input系统之InputDispatcher

news2024/11/15 13:35:19

往期文章:

Input系统之IMS的启动流程

input系统之InputReader

1.概述

InputReader和InputDispatcher是Input系统的重要组成部分,InputReader主要负责从设备节点获取原始输入事件,并将封装好的事件交给InputDispatcher;InputDispatcher主要负责将输入事件分发到对应的窗口,本文主要分析InputDispatcher是如何对事件进行分发的,代码基于Android 14。

2.启动InputDispatcher

Input系统之IMS的启动流程中提到过,IMS启动时InputDispatcher会启动一个线程,在这个线程里进行输入事件的分发,先从InputDispatcher创建开始分析。

InputDispatcher是在InputManager.cpp创建的:

2.1 InputManager::InputManager
/frameworks/native/services/inputflinger/InputManager.cpp

InputManager::InputManager(const sp<InputReaderPolicyInterface>& readerPolicy,
                           InputDispatcherPolicyInterface& dispatcherPolicy) {
    mDispatcher = createInputDispatcher(dispatcherPolicy);//创建InputDispatcher
    mProcessor = std::make_unique<InputProcessor>(*mDispatcher);
    mBlocker = std::make_unique<UnwantedInteractionBlocker>(*mProcessor);
    mReader = createInputReader(readerPolicy, *mBlocker);
}

主要通过createInputDispatcher()方法创建InputDispatcher对象,传入了InputDispatcherPolicyInterface对象作为参数。

InputDispatcher负责将输入事件(如触摸事件、键盘事件等)分发到合适的应用程序或View。InputDispatcherPolicyInterface 的作用是定义和提供一些策略,来控制这些事件的分发和处理行为,确保用户的输入得到及时和正确的处理。

2.2 createInputDispatcher
/frameworks/native/services/inputflinger/dispatcher/InputDispatcherFactory.cpp

std::unique_ptr<InputDispatcherInterface> createInputDispatcher(
        InputDispatcherPolicyInterface& policy) {
    return std::make_unique<android::inputdispatcher::InputDispatcher>(policy);
}

新建 InputDispatcher对象,继续看InputDispatcher的构造方法

2.3 InputDispatcher::InputDispatcher
/frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp

InputDispatcher::InputDispatcher(InputDispatcherPolicyInterface& policy)
      : InputDispatcher(policy, STALE_EVENT_TIMEOUT) {}

InputDispatcher::InputDispatcher(InputDispatcherPolicyInterface& policy,
                                 std::chrono::nanoseconds staleEventTimeout)
      : mPolicy(policy),//mPolicy用于调用java层方法
        mPendingEvent(nullptr),
        mLastDropReason(DropReason::NOT_DROPPED),
        mIdGenerator(IdGenerator::Source::INPUT_DISPATCHER),
        mAppSwitchSawKeyDown(false),
        mAppSwitchDueTime(LLONG_MAX),
        mNextUnblockedEvent(nullptr),
        mMonitorDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT),
        mDispatchEnabled(false),
        mDispatchFrozen(false),
        mInputFilterEnabled(false),
        mMaximumObscuringOpacityForTouch(1.0f),
        mFocusedDisplayId(ADISPLAY_ID_DEFAULT),
        mWindowTokenWithPointerCapture(nullptr),
        mStaleEventTimeout(staleEventTimeout),
        mLatencyAggregator(),
        mLatencyTracker(&mLatencyAggregator) {
    mLooper = sp<Looper>::make(false);//创建mLooper
    mReporter = createInputReporter();//创建InputReporter对象

    mWindowInfoListener = sp<DispatcherWindowListener>::make(*this);
#if defined(__ANDROID__)
    SurfaceComposerClient::getDefault()->addWindowInfosListener(mWindowInfoListener);
#endif
    mKeyRepeatState.lastKeyEntry = nullptr;
}

构造方法里主要是创建一些对象、设置一些的变量(定义在InputDispatcher.h里)。

比较重要的就是设置mPolicy,用以调用java层代码,先看下policy这个参数是怎么一步步传递过来的:

1.InputDispatcher的构造方法里传入policy参数
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
InputDispatcher::InputDispatcher(InputDispatcherPolicyInterface& policy)
      : InputDispatcher(policy, createInputTracingBackendIfEnabled()) {}

InputDispatcher::InputDispatcher(InputDispatcherPolicyInterface& policy,
                                 std::unique_ptr<trace::InputTracingBackendInterface> traceBackend)
      : mPolicy(policy),


2.InputManager里创建InputDispatcher
frameworks/native/services/inputflinger/InputManager.cpp
InputManager::InputManager(const sp<InputReaderPolicyInterface>& readerPolicy,
                           InputDispatcherPolicyInterface& dispatcherPolicy,
                           PointerChoreographerPolicyInterface& choreographerPolicy,
                           InputFilterPolicyInterface& inputFilterPolicy) {

    mDispatcher = createInputDispatcher(dispatcherPolicy);

3.NativeInputManager里创建InputManager
frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp
NativeInputManager::NativeInputManager(jobject serviceObj, const sp<Looper>& looper)
      : mLooper(looper), mInteractive(true) {
    JNIEnv* env = jniEnv();

    mServiceObj = env->NewGlobalRef(serviceObj);

    InputManager* im = new InputManager(this, *this, *this, *this);
    mInputManager = im;
    defaultServiceManager()->addService(String16("inputflinger"), im);
}

可以看出mPolicy就是NativeInputManager对象,内部通过jni调用java层代码。

2.4 InputDispatcher::start
frameworks/native/services/inputflinger/InputManager.cpp
 
status_t InputManager::start() {
    status_t result = mDispatcher->start();//调用InputDispatcher的start方法
    ......
 
    result = mReader->start();//调用InputReader的start方法
    ......

    return OK;
}


/frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
status_t InputDispatcher::start() {
    if (mThread) {
        return ALREADY_EXISTS;//防止重复创建InputDispatcher线程
    }
    mThread = std::make_unique<InputThread>(
            "InputDispatcher", [this]() { dispatchOnce(); }, [this]() { mLooper->wake(); });//创建一个名为InputDispatcher的线程,并调用dispatchOnce()方法
    return OK;
}

IMS启动时会调用InputDispatcher的start()方法来启动线程,首先判断线程是否创建,如果已经创建则直接返回,否则创建InputThread对象,将"InputDispatcher"作为线程名称传入。InputDispatcher对应的线程就是在InputThread里启动的,先来看下InputThread。

2.5 InputThread::InputThread
/frameworks/native/services/inputflinger/InputThread.cpp

InputThread::InputThread(std::string name, std::function<void()> loop, std::function<void()> wake)
      : mName(name), mThreadWake(wake) {// : mName(name), mThreadWake(wake)初始化mName和mThreadWake
    mThread = sp<InputThreadImpl>::make(loop);//创建线程
    mThread->run(mName.c_str(), ANDROID_PRIORITY_URGENT_DISPLAY);//线程启动
}

InputDispatcher的start方法里创建InputThread对象时传递了三个参数:"InputDispatcher", [this]() { dispatchOnce(); }, [this]() { mLooper->wake();

从InputThread的构造方法里可以看出,这三个参数分别表示:

name:std::string 类型,表示线程名称。
loop: std::function<void()> 类型的函数对象,表示线程的主要循环逻辑。
wake:std::function<void()> 类型的函数对象,用于唤醒线程。

继续看下InputThread的构造方法里做了什么,首先是初始化mName和mThreadWake变量,mName 表示线程的名称,mThreadWake 表示唤醒函数。

接着创建mThread线程,通过InputThreadImpl创建对应的线程,并定义了线程的执行方法。

最后,run方法启动线程,并设置线程的优先级。

可以看出InputDispatcher启动的线程实际上是在InputThreadImpl里启动的(InputReader也是)。

2.6 InputThread::InputThreadImpl
/frameworks/native/services/inputflinger/InputThread.cpp

class InputThreadImpl : public Thread {//InputThreadImpl继承自Thread,是一个线程实现类
public:
    explicit InputThreadImpl(std::function<void()> loop)//构造函数接受一个 std::function<void()> 类型的参数 loop,该函数对象将作为线程的主要循环逻辑
          : Thread(/* canCallJava */ true), mThreadLoop(loop) {} 调用基类Thread的构造函数,并将参数 true 传递给它

    ~InputThreadImpl() {}

private:
    std::function<void()> mThreadLoop;//用于存储线程的循环逻辑

    bool threadLoop() override {//重写Thread里的函数,它定义了线程的主循环逻辑。
        mThreadLoop();
        return true;//返回 true表示线程继续运行。返回 false,则表示线程应终止
    }
};

InputThreadImpl是一个继承自Thread的线程实现类,内部重写了threadLoop()方法,当线程启动后,将会在内部不断循环调用threadLoop()方法,直至返回false。从上述代码可以看出threadLoop()返回值为true,所以函数会一直保持循环。

每循环一次threadLoop()方法都会调用一次mThreadLoop()方法,在InputThreadImpl的构造方法里将loop参数赋值给mThreadLoop(),loop是一个类型为std::function<void()> 的函数对象,从上面的代码可以看出,InputDispatcher线程启动传递的loop参数为dispatchOnce()方法,所以启动名为InputDispatcher的线程后,会循环调用dispatchOnce()方法。

3.分发事件

3.1 InputDispatcher::dispatchOnce

InputDispatcher的线程启动后,会循环调用dispatchOnce()方法来进行事件的分发,下面分析一次循环的分发流程。

/frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::dispatchOnce() {
    nsecs_t nextWakeupTime = LLONG_MAX;//初始化下次唤醒时间为最大值
    { // acquire lock
        std::scoped_lock _l(mLock);//申请锁,确保线程安全
        mDispatcherIsAlive.notify_all();// 通知所有等待的线程调度器仍然活跃

        // Run a dispatch loop if there are no pending commands.
        // The dispatch loop might enqueue commands to run afterwards.
        if (!haveCommandsLocked()) {//如果mCommandQueue里没有待处理的commands
            dispatchOnceInnerLocked(&nextWakeupTime);//进行调度循环,调度循环会将commands排入mCommandQueue队列以便随后运行
        }

        // Run all pending commands if there are any.
        // If any commands were run then force the next poll to wake up immediately.
        if (runCommandsLockedInterruptable()) {//如果mCommandQueue里有待处理的commands,执行所有的commands
            nextWakeupTime = LLONG_MIN;//如果有命令运行,则设置下一个唤醒时间为最小值,确保下一次轮询会立即唤醒
        }

        // If we are still waiting for ack on some events,
        // we might have to wake up earlier to check if an app is anr'ing.
        //如果还在等待事件的确认,需要提前唤醒以检查是否出现了ANR
        const nsecs_t nextAnrCheck = processAnrsLocked();//检查是否发生anr,并获取下次监测anr的时间
        nextWakeupTime = std::min(nextWakeupTime, nextAnrCheck);//nextAnrCheck为下次监测anr的时间,区两者间小的值设置为下次唤醒时间

        // We are about to enter an infinitely long sleep, because we have no commands or
        // pending or queued events
        if (nextWakeupTime == LLONG_MAX) {//如果下一个唤醒时间仍然是最大值,说明没有命令,也没有待处理或排队的事件,将进入无限长的睡眠
            mDispatcherEnteredIdle.notify_all();// 通知所有等待的线程调度器已进入空闲状态
        }
    } // release lock

    // Wait for callback or timeout or wake.  (make sure we round up, not down)
    nsecs_t currentTime = now();//获取当前时间
    int timeoutMillis = toMillisecondTimeoutDelay(currentTime, nextWakeupTime);// 计算超时时间(毫秒)
    mLooper->pollOnce(timeoutMillis);//轮询事件,等待回调或超时或唤醒
}

InputDispatcher在一次线程循环中,dispatchOnce()函数的大致流程为:

(1)如果mCommandQueue里没有待处理的commands, 执行dispatchOnceInnerLocked(&nextWakeupTime)方法进行调度循环,调度循环会产生新的commands并排入mCommandQueue队列以便随后运行。

(2)如果mCommandQueue里有待处理的commands,runCommandsLockedInterruptable()方法执行所有的commands,并设置下一个唤醒时间为最小值。

(3)处理anr:processAnrsLocked()检查是否需要提前唤醒以处理应用无响应(ANR)问题。

(4)进入空闲状态:如果 nextWakeupTime 仍然是最大值,表示没有命令和事件需要处理,通知所有线程调度器已进入空闲状态,将进入无限长的睡眠。

(5)pollOnce(timeoutMillis)轮询:计算超时时间,等待回调或超时或唤醒事件发生。

下面分别对这些流程进行分析。

在分析这些流程之前先看下mCommandQueue是什么。

3.1.1 mCommandQueue
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.h
using Command = std::function<void()>;
std::deque<Command> mCommandQueue GUARDED_BY(mLock);

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::postCommandLocked(Command&& command) {
    mCommandQueue.push_back(command);
}

可以看出mCommandQueue是一个用以保存Command的序列容器,将需要执行的Command命令排队到mCommandQueue里,以便在合适的时机处理。

Command是在postCommandLocked()方法里添加到mCommandQueue里的,有以下场景会添加Command:

Command实际指向一个函数,通过调用java层代码来告知java层某些策略、配置已更改,比如dispatchConfigurationChangedLocked配置更改、onAnrLocked发生anr等(后面流程具体分析)。

继续分析dispatchOnce()流程。

3.1.2 InputDispatcher::dispatchOnceInnerLocked

(1)如果mCommandQueue里没有待处理的commands, 执行dispatchOnceInnerLocked(&nextWakeupTime)方法进行调度轮询,调度循环会产生新的commands,将commands插入mCommandQueue队列以便随后运行。

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t& nextWakeupTime) {
    nsecs_t currentTime = now();//获取当前时间

    // Reset the key repeat timer whenever normal dispatch is suspended while the
    // device is in a non-interactive state.  This is to ensure that we abort a key
    // repeat if the device is just coming out of sleep.
    if (!mDispatchEnabled) {//设备处于非交互状态时、
        resetKeyRepeatLocked();//重置按键重复计时器,确保了在设备从睡眠模式恢复时能够中止任何正在进行的键重复。
    }

    // If dispatching is frozen, do not process timeouts or try to deliver any new events.
    if (mDispatchFrozen) {//如果调度被冻结,则不处理超时或尝试传递任何新事件
        if (DEBUG_FOCUS) {
            ALOGD("Dispatch frozen.  Waiting some more.");
        }
        return;
    }

    // Ready to start a new event.
    // If we don't already have a pending event, go grab one.
    //准备处理新的事件
    if (!mPendingEvent) {//如果没有待处理的事件
        if (mInboundQueue.empty()) {//mInboundQueue为空,表示没有输入事件
            // Synthesize a key repeat if appropriate.
            if (mKeyRepeatState.lastKeyEntry) {//合成一个键重复事件
                if (currentTime >= mKeyRepeatState.nextRepeatTime) {
                    mPendingEvent = synthesizeKeyRepeatLocked(currentTime);
                } else {
                    nextWakeupTime = std::min(nextWakeupTime, mKeyRepeatState.nextRepeatTime);//等待下一次唤醒时间
                }
            }

            // Nothing to do if there is no pending event.
            if (!mPendingEvent) {//如果没有待处理的事件,直接返回
                return;
            }
        } else {//mInboundQueue不为空,表示有输入事件
            // Inbound queue has at least one entry.
            mPendingEvent = mInboundQueue.front();//从mInboundQueue队列中获取一个事件
            mInboundQueue.pop_front();
            traceInboundQueueLengthLocked();// 记录入队列长度
        }

        // Poke user activity for this event.
        if (mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER) {
            pokeUserActivityLocked(*mPendingEvent);// 对于这个事件,触发用户活动
        }
    }

    // Now we have an event to dispatch.
    // All events are eventually dequeued and processed this way, even if we intend to drop them.
    //现在有一个事件需要调度
    //所有事件最终都会以这种方式出队和处理,即使我们打算丢弃它们
    ALOG_ASSERT(mPendingEvent != nullptr);//确保mPendingEvent不为null
    bool done = false;
    DropReason dropReason = DropReason::NOT_DROPPED;//丢弃原因
    //根据事件的策略标志和调度状态决定是否丢弃事件
    if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
        dropReason = DropReason::POLICY;
    } else if (!mDispatchEnabled) {
        dropReason = DropReason::DISABLED;
    }

    if (mNextUnblockedEvent == mPendingEvent) {
        mNextUnblockedEvent = nullptr;
    }

    switch (mPendingEvent->type) {//根据待处理事件的类型进行处理
        case EventEntry::Type::CONFIGURATION_CHANGED: {//配置改变
            const ConfigurationChangedEntry& typedEntry =
                    static_cast<const ConfigurationChangedEntry&>(*mPendingEvent);
            done = dispatchConfigurationChangedLocked(currentTime, typedEntry);//处理配置更改事件
            dropReason = DropReason::NOT_DROPPED; // configuration changes are never dropped 配置更改事件不会被丢弃
            break;
        }
        //下同,根据待处理事件的类型,调用不同的方法去处理事件
        case EventEntry::Type::DEVICE_RESET: {
            const DeviceResetEntry& typedEntry =
                    static_cast<const DeviceResetEntry&>(*mPendingEvent);
            done = dispatchDeviceResetLocked(currentTime, typedEntry);
            dropReason = DropReason::NOT_DROPPED; // device resets are never dropped
            break;
        }

        case EventEntry::Type::FOCUS: {
            std::shared_ptr<const FocusEntry> typedEntry =
                    std::static_pointer_cast<const FocusEntry>(mPendingEvent);
            dispatchFocusLocked(currentTime, typedEntry);
            done = true;
            dropReason = DropReason::NOT_DROPPED; // focus events are never dropped
            break;
        }

        ......
    }

    if (done) {//事件已经处理完成
        if (dropReason != DropReason::NOT_DROPPED) {
            dropInboundEventLocked(*mPendingEvent, dropReason);//处理丢弃的事件
        }
        mLastDropReason = dropReason;

        releasePendingEventLocked();//释放对当前事件的持有,并允许下一个事件处理。
        nextWakeupTime = LLONG_MIN; // force next poll to wake up immediately 立刻处理下一次事件
    }
}

在 dispatchOnceInnerLocked()方法中进行事件的分发,如果mPendingEvent(mPendingEvent是从mInboundQueue中取出的事件)待处理的事件为空,检查mInboundQueue队列是否为空,在input系统之InputReader-CSDN博客里提到过,InputReader最终会把读取的事件处理好的放入mInboundQueue队列,如果mInboundQueue不为空,表示有新的输入事件产生。

如果mInboundQueue为空,可能合成一个键重复事件,也可能派发线程陷入休眠,等待下一次唤醒;如果mInboundQueue中有事件,取出队列中的第一个事件并根据待处理事件的类型进行处理;

3.1.3 InputDispatcher::runCommandsLockedInterruptable

(2)如果mCommandQueue里有待处理的commands,runCommandsLockedInterruptable()方法执行所有的commands,并设置下一个唤醒时间为最小值,确保下一次轮询会立即唤醒.

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
bool InputDispatcher::runCommandsLockedInterruptable() {
    if (mCommandQueue.empty()) {//如果mCommandQueue为空,返回false
        return false;
    }

    do {//循环执行mCommandQueue里的command,直到mCommandQueue为空
        auto command = std::move(mCommandQueue.front());//取出mCommandQueue里的command并执行
        mCommandQueue.pop_front();
        // Commands are run with the lock held, but may release and re-acquire the lock from within.
        command();
    } while (!mCommandQueue.empty());
    return true;
}

循环执行mCommandQueue里的command,直到mCommandQueue为空。

3.1.4  InputDispatcher::processAnrsLocked

(3)处理anr:processAnrsLocked()检查是否需要提前唤醒以处理应用无响应(ANR)问题。

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
nsecs_t InputDispatcher::processAnrsLocked() {
    const nsecs_t currentTime = now();//获取当前时间
    nsecs_t nextAnrCheck = LLONG_MAX;//初始化nextAnrCheck为最大,这个变量用以跟踪下次触发anr检查的时间
    // Check if we are waiting for a focused window to appear. Raise ANR if waited too long
    //检查是否有等待焦点窗口超时
    if (mNoFocusedWindowTimeoutTime.has_value() && mAwaitedFocusedApplication != nullptr) {//如果当前焦点窗口超时,并且正在等待的焦点应用不为空
        if (currentTime >= *mNoFocusedWindowTimeoutTime) {//anr超时,mNoFocusedWindowTimeoutTime默认值为5s
            processNoFocusedWindowAnrLocked();//处理没有焦点窗口的anr超时
            mAwaitedFocusedApplication.reset();//重置mAwaitedFocusedApplication
            mNoFocusedWindowTimeoutTime = std::nullopt;//设置mNoFocusedWindowTimeoutTime超时时间
            return LLONG_MIN;
        } else {//未发生anr超时
            // Keep waiting. We will drop the event when mNoFocusedWindowTimeoutTime comes.
            nextAnrCheck = *mNoFocusedWindowTimeoutTime;
        }
    }

    // Check if any connection ANRs are due
    nextAnrCheck = std::min(nextAnrCheck, mAnrTracker.firstTimeout());//更新 nextAnrCheck 为当前 nextAnrCheck 和 mAnrTracker 中第一个超时值的最小值
    if (currentTime < nextAnrCheck) { // most likely scenario  如果当前时间早于nextAnrCheck,则表示未发生异常,返回下次anr检查时间
        return nextAnrCheck;          // everything is normal. Let's check again at nextAnrCheck
    }

    // If we reached here, we have an unresponsive connection.
    std::shared_ptr<Connection> connection = getConnectionLocked(mAnrTracker.firstToken());
    if (connection == nullptr) {
        ALOGE("Could not find connection for entry %" PRId64, mAnrTracker.firstTimeout());
        return nextAnrCheck;
    }
    connection->responsive = false;
    // Stop waking up for this unresponsive connection
    mAnrTracker.eraseToken(connection->getToken());
    onAnrLocked(connection);//处理ANR
    return LLONG_MIN;
}

processAnrsLocked()方法用以根据不同的条件判断是否需要触发ANR:

(1)如果有等待焦点的应用,但是没有等待焦点的窗口,调用processNoFocusedWindowAnrLocked()方法处理anr事件;

(2)如果有应用的窗口获取到了焦点,但是等待超时(5s)没有响应,则调用onAnrLocked()方法处理。

processNoFocusedWindowAnrLocked()方法最终也是调用的onAnrLocked()方法。

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::onAnrLocked(std::shared_ptr<InputApplicationHandle> application) {
    std::string reason =
            StringPrintf("%s does not have a focused window", application->getName().c_str());//anr原因,没有焦点窗口
    updateLastAnrStateLocked(*application, reason);//更新anr状态

    auto command = [this, app = std::move(application)]() REQUIRES(mLock) {
        scoped_unlock unlock(mLock);
        mPolicy.notifyNoFocusedWindowAnr(app);//生成一个command,用于调用mPolicy.notifyNoFocusedWindowAnr方法
    };
    postCommandLocked(std::move(command));//将command插入到mCommandQueue任务队列中,以便在适当的时候执行。
}

onAnrLocked()方法用于处理应用程序没有焦点窗口的anr情况,创建一个command,主要是用来执行mPolicy.notifyNoFocusedWindowAnr方法来通知发生了anr事件,将command通过postCommandLocked(std::move(command))方法插入到mCommandQueue任务队列中,以便在适当的时候执行。

4.KEY类型事件处理

在上文提到过dispatchOnceInnerLocked()方法会取出mInboundQueue队列中的第一个事件并根据待处理事件的类型进行处理,有CONFIGURATION_CHANGED配置变化类型、DEVICE_RESET设备重置类型、KEY按键类型、MOTION类型等事件,下面分析下KEY按键类型的事件处理:

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
case EventEntry::Type::KEY: {
            std::shared_ptr<const KeyEntry> keyEntry =
                    std::static_pointer_cast<const KeyEntry>(mPendingEvent);//KeyEntry类型,包含当前键事件的详细信息
            if (dropReason == DropReason::NOT_DROPPED && isStaleEvent(currentTime, *keyEntry)) {
                dropReason = DropReason::STALE;
            }
            if (dropReason == DropReason::NOT_DROPPED && mNextUnblockedEvent) {
                dropReason = DropReason::BLOCKED;
            }
            done = dispatchKeyLocked(currentTime, keyEntry, &dropReason, nextWakeupTime);//分发按键事件
            if (done && mTracer) {
                ensureEventTraced(*keyEntry);
                mTracer->eventProcessingComplete(*keyEntry->traceTracker);
            }
            break;

调用dispatchKeyLocked()方法处理KEY类型事件

4.1 dispatchKeyLocked
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
bool InputDispatcher::dispatchKeyLocked(nsecs_t currentTime, std::shared_ptr<const KeyEntry> entry,
                                        DropReason* dropReason, nsecs_t& nextWakeupTime) {
    // Preprocessing.
    if (!entry->dispatchInProgress) {//如果事件还没有被处理
        if (entry->repeatCount == 0 && entry->action == AKEY_EVENT_ACTION_DOWN &&
            (entry->policyFlags & POLICY_FLAG_TRUSTED) &&
            (!(entry->policyFlags & POLICY_FLAG_DISABLE_KEY_REPEAT))) {//依次为:是否是第一次按下、是否是按下事件、是否是受信任的按键事件、没有被禁用重复事件
            if (mKeyRepeatState.lastKeyEntry &&
                mKeyRepeatState.lastKeyEntry->keyCode == entry->keyCode &&
                // We have seen two identical key downs in a row which indicates that the device
                // driver is automatically generating key repeats itself.  We take note of the
                // repeat here, but we disable our own next key repeat timer since it is clear that
                // we will not need to synthesize key repeats ourselves.
                mKeyRepeatState.lastKeyEntry->deviceId == entry->deviceId) {//上一个按键事件是否与当前按键事件相同,并且来自相同的设备
                // Make sure we don't get key down from a different device. If a different
                // device Id has same key pressed down, the new device Id will replace the
                // current one to hold the key repeat with repeat count reset.
                // In the future when got a KEY_UP on the device id, drop it and do not
                // stop the key repeat on current device.
                //增加重复计数,并且重置按键重复状态。设置nextRepeatTime为最大值,表明不需要自己生成重复事件
                entry->repeatCount = mKeyRepeatState.lastKeyEntry->repeatCount + 1;
                resetKeyRepeatLocked();
                mKeyRepeatState.nextRepeatTime = LLONG_MAX; // don't generate repeats ourselves
            } else {//如果不是重复按键,重置按键重复状态,并设置下一次重复的时间
                // Not a repeat.  Save key down state in case we do see a repeat later.
                resetKeyRepeatLocked();
                mKeyRepeatState.nextRepeatTime = entry->eventTime + mConfig.keyRepeatTimeout;
            }
            mKeyRepeatState.lastKeyEntry = entry;//更新lastKeyEntry为当前的按键事件
        } else if (entry->action == AKEY_EVENT_ACTION_UP && mKeyRepeatState.lastKeyEntry &&
                   mKeyRepeatState.lastKeyEntry->deviceId != entry->deviceId) {//如果按键事件是up抬起事件,并且 lastKeyEntry 的设备ID与当前设备ID不同
            // The key on device 'deviceId' is still down, do not stop key repeat
            if (debugInboundEventDetails()) {
                ALOGD("deviceId=%d got KEY_UP as stale", entry->deviceId);
            }
        } else if (!entry->syntheticRepeat) {//如果按键事件不是合成重复事件,则重置按键重复状态
            resetKeyRepeatLocked();
        }

        if (entry->repeatCount == 1) {//按键事件的重复次数为1
            entry->flags |= AKEY_EVENT_FLAG_LONG_PRESS;//标识为长按事件
        } else {
            entry->flags &= ~AKEY_EVENT_FLAG_LONG_PRESS;//清除长按事件
        }

        entry->dispatchInProgress = true;//标记为处理中的按键事件

        logOutboundKeyDetails("dispatchKey - ", *entry);
    }

    // Handle case where the policy asked us to try again later last time.
    if (entry->interceptKeyResult == KeyEntry::InterceptKeyResult::TRY_AGAIN_LATER) {//是否要求稍后再试(TRY_AGAIN_LATER)
        if (currentTime < entry->interceptKeyWakeupTime) {//如果当前时间小于计划的唤醒时间
            nextWakeupTime = std::min(nextWakeupTime, entry->interceptKeyWakeupTime);//设置下次唤醒时间
            return false; // wait until next wakeup 需要等待唤醒
        }
        //重置interceptKeyResult和interceptKeyWakeupTime
        entry->interceptKeyResult = KeyEntry::InterceptKeyResult::UNKNOWN;
        entry->interceptKeyWakeupTime = 0;
    }

    // Give the policy a chance to intercept the key.
    if (entry->interceptKeyResult == KeyEntry::InterceptKeyResult::UNKNOWN) {//如果 interceptKeyResult 为 UNKNOWN
        if (entry->policyFlags & POLICY_FLAG_PASS_TO_USER) {//是否需要将事件传递给用户
            sp<IBinder> focusedWindowToken =
                    mFocusResolver.getFocusedWindowToken(getTargetDisplayId(*entry));//获取当前焦点窗口的令牌

            auto command = [this, focusedWindowToken, entry]() REQUIRES(mLock) {
                doInterceptKeyBeforeDispatchingCommand(focusedWindowToken, *entry);//生成command以在事件分发前拦截按键,这里就是我们熟知的调用interceptKeyBeforeDispatching()方法的地方
            };
            postCommandLocked(std::move(command));//将command插入队列,后面进行处理
            // Poke user activity for keys not passed to user
            pokeUserActivityLocked(*entry);//记录用户活动
            return false; // wait for the command to run
        } else {//如果不需要传递给用户,设置interceptKeyResult为CONTINUE
            entry->interceptKeyResult = KeyEntry::InterceptKeyResult::CONTINUE;
        }
    } else if (entry->interceptKeyResult == KeyEntry::InterceptKeyResult::SKIP) {//如果需要跳过(SKIP)当前事件,更新丢弃原因为 POLICY
        if (*dropReason == DropReason::NOT_DROPPED) {
            *dropReason = DropReason::POLICY;
        }
    }

    // Clean up if dropping the event.
    if (*dropReason != DropReason::NOT_DROPPED) {//如果丢弃该事件
        setInjectionResult(*entry,
                           *dropReason == DropReason::POLICY ? InputEventInjectionResult::SUCCEEDED
                                                             : InputEventInjectionResult::FAILED);
        mReporter->reportDroppedKey(entry->id);//报告丢弃的按键事件
        // Poke user activity for undispatched keys
        pokeUserActivityLocked(*entry);//记录用户活动
        return true;
    }

    // Identify targets.
    InputEventInjectionResult injectionResult;
    sp<WindowInfoHandle> focusedWindow =
            findFocusedWindowTargetLocked(currentTime, *entry, nextWakeupTime,
                                          /*byref*/ injectionResult);//查找焦点窗口作为事件分发的目标window
    if (injectionResult == InputEventInjectionResult::PENDING) {//注入结果。如果结果是 PENDING,返回 false,表示需要等待。
        return false;
    }

    setInjectionResult(*entry, injectionResult);//设置注入结果
    if (injectionResult != InputEventInjectionResult::SUCCEEDED) {//如果注入结果设置失败,直接返回true
        return true;
    }
    LOG_ALWAYS_FATAL_IF(focusedWindow == nullptr);//如果焦点窗口为 nullptr,记录信息

    //创建事件的目标列表,将焦点窗口添加到目标列表中,并设置相应的调度模式和标志
    std::vector<InputTarget> inputTargets;
    addWindowTargetLocked(focusedWindow, InputTarget::DispatchMode::AS_IS,
                          InputTarget::Flags::FOREGROUND, getDownTime(*entry), inputTargets);

    // Add monitor channels from event's or focused display.
    addGlobalMonitoringTargetsLocked(inputTargets, getTargetDisplayId(*entry));//添加监视通道到事件的目标列表中

    if (mTracer) {
        ensureEventTraced(*entry);
        for (const auto& target : inputTargets) {
            mTracer->dispatchToTargetHint(*entry->traceTracker, target);
        }
    }

    // Dispatch the key.
    dispatchEventLocked(currentTime, entry, inputTargets);//最后,分发按键事件
    return true;
}

dispatchKeyLocked()方法里首先处理按键事件的重复逻辑,它检测按键是否需要重复生成,根据按键的状态和设备ID管理按键重复,并设置相应的标志;

接着判断按键事件在分发之前是否需要进行拦截,doInterceptKeyBeforeDispatchingCommand()方法调用mPolicy.interceptKeyBeforeDispatching()方法进行按键分发拦截,我们熟知的interceptKeyBeforeDispatching()方法就是在这里调用的;

然后,通过findFocusedWindowTargetLocked()方法找到所有可以接收当前事件的窗口,构建InputTarget队列存放这些找到的窗口。

最后调用dispatchEventLocked()方法将事件派发到获取到的窗口。

这里重点有两个:findFocusedWindowTargetLocked()找到目标窗口、dispatchEventLocked()方法分发按键事件,分别分析这两个方法。

4.2 findFocusedWindowTargetLocked

这个方法用于寻找当前焦点窗口以处理输入事件。

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp

sp<WindowInfoHandle> InputDispatcher::findFocusedWindowTargetLocked(
        nsecs_t currentTime, const EventEntry& entry, nsecs_t& nextWakeupTime,
        InputEventInjectionResult& outInjectionResult) {
    outInjectionResult = InputEventInjectionResult::FAILED;//初始化结果 // Default result

    int32_t displayId = getTargetDisplayId(entry);//根据输入事件获取display id
    sp<WindowInfoHandle> focusedWindowHandle = getFocusedWindowHandleLocked(displayId);//获取焦点窗口对象
    std::shared_ptr<InputApplicationHandle> focusedApplicationHandle =
            getValueByKey(mFocusedApplicationHandlesByDisplay, displayId);//获取焦点应用

    // If there is no currently focused window and no focused application
    // then drop the event.
    if (focusedWindowHandle == nullptr && focusedApplicationHandle == nullptr) {//如果焦点窗口和焦点应用都为null
        ALOGI("Dropping %s event because there is no focused window or focused application in "
              "display %" PRId32 ".",
              ftl::enum_string(entry.type).c_str(), displayId);
        return nullptr;//直接返回
    }

    // Drop key events if requested by input feature
    if (focusedWindowHandle != nullptr && shouldDropInput(entry, focusedWindowHandle)) {//如果焦点窗口不为空,但是需要丢弃当前事件
        return nullptr;//直接返回
    }

    // Compatibility behavior: raise ANR if there is a focused application, but no focused window.
    // Only start counting when we have a focused event to dispatch. The ANR is canceled if we
    // start interacting with another application via touch (app switch). This code can be removed
    // if the "no focused window ANR" is moved to the policy. Input doesn't know whether
    // an app is expected to have a focused window.
    if (focusedWindowHandle == nullptr && focusedApplicationHandle != nullptr) {//如果焦点窗口为null,但是焦点应用不为null
        if (!mNoFocusedWindowTimeoutTime.has_value()) {
            // We just discovered that there's no focused window. Start the ANR timer
            std::chrono::nanoseconds timeout = focusedApplicationHandle->getDispatchingTimeout(
                    DEFAULT_INPUT_DISPATCHING_TIMEOUT);//获取分发输入事件的超时时间(anr超时时间),默认为5s
            mNoFocusedWindowTimeoutTime = currentTime + timeout.count();//设置mNoFocusedWindowTimeoutTime为发生anr的事件
            mAwaitedFocusedApplication = focusedApplicationHandle;//赋值mAwaitedFocusedApplication为焦点应用
            mAwaitedApplicationDisplayId = displayId;//事件分发的目标displayId赋值给mAwaitedApplicationDisplayId
            ALOGW("Waiting because no window has focus but %s may eventually add a "
                  "window when it finishes starting up. Will wait for %" PRId64 "ms",
                  mAwaitedFocusedApplication->getName().c_str(), millis(timeout));
            nextWakeupTime = std::min(nextWakeupTime, *mNoFocusedWindowTimeoutTime);//下次唤醒时间,把anr发生的时间赋值给nextWakeupTime,即先休眠,在anr发生的时间时再check一次
            outInjectionResult = InputEventInjectionResult::PENDING;//结果设置PENDING暂停
            return nullptr;
        } else if (currentTime > *mNoFocusedWindowTimeoutTime) {//如果当前时间大于anr发生的时间,表示anr发生时又check了一遍,还是只有焦点应用没有焦点窗口
            // Already raised ANR. Drop the event
            ALOGE("Dropping %s event because there is no focused window",
                  ftl::enum_string(entry.type).c_str());
            return nullptr;//丢弃此事件
        } else {//当前时间还没有到达anr发生的时间
            // Still waiting for the focused window
            outInjectionResult = InputEventInjectionResult::PENDING;//继续pending暂停
            return nullptr;
        }
    }

    // we have a valid, non-null focused window
    //到这里表示已经获取到一个可用的、非空的焦点窗口
    resetNoFocusedWindowTimeoutLocked();//重置anr超时时间

    // Verify targeted injection.
    //验证输入事件是否可以正确地注入到指定的窗口。它会检查事件的目标UID和窗口的UID是否匹配,并根据验证结果返回适当的信息
    if (const auto err = verifyTargetedInjection(focusedWindowHandle, entry); err) {
        ALOGW("Dropping injected event: %s", (*err).c_str());
        outInjectionResult = InputEventInjectionResult::TARGET_MISMATCH;
        return nullptr;
    }

    if (focusedWindowHandle->getInfo()->inputConfig.test(
                WindowInfo::InputConfig::PAUSE_DISPATCHING)) {//如果当前窗口处于pause状态,继续对事件进行pending
        ALOGI("Waiting because %s is paused", focusedWindowHandle->getName().c_str());
        outInjectionResult = InputEventInjectionResult::PENDING;
        return nullptr;
    }

    // If the event is a key event, then we must wait for all previous events to
    // complete before delivering it because previous events may have the
    // side-effect of transferring focus to a different window and we want to
    // ensure that the following keys are sent to the new window.
    //
    // Suppose the user touches a button in a window then immediately presses "A".
    // If the button causes a pop-up window to appear then we want to ensure that
    // the "A" key is delivered to the new pop-up window.  This is because users
    // often anticipate pending UI changes when typing on a keyboard.
    // To obtain this behavior, we must serialize key events with respect to all
    // prior input events.
    //如果事件是按键事件,那么必须等待所有先前的事件完成后才能传递该事件,因为先前的事件可能会产生将焦点转移到其他窗口的副作用,确保后续按键可以被发送到新窗口。
    if (entry.type == EventEntry::Type::KEY) {//如果当前事件是KEY按键类型事件
        if (shouldWaitToSendKeyLocked(currentTime, focusedWindowHandle->getName().c_str())) {//是否需要等待
            nextWakeupTime = std::min(nextWakeupTime, *mKeyIsWaitingForEventsTimeout);//设置下次唤醒时间,以便时间到时间后继续处理
            outInjectionResult = InputEventInjectionResult::PENDING;
            return nullptr;
        }
    }

    outInjectionResult = InputEventInjectionResult::SUCCEEDED;//到这里,获取焦点窗口成功
    return focusedWindowHandle;//返回焦点窗口
}

 首先根据输入事件的显示id获取当前焦点窗口(通过getFocusedWindowHandleLocked()方法)和焦点应用程序;

接着分别处理无焦点窗口和焦点应用程序、无焦点窗口但有焦点应用程序的情况,启动anr计时器。

如果有焦点窗口,resetNoFocusedWindowTimeoutLocked()重置无焦点窗口的超时时间,检查焦点窗口是否暂停事件分发,处理按键事件的特殊情况。

最后通过所有检查,设置注入结果为 SUCCEEDED,返回焦点窗口句柄。

4.3 dispatchEventLocked

这个方法用于分发按键事件到目标窗口。

frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime,
                                          std::shared_ptr<const EventEntry> eventEntry,
                                          const std::vector<InputTarget>& inputTargets) {
    ATRACE_CALL();
    if (DEBUG_DISPATCH_CYCLE) {
        ALOGD("dispatchEventToCurrentInputTargets");
    }

    processInteractionsLocked(*eventEntry, inputTargets);

    ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true

    pokeUserActivityLocked(*eventEntry);//记录用户活动

    for (const InputTarget& inputTarget : inputTargets) {//遍历目标窗口
        std::shared_ptr<Connection> connection = inputTarget.connection;//获取窗口的connection
        prepareDispatchCycleLocked(currentTime, connection, eventEntry, inputTarget);//事件派发
    }
}

dispatchEventLocked()方法负责将输入事件分发到指定的目标窗口,遍历目标窗口,然后通过prepareDispatchCycleLocked()方法进行派发事件。

4.4 prepareDispatchCycleLocked
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime,
                                                 const std::shared_ptr<Connection>& connection,
                                                 std::shared_ptr<const EventEntry> eventEntry,
                                                 const InputTarget& inputTarget) {
    ATRACE_NAME_IF(ATRACE_ENABLED(),
                   StringPrintf("prepareDispatchCycleLocked(inputChannel=%s, id=0x%" PRIx32 ")",
                                connection->getInputChannelName().c_str(), eventEntry->id));
    if (DEBUG_DISPATCH_CYCLE) {
        ALOGD("channel '%s' ~ prepareDispatchCycle - flags=%s, "
              "globalScaleFactor=%f, pointerIds=%s %s",
              connection->getInputChannelName().c_str(), inputTarget.flags.string().c_str(),
              inputTarget.globalScaleFactor, bitsetToString(inputTarget.getPointerIds()).c_str(),
              inputTarget.getPointerInfoString().c_str());
    }

    // Skip this event if the connection status is not normal.
    // We don't want to enqueue additional outbound events if the connection is broken.
    if (connection->status != Connection::Status::NORMAL) {//窗口连接状态不为NORMAL时,直接返回
        if (DEBUG_DISPATCH_CYCLE) {
            ALOGD("channel '%s' ~ Dropping event because the channel status is %s",
                  connection->getInputChannelName().c_str(),
                  ftl::enum_string(connection->status).c_str());
        }
        return;
    }

    // Split a motion event if needed.
    if (inputTarget.flags.test(InputTarget::Flags::SPLIT)) {//InputTarget的flag为SPLIT,这里主要处理MOTION触摸事件
        LOG_ALWAYS_FATAL_IF(eventEntry->type != EventEntry::Type::MOTION,
                            "Entry type %s should not have Flags::SPLIT",
                            ftl::enum_string(eventEntry->type).c_str());//只有MOTION类型事件才有SPLIT flag

        const MotionEntry& originalMotionEntry = static_cast<const MotionEntry&>(*eventEntry);
        if (inputTarget.getPointerIds().count() != originalMotionEntry.getPointerCount()) {
            if (!inputTarget.firstDownTimeInTarget.has_value()) {
                logDispatchStateLocked();
                LOG(FATAL) << "Splitting motion events requires a down time to be set for the "
                              "target on connection "
                           << connection->getInputChannelName() << " for "
                           << originalMotionEntry.getDescription();
            }
            std::unique_ptr<MotionEntry> splitMotionEntry =
                    splitMotionEvent(originalMotionEntry, inputTarget.getPointerIds(),
                                     inputTarget.firstDownTimeInTarget.value());
            if (!splitMotionEntry) {
                return; // split event was dropped
            }
            if (splitMotionEntry->action == AMOTION_EVENT_ACTION_CANCEL) {
                std::string reason = std::string("reason=pointer cancel on split window");
                android_log_event_list(LOGTAG_INPUT_CANCEL)
                        << connection->getInputChannelName().c_str() << reason << LOG_ID_EVENTS;
            }
            if (DEBUG_FOCUS) {
                ALOGD("channel '%s' ~ Split motion event.",
                      connection->getInputChannelName().c_str());
                logOutboundMotionDetails("  ", *splitMotionEntry);
            }
            enqueueDispatchEntryAndStartDispatchCycleLocked(currentTime, connection,
                                                            std::move(splitMotionEntry),
                                                            inputTarget);
            return;
        }
    }

    // Not splitting.  Enqueue dispatch entries for the event as is.
    enqueueDispatchEntryAndStartDispatchCycleLocked(currentTime, connection, eventEntry,
                                                    inputTarget);//将事件添加到派发队列
}

主要是调用enqueueDispatchEntryAndStartDispatchCycleLocked()方法将事件添加到派发队列。

4.5 enqueueDispatchEntryAndStartDispatchCycleLocked
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::enqueueDispatchEntryAndStartDispatchCycleLocked(
        nsecs_t currentTime, const std::shared_ptr<Connection>& connection,
        std::shared_ptr<const EventEntry> eventEntry, const InputTarget& inputTarget) {
    ATRACE_NAME_IF(ATRACE_ENABLED(),
                   StringPrintf("enqueueDispatchEntryAndStartDispatchCycleLocked(inputChannel=%s, "
                                "id=0x%" PRIx32 ")",
                                connection->getInputChannelName().c_str(), eventEntry->id));

    const bool wasEmpty = connection->outboundQueue.empty();//outboundQueue队列是否为空

    enqueueDispatchEntryLocked(connection, eventEntry, inputTarget);//将eventEntry事件添加到outboundQueue队列中

    // If the outbound queue was previously empty, start the dispatch cycle going.
    if (wasEmpty && !connection->outboundQueue.empty()) {//如果outboundQueue队列不为空
        startDispatchCycleLocked(currentTime, connection);//启动派发循环
    }
}

startDispatchCycleLocked()方法开始派发循环。

4.6 startDispatchCycleLocked
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime,
                                               const std::shared_ptr<Connection>& connection) {
    ATRACE_NAME_IF(ATRACE_ENABLED(),
                   StringPrintf("startDispatchCycleLocked(inputChannel=%s)",
                                connection->getInputChannelName().c_str()));
    if (DEBUG_DISPATCH_CYCLE) {
        ALOGD("channel '%s' ~ startDispatchCycle", connection->getInputChannelName().c_str());
    }

    while (connection->status == Connection::Status::NORMAL && !connection->outboundQueue.empty()) {//循环处理outboundQueue中的事件,直到队列为空或连接状态不再正常
        std::unique_ptr<DispatchEntry>& dispatchEntry = connection->outboundQueue.front();//取出头部数据
        dispatchEntry->deliveryTime = currentTime;//deliveryTime 设置为当前时间
        const std::chrono::nanoseconds timeout = getDispatchingTimeoutLocked(connection);//计算超时时间,默认5s
        dispatchEntry->timeoutTime = currentTime + timeout.count();

        // Publish the event.
        status_t status;
        const EventEntry& eventEntry = *(dispatchEntry->eventEntry);
        switch (eventEntry.type) {//待分发的事件类型
            case EventEntry::Type::KEY: {//按键类型
                const KeyEntry& keyEntry = static_cast<const KeyEntry&>(eventEntry);
                std::array<uint8_t, 32> hmac = getSignature(keyEntry, *dispatchEntry);
                if (DEBUG_OUTBOUND_EVENT_DETAILS) {
                    LOG(INFO) << "Publishing " << *dispatchEntry << " to "
                              << connection->getInputChannelName();
                }

                // Publish the key event.
                status = connection->inputPublisher
                                 .publishKeyEvent(dispatchEntry->seq, keyEntry.id,
                                                  keyEntry.deviceId, keyEntry.source,
                                                  keyEntry.displayId, std::move(hmac),
                                                  keyEntry.action, dispatchEntry->resolvedFlags,
                                                  keyEntry.keyCode, keyEntry.scanCode,
                                                  keyEntry.metaState, keyEntry.repeatCount,
                                                  keyEntry.downTime, keyEntry.eventTime);//KEY类型事件派发
                if (mTracer) {
                    mTracer->traceEventDispatch(*dispatchEntry, keyEntry.traceTracker.get());
                }
                break;
            }

            case EventEntry::Type::MOTION: {
                if (DEBUG_OUTBOUND_EVENT_DETAILS) {
                    LOG(INFO) << "Publishing " << *dispatchEntry << " to "
                              << connection->getInputChannelName();
                }
                const MotionEntry& motionEntry = static_cast<const MotionEntry&>(eventEntry);
                status = publishMotionEvent(*connection, *dispatchEntry);
                if (mTracer) {
                    mTracer->traceEventDispatch(*dispatchEntry, motionEntry.traceTracker.get());
                }
                break;
            }

            ......
        }

        // Check the result.
        if (status) {//派发结果
            if (status == WOULD_BLOCK) {//派发结果为WOULD_BLOCK
                if (connection->waitQueue.empty()) {
                    ALOGE("channel '%s' ~ Could not publish event because the pipe is full. "
                          "This is unexpected because the wait queue is empty, so the pipe "
                          "should be empty and we shouldn't have any problems writing an "
                          "event to it, status=%s(%d)",
                          connection->getInputChannelName().c_str(), statusToString(status).c_str(),
                          status);
                    abortBrokenDispatchCycleLocked(currentTime, connection, /*notify=*/true);
                } else {
                    // Pipe is full and we are waiting for the app to finish process some events
                    // before sending more events to it.
                    if (DEBUG_DISPATCH_CYCLE) {
                        ALOGD("channel '%s' ~ Could not publish event because the pipe is full, "
                              "waiting for the application to catch up",
                              connection->getInputChannelName().c_str());
                    }
                }
            } else {
                ALOGE("channel '%s' ~ Could not publish event due to an unexpected error, "
                      "status=%s(%d)",
                      connection->getInputChannelName().c_str(), statusToString(status).c_str(),
                      status);
                abortBrokenDispatchCycleLocked(currentTime, connection, /*notify=*/true);
            }
            return;
        }

        // Re-enqueue the event on the wait queue.
        const nsecs_t timeoutTime = dispatchEntry->timeoutTime;
        connection->waitQueue.emplace_back(std::move(dispatchEntry));//将事件排入waitQueue
        connection->outboundQueue.erase(connection->outboundQueue.begin());//将已完成派发的事件从outboundQueue中移除
        traceOutboundQueueLength(*connection);
        if (connection->responsive) {
            mAnrTracker.insert(timeoutTime, connection->getToken());
        }
        traceWaitQueueLength(*connection);
    }
}

取出outboundQueue里的所有事件进行派发,根据EventEntry事件类型,通过Connection调用InputPublisher里对应的函数将事件发布到应用程序,这里主要分析InputPublisher.publishKeyEvent()方法处理按键事件类型的流程。

4.7 InputPublisher.publishKeyEvent
frameworks/native/libs/input/InputTransport.cpp
status_t InputPublisher::publishKeyEvent(uint32_t seq, int32_t eventId, int32_t deviceId,
                                         int32_t source, int32_t displayId,
                                         std::array<uint8_t, 32> hmac, int32_t action,
                                         int32_t flags, int32_t keyCode, int32_t scanCode,
                                         int32_t metaState, int32_t repeatCount, nsecs_t downTime,
                                         nsecs_t eventTime) {
    ATRACE_NAME_IF(ATRACE_ENABLED(),
                   StringPrintf("publishKeyEvent(inputChannel=%s, action=%s, keyCode=%s)",
                                mChannel->getName().c_str(), KeyEvent::actionToString(action),
                                KeyEvent::getLabel(keyCode)));
    ALOGD_IF(debugTransportPublisher(),
             "channel '%s' publisher ~ %s: seq=%u, id=%d, deviceId=%d, source=%s, "
             "action=%s, flags=0x%x, keyCode=%s, scanCode=%d, metaState=0x%x, repeatCount=%d,"
             "downTime=%" PRId64 ", eventTime=%" PRId64,
             mChannel->getName().c_str(), __func__, seq, eventId, deviceId,
             inputEventSourceToString(source).c_str(), KeyEvent::actionToString(action), flags,
             KeyEvent::getLabel(keyCode), scanCode, metaState, repeatCount, downTime, eventTime);

    if (!seq) {
        ALOGE("Attempted to publish a key event with sequence number 0.");
        return BAD_VALUE;
    }
     //将事件信息封装成InputMessage类型
    InputMessage msg;
    msg.header.type = InputMessage::Type::KEY;
    msg.header.seq = seq;
    msg.body.key.eventId = eventId;
    msg.body.key.deviceId = deviceId;
    msg.body.key.source = source;
    msg.body.key.displayId = displayId;
    msg.body.key.hmac = std::move(hmac);
    msg.body.key.action = action;
    msg.body.key.flags = flags;
    msg.body.key.keyCode = keyCode;
    msg.body.key.scanCode = scanCode;
    msg.body.key.metaState = metaState;
    msg.body.key.repeatCount = repeatCount;
    msg.body.key.downTime = downTime;
    msg.body.key.eventTime = eventTime;
    return mChannel->sendMessage(&msg);//通过调用InputChannel的sendMessage()方法将封装好的InputMessage发送给client
}

将KeyEntry类型输入事件信息封装成InputMessage类型,然后调用InputChannel的sendMessage()方法将封装好的InputMessage发送给client。

4.8 InputChannel::sendMessage
frameworks/native/libs/input/InputTransport.cpp
status_t InputChannel::sendMessage(const InputMessage* msg) {
    ATRACE_NAME_IF(ATRACE_ENABLED(),
                   StringPrintf("sendMessage(inputChannel=%s, seq=0x%" PRIx32 ", type=0x%" PRIx32
                                ")",
                                name.c_str(), msg->header.seq, msg->header.type));
    const size_t msgLength = msg->size();
    InputMessage cleanMsg;
    msg->getSanitizedCopy(&cleanMsg);
    ssize_t nWrite;
    do {
        nWrite = ::send(getFd(), &cleanMsg, msgLength, MSG_DONTWAIT | MSG_NOSIGNAL);//通过socket的send方法发送事件
    } while (nWrite == -1 && errno == EINTR);

    ......
    return OK;
}

至此,输入事件通过socket的send()方法被发送给应用程序。

5. InputChannel

输入事件最终会通过InputChannel发送到应用程序层,它作为应用程序和系统之间的桥梁,不但负责发送输入事件,同时也负责接收事件的处理结果。

5.1 创建InputChannel

InputChannel是在ViewRootImpl.setView()设置View的时候创建的

frameworks/base/core/java/android/view/ViewRootImpl.java
public void setView(View view, WindowManager.LayoutParams attrs, View panelParentView,
            int userId) {
        synchronized (this) {
            if (mView == null) {
                mView = view;

                ......
                InputChannel inputChannel = null;
                if ((mWindowAttributes.inputFeatures
                        & WindowManager.LayoutParams.INPUT_FEATURE_NO_INPUT_CHANNEL) == 0) {
                    inputChannel = new InputChannel();//1.创建InputChannel对象
                }

                try {
                    mOrigWindowType = mWindowAttributes.type;
                    ......
                    res = mWindowSession.addToDisplayAsUser(mWindow, mWindowAttributes,
                            getHostVisibility(), mDisplay.getDisplayId(), userId,
                            mInsetsController.getRequestedVisibleTypes(), inputChannel, mTempInsets,
                            mTempControls, attachedFrame, compatScale);//2.将InputChannel添加到mWindowSession的引用
                    ......
                if (inputChannel != null) {
                    if (mInputQueueCallback != null) {
                        mInputQueue = new InputQueue();
                        mInputQueueCallback.onInputQueueCreated(mInputQueue);
                    }
                    mInputEventReceiver = new WindowInputEventReceiver(inputChannel,
                            Looper.myLooper());//3.通过InputChannel创建WindowInputEventReceiver,用于接收和处理输入事件

                    ......
        }
    }

setView()方法里对于InputChannel主要做了以下操作:

(1)创建InputChannel对象

(2)将InputChannel添加到mWindowSession的引用

(3)通过InputChannel创建WindowInputEventReceiver,用于接收和处理输入事件

InputChannel的构造函数为空,实际并没有做什么操作,所以我们从第二步开始分析。

5.2 WMS.addWindow()

将InputChannel添加到mWindowSession的引用之后被一步步传递给WMS.addWindow():

WindowSession.addToDisplayAsUser()->Session.addToDisplayAsUser()->WMS.addWindow()

frameworks/base/services/core/java/com/android/server/wm/WindowManagerService.java
public int addWindow(Session session, IWindow client, LayoutParams attrs, int viewVisibility,
            int displayId, int requestUserId, @InsetsType int requestedVisibleTypes,
            InputChannel outInputChannel, InsetsState outInsetsState,
            InsetsSourceControl.Array outActiveControls, Rect outAttachedFrame,
            float[] outSizeCompatScale) {
            ......
            final WindowState win = new WindowState(this, session, client, token, parentWindow,
                    appOp[0], attrs, viewVisibility, session.mUid, userId,
                    session.mCanAddInternalSystemWindow);
            ......
            final boolean openInputChannels = (outInputChannel != null
                    && (attrs.inputFeatures & INPUT_FEATURE_NO_INPUT_CHANNEL) == 0);
            if  (openInputChannels) {
                win.openInputChannel(outInputChannel);//调用WindowState的openInputChannel()方法
            }

            ......

        return res;
    }

调用WindowState的openInputChannel()方法

5.3 WindowState.openInputChannel
frameworks/base/services/core/java/com/android/server/wm/WindowState.java
    void openInputChannel(@NonNull InputChannel outInputChannel) {
        if (mInputChannel != null) {
            throw new IllegalStateException("Window already has an input channel.");
        }
        String name = getName();//获取当前窗口的名称
        mInputChannel = mWmService.mInputManager.createInputChannel(name);//这里才是真正创建InputChannel的地方
        mInputChannelToken = mInputChannel.getToken();
        mInputWindowHandle.setToken(mInputChannelToken);
        mWmService.mInputToWindowMap.put(mInputChannelToken, this);
        mInputChannel.copyTo(outInputChannel);
    }

调用IMS.createInputChannel()方法创建InputChannel,传入当前窗口的名称做为参数。然后依次调用NativeInputManagerService.createInputChannel()->com_android_server_input_InputManagerService.createInputChannel(),最终调用InputDispatcher的createInputChannel()

frameworks/base/services/core/jni/com_android_server_input_InputManagerService.cpp
base::Result<std::unique_ptr<InputChannel>> NativeInputManager::createInputChannel(
        const std::string& name) {
    ATRACE_CALL();
    return mInputManager->getDispatcher().createInputChannel(name);
}
5.4 InputDispatcher.createInputChannel
frameworks/native/services/inputflinger/dispatcher/InputDispatcher.cpp
Result<std::unique_ptr<InputChannel>> InputDispatcher::createInputChannel(const std::string& name) {
    if (DEBUG_CHANNEL_CREATION) {
        ALOGD("channel '%s' ~ createInputChannel", name.c_str());
    }

    std::unique_ptr<InputChannel> serverChannel;//服务端InputChannel
    std::unique_ptr<InputChannel> clientChannel;//客户端InputChannel
    status_t result = InputChannel::openInputChannelPair(name, serverChannel, clientChannel);//1.通过InputChannel的openInputChannelPair创建一对服务端serverChannel和客户端clientChannel

    if (result) {
        return base::Error(result) << "Failed to open input channel pair with name " << name;
    }

    { // acquire lock
        std::scoped_lock _l(mLock);
        const sp<IBinder>& token = serverChannel->getConnectionToken();//获取服务端token
        const int fd = serverChannel->getFd();//2.得到serverChannel的文件描述符
        std::shared_ptr<Connection> connection =
                std::make_shared<Connection>(std::move(serverChannel), /*monitor=*/false,
                                             mIdGenerator);//3.创建connection对象

        auto [_, inserted] = mConnectionsByToken.try_emplace(token, connection);
        if (!inserted) {
            ALOGE("Created a new connection, but the token %p is already known", token.get());
        }

        std::function<int(int events)> callback = std::bind(&InputDispatcher::handleReceiveCallback,
                                                            this, std::placeholders::_1, token);// 创建一个回调函数,用于处理接收事件

        mLooper->addFd(fd, 0, ALOOPER_EVENT_INPUT, sp<LooperEventCallback>::make(callback),
                       nullptr); // 4.将文件描述符fd添加到looper中,事件类型为 ALOOPER_EVENT_INPUT,回调函数为handleReceiveCallback,用于监听serverChannel的文件描述符
    } // release lock

    // Wake the looper because some connections have changed.
    mLooper->wake();
    return clientChannel;//5.返回客户端的inputchannel给java层
}

InputDispatcher.cpp里的createInputChannel()方法才是真正创建InputChannel的地方。里面定义了一对服务端serverChannel和客户端clientChannel,通过InputChannel::openInputChannelPair()方法创建serverChannel和clientChannel。

接着获取serverChannel的文件描述符并设置监听,当有ALOOPER_EVENT_INPUT(即input事件)类型事件发生时,会回调InputDispatcher::handleReceiveCallback方法。

Looper::addfd()方法可以将对应的文件描述符注册到epoll中,Looper.cpp会监听文件描述符,有数据产生时,会执行对应的回调。

最后,返回客户端的clientChannel给java层的WindowState.openInputChannel(),用来接收InputDispatcher传来的输入事件数据。

5.5 InputChannel::openInputChannelPair
frameworks/native/libs/input/InputTransport.cpp
status_t InputChannel::openInputChannelPair(const std::string& name,
                                            std::unique_ptr<InputChannel>& outServerChannel,
                                            std::unique_ptr<InputChannel>& outClientChannel) {
    int sockets[2];
    if (socketpair(AF_UNIX, SOCK_SEQPACKET, 0, sockets)) {//用于创建一对UNIX域的流式套接字(SOCK_SEQPACKET),它们可以进行双向通信
        status_t result = -errno;
        ALOGE("channel '%s' ~ Could not create socket pair.  errno=%s(%d)", name.c_str(),
              strerror(errno), errno);
        outServerChannel.reset();
        outClientChannel.reset();
        return result;
    }

    int bufferSize = SOCKET_BUFFER_SIZE;
    //设置套接字的发送和接收缓冲区大小,sockets[0]和sockets[1]分别代表这对套接字的两个端点。
    setsockopt(sockets[0], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[0], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[1], SOL_SOCKET, SO_SNDBUF, &bufferSize, sizeof(bufferSize));
    setsockopt(sockets[1], SOL_SOCKET, SO_RCVBUF, &bufferSize, sizeof(bufferSize));

    sp<IBinder> token = sp<BBinder>::make();

    //创建服务器端InputChannel
    std::string serverChannelName = name + " (server)";
    android::base::unique_fd serverFd(sockets[0]);
    outServerChannel = InputChannel::create(serverChannelName, std::move(serverFd), token);

    //创建客户端InputChannel
    std::string clientChannelName = name + " (client)";
    android::base::unique_fd clientFd(sockets[1]);
    outClientChannel = InputChannel::create(clientChannelName, std::move(clientFd), token);
    return OK;
}

openInputChannelPair()方法用于创建一对InputChannel(客户端和服务端),内部使用socket来实现双向通信。

6.接收处理输入事件

在4.8 InputChannel::sendMessage中提到输入事件通过socket的send()方法发送出去,那么应用程序是如何接收输入事件呢?

上文提到InputDispatcher::createInputChannel()方法创建的clientChannel就是用来接收输入事件的。InputDispatcher::createInputChannel()方法最终会返回到客户端clientChannel给ViewRootImpl。

在5.1创建InputChannel中提到,会通过返回的InputChannel创建WindowInputEventReceiver,用于接收和处理输入事件。

6.1 WindowInputEventReceiver

WindowInputEventReceiver是ViewRootImpl的内部类,它从InputChannel中接收到输入事件,然后将其传递给相应的窗口。看下它是如何接收输入事件的。

frameworks/base/core/java/android/view/ViewRootImpl.java
final class WindowInputEventReceiver extends InputEventReceiver {
        public WindowInputEventReceiver(InputChannel inputChannel, Looper looper) {
            super(inputChannel, looper);
        }

        ......
    }

WindowInputEventReceiver的构造函数里调用父类InputEventReceiver的构造函数

6.2 InputEventReceiver
frameworks/base/core/java/android/view/InputEventReceiver.java
    public InputEventReceiver(InputChannel inputChannel, Looper looper) {
        if (inputChannel == null) {//检查传入的 inputChannel 是否为空
            throw new IllegalArgumentException("inputChannel must not be null");
        }
        if (looper == null) {// 检查传入的 looper 是否为空
            throw new IllegalArgumentException("looper must not be null");
        }

        // 初始化成员变量
        mInputChannel = inputChannel;
        mMessageQueue = looper.getQueue();
        mReceiverPtr = nativeInit(new WeakReference<InputEventReceiver>(this),
                mInputChannel, mMessageQueue);// 调用nativeInit方法对mReceiverPtr进行本地初始化,并传入当前对象的弱引用、inputChanne 和消息队列

        mCloseGuard.open("InputEventReceiver.dispose");
    }

InputEventReceiver构造函数的主要作用是初始化输入事件接收器,通过调用nativeInit方法对mReceiverPtr进行本地初始化,确保InputEventReceiver能够正确地接收和处理输入事件。

6.3 android_view_InputEventReceiver::nativeInit
frameworks/base/core/jni/android_view_InputEventReceiver.cpp
static jlong nativeInit(JNIEnv* env, jclass clazz, jobject receiverWeak,
        jobject inputChannelObj, jobject messageQueueObj) {
    std::shared_ptr<InputChannel> inputChannel =
            android_view_InputChannel_getInputChannel(env, inputChannelObj);
    if (inputChannel == nullptr) {
        jniThrowRuntimeException(env, "InputChannel is not initialized.");
        return 0;
    }

    sp<MessageQueue> messageQueue = android_os_MessageQueue_getMessageQueue(env, messageQueueObj);
    if (messageQueue == nullptr) {
        jniThrowRuntimeException(env, "MessageQueue is not initialized.");
        return 0;
    }

    sp<NativeInputEventReceiver> receiver = new NativeInputEventReceiver(env,
            receiverWeak, inputChannel, messageQueue); // 创建 NativeInputEventReceiver 实例
    status_t status = receiver->initialize(); // 初始化 NativeInputEventReceiver 实例
    if (status) {
        std::string message = android::base::
                StringPrintf("Failed to initialize input event receiver.  status=%s(%d)",
                             statusToString(status).c_str(), status);
        jniThrowRuntimeException(env, message.c_str());
        return 0;
    }

    receiver->incStrong(gInputEventReceiverClassInfo.clazz); // retain a reference for the object
    return reinterpret_cast<jlong>(receiver.get()); // 返回指向 NativeInputEventReceiver 对象的指针
}


NativeInputEventReceiver::NativeInputEventReceiver(
        JNIEnv* env, jobject receiverWeak, const std::shared_ptr<InputChannel>& inputChannel,
        const sp<MessageQueue>& messageQueue)
      : mReceiverWeakGlobal(env->NewGlobalRef(receiverWeak)),
        mInputConsumer(inputChannel),
        mMessageQueue(messageQueue),
        mBatchedInputEventPending(false),
        mFdEvents(0) {
    traceBoolVariable("mBatchedInputEventPending", mBatchedInputEventPending);
    if (kDebugDispatchCycle) {
        ALOGD("channel '%s' ~ Initializing input event receiver.", getInputChannelName().c_str());
    }
}

status_t NativeInputEventReceiver::initialize() {
    setFdEvents(ALOOPER_EVENT_INPUT);
    return OK;
}

主要是创建并初始化NativeInputEventReceiver,关联java层传过来的 mInputChannel和mMessageQueue,重点是setFdEvents()方法

6.4 setFdEvents

frameworks/base/core/jni/android_view_InputEventReceiver.cpp
void NativeInputEventReceiver::setFdEvents(int events) {
    if (mFdEvents != events) {
        mFdEvents = events;
        const int fd = mInputConsumer.getChannel()->getFd();// 获取与InputChannel关联的文件描述符
        if (events) {
            mMessageQueue->getLooper()->addFd(fd, 0, events, this, nullptr);// 监听InputChannel的文件描述符
        } else {
            mMessageQueue->getLooper()->removeFd(fd);// 从Looper中移除文件描述符
        }
    }
}

NativeInputEventReceiver::setFdEvents方法调用Looper::addFd()方法来监听客户端InputChannel的文件描述。

上文提到过Looper::addfd()方法可以将对应的文件描述符注册到epoll中,Looper.cpp会监听文件描述符,有数据产生时,会执行对应的回调。

这里的回调方法是this,即NativeInputEventReceiver,NativeInputEventReceiver继承自LooperCallback并实现了handleEvent()方法,所以最后执行的是NativeInputEventReceiver::handleEvent()。

一但向服务端InputChannel保存的socket写入数据,则会触发NativeInputEventReceiver::handleEvent()回调。

6.4 NativeInputEventReceiver::handleEvent
frameworks/base/core/jni/android_view_InputEventReceiver.cpp
int NativeInputEventReceiver::handleEvent(int receiveFd, int events, void* data) {
    // Allowed return values of this function as documented in LooperCallback::handleEvent
    ......

    if (events & ALOOPER_EVENT_INPUT) {
        JNIEnv* env = AndroidRuntime::getJNIEnv();
        status_t status = consumeEvents(env, /*consumeBatches=*/false, -1, nullptr);
        mMessageQueue->raiseAndClearException(env, "handleReceiveCallback");
        return status == OK || status == NO_MEMORY ? KEEP_CALLBACK : REMOVE_CALLBACK;
    }

    ......
}

调用consumeEvents()处理事件。

6.5 NativeInputEventReceiver::consumeEvents
frameworks/base/core/jni/android_view_InputEventReceiver.cpp
status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
        bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
    ......
    for (;;) {//启动死循环
        uint32_t seq;
        InputEvent* inputEvent;

        status_t status = mInputConsumer.consume(&mInputEventFactory,
                consumeBatches, frameTime, &seq, &inputEvent);//1.从InputConsumer中读取socket中的输入数据
        ......
            switch (inputEvent->getType()) {//2.对获取到的事件类型进行封装
                case InputEventType::KEY:
                    if (kDebugDispatchCycle) {
                        ALOGD("channel '%s' ~ Received key event.", getInputChannelName().c_str());
                    }
                    inputEventObj =
                            android_view_KeyEvent_obtainAsCopy(env,
                                                               static_cast<KeyEvent&>(*inputEvent));
                    break;

                case InputEventType::MOTION: {
                    if (kDebugDispatchCycle) {
                        ALOGD("channel '%s' ~ Received motion event.",
                              getInputChannelName().c_str());
                    }
                    const MotionEvent& motionEvent = static_cast<const MotionEvent&>(*inputEvent);
                    if ((motionEvent.getAction() & AMOTION_EVENT_ACTION_MOVE) && outConsumedBatch) {
                        *outConsumedBatch = true;
                    }
                    inputEventObj = android_view_MotionEvent_obtainAsCopy(env, motionEvent);
                    break;
                }
                ......

            if (inputEventObj.get()) {
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Dispatching input event.", getInputChannelName().c_str());
                }
                env->CallVoidMethod(receiverObj.get(),
                                    gInputEventReceiverClassInfo.dispatchInputEvent, seq,
                                    inputEventObj.get());//3.通过jni回调java层的InputEventReceiver的dispatchInputEvent()函数
                if (env->ExceptionCheck()) {
                    ALOGE("Exception dispatching input event.");
                    skipCallbacks = true;
                }
            } else {
                ALOGW("channel '%s' ~ Failed to obtain event object.",
                        getInputChannelName().c_str());
                skipCallbacks = true;
            }
        }
    }
}

consumeEvents()方法启动一个死循环:

(1)InputConsumer读取socket中的输入数据。

(2)对获取到的事件类型进行封装

(3)回调java层的InputEventReceiver的dispatchInputEvent()函数。

先看下是如何从InputConsumer读取socket中的输入数据的。

6.6 InputConsumer::consume
frameworks/native/libs/input/InputTransport.cpp
status_t InputConsumer::consume(InputEventFactoryInterface* factory, bool consumeBatches,
                                nsecs_t frameTime, uint32_t* outSeq, InputEvent** outEvent) {
    ALOGD_IF(DEBUG_TRANSPORT_CONSUMER,
             "channel '%s' consumer ~ consume: consumeBatches=%s, frameTime=%" PRId64,
             mChannel->getName().c_str(), toString(consumeBatches), frameTime);

    *outSeq = 0;
    *outEvent = nullptr;

    // Fetch the next input message.
    // Loop until an event can be returned or no additional events are received.
    while (!*outEvent) {
        if (mMsgDeferred) {
            // mMsg contains a valid input message from the previous call to consume
            // that has not yet been processed.
            mMsgDeferred = false;
        } else {
            // Receive a fresh message.
            status_t result = mChannel->receiveMessage(&mMsg);//通过InputChannel的receiveMessage读取socket中的输入数据
            ......
        switch (mMsg.header.type) {//对不同类型事件进行封装
            case InputMessage::Type::KEY: {
                KeyEvent* keyEvent = factory->createKeyEvent();
                if (!keyEvent) return NO_MEMORY;

                initializeKeyEvent(keyEvent, &mMsg);
                *outSeq = mMsg.header.seq;
                *outEvent = keyEvent;
                ALOGD_IF(DEBUG_TRANSPORT_CONSUMER,
                         "channel '%s' consumer ~ consumed key event, seq=%u",
                         mChannel->getName().c_str(), *outSeq);
                break;
            }

            case InputMessage::Type::MOTION: {
                ssize_t batchIndex = findBatch(mMsg.body.motion.deviceId, mMsg.body.motion.source);
                if (batchIndex >= 0) {
                    Batch& batch = mBatches[batchIndex];
                    if (canAddSample(batch, &mMsg)) {
                        batch.samples.push_back(mMsg);
                        ALOGD_IF(DEBUG_TRANSPORT_CONSUMER,
                                 "channel '%s' consumer ~ appended to batch event",
                                 mChannel->getName().c_str());
                        break;
                    } else if (isPointerEvent(mMsg.body.motion.source) &&
                               mMsg.body.motion.action == AMOTION_EVENT_ACTION_CANCEL) {
                        // No need to process events that we are going to cancel anyways
                        const size_t count = batch.samples.size();
                        for (size_t i = 0; i < count; i++) {
                            const InputMessage& msg = batch.samples[i];
                            sendFinishedSignal(msg.header.seq, false);
                        }
                        batch.samples.erase(batch.samples.begin(), batch.samples.begin() + count);
                        mBatches.erase(mBatches.begin() + batchIndex);
                    } else {
                        // We cannot append to the batch in progress, so we need to consume
                        // the previous batch right now and defer the new message until later.
                        mMsgDeferred = true;
                        status_t result = consumeSamples(factory, batch, batch.samples.size(),
                                                         outSeq, outEvent);
                        mBatches.erase(mBatches.begin() + batchIndex);
                        if (result) {
                            return result;
                        }
                        ALOGD_IF(DEBUG_TRANSPORT_CONSUMER,
                                 "channel '%s' consumer ~ consumed batch event and "
                                 "deferred current event, seq=%u",
                                 mChannel->getName().c_str(), *outSeq);
                        break;
                    }
                }

                ......
    }
    return OK;
}

调用InputChannel的receiveMessage读取socket中的输入数据,mChannel是客户端的InputChannel

frameworks/native/libs/input/InputTransport.cpp
status_t InputChannel::receiveMessage(InputMessage* msg) {
    ssize_t nRead;
    do {
        nRead = ::recv(getFd(), msg, sizeof(InputMessage), MSG_DONTWAIT);
    } while (nRead == -1 && errno == EINTR);

    ......
    return OK;
}

通过socket的recv()方法读取事件,在4.8 InputChannel::sendMessage中提到过输入事件通过socket的send()方法被发送,在这里客户端就可以读取发送的输入事件。

consumeEvents()方法会对InputConsumer读取数据进行封装,最后通过jni调用java层的InputEventReceiver的dispatchInputEvent()函数处理事件。

至此,上层就可以处理输入事件。

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