转自:http://www.qingpingshan.com/m/view.php?aid=191258
基于Android 6.0源码, 分析Input事件发生ANR的原理
当input事件处理得慢就会触发ANR,那ANR内部原理是什么,哪些场景会产生ANR呢。 “工欲善其事必先利其器”,为了理解input ANR原理,前面几篇文章疏通了整个input框架的处理流程,都是为了这篇文章而做铺垫。在正式开始分析ANR触发原理以及触发场景之前,先来回顾一下input流程。
有了以上基础,再来从ANR视角看看Input系统。
1.1 InputReader
InputReader的主要工作分两部分:
1.2 InputDispatcher
mInboundQueue
队列,取出事件EventEntry。另外该方法开始执行的时间点(currentTime)便是后续事件dispatchEntry的分发时间(deliveryTime)outbound
队列waitQueue
队列;1.3 UI线程
对于ANR的触发主要是在InputDispatcher过程,下面再从ANR的角度来说一说ANR触发过程。
void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) { nsecs_t currentTime = now(); //当前时间 if (!mDispatchEnabled) { //默认值为false resetKeyRepeatLocked(); //重置操作 } if (mDispatchFrozen) { //默认值为false return; //当分发被冻结,则不再处理超时和分发事件的工作,直接返回 } //优化app切换延迟,当切换超时,则抢占分发,丢弃其他所有即将要处理的事件。 bool isAppSwitchDue = mAppSwitchDueTime <= currentTime; ... if (!mPendingEvent) { if (mInboundQueue.isEmpty()) { if (!mPendingEvent) { return; //没有事件需要处理,则直接返回 } } else { //从mInboundQueue取出头部的事件 mPendingEvent = mInboundQueue.dequeueAtHead(); } ... resetANRTimeoutsLocked(); //重置ANR信息[见小节2.1.1] } bool done = false; DropReason dropReason = DROP_REASON_NOT_DROPPED; if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) { dropReason = DROP_REASON_POLICY; } else if (!mDispatchEnabled) { dropReason = DROP_REASON_DISABLED; } ... switch (mPendingEvent->type) { case EventEntry::TYPE_KEY: { KeyEntry* typedEntry = static_cast(mPendingEvent); if (isAppSwitchDue) { if (isAppSwitchKeyEventLocked(typedEntry)) { resetPendingAppSwitchLocked(true); isAppSwitchDue = false; } else if (dropReason == DROP_REASON_NOT_DROPPED) { dropReason = DROP_REASON_APP_SWITCH; } } if (dropReason == DROP_REASON_NOT_DROPPED && isStaleEventLocked(currentTime, typedEntry)) { dropReason = DROP_REASON_STALE; } if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) { dropReason = DROP_REASON_BLOCKED; } // 分发按键事件[见小节2.2] done = dispatchKeyLocked(currentTime, typedEntry, &dropReason, nextWakeupTime); break; } ... } ... //分发操作完成,则进入该分支 if (done) { if (dropReason != DROP_REASON_NOT_DROPPED) { //[见小节2.1.2] dropInboundEventLocked(mPendingEvent, dropReason); } mLastDropReason = dropReason; releasePendingEventLocked(); //释放pending事件 *nextWakeupTime = LONG_LONG_MIN; //强制立刻执行轮询 } }
在enqueueInboundEventLocked()的过程中已设置mAppSwitchDueTime等于eventTime加上500ms:
mAppSwitchDueTime = keyEntry->eventTime + APP_SWITCH_TIMEOUT;
该方法主要功能:
接下来以按键为例来展开说明, 则进入[小节2.2] dispatchKeyLocked
2.1.1 resetANRTimeoutsLocked
void InputDispatcher::resetANRTimeoutsLocked() { // 重置等待超时cause和handle mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_NONE; mInputTargetWaitApplicationHandle.clear(); }
2.1.2 dropInboundEventLocked
void InputDispatcher::dropInboundEventLocked(EventEntry* entry, DropReason dropReason) { const char* reason; switch (dropReason) { case DROP_REASON_POLICY: reason = "inbound event was dropped because the policy consumed it"; break; case DROP_REASON_DISABLED: if (mLastDropReason != DROP_REASON_DISABLED) { ALOGI("Dropped event because input dispatch is disabled."); } reason = "inbound event was dropped because input dispatch is disabled"; break; case DROP_REASON_APP_SWITCH: ALOGI("Dropped event because of pending overdue app switch."); reason = "inbound event was dropped because of pending overdue app switch"; break; case DROP_REASON_BLOCKED: ALOGI("Dropped event because the current application is not responding and the user " "has started interacting with a different application."); reason = "inbound event was dropped because the current application is not responding " "and the user has started interacting with a different application"; break; case DROP_REASON_STALE: ALOGI("Dropped event because it is stale."); reason = "inbound event was dropped because it is stale"; break; default: return; } switch (entry->type) { case EventEntry::TYPE_KEY: { CancelationOptions options(CancelationOptions::CANCEL_NON_POINTER_EVENTS, reason); synthesizeCancelationEventsForAllConnectionsLocked(options); break; } ... } }
bool InputDispatcher::dispatchKeyLocked(nsecs_t currentTime, KeyEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) { ... if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_TRY_AGAIN_LATER) { //当前时间小于唤醒时间,则进入等待状态。 if (currentTime < entry->interceptKeyWakeupTime) { if (entry->interceptKeyWakeupTime < *nextWakeupTime) { *nextWakeupTime = entry->interceptKeyWakeupTime; } return false; //直接返回 } entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN; entry->interceptKeyWakeupTime = 0; } if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_UNKNOWN) { //让policy有机会执行拦截操作 if (entry->policyFlags & POLICY_FLAG_PASS_TO_USER) { CommandEntry* commandEntry = postCommandLocked( & InputDispatcher::doInterceptKeyBeforeDispatchingLockedInterruptible); if (mFocusedWindowHandle != NULL) { commandEntry->inputWindowHandle = mFocusedWindowHandle; } commandEntry->keyEntry = entry; entry->refCount += 1; return false; //直接返回 } else { entry->interceptKeyResult = KeyEntry::INTERCEPT_KEY_RESULT_CONTINUE; } } else if (entry->interceptKeyResult == KeyEntry::INTERCEPT_KEY_RESULT_SKIP) { if (*dropReason == DROP_REASON_NOT_DROPPED) { *dropReason = DROP_REASON_POLICY; } } //如果需要丢弃该事件,则执行清理操作 if (*dropReason != DROP_REASON_NOT_DROPPED) { setInjectionResultLocked(entry, *dropReason == DROP_REASON_POLICY ? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED); return true; //直接返回 } VectorinputTargets; // 【见小节2.3】 int32_t injectionResult = findFocusedWindowTargetsLocked(currentTime, entry, inputTargets, nextWakeupTime); if (injectionResult == INPUT_EVENT_INJECTION_PENDING) { return false; //直接返回 } setInjectionResultLocked(entry, injectionResult); if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) { return true; //直接返回 } addMonitoringTargetsLocked(inputTargets); //只有injectionResult是成功,才有机会执行分发事件【见小节2.5】 dispatchEventLocked(currentTime, entry, inputTargets); return true; }
在以下场景下,有可能无法分发事件:
如果成功跳过以上所有情况,则会进入执行事件分发的过程。
int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime, const EventEntry* entry, Vector& inputTargets, nsecs_t* nextWakeupTime) { int32_t injectionResult; String8 reason; if (mFocusedWindowHandle == NULL) { if (mFocusedApplicationHandle != NULL) { //【见小节2.3.2】 injectionResult = handleTargetsNotReadyLocked(currentTime, entry, mFocusedApplicationHandle, NULL, nextWakeupTime, "Waiting because no window has focus but there is a " "focused application that may eventually add a window " "when it finishes starting up."); goto Unresponsive; } ALOGI("Dropping event because there is no focused window or focused application."); injectionResult = INPUT_EVENT_INJECTION_FAILED; goto Failed; } //权限检查 if (! checkInjectionPermission(mFocusedWindowHandle, entry->injectionState)) { injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED; goto Failed; } //检测窗口是否为更多的输入操作而准备就绪【见小节2.3.1】 reason = checkWindowReadyForMoreInputLocked(currentTime, mFocusedWindowHandle, entry, "focused"); if (!reason.isEmpty()) { //【见小节2.3.2】 injectionResult = handleTargetsNotReadyLocked(currentTime, entry, mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime, reason.string()); goto Unresponsive; } injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED; //成功找到目标窗口,添加到目标窗口 addWindowTargetLocked(mFocusedWindowHandle, InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS, BitSet32(0), inputTargets); Failed: Unresponsive: //TODO: 统计等待时长信息,目前没有实现,这个方法还是很值得去改造 nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime); updateDispatchStatisticsLocked(currentTime, entry, injectionResult, timeSpentWaitingForApplication); return injectionResult; }
寻找聚焦窗口失败的情况:
另外,还有更多多的失败场景见checkWindowReadyForMoreInputLocked的过程,如下:
2.3.1 checkWindowReadyForMoreInputLocked
String8 InputDispatcher::checkWindowReadyForMoreInputLocked(nsecs_t currentTime, const sp& windowHandle, const EventEntry* eventEntry, const char* targetType) { //当窗口暂停的情况,则保持等待 if (windowHandle->getInfo()->paused) { return String8::format("Waiting because the %s window is paused.", targetType); } //当窗口连接未注册,则保持等待 ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel()); if (connectionIndex < 0) { return String8::format("Waiting because the %s window's input channel is not " "registered with the input dispatcher. The window may be in the process " "of being removed.", targetType); } //当窗口连接已死亡,则保持等待 sp connection = mConnectionsByFd.valueAt(connectionIndex); if (connection->status != Connection::STATUS_NORMAL) { return String8::format("Waiting because the %s window's input connection is %s." "The window may be in the process of being removed.", targetType, connection->getStatusLabel()); } // 当窗口连接已满,则保持等待 if (connection->inputPublisherBlocked) { return String8::format("Waiting because the %s window's input channel is full. " "Outbound queue length: %d. Wait queue length: %d.", targetType, connection->outboundQueue.count(), connection->waitQueue.count()); } //确保分发队列,并没有存储过多事件 if (eventEntry->type == EventEntry::TYPE_KEY) { if (!connection->outboundQueue.isEmpty() || !connection->waitQueue.isEmpty()) { return String8::format("Waiting to send key event because the %s window has not " "finished processing all of the input events that were previously " "delivered to it. Outbound queue length: %d. Wait queue length: %d.", targetType, connection->outboundQueue.count(), connection->waitQueue.count()); } } else { if (!connection->waitQueue.isEmpty() && currentTime >= connection->waitQueue.head->deliveryTime + STREAM_AHEAD_EVENT_TIMEOUT) { return String8::format("Waiting to send non-key event because the %s window has not " "finished processing certain input events that were delivered to it over " "%0.1fms ago. Wait queue length: %d. Wait queue head age: %0.1fms.", targetType, STREAM_AHEAD_EVENT_TIMEOUT * 0.000001f, connection->waitQueue.count(), (currentTime - connection->waitQueue.head->deliveryTime) * 0.000001f); } } return String8::empty(); }
2.3.2 handleTargetsNotReadyLocked
int32_t InputDispatcher::handleTargetsNotReadyLocked(nsecs_t currentTime, const EventEntry* entry, const sp& applicationHandle, const sp & windowHandle, nsecs_t* nextWakeupTime, const char* reason) { if (applicationHandle == NULL && windowHandle == NULL) { if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY) { mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY; mInputTargetWaitStartTime = currentTime; //当前时间 mInputTargetWaitTimeoutTime = LONG_LONG_MAX; mInputTargetWaitTimeoutExpired = false; mInputTargetWaitApplicationHandle.clear(); } } else { if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) { nsecs_t timeout; if (windowHandle != NULL) { timeout = windowHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT); } else if (applicationHandle != NULL) { timeout = applicationHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT); } else { timeout = DEFAULT_INPUT_DISPATCHING_TIMEOUT; // 5s } mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY; mInputTargetWaitStartTime = currentTime; //当前时间 mInputTargetWaitTimeoutTime = currentTime + timeout; mInputTargetWaitTimeoutExpired = false; mInputTargetWaitApplicationHandle.clear(); if (windowHandle != NULL) { mInputTargetWaitApplicationHandle = windowHandle->inputApplicationHandle; } if (mInputTargetWaitApplicationHandle == NULL && applicationHandle != NULL) { mInputTargetWaitApplicationHandle = applicationHandle; } } } if (mInputTargetWaitTimeoutExpired) { return INPUT_EVENT_INJECTION_TIMED_OUT; //等待超时已过期,则直接返回 } //当超时5s则进入ANR流程 if (currentTime >= mInputTargetWaitTimeoutTime) { onANRLocked(currentTime, applicationHandle, windowHandle, entry->eventTime, mInputTargetWaitStartTime, reason); *nextWakeupTime = LONG_LONG_MIN; //强制立刻执行轮询来执行ANR策略 return INPUT_EVENT_INJECTION_PENDING; } else { if (mInputTargetWaitTimeoutTime < *nextWakeupTime) { *nextWakeupTime = mInputTargetWaitTimeoutTime; //当触发超时则强制执行轮询 } return INPUT_EVENT_INJECTION_PENDING; } }
继续回到[小节2.3]findFocusedWindowTargetsLocked,如果没有发生ANR,则addWindowTargetLocked()将该事件添加到inputTargets。
void InputDispatcher::dispatchEventLocked(nsecs_t currentTime, EventEntry* eventEntry, const Vector& inputTargets) { //向mCommandQueue队列添加doPokeUserActivityLockedInterruptible命令 pokeUserActivityLocked(eventEntry); for (size_t i = 0; i < inputTargets.size(); i++) { const InputTarget& inputTarget = inputTargets.itemAt(i); ssize_t connectionIndex = getConnectionIndexLocked(inputTarget.inputChannel); if (connectionIndex >= 0) { sp connection = mConnectionsByFd.valueAt(connectionIndex); //找到目标连接[见小节2.5] prepareDispatchCycleLocked(currentTime, connection, eventEntry, &inputTarget); } } }
该方法主要功能是将eventEntry发送到目标inputTargets.
void InputDispatcher::prepareDispatchCycleLocked(nsecs_t currentTime, const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget) { if (connection->status != Connection::STATUS_NORMAL) { return; //当连接已破坏,则直接返回 } ... //[见小节2.6] enqueueDispatchEntriesLocked(currentTime, connection, eventEntry, inputTarget); }
void InputDispatcher::enqueueDispatchEntriesLocked(nsecs_t currentTime, const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget) { bool wasEmpty = connection->outboundQueue.isEmpty(); //[见小节2.7] enqueueDispatchEntryLocked(connection, eventEntry, inputTarget, InputTarget::FLAG_DISPATCH_AS_HOVER_EXIT); ... if (wasEmpty && !connection->outboundQueue.isEmpty()) { //当原先的outbound队列为空, 且当前outbound不为空的情况执行.[见小节2.8] startDispatchCycleLocked(currentTime, connection); } }
void InputDispatcher::enqueueDispatchEntryLocked( const sp& connection, EventEntry* eventEntry, const InputTarget* inputTarget, int32_t dispatchMode) { int32_t inputTargetFlags = inputTarget->flags; if (!(inputTargetFlags & dispatchMode)) { return; //分发模式不匹配,则直接返回 } inputTargetFlags = (inputTargetFlags & ~InputTarget::FLAG_DISPATCH_MASK) | dispatchMode; //生成新的事件, 加入connection的outbound队列 DispatchEntry* dispatchEntry = new DispatchEntry(eventEntry, inputTargetFlags, inputTarget->xOffset, inputTarget->yOffset, inputTarget->scaleFactor); ... //添加到outboundQueue队尾 connection->outboundQueue.enqueueAtTail(dispatchEntry); }
该方法主要功能:
执行到这里,其实等于由做了一次搬运的工作,将InputDispatcher中mInboundQueue中的事件取出后, 找到目标window后,封装dispatchEntry加入到connection的outbound队列.
如果当connection原先的outbound队列为空, 经过enqueueDispatchEntryLocked处理后, 该outbound不为空的情况下, 则执行startDispatchCycleLocked()方法.
void InputDispatcher::startDispatchCycleLocked(nsecs_t currentTime, const sp& connection) { //当Connection状态正常,且outboundQueue不为空 while (connection->status == Connection::STATUS_NORMAL && !connection->outboundQueue.isEmpty()) { DispatchEntry* dispatchEntry = connection->outboundQueue.head; dispatchEntry->deliveryTime = currentTime; //设置deliveryTime时间 status_t status; EventEntry* eventEntry = dispatchEntry->eventEntry; switch (eventEntry->type) { case EventEntry::TYPE_KEY: { KeyEntry* keyEntry = static_cast (eventEntry); //发布按键时间 [见小节2.9] status = connection->inputPublisher.publishKeyEvent(dispatchEntry->seq, keyEntry->deviceId, keyEntry->source, dispatchEntry->resolvedAction, dispatchEntry->resolvedFlags, keyEntry->keyCode, keyEntry->scanCode, keyEntry->metaState, keyEntry->repeatCount, keyEntry->downTime, keyEntry->eventTime); break; } ... } //发布结果分析 if (status) { if (status == WOULD_BLOCK) { if (connection->waitQueue.isEmpty()) { //pipe已满,但waitQueue为空. 不正常的行为 abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/); } else { // 处于阻塞状态 connection->inputPublisherBlocked = true; } } else { //不不正常的行为 abortBrokenDispatchCycleLocked(currentTime, connection, true /*notify*/); } return; } //从outboundQueue中取出事件,重新放入waitQueue队列 connection->outboundQueue.dequeue(dispatchEntry); connection->waitQueue.enqueueAtTail(dispatchEntry); } }
startDispatchCycleLocked的主要功能: 从outboundQueue中取出事件,重新放入waitQueue队列
[-> InputTransport.cpp]
status_t InputPublisher::publishKeyEvent(...) { if (!seq) { return BAD_VALUE; } InputMessage msg; msg.header.type = InputMessage::TYPE_KEY; msg.body.key.seq = seq; msg.body.key.deviceId = deviceId; msg.body.key.source = source; 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); }
经过Input系统—进程交互几经周折,runCommandsLockedInterruptible过程处理的便是如下命令:
void InputDispatcher::doDispatchCycleFinishedLockedInterruptible( CommandEntry* commandEntry) { spconnection = commandEntry->connection; nsecs_t finishTime = commandEntry->eventTime; uint32_t seq = commandEntry->seq; bool handled = commandEntry->handled; //获取分发事件 DispatchEntry* dispatchEntry = connection->findWaitQueueEntry(seq); if (dispatchEntry) { nsecs_t eventDuration = finishTime - dispatchEntry->deliveryTime; //打印出所有分发时间超过2s的事件 if (eventDuration > SLOW_EVENT_PROCESSING_WARNING_TIMEOUT) { String8 msg; msg.appendFormat("Window '%s' spent %0.1fms processing the last input event: ", connection->getWindowName(), eventDuration * 0.000001f); dispatchEntry->eventEntry->appendDescription(msg); ALOGI("%s", msg.string()); } bool restartEvent; if (dispatchEntry->eventEntry->type == EventEntry::TYPE_KEY) { KeyEntry* keyEntry = static_cast (dispatchEntry->eventEntry); restartEvent = afterKeyEventLockedInterruptible(connection, dispatchEntry, keyEntry, handled); } ... if (dispatchEntry == connection->findWaitQueueEntry(seq)) { //将dispatchEntry事件从等待队列(waitQueue)中移除 connection->waitQueue.dequeue(dispatchEntry); if (restartEvent && connection->status == Connection::STATUS_NORMAL) { connection->outboundQueue.enqueueAtHead(dispatchEntry); } else { releaseDispatchEntryLocked(dispatchEntry); } } //启动下一个事件处理循环。 startDispatchCycleLocked(now(), connection); } }
只有收到该命令,才完成dispatchEntry事件从等待队列( waitQueue
)中移除操作。 这便是完整的一次input事件处理过程。
当执行findFocusedWindowTargetsLocked()过程调用到handleTargetsNotReadyLocked,且满足超时5s的情况则会调用onANRLocked().
[-> InputDispatcher.cpp]
void InputDispatcher::onANRLocked( nsecs_t currentTime, const sp& applicationHandle, const sp & windowHandle, nsecs_t eventTime, nsecs_t waitStartTime, const char* reason) { float dispatchLatency = (currentTime - eventTime) * 0.000001f; float waitDuration = (currentTime - waitStartTime) * 0.000001f; ALOGI("Application is not responding: %s. " "It has been %0.1fms since event, %0.1fms since wait started. Reason: %s", getApplicationWindowLabelLocked(applicationHandle, windowHandle).string(), dispatchLatency, waitDuration, reason); //捕获ANR的现场信息 time_t t = time(NULL); struct tm tm; localtime_r(&t, &tm); char timestr[64]; strftime(timestr, sizeof(timestr), "%F %T", &tm); mLastANRState.clear(); mLastANRState.append(INDENT "ANR:\n"); mLastANRState.appendFormat(INDENT2 "Time: %s\n", timestr); mLastANRState.appendFormat(INDENT2 "Window: %s\n", getApplicationWindowLabelLocked(applicationHandle, windowHandle).string()); mLastANRState.appendFormat(INDENT2 "DispatchLatency: %0.1fms\n", dispatchLatency); mLastANRState.appendFormat(INDENT2 "WaitDuration: %0.1fms\n", waitDuration); mLastANRState.appendFormat(INDENT2 "Reason: %s\n", reason); dumpDispatchStateLocked(mLastANRState); //将ANR命令加入mCommandQueue CommandEntry* commandEntry = postCommandLocked( & InputDispatcher::doNotifyANRLockedInterruptible); commandEntry->inputApplicationHandle = applicationHandle; commandEntry->inputWindowHandle = windowHandle; commandEntry->reason = reason; }
发生ANR调用onANRLocked()的过程会将doNotifyANRLockedInterruptible加入mCommandQueue。 在下一轮InputDispatcher.dispatchOnce的过程中会先执行runCommandsLockedInterruptible()方法,取出 mCommandQueue队列的所有命令逐一执行。那么ANR所对应的命令doNotifyANRLockedInterruptible,接下来看该方法。
[-> InputDispatcher.cpp]
void InputDispatcher::doNotifyANRLockedInterruptible( CommandEntry* commandEntry) { mLock.unlock(); //[见小节3.3] nsecs_t newTimeout = mPolicy->notifyANR( commandEntry->inputApplicationHandle, commandEntry->inputWindowHandle, commandEntry->reason); mLock.lock(); //newTimeout =5s [见小节3.8] resumeAfterTargetsNotReadyTimeoutLocked(newTimeout, commandEntry->inputWindowHandle != NULL ? commandEntry->inputWindowHandle->getInputChannel() : NULL); }
mPolicy是指NativeInputManager
[-> com_android_server_input_InputManagerService.cpp]
nsecs_t NativeInputManager::notifyANR(const sp& inputApplicationHandle, const sp & inputWindowHandle, const String8& reason) { JNIEnv* env = jniEnv(); jobject inputApplicationHandleObj = getInputApplicationHandleObjLocalRef(env, inputApplicationHandle); jobject inputWindowHandleObj = getInputWindowHandleObjLocalRef(env, inputWindowHandle); jstring reasonObj = env->NewStringUTF(reason.string()); //调用Java方法[见小节3.4] jlong newTimeout = env->CallLongMethod(mServiceObj, gServiceClassInfo.notifyANR, inputApplicationHandleObj, inputWindowHandleObj, reasonObj); if (checkAndClearExceptionFromCallback(env, "notifyANR")) { newTimeout = 0; //抛出异常,则清理并重置timeout } ... return newTimeout; }
先看看register_android_server_InputManager过程:
int register_android_server_InputManager(JNIEnv* env) { int res = jniRegisterNativeMethods(env, "com/android/server/input/InputManagerService", gInputManagerMethods, NELEM(gInputManagerMethods)); jclass clazz; FIND_CLASS(clazz, "com/android/server/input/InputManagerService"); ... GET_METHOD_ID(gServiceClassInfo.notifyANR, clazz, "notifyANR", "(Lcom/android/server/input/InputApplicationHandle;Lcom/android/server/input/InputWindowHandle;Ljava/lang/String;)J"); ... }
可知gServiceClassInfo.notifyANR是指IMS.notifyANR
[-> InputManagerService.java]
private long notifyANR(InputApplicationHandle inputApplicationHandle, InputWindowHandle inputWindowHandle, String reason) { //[见小节3.5] return mWindowManagerCallbacks.notifyANR( inputApplicationHandle, inputWindowHandle, reason); }
此处mWindowManagerCallbacks是指InputMonitor对象。
[-> InputMonitor.java]
public long notifyANR(InputApplicationHandle inputApplicationHandle, InputWindowHandle inputWindowHandle, String reason) { AppWindowToken appWindowToken = null; WindowState windowState = null; boolean aboveSystem = false; synchronized (mService.mWindowMap) { if (inputWindowHandle != null) { windowState = (WindowState) inputWindowHandle.windowState; if (windowState != null) { appWindowToken = windowState.mAppToken; } } if (appWindowToken == null && inputApplicationHandle != null) { appWindowToken = (AppWindowToken)inputApplicationHandle.appWindowToken; } //输出input事件分发超时log if (windowState != null) { Slog.i(WindowManagerService.TAG, "Input event dispatching timed out " + "sending to " + windowState.mAttrs.getTitle() + ". Reason: " + reason); int systemAlertLayer = mService.mPolicy.windowTypeToLayerLw( WindowManager.LayoutParams.TYPE_SYSTEM_ALERT); aboveSystem = windowState.mBaseLayer > systemAlertLayer; } else if (appWindowToken != null) { Slog.i(WindowManagerService.TAG, "Input event dispatching timed out " + "sending to application " + appWindowToken.stringName + ". Reason: " + reason); } else { Slog.i(WindowManagerService.TAG, "Input event dispatching timed out " + ". Reason: " + reason); } mService.saveANRStateLocked(appWindowToken, windowState, reason); } if (appWindowToken != null && appWindowToken.appToken != null) { //【见小节3.6.1】 boolean abort = appWindowToken.appToken.keyDispatchingTimedOut(reason); if (! abort) { return appWindowToken.inputDispatchingTimeoutNanos; //5s } } else if (windowState != null) { //【见小节3.6.2】 long timeout = ActivityManagerNative.getDefault().inputDispatchingTimedOut( windowState.mSession.mPid, aboveSystem, reason); if (timeout >= 0) { return timeout * 1000000L; //5s } } return 0; }
发生input相关的ANR时在system log输出ANR信息。
3.6.1 Token.keyDispatchingTimedOut
[-> ActivityRecord.java :: Token]
final class ActivityRecord { static class Token extends IApplicationToken.Stub { public boolean keyDispatchingTimedOut(String reason) { ActivityRecord r; ActivityRecord anrActivity; ProcessRecord anrApp; synchronized (mService) { r = tokenToActivityRecordLocked(this); if (r == null) { return false; } anrActivity = r.getWaitingHistoryRecordLocked(); anrApp = r != null ? r.app : null; } //[见小节3.7] return mService.inputDispatchingTimedOut(anrApp, anrActivity, r, false, reason); } ... } }
3.6.2 AMS.inputDispatchingTimedOut
public long inputDispatchingTimedOut(int pid, final boolean aboveSystem, String reason) { ... ProcessRecord proc; long timeout; synchronized (this) { synchronized (mPidsSelfLocked) { proc = mPidsSelfLocked.get(pid); //根据pid查看进程record } timeout = getInputDispatchingTimeoutLocked(proc); } //【见小节3.7】 if (!inputDispatchingTimedOut(proc, null, null, aboveSystem, reason)) { return -1; } return timeout; }
inputDispatching的超时为 KEY_DISPATCHING_TIMEOUT
,即timeout = 5s。
public boolean inputDispatchingTimedOut(final ProcessRecord proc, final ActivityRecord activity, final ActivityRecord parent, final boolean aboveSystem, String reason) { ... final String annotation; if (reason == null) { annotation = "Input dispatching timed out"; } else { annotation = "Input dispatching timed out (" + reason + ")"; } if (proc != null) { ... //通过handler机制,交由“ActivityManager”线程执行ANR处理过程。 mHandler.post(new Runnable() { public void run() { appNotResponding(proc, activity, parent, aboveSystem, annotation); } }); } return true; }
appNotResponding会输出现场的重要进程的trace等信息。 再回到【小节3.2】处理完ANR后再调用resumeAfterTargetsNotReadyTimeoutLocked。
[-> InputDispatcher.cpp]
void InputDispatcher::resumeAfterTargetsNotReadyTimeoutLocked(nsecs_t newTimeout, const sp& inputChannel) { if (newTimeout > 0) { //超时时间增加5s mInputTargetWaitTimeoutTime = now() + newTimeout; } else { // Give up. mInputTargetWaitTimeoutExpired = true; // Input state will not be realistic. Mark it out of sync. if (inputChannel.get()) { ssize_t connectionIndex = getConnectionIndexLocked(inputChannel); if (connectionIndex >= 0) { sp connection = mConnectionsByFd.valueAt(connectionIndex); sp windowHandle = connection->inputWindowHandle; if (windowHandle != NULL) { const InputWindowInfo* info = windowHandle->getInfo(); if (info) { ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(info->displayId); if (stateIndex >= 0) { mTouchStatesByDisplay.editValueAt(stateIndex).removeWindow( windowHandle); } } } if (connection->status == Connection::STATUS_NORMAL) { CancelationOptions options(CancelationOptions::CANCEL_ALL_EVENTS, "application not responding"); synthesizeCancelationEventsForConnectionLocked(connection, options); } } } } }
由小节[3.5] InputMonitor.notifyANR完成, 当发生ANR时system log中会出现以下信息:
windowState.mAttrs.getTitle()
. Reason: + reason
appWindowToken.stringName
. Reason: + reason
reason
由小节[2.3.1]checkWindowReadyForMoreInputLocked完成, ANR reason主要有以下几类:
其中
由小节[2.1.2] dropInboundEventLocked完成,输出事件丢弃的原因:
(责任编辑:那一抹忧伤)