* commit '465c8f1387b231133fb29bdeb0eb685c30e8da00': Improve ANR diagnostics.
This commit is contained in:
commit
27d0e598fd
@ -1064,6 +1064,7 @@ void InputDispatcher::resetANRTimeoutsLocked() {
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int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
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int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
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const EventEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime) {
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const EventEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime) {
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int32_t injectionResult;
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int32_t injectionResult;
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String8 reason;
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// If there is no currently focused window and no focused application
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// If there is no currently focused window and no focused application
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// then drop the event.
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// then drop the event.
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@ -1088,20 +1089,12 @@ int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
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goto Failed;
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goto Failed;
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}
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}
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// If the currently focused window is paused then keep waiting.
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// Check whether the window is ready for more input.
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if (mFocusedWindowHandle->getInfo()->paused) {
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reason = checkWindowReadyForMoreInputLocked(currentTime,
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mFocusedWindowHandle, entry, "focused");
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if (!reason.isEmpty()) {
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime,
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mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime, reason.string());
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"Waiting because the focused window is paused.");
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goto Unresponsive;
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}
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// If the currently focused window is still working on previous events then keep waiting.
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if (!isWindowReadyForMoreInputLocked(currentTime, mFocusedWindowHandle, entry)) {
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime,
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"Waiting because the focused window has not finished "
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"processing the input events that were previously delivered to it.");
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goto Unresponsive;
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goto Unresponsive;
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}
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}
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@ -1426,20 +1419,12 @@ int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
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for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
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for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
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const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
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const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
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if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
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if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
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// If the touched window is paused then keep waiting.
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// Check whether the window is ready for more input.
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if (touchedWindow.windowHandle->getInfo()->paused) {
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String8 reason = checkWindowReadyForMoreInputLocked(currentTime,
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touchedWindow.windowHandle, entry, "touched");
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if (!reason.isEmpty()) {
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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NULL, touchedWindow.windowHandle, nextWakeupTime,
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NULL, touchedWindow.windowHandle, nextWakeupTime, reason.string());
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"Waiting because the touched window is paused.");
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goto Unresponsive;
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}
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// If the touched window is still working on previous events then keep waiting.
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if (!isWindowReadyForMoreInputLocked(currentTime, touchedWindow.windowHandle, entry)) {
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injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
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NULL, touchedWindow.windowHandle, nextWakeupTime,
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"Waiting because the touched window has not finished "
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"processing the input events that were previously delivered to it.");
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goto Unresponsive;
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goto Unresponsive;
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}
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}
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}
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}
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@ -1657,29 +1642,57 @@ bool InputDispatcher::isWindowObscuredAtPointLocked(
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return false;
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return false;
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}
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}
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bool InputDispatcher::isWindowReadyForMoreInputLocked(nsecs_t currentTime,
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String8 InputDispatcher::checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
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const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry) {
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const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry,
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const char* targetType) {
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// If the window is paused then keep waiting.
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if (windowHandle->getInfo()->paused) {
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return String8::format("Waiting because the %s window is paused.", targetType);
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}
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// If the window's connection is not registered then keep waiting.
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ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel());
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ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel());
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if (connectionIndex >= 0) {
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if (connectionIndex < 0) {
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sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
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return String8::format("Waiting because the %s window's input channel is not "
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if (connection->inputPublisherBlocked) {
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"registered with the input dispatcher. The window may be in the process "
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return false;
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"of being removed.", targetType);
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}
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}
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if (eventEntry->type == EventEntry::TYPE_KEY) {
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// If the event is a key event, then we must wait for all previous events to
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// If the connection is dead then keep waiting.
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// complete before delivering it because previous events may have the
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sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
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// side-effect of transferring focus to a different window and we want to
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if (connection->status != Connection::STATUS_NORMAL) {
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// ensure that the following keys are sent to the new window.
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return String8::format("Waiting because the %s window's input connection is %s."
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//
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"The window may be in the process of being removed.", targetType,
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// Suppose the user touches a button in a window then immediately presses "A".
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connection->getStatusLabel());
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// If the button causes a pop-up window to appear then we want to ensure that
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}
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// the "A" key is delivered to the new pop-up window. This is because users
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// often anticipate pending UI changes when typing on a keyboard.
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// If the connection is backed up then keep waiting.
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// To obtain this behavior, we must serialize key events with respect to all
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if (connection->inputPublisherBlocked) {
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// prior input events.
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return String8::format("Waiting because the %s window's input channel is full. "
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return connection->outboundQueue.isEmpty()
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"Outbound queue length: %d. Wait queue length: %d.",
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&& connection->waitQueue.isEmpty();
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targetType, connection->outboundQueue.count(), connection->waitQueue.count());
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}
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// Ensure that the dispatch queues aren't too far backed up for this event.
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if (eventEntry->type == EventEntry::TYPE_KEY) {
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// If the event is a key event, then we must wait for all previous events to
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// complete before delivering it because previous events may have the
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// side-effect of transferring focus to a different window and we want to
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// ensure that the following keys are sent to the new window.
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//
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// Suppose the user touches a button in a window then immediately presses "A".
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// If the button causes a pop-up window to appear then we want to ensure that
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// the "A" key is delivered to the new pop-up window. This is because users
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// often anticipate pending UI changes when typing on a keyboard.
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// To obtain this behavior, we must serialize key events with respect to all
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// prior input events.
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if (!connection->outboundQueue.isEmpty() || !connection->waitQueue.isEmpty()) {
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return String8::format("Waiting to send key event because the %s window has not "
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"finished processing all of the input events that were previously "
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"delivered to it. Outbound queue length: %d. Wait queue length: %d.",
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targetType, connection->outboundQueue.count(), connection->waitQueue.count());
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}
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}
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} else {
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// Touch events can always be sent to a window immediately because the user intended
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// Touch events can always be sent to a window immediately because the user intended
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// to touch whatever was visible at the time. Even if focus changes or a new
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// to touch whatever was visible at the time. Even if focus changes or a new
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// window appears moments later, the touch event was meant to be delivered to
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// window appears moments later, the touch event was meant to be delivered to
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@ -1698,10 +1711,15 @@ bool InputDispatcher::isWindowReadyForMoreInputLocked(nsecs_t currentTime,
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if (!connection->waitQueue.isEmpty()
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if (!connection->waitQueue.isEmpty()
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&& currentTime >= connection->waitQueue.head->deliveryTime
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&& currentTime >= connection->waitQueue.head->deliveryTime
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+ STREAM_AHEAD_EVENT_TIMEOUT) {
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+ STREAM_AHEAD_EVENT_TIMEOUT) {
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return false;
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return String8::format("Waiting to send non-key event because the %s window has not "
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"finished processing certain input events that were delivered to it over "
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"%0.1fms ago. Wait queue length: %d. Wait queue head age: %0.1fms.",
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targetType, STREAM_AHEAD_EVENT_TIMEOUT * 0.000001f,
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connection->waitQueue.count(),
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(currentTime - connection->waitQueue.head->deliveryTime) * 0.000001f);
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}
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}
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}
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}
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return true;
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return String8::empty();
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}
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}
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String8 InputDispatcher::getApplicationWindowLabelLocked(
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String8 InputDispatcher::getApplicationWindowLabelLocked(
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@ -1038,11 +1038,13 @@ private:
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const InjectionState* injectionState);
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const InjectionState* injectionState);
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bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle,
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bool isWindowObscuredAtPointLocked(const sp<InputWindowHandle>& windowHandle,
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int32_t x, int32_t y) const;
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int32_t x, int32_t y) const;
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bool isWindowReadyForMoreInputLocked(nsecs_t currentTime,
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const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry);
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String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
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String8 getApplicationWindowLabelLocked(const sp<InputApplicationHandle>& applicationHandle,
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const sp<InputWindowHandle>& windowHandle);
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const sp<InputWindowHandle>& windowHandle);
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String8 checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
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const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry,
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const char* targetType);
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// Manage the dispatch cycle for a single connection.
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// Manage the dispatch cycle for a single connection.
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// These methods are deliberately not Interruptible because doing all of the work
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// These methods are deliberately not Interruptible because doing all of the work
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// with the mutex held makes it easier to ensure that connection invariants are maintained.
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// with the mutex held makes it easier to ensure that connection invariants are maintained.
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