void
BluetoothServiceBluedroid::AdapterStateChangedNotification(bool aState)
{
  MOZ_ASSERT(NS_IsMainThread());

  BT_LOGR("BT_STATE: %d", aState);

  sAdapterEnabled = aState;

  if (!sAdapterEnabled) {
    static void (* const sDeinitManager[])(BluetoothProfileResultHandler*) = {
      BluetoothHfpManager::DeinitHfpInterface,
      BluetoothA2dpManager::DeinitA2dpInterface,
      BluetoothGattManager::DeinitGattInterface
    };

    // Return error if BluetoothService is unavailable
    BluetoothService* bs = BluetoothService::Get();
    NS_ENSURE_TRUE_VOID(bs);

    // Cleanup static adapter properties and notify adapter.
    sAdapterBdAddress.Truncate();
    sAdapterBdName.Truncate();

    InfallibleTArray<BluetoothNamedValue> props;
    BT_APPEND_NAMED_VALUE(props, "Name", sAdapterBdName);
    BT_APPEND_NAMED_VALUE(props, "Address", sAdapterBdAddress);
    if (sAdapterDiscoverable) {
      sAdapterDiscoverable = false;
      BT_APPEND_NAMED_VALUE(props, "Discoverable", false);
    }
    if (sAdapterDiscovering) {
      sAdapterDiscovering = false;
      BT_APPEND_NAMED_VALUE(props, "Discovering", false);
    }

    bs->DistributeSignal(NS_LITERAL_STRING("PropertyChanged"),
                         NS_LITERAL_STRING(KEY_ADAPTER),
                         BluetoothValue(props));

    // Cleanup bluetooth interfaces after BT state becomes BT_STATE_OFF.
    nsRefPtr<ProfileDeinitResultHandler> res =
      new ProfileDeinitResultHandler(MOZ_ARRAY_LENGTH(sDeinitManager));

    for (size_t i = 0; i < MOZ_ARRAY_LENGTH(sDeinitManager); ++i) {
      sDeinitManager[i](res);
    }
  }

  BluetoothService::AcknowledgeToggleBt(sAdapterEnabled);

  if (sAdapterEnabled) {
    // Bluetooth just enabled, clear profile controllers and runnable arrays.
    sControllerArray.Clear();
    sChangeDiscoveryRunnableArray.Clear();
    sSetPropertyRunnableArray.Clear();
    sGetDeviceRunnableArray.Clear();
    sFetchUuidsRunnableArray.Clear();
    sBondingRunnableArray.Clear();
    sUnbondingRunnableArray.Clear();
    sPairingNameTable.Clear();

    // Bluetooth scan mode is SCAN_MODE_CONNECTABLE by default, i.e., it should
    // be connectable and non-discoverable.
    NS_ENSURE_TRUE_VOID(sBtInterface);
    sBtInterface->SetAdapterProperty(
      BluetoothNamedValue(NS_ConvertUTF8toUTF16("Discoverable"), false),
      new SetAdapterPropertyDiscoverableResultHandler());

    // Trigger BluetoothOppManager to listen
    BluetoothOppManager* opp = BluetoothOppManager::Get();
    if (!opp || !opp->Listen()) {
      BT_LOGR("Fail to start BluetoothOppManager listening");
    }
  }

  // Resolve promise if existed
  if (!sChangeAdapterStateRunnableArray.IsEmpty()) {
    DispatchReplySuccess(sChangeAdapterStateRunnableArray[0]);
    sChangeAdapterStateRunnableArray.RemoveElementAt(0);
  }
}
Exemplo n.º 2
0
void
DottedCornerFinder::FindBestOverlap(Float aMinR, Float aMinBorderRadius,
                                    Float aMaxBorderRadius)
{
  // If overlap is not calculateable, find it with binary search,
  // such that there exists i that C_i == C_n with the given overlap.

  FourFloats key(aMinR, mMaxR,
                 aMinBorderRadius, aMaxBorderRadius);
  BestOverlap best;
  if (DottedCornerCache.Get(key, &best)) {
    mCount = best.count;
    mBestOverlap = best.overlap;
    return;
  }

  Float lower = 0.0f;
  Float upper = 0.5f;
  // Start from lower bound to find the minimum number of circles.
  Float overlap = 0.0f;
  mBestOverlap = overlap;
  size_t targetCount = 0;

  const Float OVERLAP_MARGIN = 0.1f;
  for (size_t j = 0; j < MAX_LOOP; j++) {
    Reset();

    size_t count;
    Float actualOverlap;
    if (!GetCountAndLastOverlap(overlap, &count, &actualOverlap)) {
      if (j == 0) {
        mCount = mMaxCount;
        break;
      }
    }

    if (j == 0) {
      if (count < 3 || (count == 3 && actualOverlap > 0.5f)) {
        // |count == 3 && actualOverlap > 0.5f| means there could be
        // a circle but it is too near from both ends.
        //
        // if actualOverlap == 0.0
        //               1       2       3
        //   +-------+-------+-------+-------+
        //   | ##### | ***** | ##### | ##### |
        //   |#######|*******|#######|#######|
        //   |###+###|***+***|###+###|###+###|
        //   |# C_0 #|* C_1 *|# C_2 #|# C_n #|
        //   | ##### | ***** | ##### | ##### |
        //   +-------+-------+-------+-------+
        //                   |
        //                   V
        //   +-------+---+-------+---+-------+
        //   | ##### |   | ##### |   | ##### |
        //   |#######|   |#######|   |#######|
        //   |###+###|   |###+###|   |###+###| Find the best overlap to place
        //   |# C_0 #|   |# C_1 #|   |# C_n #| C_1 at the middle of them
        //   | ##### |   | ##### |   | ##### |
        //   +-------+---+-------+---|-------+
        //
        // if actualOverlap == 0.5
        //               1       2     3
        //   +-------+-------+-------+---+
        //   | ##### | ***** | ##### |## |
        //   |#######|*******|##### C_n #|
        //   |###+###|***+***|###+###+###|
        //   |# C_0 #|* C_1 *|# C_2 #|###|
        //   | ##### | ***** | ##### |## |
        //   +-------+-------+-------+---+
        //                 |
        //                 V
        //   +-------+-+-------+-+-------+
        //   | ##### | | ##### | | ##### |
        //   |#######| |#######| |#######|
        //   |###+###| |###+###| |###+###| Even if we place C_1 at the middle
        //   |# C_0 #| |# C_1 #| |# C_n #| of them, it's too near from them
        //   | ##### | | ##### | | ##### |
        //   +-------+-+-------+-|-------+
        //                 |
        //                 V
        //   +-------+-----------+-------+
        //   | ##### |           | ##### |
        //   |#######|           |#######|
        //   |###+###|           |###+###| Do not draw any circle
        //   |# C_0 #|           |# C_n #|
        //   | ##### |           | ##### |
        //   +-------+-----------+-------+
        mCount = 0;
        break;
      }

      // targetCount should be 2n, as we're searching C_1 to C_n.
      //
      //   targetCount = 4
      //   mCount = 1
      //               1       2       3       4
      //   +-------+-------+-------+-------+-------+
      //   | ##### | ***** | ##### | ***** | ##### |
      //   |#######|*******|#######|*******|#######|
      //   |###+###|***+***|###+###|***+***|###+###|
      //   |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_n #|
      //   | ##### | ***** | ##### | ***** | ##### |
      //   +-------+-------+-------+-------+-------+
      //                       1
      //
      //   targetCount = 6
      //   mCount = 2
      //               1       2       3       4       5       6
      //   +-------+-------+-------+-------+-------+-------+-------+
      //   | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
      //   |#######|*******|#######|*******|#######|*******|#######|
      //   |###+###|***+***|###+###|***+***|###+###|***+***|###+###|
      //   |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_4 #|* C_5 *|# C_n #|
      //   | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
      //   +-------+-------+-------+-------+-------+-------+-------+
      //                       1               2
      if (count % 2) {
        targetCount = count + 1;
      } else {
        targetCount = count;
      }

      mCount = targetCount / 2 - 1;
    }

    if (count == targetCount) {
      mBestOverlap = overlap;

      if (fabs(actualOverlap - overlap) < OVERLAP_MARGIN) {
        break;
      }

      // We started from upper bound, no need to update range when j == 0.
      if (j > 0) {
        if (actualOverlap > overlap) {
          lower = overlap;
        } else {
          upper = overlap;
        }
      }
    } else {
      // |j == 0 && count != targetCount| means that |targetCount = count + 1|,
      // and we started from upper bound, no need to update range when j == 0.
      if (j > 0) {
        if (count > targetCount) {
          upper = overlap;
        } else {
          lower = overlap;
        }
      }
    }

    overlap = (upper + lower) / 2.0f;
  }

  if (DottedCornerCache.Count() > DottedCornerCacheSize) {
    DottedCornerCache.Clear();
  }
  DottedCornerCache.Put(key, BestOverlap(mBestOverlap, mCount));
}