chromium/third_party/blink/web_tests/external/wpt/webxr/gamepads-module/xrInputSource_gamepad_disconnect.https.html

<!DOCTYPE html>
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script src="../resources/webxr_util.js"></script>
<script src="../resources/webxr_test_constants.js"></script>

<script>
let testName = "WebXR InputSource's gamepad gets disconnected when the input source is removed";

let watcherDone = new Event("watcherdone");

let fakeDeviceInitParams = TRACKED_IMMERSIVE_DEVICE;

let testFunction = function(session, fakeDeviceController, t) {
  let eventWatcher = new EventWatcher(t, session, ["watcherdone"]);
  let eventPromise = eventWatcher.wait_for(["watcherdone"]);

  let inputChangeEvents = 0;
  let cached_input_source = null;
  function onInputSourcesChange(event) {
    t.step(() => {
      inputChangeEvents++;

      // The first change event should be adding our controller/gamepad.
      if (inputChangeEvents === 1) {
        // We should have one input source
        assert_equals(session.inputSources.length, 1,
          "should initially have an input source");
        assertGamepadConnected();
      } else if (inputChangeEvents === 2) {
        // The second event should be disconnecting our gamepad, we should still
        // have an input source.
        assert_equals(session.inputSources.length, 1,
          "removing the gamepad shouldn't remove the input source");
        // However, disconnecting the gamepad from the input source should cause
        // the input source to be re-created. Verify this.
        assertInputSourceRecreated(event);
        assertGamepadDisconnected();
        cached_input_source = session.inputSources[0];
      } else if (inputChangeEvents === 3) {
        assert_equals(session.inputSources.length, 1,
          "re-adding the gamepad shouldn't add an extra input source");
        // The third event should be reconnecting our gamepad, we should still
        // have an input source. However, it should have been re-created.
        assertInputSourceRecreated(event);
        assertGamepadConnected();
      } else if (inputChangeEvents === 4) {
        // The fourth event should be disconnecting our gamepad, we should no
        // longer have an input source.
        assert_equals(session.inputSources.length, 0,
          "input source should have been disconnected");
        assertGamepadDisconnected();
      } else if (inputChangeEvents === 5) {
        // The fifth event should be re-connecting our gamepad to prep for
        // ending the session.
        assert_equals(session.inputSources.length, 1,
          "input source should have been re-connected");
        assertGamepadConnected();
        session.dispatchEvent(watcherDone);
      }
    });
  }

  function assertInputSourceRecreated(event) {
    assert_equals(event.added.length, 1);
    assert_equals(event.removed.length, 1);
    assert_equals(session.inputSources[0], event.added[0]);
    assert_equals(cached_input_source, event.removed[0]);
  }

  function assertGamepadConnected() {
    cached_input_source = session.inputSources[0];
    assert_not_equals(cached_input_source, null,
      "Expect to get a cached_input_source, iteration: " + inputChangeEvents);
    assert_not_equals(cached_input_source.gamepad, null,
      "Expect to have a gamepad, iteration: " + inputChangeEvents);
    assert_equals(cached_input_source.gamepad.index, -1,
      "WebXR Gamepad.index must be -1, iteration: " + inputChangeEvents);
    assert_equals(cached_input_source.gamepad.id, "",
      "WebXR Gamepad.id must be empty string, iteration: " + inputChangeEvents);
    assert_true(cached_input_source.gamepad.connected,
      "Expect the gamepad to be connected, iteration: " + inputChangeEvents);
  }

  function assertGamepadDisconnected() {
    assert_not_equals(cached_input_source, null,
      "Expect to have a cached_input_source, iteration: " + inputChangeEvents);
    assert_not_equals(cached_input_source.gamepad, null,
      "Expect to have a gamepad on cached_input_source, iteration: " + inputChangeEvents);
    assert_equals(cached_input_source.gamepad.index, -1,
      "WebXR Gamepad.index must be -1, iteration: " + inputChangeEvents);
    assert_equals(cached_input_source.gamepad.id, "",
      "WebXR Gamepad.id must be empty string, iteration: " + inputChangeEvents);
    assert_false(cached_input_source.gamepad.connected,
      "Expect cached gamepad to be disconnected, iteration: " + inputChangeEvents);
  }

  session.addEventListener('inputsourceschange', onInputSourcesChange, false);

  // A set of supported buttons which should cause the runtime to treat the
  // controller as supporting a gamepad.
  let gamepadButtons = [
    {
      buttonType: 'grip',
      pressed: false,
      touched: false,
      pressedValue: 0
    },
    {
      buttonType: 'touchpad',
      pressed: false,
      touched: false,
      pressedValue: 0
    }
  ];

  let input_source = fakeDeviceController.simulateInputSourceConnection({
    handedness: "right",
    targetRayMode: "tracked-pointer",
    pointerOrigin: VALID_POINTER_TRANSFORM,
    profiles: [],
    supportedButtons: gamepadButtons
  });

  // Input events need one frame to propagate, so this does (in order and running
  // a rAF after each step:
  // 1. Disconnect the gamepad (so we can verify that the gamepad is disconnected)
  // 2. Reconnect the gamepad (so we can set up to disconnect the controller)
  // 3. Disconnect the controller (so we can verify that it's gamepad gets disconnected).
  // 4. Adds the controller back (so we can test the end Session)
  // 5. Waits for all of the input events to finish propagating, then ends the
  // session, at which point the controller should be disconnected.
  return new Promise((resolve) => {
    requestSkipAnimationFrame(session, () => {
      input_source.setSupportedButtons([]);
      session.requestAnimationFrame(() => {
        input_source.setSupportedButtons(gamepadButtons);
        session.requestAnimationFrame(() => {
          input_source.disconnect();
          session.requestAnimationFrame(() => {
            input_source.reconnect();
            session.requestAnimationFrame(() => {
              eventPromise.then(() => {
                session.end().then(() => {
                  assertGamepadDisconnected();
                  resolve();
                });
              });
            });
          });
        });
      });
    });
  });
};

xr_session_promise_test(
  testName, testFunction, fakeDeviceInitParams, 'immersive-vr');
</script>