Add support for throttling motion events.

Change-Id: I24b3a17753e91ecda60a60fe5cd2e6b3260e033d
This commit is contained in:
Jeff Brown 2010-08-18 15:51:08 -07:00
parent 3b74645945
commit 542412c8c9
2 changed files with 96 additions and 5 deletions

View File

@ -159,6 +159,12 @@ public:
virtual int32_t waitForMotionEventTargets(MotionEvent* motionEvent, uint32_t policyFlags,
int32_t injectorPid, int32_t injectorUid,
Vector<InputTarget>& outTargets) = 0;
/* Gets the maximum suggested event delivery rate per second.
* This value is used to throttle motion event movement actions on a per-device
* basis. It is not intended to be a hard limit.
*/
virtual int32_t getMaxEventsPerSecond() = 0;
};
@ -332,6 +338,8 @@ private:
// Linked list of motion samples associated with this motion event.
MotionSample firstSample;
MotionSample* lastSample;
uint32_t countSamples() const;
};
// Tracks the progress of dispatching a particular event to a particular connection.
@ -587,6 +595,17 @@ private:
Condition mInjectionSyncFinishedCondition;
void decrementPendingSyncDispatchesLocked(EventEntry* entry);
// Throttling state.
struct ThrottleState {
nsecs_t minTimeBetweenEvents;
nsecs_t lastEventTime;
int32_t lastDeviceId;
uint32_t lastSource;
uint32_t originalSampleCount; // only collected during debugging
} mThrottleState;
// Key repeat tracking.
// XXX Move this up to the input reader instead.
struct KeyRepeatState {

View File

@ -28,6 +28,9 @@
// Log debug messages about input event injection.
#define DEBUG_INJECTION 0
// Log debug messages about input event throttling.
#define DEBUG_THROTTLING 0
#include <cutils/log.h>
#include <ui/InputDispatcher.h>
@ -66,6 +69,15 @@ InputDispatcher::InputDispatcher(const sp<InputDispatcherPolicyInterface>& polic
mKeyRepeatState.lastKeyEntry = NULL;
int32_t maxEventsPerSecond = policy->getMaxEventsPerSecond();
mThrottleState.minTimeBetweenEvents = 1000000000LL / maxEventsPerSecond;
mThrottleState.lastDeviceId = -1;
#if DEBUG_THROTTLING
mThrottleState.originalSampleCount = 0;
LOGD("Throttling - Max events per second = %d", maxEventsPerSecond);
#endif
mCurrentInputTargetsValid = false;
}
@ -144,12 +156,60 @@ void InputDispatcher::dispatchOnce() {
}
} else {
// Inbound queue has at least one entry.
// Start processing it but leave it on the queue until later so that the
EventEntry* entry = mInboundQueue.head.next;
// Consider throttling the entry if it is a move event and there are no
// other events behind it in the queue. Due to movement batching, additional
// samples may be appended to this event by the time the throttling timeout
// expires.
// TODO Make this smarter and consider throttling per device independently.
if (entry->type == EventEntry::TYPE_MOTION) {
MotionEntry* motionEntry = static_cast<MotionEntry*>(entry);
int32_t deviceId = motionEntry->deviceId;
uint32_t source = motionEntry->source;
if (motionEntry->next == & mInboundQueue.tail
&& motionEntry->action == AMOTION_EVENT_ACTION_MOVE
&& deviceId == mThrottleState.lastDeviceId
&& source == mThrottleState.lastSource) {
nsecs_t nextTime = mThrottleState.lastEventTime
+ mThrottleState.minTimeBetweenEvents;
if (currentTime < nextTime) {
// Throttle it!
#if DEBUG_THROTTLING
LOGD("Throttling - Delaying motion event for "
"device 0x%x, source 0x%08x by up to %0.3fms.",
deviceId, source, (nextTime - currentTime) * 0.000001);
#endif
if (nextTime < nextWakeupTime) {
nextWakeupTime = nextTime;
}
if (mThrottleState.originalSampleCount == 0) {
mThrottleState.originalSampleCount =
motionEntry->countSamples();
}
goto Throttle;
}
}
#if DEBUG_THROTTLING
if (mThrottleState.originalSampleCount != 0) {
uint32_t count = motionEntry->countSamples();
LOGD("Throttling - Motion event sample count grew by %d from %d to %d.",
count - mThrottleState.originalSampleCount,
mThrottleState.originalSampleCount, count);
mThrottleState.originalSampleCount = 0;
}
#endif
mThrottleState.lastEventTime = currentTime;
mThrottleState.lastDeviceId = deviceId;
mThrottleState.lastSource = source;
}
// Start processing the entry but leave it on the queue until later so that the
// input reader can keep appending samples onto a motion event between the
// time we started processing it and the time we finally enqueue dispatch
// entries for it.
EventEntry* entry = mInboundQueue.head.next;
switch (entry->type) {
case EventEntry::TYPE_CONFIGURATION_CHANGED: {
ConfigurationChangedEntry* typedEntry =
@ -179,6 +239,8 @@ void InputDispatcher::dispatchOnce() {
mInboundQueue.dequeue(entry);
mAllocator.releaseEventEntry(entry);
skipPoll = true;
Throttle: ;
}
}
@ -192,8 +254,8 @@ void InputDispatcher::dispatchOnce() {
return;
}
// Wait for callback or timeout or wake.
nsecs_t timeout = nanoseconds_to_milliseconds(nextWakeupTime - currentTime);
// Wait for callback or timeout or wake. (make sure we round up, not down)
nsecs_t timeout = (nextWakeupTime - currentTime + 999999LL) / 1000000LL;
int32_t timeoutMillis = timeout > INT_MAX ? -1 : timeout > 0 ? int32_t(timeout) : 0;
mPollLoop->pollOnce(timeoutMillis);
}
@ -1708,6 +1770,16 @@ void InputDispatcher::Allocator::appendMotionSample(MotionEntry* motionEntry,
motionEntry->lastSample = sample;
}
// --- InputDispatcher::MotionEntry ---
uint32_t InputDispatcher::MotionEntry::countSamples() const {
uint32_t count = 1;
for (MotionSample* sample = firstSample.next; sample != NULL; sample = sample->next) {
count += 1;
}
return count;
}
// --- InputDispatcher::Connection ---
InputDispatcher::Connection::Connection(const sp<InputChannel>& inputChannel) :