumer active again. The second consumer is notified
- // because it already received a gesture.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, ConnectAndDisconnectWhileInactiveTest) {
- // Create two active consumers.
- auto* consumer1 = CreateConsumer();
- auto* consumer2 = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer1));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- // Connect a gamepad and simulate a user gesture.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(2, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(1)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(1)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/1);
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- // Disconnect the gamepad.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(2, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadDisconnected)
- .Times(1)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadDisconnected)
- .Times(1)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- // Mark the second consumer inactive.
- EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2));
- WaitForData();
- // Connect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- loop.Run();
- }
- // Disconnect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- // Mark the second consumer active again. The second consumer is not notified
- // because the connected gamepads were disconnected while the consumer was
- // still inactive.
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- WaitForData();
- }
- // https://crbug.com/1346527 Flaky on Android and Linux.
- TEST_F(GamepadServiceTest, DISABLED_DisconnectWhileInactiveTest) {
- // Create two active consumers.
- auto* consumer1 = CreateConsumer();
- auto* consumer2 = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer1));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- // Connect gamepads and simulate a user gesture.
- {
- base::RunLoop loop;
- auto barrier =
- base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- // Mark the second consumer inactive.
- EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2));
- WaitForData();
- // Disconnect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- // Mark the second consumer active again. The second consumer is notified for
- // gamepads that were disconnected while it was inactive.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer2, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, DisconnectAndConnectWhileInactiveTest) {
- // Create two active consumers.
- auto* consumer1 = CreateConsumer();
- auto* consumer2 = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer1));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- // Connect gamepads and simulate a user gesture.
- {
- base::RunLoop loop;
- auto barrier =
- base::BarrierClosure(2 * kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- SimulateUserGesture(/*has_gesture=*/true);
- loop.Run();
- }
- // Mark the second consumer inactive.
- EXPECT_TRUE(service()->ConsumerBecameInactive(consumer2));
- WaitForData();
- // Disconnect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadDisconnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/0);
- loop.Run();
- }
- // Connect gamepads. Only the active consumer is notified.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer1, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- SetPadsConnected(/*connected_count=*/kNumberOfGamepads);
- loop.Run();
- }
- // Mark the second consumer active again. The second consumer is notified for
- // gamepads that were connected while it was inactive.
- {
- base::RunLoop loop;
- auto barrier = base::BarrierClosure(kNumberOfGamepads, loop.QuitClosure());
- EXPECT_CALL(*consumer2, OnGamepadConnected)
- .Times(kNumberOfGamepads)
- .WillRepeatedly(RunClosure(barrier));
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer2));
- loop.Run();
- }
- }
- TEST_F(GamepadServiceTest, ActiveConsumerBecameActive) {
- // Mark |consumer| active.
- auto* consumer = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer));
- // Mark |consumer| active a second time. ConsumerBecameActive should fail.
- EXPECT_FALSE(service()->ConsumerBecameActive(consumer));
- }
- TEST_F(GamepadServiceTest, InactiveConsumerBecameInactive) {
- // Mark |consumer| active.
- auto* consumer = CreateConsumer();
- EXPECT_TRUE(service()->ConsumerBecameActive(consumer));
- // Mark |consumer| inactive.
- EXPECT_TRUE(service()->ConsumerBecameInactive(consumer));
- // Mark |consumer| inactive a second time. ConsumerBecameInactive should fail.
- EXPECT_FALSE(service()->ConsumerBecameInactive(consumer));
- }
- TEST_F(GamepadServiceTest, UnregisteredConsumerBecameInactive) {
- auto* consumer = CreateConsumer();
- // |consumer| has not yet been added to the gamepad service through a call to
- // ConsumerBecameActive. ConsumerBecameInactive should fail.
- EXPECT_FALSE(service()->ConsumerBecameInactive(consumer));
- }
- TEST_F(GamepadServiceTest, RemoveUnregisteredConsumer) {
- auto* consumer = CreateConsumer();
- // |consumer| has not yet been added to the gamepad service through a call to
- // ConsumerBecameActive. RemoveConsumer should fail.
- EXPECT_FALSE(service()->RemoveConsumer(consumer));
- }
- } // namespace device
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