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Android 系统运行机制 【Looper】【Choreogr

Android 系统运行机制 【Looper】【Choreogr

作者: 壹零二肆 | 来源:发表于2022-01-09 21:53 被阅读0次

目录:
1 MessageQueue next()
2 Vsync
3 Choreographer doFrame
4 input


系统是一个无限循环的模型, Android也不例外,进程被创建后就陷入了无限循环的状态

系统运行最重要的两个概念:输入,输出。

  • 输入: 按键事件、触摸事件、鼠标事件、轨迹球事件
  • 输出: Choreographer 如何指挥完成一帧的绘制

Android 中输入 输出 的往复循环都是在 looper 中消息机制驱动下完成的

looper 的循环中, messageQueue next 取消息进行处理, 处理输入事件, 进行输出, 完成和用户交互

主线程

应用生命周期内会不断 产生 message 到 messageQueue 中, 有: java层 也有 native层

其中最核心的方法就是 messageQueue 的 next 方法, 其中会先处理 java 层消息, 当 java 层没有消息时候, 会执行 nativePollOnce 来处理 native 的消息 以及监听 fd 各种事件

从硬件来看, 屏幕不会一直刷新, 屏幕的刷新只需要符合人眼的视觉停留机制

24Hz , 连续刷新每一帧, 人眼就会认为画面是流畅的

所以我们只需要配合上这个频率, 在需要更新 UI 的时候执行绘制操作

如何以这个频率进行绘制每一帧: Android 的方案是 Vsync 信号驱动。

Vsync 信号的频率就是 24Hz , 也就是每隔 16.6667 ms 发送一次 Vsync 信号提示系统合成一帧。

监听屏幕刷新来发送 Vsync 信号的能力,应用层 是做不到的, 系统是通过 jni 回调到 Choreographer 中的 Vsync 监听, 将这个重要信号从 native 传递到 java 层。

总体来说 输入事件获取 Vsync信号获取 都是先由 native 捕获事件 然后 jni 到 java 层实现业务逻辑

执行的是 messageQueue 中的关键方法: next


1 MessageQueue next()

next 主要的逻辑分为: java 部分 和 native 部分

java 上主要是取java层的 messageQueue msg 执行, 无 msg 就 idleHandler

java层 无 msg 会执行 native 的 pollOnce@Looper

next@MessageQueue native message

native looper 中 fd 监听封装为 requestQueue, epoll_wait 将 fd 中的事件和对应 request 封装为 response 处理, 处理的时候会调用 fd 对应的 callback 的 handleEvent

    /**
     * Waits for events to be available, with optional timeout in milliseconds.
     * Invokes callbacks for all file descriptors on which an event occurred.
     *
     * If the timeout is zero, returns immediately without blocking.
     * If the timeout is negative, waits indefinitely until an event appears.
     *
     * Returns POLL_WAKE if the poll was awoken using wake() before
     * the timeout expired and no callbacks were invoked and no other file
     * descriptors were ready.
     *
     * Returns POLL_CALLBACK if one or more callbacks were invoked.
     *
     * Returns POLL_TIMEOUT if there was no data before the given
     * timeout expired.
     *
     * Returns POLL_ERROR if an error occurred.
     *
     * Returns a value >= 0 containing an identifier if its file descriptor has data
     * and it has no callback function (requiring the caller here to handle it).
     * In this (and only this) case outFd, outEvents and outData will contain the poll
     * events and data associated with the fd, otherwise they will be set to NULL.
     *
     * This method does not return until it has finished invoking the appropriate callbacks
     * for all file descriptors that were signalled.
     */
    int pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData);

native 层 pollOnce 主要做的事情是:

  • epoll_wait 监听 fd 封装为 response
  • 处理所有 native message
  • 处理 response 回调 handleEvent ,handleEvent 很多回回调到 java 层

vsync 信号,输入事件, 都是通过这样的机制完成的。


2 vsync

epoll_wait 机制 拿到的 event , 都在 response pollOnce pollInner 处理了

这里的 dispatchVsync 从 native 回到 java 层

native:

int DisplayEventDispatcher::handleEvent(int, int events, void*) {
    if (events & (Looper::EVENT_ERROR | Looper::EVENT_HANGUP)) {
        ALOGE("Display event receiver pipe was closed or an error occurred.  "
              "events=0x%x",
              events);
        return 0; // remove the callback
    }
......
        dispatchVsync(vsyncTimestamp, vsyncDisplayId, vsyncCount, vsyncEventData);
    }

java:

    // Called from native code.
    @SuppressWarnings("unused")
    @UnsupportedAppUsage
    private void dispatchVsync(long timestampNanos, long physicalDisplayId, int frame) {
        onVsync(timestampNanos, physicalDisplayId, frame);
    }
    private final class FrameDisplayEventReceiver extends DisplayEventReceiver
            implements Runnable {

        @Override
        public void onVsync(long timestampNanos, long physicalDisplayId, int frame) {
        
            mTimestampNanos = timestampNanos;
            mFrame = frame;
            Message msg = Message.obtain(mHandler, this);
            msg.setAsynchronous(true);
            mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
        }

        @Override
        public void run() {
            mHavePendingVsync = false;
            doFrame(mTimestampNanos, mFrame);
        }
    }

收到 Vsync 信号后, Choreographer 执行 doFrame

应用层重要的工作几乎都在 doFrame 中


3 Choreographer doFrame

首先看下 doFrame 执行了什么:

        try {
            Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
            AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);

            mFrameInfo.markInputHandlingStart();
            doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);

            mFrameInfo.markAnimationsStart();
            doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
            doCallbacks(Choreographer.CALLBACK_INSETS_ANIMATION, frameTimeNanos);

            mFrameInfo.markPerformTraversalsStart();
            doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);

            doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
        } finally {
            AnimationUtils.unlockAnimationClock();
            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
        }

UI 线程的核心工作就在这几个方法中:

上述执行 callback 的过程就对应了图片中 依次处理 input animation traversal 这几个关键过程

执行的周期是 16.6ms, 实际可能因为一些 delay 造成一些延迟、丢帧


4 input

input 事件的整体逻辑和 vsync 类似

native handleEvent ,在 NativeInputEventReceiver 中处理事件, 区分不同事件会通过 JNI

走到 java 层,WindowInputEventReceiver 然后进行分发消费

native :

int NativeInputEventReceiver::handleEvent(int receiveFd, int events, void* data) {
    // Allowed return values of this function as documented in LooperCallback::handleEvent
    constexpr int REMOVE_CALLBACK = 0;
    constexpr int KEEP_CALLBACK = 1;


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

status_t NativeInputEventReceiver::consumeEvents(JNIEnv* env,
        bool consumeBatches, nsecs_t frameTime, bool* outConsumedBatch) {
 
    for (;;) {
        uint32_t seq;
        InputEvent* inputEvent;

        status_t status = mInputConsumer.consume(&mInputEventFactory,
                consumeBatches, frameTime, &seq, &inputEvent);
        if (status != OK && status != WOULD_BLOCK) {
            ALOGE("channel '%s' ~ Failed to consume input event.  status=%s(%d)",
                  getInputChannelName().c_str(), statusToString(status).c_str(), status);
            return status;
        }

        if (status == WOULD_BLOCK) {
            if (!skipCallbacks && !mBatchedInputEventPending && mInputConsumer.hasPendingBatch()) {
                // There is a pending batch.  Come back later.
                if (!receiverObj.get()) {
                    receiverObj.reset(jniGetReferent(env, mReceiverWeakGlobal));
                    if (!receiverObj.get()) {
                        ALOGW("channel '%s' ~ Receiver object was finalized "
                              "without being disposed.",
                              getInputChannelName().c_str());
                        return DEAD_OBJECT;
                    }
                }

                mBatchedInputEventPending = true;
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Dispatching batched input event pending notification.",
                          getInputChannelName().c_str());
                }

                env->CallVoidMethod(receiverObj.get(),
                                    gInputEventReceiverClassInfo.onBatchedInputEventPending,
                                    mInputConsumer.getPendingBatchSource());
                if (env->ExceptionCheck()) {
                    ALOGE("Exception dispatching batched input events.");
                    mBatchedInputEventPending = false; // try again later
                }
            }
            return OK;
        }
        assert(inputEvent);

        if (!skipCallbacks) {
            if (!receiverObj.get()) {
                receiverObj.reset(jniGetReferent(env, mReceiverWeakGlobal));
                if (!receiverObj.get()) {
                    ALOGW("channel '%s' ~ Receiver object was finalized "
                            "without being disposed.", getInputChannelName().c_str());
                    return DEAD_OBJECT;
                }
            }

            jobject inputEventObj;
            switch (inputEvent->getType()) {
            case AINPUT_EVENT_TYPE_KEY:
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Received key event.", getInputChannelName().c_str());
                }
                inputEventObj = android_view_KeyEvent_fromNative(env,
                        static_cast<KeyEvent*>(inputEvent));
                break;

            case AINPUT_EVENT_TYPE_MOTION: {
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Received motion event.", getInputChannelName().c_str());
                }
                MotionEvent* motionEvent = static_cast<MotionEvent*>(inputEvent);
                if ((motionEvent->getAction() & AMOTION_EVENT_ACTION_MOVE) && outConsumedBatch) {
                    *outConsumedBatch = true;
                }
                inputEventObj = android_view_MotionEvent_obtainAsCopy(env, motionEvent);
                break;
            }
            case AINPUT_EVENT_TYPE_FOCUS: {
                FocusEvent* focusEvent = static_cast<FocusEvent*>(inputEvent);
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Received focus event: hasFocus=%s, inTouchMode=%s.",
                          getInputChannelName().c_str(), toString(focusEvent->getHasFocus()),
                          toString(focusEvent->getInTouchMode()));
                }
                env->CallVoidMethod(receiverObj.get(), gInputEventReceiverClassInfo.onFocusEvent,
                                    jboolean(focusEvent->getHasFocus()),
                                    jboolean(focusEvent->getInTouchMode()));
                finishInputEvent(seq, true /* handled */);
                continue;
            }
            case AINPUT_EVENT_TYPE_CAPTURE: {
                const CaptureEvent* captureEvent = static_cast<CaptureEvent*>(inputEvent);
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Received capture event: pointerCaptureEnabled=%s",
                          getInputChannelName().c_str(),
                          toString(captureEvent->getPointerCaptureEnabled()));
                }
                env->CallVoidMethod(receiverObj.get(),
                                    gInputEventReceiverClassInfo.onPointerCaptureEvent,
                                    jboolean(captureEvent->getPointerCaptureEnabled()));
                finishInputEvent(seq, true /* handled */);
                continue;
            }
            case AINPUT_EVENT_TYPE_DRAG: {
                const DragEvent* dragEvent = static_cast<DragEvent*>(inputEvent);
                if (kDebugDispatchCycle) {
                    ALOGD("channel '%s' ~ Received drag event: isExiting=%s",
                          getInputChannelName().c_str(), toString(dragEvent->isExiting()));
                }
                env->CallVoidMethod(receiverObj.get(), gInputEventReceiverClassInfo.onDragEvent,
                                    jboolean(dragEvent->isExiting()), dragEvent->getX(),
                                    dragEvent->getY());
                finishInputEvent(seq, true /* handled */);
                continue;
            }

            default:
                assert(false); // InputConsumer should prevent this from ever happening
                inputEventObj = nullptr;
            }

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

java:

    final class WindowInputEventReceiver extends InputEventReceiver {
        public WindowInputEventReceiver(InputChannel inputChannel, Looper looper) {
            super(inputChannel, looper);
        }

        @Override
        public void onInputEvent(InputEvent event) {
            Trace.traceBegin(Trace.TRACE_TAG_VIEW, "processInputEventForCompatibility");
            List<InputEvent> processedEvents;
            try {
                processedEvents =
                    mInputCompatProcessor.processInputEventForCompatibility(event);
            } finally {
                Trace.traceEnd(Trace.TRACE_TAG_VIEW);
            }
            if (processedEvents != null) {
                if (processedEvents.isEmpty()) {
                    // InputEvent consumed by mInputCompatProcessor
                    finishInputEvent(event, true);
                } else {
                    for (int i = 0; i < processedEvents.size(); i++) {
                        enqueueInputEvent(
                                processedEvents.get(i), this,
                                QueuedInputEvent.FLAG_MODIFIED_FOR_COMPATIBILITY, true);
                    }
                }
            } else {
                enqueueInputEvent(event, this, 0, true);
            }
        }

        @Override
        public void onBatchedInputEventPending(int source) {
            // mStopped: There will be no more choreographer callbacks if we are stopped,
            // so we must consume all input immediately to prevent ANR
            final boolean unbuffered = mUnbufferedInputDispatch
                    || (source & mUnbufferedInputSource) != SOURCE_CLASS_NONE
                    || mStopped;
            if (unbuffered) {
                if (mConsumeBatchedInputScheduled) {
                    unscheduleConsumeBatchedInput();
                }
                // Consume event immediately if unbuffered input dispatch has been requested.
                consumeBatchedInputEvents(-1);
                return;
            }
            scheduleConsumeBatchedInput();
        }

        @Override
        public void onFocusEvent(boolean hasFocus, boolean inTouchMode) {
            windowFocusChanged(hasFocus, inTouchMode);
        }

        @Override
        public void dispose() {
            unscheduleConsumeBatchedInput();
            super.dispose();
        }
    }

input事件的处理流程:

输入event deliverInputEvent

deliver的 input 事件会来到 InputStage

InputStage 是一个责任链, 会分发消费这些 InputEvent

下面以滑动一下 recyclerView 为例子, 整体逻辑如下:

native post input callback

vsync 信号到来, 执行 doFrame,执行到 input 阶段


do input callback

touchEvent 消费, recyclerView layout 一些 ViewHolder

onbindViewHolder

scroll 中 fill 结束,会执行 一个 recyclerView viewProperty 变化, 触发了invalidate

invalidate 会走硬件加速, 一直到达 ViewRootImpl , 从而将 Traversal 的 callback post choreographer执行到 traversal 阶段就会执行

滚动 schduleTraversals

ViewRootImpl 执行 performTraversal , 会根据目前是否需要重新layout , 然后执行layout, draw 等流程

Traversal

整个 input 到 traversal 结束,硬件绘制后, sync 任务到 GPU , 然后合成一帧。

交给 SurfaceFlinger 来显示。

SurfaceFlinger 是系统进程, 每一个应用进程是一个 client 端, 通过 IPC 机制,client 将图像显示工作交给 SurfaceFlinger

launch 一个 app:

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