上一篇文章中分析了系统是如何把桌面应用拉起的。(见Android 9.0 Launcher3源码分析(一)——系统启动Launcher流程)
现在接上文,分析一下Launcher应用的启动流程。
首先把Launcher的onCreate贴出来。
@Override
protected void onCreate(Bundle savedInstanceState) {
if (DEBUG_STRICT_MODE) {
StrictMode.setThreadPolicy(new StrictMode.ThreadPolicy.Builder()
.detectDiskReads()
.detectDiskWrites()
.detectNetwork() // or .detectAll() for all detectable problems
.penaltyLog()
.build());
StrictMode.setVmPolicy(new StrictMode.VmPolicy.Builder()
.detectLeakedSqlLiteObjects()
.detectLeakedClosableObjects()
.penaltyLog()
.penaltyDeath()
.build());
}
TraceHelper.beginSection("Launcher-onCreate");
super.onCreate(savedInstanceState);
TraceHelper.partitionSection("Launcher-onCreate", "super call");
LauncherAppState app = LauncherAppState.getInstance(this);
mOldConfig = new Configuration(getResources().getConfiguration());
mModel = app.setLauncher(this);
initDeviceProfile(app.getInvariantDeviceProfile());
mSharedPrefs = Utilities.getPrefs(this);
mIconCache = app.getIconCache();
mAccessibilityDelegate = new LauncherAccessibilityDelegate(this);
mDragController = new DragController(this);
mAllAppsController = new AllAppsTransitionController(this);
mStateManager = new LauncherStateManager(this);
UiFactory.onCreate(this);
mAppWidgetManager = AppWidgetManagerCompat.getInstance(this);
mAppWidgetHost = new LauncherAppWidgetHost(this);
mAppWidgetHost.startListening();
mLauncherView = LayoutInflater.from(this).inflate(R.layout.launcher, null);
setupViews();
mPopupDataProvider = new PopupDataProvider(this);
mRotationHelper = new RotationHelper(this);
mAppTransitionManager = LauncherAppTransitionManager.newInstance(this);
boolean internalStateHandled = InternalStateHandler.handleCreate(this, getIntent());
if (internalStateHandled) {
if (savedInstanceState != null) {
// InternalStateHandler has already set the appropriate state.
// We dont need to do anything.
savedInstanceState.remove(RUNTIME_STATE);
}
}
restoreState(savedInstanceState);
// We only load the page synchronously if the user rotates (or triggers a
// configuration change) while launcher is in the foreground
int currentScreen = PagedView.INVALID_RESTORE_PAGE;
if (savedInstanceState != null) {
currentScreen = savedInstanceState.getInt(RUNTIME_STATE_CURRENT_SCREEN, currentScreen);
}
if (!mModel.startLoader(currentScreen)) {
if (!internalStateHandled) {
// If we are not binding synchronously, show a fade in animation when
// the first page bind completes.
mDragLayer.getAlphaProperty(ALPHA_INDEX_LAUNCHER_LOAD).setValue(0);
}
} else {
// Pages bound synchronously.
mWorkspace.setCurrentPage(currentScreen);
setWorkspaceLoading(true);
}
// For handling default keys
setDefaultKeyMode(DEFAULT_KEYS_SEARCH_LOCAL);
setContentView(mLauncherView);
getRootView().dispatchInsets();
// Listen for broadcasts
registerReceiver(mScreenOffReceiver, new IntentFilter(Intent.ACTION_SCREEN_OFF));
getSystemUiController().updateUiState(SystemUiController.UI_STATE_BASE_WINDOW,
Themes.getAttrBoolean(this, R.attr.isWorkspaceDarkText));
if (mLauncherCallbacks != null) {
mLauncherCallbacks.onCreate(savedInstanceState);
}
mRotationHelper.initialize();
TraceHelper.endSection("Launcher-onCreate");
}
我们从头开始看,在super.onCreate过后,首先调用了LauncherAppState.getInstance(this)
来初始化一个单例对象。LauncherAppState里面保存了一些比较常用的对象,方便其他地方通过单例来获取,比如IconCache(图标缓存)、LauncherModel(负责数据加载和处理各种回调)等。getInstance
函数如下,注意这里初始化使用的application的Context,因为单例作为static对象,生命周期是与application生命周期一样长的,如果这里使用了Activity的Context,会导致activity退出后,该Context依然被单例持有而无法回收,于是出现内存泄露。
public static LauncherAppState getInstance(final Context context) {
if (INSTANCE == null) {
if (Looper.myLooper() == Looper.getMainLooper()) {
INSTANCE = new LauncherAppState(context.getApplicationContext());
} else {
try {
return new MainThreadExecutor().submit(new Callable<LauncherAppState>() {
@Override
public LauncherAppState call() throws Exception {
return LauncherAppState.getInstance(context);
}
}).get();
} catch (InterruptedException|ExecutionException e) {
throw new RuntimeException(e);
}
}
}
return INSTANCE;
}
继续看LauncherAppState的初始化过程。这里面其实就是各个对象的实例创建过程,并且注册了一些系统事件的监听。
private LauncherAppState(Context context) {
if (getLocalProvider(context) == null) {
throw new RuntimeException(
"Initializing LauncherAppState in the absence of LauncherProvider");
}
Log.v(Launcher.TAG, "LauncherAppState initiated");
Preconditions.assertUIThread();
mContext = context;
mInvariantDeviceProfile = new InvariantDeviceProfile(mContext);
mIconCache = new IconCache(mContext, mInvariantDeviceProfile);
mWidgetCache = new WidgetPreviewLoader(mContext, mIconCache);
mModel = new LauncherModel(this, mIconCache, AppFilter.newInstance(mContext));
LauncherAppsCompat.getInstance(mContext).addOnAppsChangedCallback(mModel);
// Register intent receivers
IntentFilter filter = new IntentFilter();
filter.addAction(Intent.ACTION_LOCALE_CHANGED);
// For handling managed profiles
filter.addAction(Intent.ACTION_MANAGED_PROFILE_ADDED);
filter.addAction(Intent.ACTION_MANAGED_PROFILE_REMOVED);
filter.addAction(Intent.ACTION_MANAGED_PROFILE_AVAILABLE);
filter.addAction(Intent.ACTION_MANAGED_PROFILE_UNAVAILABLE);
filter.addAction(Intent.ACTION_MANAGED_PROFILE_UNLOCKED);
if (FeatureFlags.IS_DOGFOOD_BUILD) {
filter.addAction(ACTION_FORCE_ROLOAD);
}
mContext.registerReceiver(mModel, filter);
UserManagerCompat.getInstance(mContext).enableAndResetCache();
new ConfigMonitor(mContext).register();
if (!mContext.getResources().getBoolean(R.bool.notification_badging_enabled)) {
mNotificationBadgingObserver = null;
} else {
// Register an observer to rebind the notification listener when badging is re-enabled.
mNotificationBadgingObserver = new SettingsObserver.Secure(
mContext.getContentResolver()) {
@Override
public void onSettingChanged(boolean isNotificationBadgingEnabled) {
if (isNotificationBadgingEnabled) {
NotificationListener.requestRebind(new ComponentName(
mContext, NotificationListener.class));
}
}
};
mNotificationBadgingObserver.register(NOTIFICATION_BADGING);
}
}
回到刚才的Launcher创建流程,LauncherAppState初始化完成后,有这样一句mModel = app.setLauncher(this),
这里调用了mModel.initialize(launcher)
,这里将传过来的Callbacks对象(也就是Launcher,Launcher实现了Callbacks接口)保存为了弱引用。同样是基于避免内存泄露的考虑。还记得上文提到的LauncherAppState,LauncherModel是其内部的一个成员变量,生命周期也是比Launcher这个Activity要长的。
public void initialize(Callbacks callbacks) {
synchronized (mLock) {
Preconditions.assertUIThread();
mCallbacks = new WeakReference<>(callbacks);
}
}
继续Launcher的create,之后是initDeviceProfile(app.getInvariantDeviceProfile())
,DeviceProfile是与Launcher布局相关的一个重要类,这里面保存了所有布局相关数据比如图标大小、页面宽高、各种padding等等。然后创建一些其他对象后,终于inflate了R.layout.launcher。继续往下就执行到一个关键函数mModel.startLoader(currentScreen)
,前面执行的都是诸如对象创建、View的inflate等逻辑,并没有涉及到数据相关的内容,此函数就是开启Launcher数据加载的一个调用。
之后又是一些初始化的逻辑。所以我们前面啰嗦一大堆,其实onCreate干的事情简单说来就是初始化对象、加载布局、注册一些事件监听、以及开启数据加载。
接着看数据加载与绑定流程。数据加载的调用实际是这样的startLoader()→startLoaderForResults()。从如下代码中可知,数据加载时在一个工作线程去做的,这是很正常的一个选择,避免阻塞主线程。
public void startLoaderForResults(LoaderResults results) {
synchronized (mLock) {
stopLoader();
mLoaderTask = new LoaderTask(mApp, mBgAllAppsList, sBgDataModel, results);
runOnWorkerThread(mLoaderTask);
}
}
private static void runOnWorkerThread(Runnable r) {
if (sWorkerThread.getThreadId() == Process.myTid()) {
r.run();
} else {
// If we are not on the worker thread, then post to the worker handler
sWorker.post(r);
}
}
在工作线程跑的是一个LoaderTask类,实现了Runnable接口。我们直接来看其run函数的定义。
public void run() {
synchronized (this) {
// Skip fast if we are already stopped.
if (mStopped) {
return;
}
}
TraceHelper.beginSection(TAG);
try (LauncherModel.LoaderTransaction transaction = mApp.getModel().beginLoader(this)) {
TraceHelper.partitionSection(TAG, "step 1.1: loading workspace");
loadWorkspace();
verifyNotStopped();
TraceHelper.partitionSection(TAG, "step 1.2: bind workspace workspace");
mResults.bindWorkspace();
// Notify the installer packages of packages with active installs on the first screen.
TraceHelper.partitionSection(TAG, "step 1.3: send first screen broadcast");
sendFirstScreenActiveInstallsBroadcast();
// Take a break
TraceHelper.partitionSection(TAG, "step 1 completed, wait for idle");
waitForIdle();
verifyNotStopped();
// second step
TraceHelper.partitionSection(TAG, "step 2.1: loading all apps");
loadAllApps();
TraceHelper.partitionSection(TAG, "step 2.2: Binding all apps");
verifyNotStopped();
mResults.bindAllApps();
verifyNotStopped();
TraceHelper.partitionSection(TAG, "step 2.3: Update icon cache");
updateIconCache();
// Take a break
TraceHelper.partitionSection(TAG, "step 2 completed, wait for idle");
waitForIdle();
verifyNotStopped();
// third step
TraceHelper.partitionSection(TAG, "step 3.1: loading deep shortcuts");
loadDeepShortcuts();
verifyNotStopped();
TraceHelper.partitionSection(TAG, "step 3.2: bind deep shortcuts");
mResults.bindDeepShortcuts();
// Take a break
TraceHelper.partitionSection(TAG, "step 3 completed, wait for idle");
waitForIdle();
verifyNotStopped();
// fourth step
TraceHelper.partitionSection(TAG, "step 4.1: loading widgets");
mBgDataModel.widgetsModel.update(mApp, null);
verifyNotStopped();
TraceHelper.partitionSection(TAG, "step 4.2: Binding widgets");
mResults.bindWidgets();
transaction.commit();
} catch (CancellationException e) {
// Loader stopped, ignore
TraceHelper.partitionSection(TAG, "Cancelled");
}
TraceHelper.endSection(TAG);
}
非常清晰明了,一步一步通过注释和Log都标出来了。Launcher里面数据比较多,包括所有应用的图标和应用数据,所有应用的Widget数据,桌面已添加的用户数据等,随着Android大版本演进,还有DeepShortcuts等新的数据类型。如果按照常规的加载做法,等加载数据完成后再显示到View,耗时就太长了。为了优化体验,Launcher于是采用了分批加载、分批绑定的做法。这是大家在应用开发时可以借鉴的一种优化方案。整体的加载绑定流程如下。
我们以其中的加载与绑定桌面内容为例来进行说明,后面的三步在弄明白第一步如何做之后也就是业务逻辑上的差异,不再赘述。
加载桌面内容,调用函数为loadWorkspace()
。这个函数很长,这里就不贴代码了。简述一下其流程。
首先我们要知道一个BgDataModel类,这个类用于把所有数据对应的实例管理起来。如下面代码,可以看到有workspaceItems(所有应用图标数据对应的ItemInfo),appWidgets(所有AppWidgets数据对应的LauncherAppWidgetInfo)等等。
public final LongArrayMap<ItemInfo> itemsIdMap = new LongArrayMap<>();
public final ArrayList<ItemInfo> workspaceItems = new ArrayList<>();
public final ArrayList<LauncherAppWidgetInfo> appWidgets = new ArrayList<>();
public final LongArrayMap<FolderInfo> folders = new LongArrayMap<>();
public final ArrayList<Long> workspaceScreens = new ArrayList<>();
public final Map<ShortcutKey, MutableInt> pinnedShortcutCounts = new HashMap<>();
public boolean hasShortcutHostPermission;
public final MultiHashMap<ComponentKey, String> deepShortcutMap = new MultiHashMap<>();
public final WidgetsModel widgetsModel = new WidgetsModel();
然后正式来看loadWorkspace
。
- 通过
LauncherSettings.Favorites.CONTENT_URI
查询Favorites表的所有内容,拿到cursor。 - 遍历cursor,进行数据的整理。每一行数据都有一个对应的itemType,标志着这一行的数据对应的是一个应用、还是一个Widget或文件夹等。不同的类型会进行不同的处理。
- 对于图标类型(itemType是
ITEM_TYPE_SHORTCUT,ITEM_TYPE_APPLICATION,ITEM_TYPE_DEEP_SHORTCUT
),首先经过一系列判断,判断其是否还可用(比如应用在Launcher未启动时被卸载导致不可用),不可用的话就标记为可删除,继续循环。如果可用的话,就根据当前cursor的内容,生成一个ShortcutInfo对象,保存到BgDataModel。 - 对于文件夹类型(itemType是
ITEM_TYPE_FOLDER
),直接生成一个对应的FolderInfo对象,保存到BgDataModel。 - 对于AppWidget(itemType是
ITEM_TYPE_APPWIDGET
,ITEM_TYPE_CUSTOM_APPWIDGET
),也需要经过是否可用的判断,但是可用条件与图标类型是有差异的。如果可用,生成一个LauncherAppWidgetInfo对象,保存到BgDataModel。 - 经过上述流程,现在所有数据库里读出的内容已经分类完毕,并且保存到了内存(BgDataModel)中。然后开始处理之前标记为可删除的内容。显示从数据库中删除对应的行,然后还要判断此次删除操作是否带来了其他需要删除的内容。比如某个文件夹或者某一页只有一个图标,这个图标因为某些原因被删掉了,那么此文件夹或页面也需要被删掉。
至此数据加载完毕,开始要进行绑定了,也就是mResults.bindWorkspace()
此函数在LoaderResults类中。函数在执行数据绑定之前,会执行这样一段代码。
// Separate the items that are on the current screen, and all the other remaining items
ArrayList<ItemInfo> currentWorkspaceItems = new ArrayList<>();
ArrayList<ItemInfo> otherWorkspaceItems = new ArrayList<>();
ArrayList<LauncherAppWidgetInfo> currentAppWidgets = new ArrayList<>();
ArrayList<LauncherAppWidgetInfo> otherAppWidgets = new ArrayList<>();
filterCurrentWorkspaceItems(currentScreenId, workspaceItems, currentWorkspaceItems,
otherWorkspaceItems);
filterCurrentWorkspaceItems(currentScreenId, appWidgets, currentAppWidgets,
otherAppWidgets);
sortWorkspaceItemsSpatially(currentWorkspaceItems);
sortWorkspaceItemsSpatially(otherWorkspaceItems);
这段代码做的事情是,把Launcher启动后默认显示出来那一页所拥有的数据筛选到currentWorkspaceItems与currentAppWidgets,其他页的数据筛选到otherWorkspaceItems与otherAppWidgets。然后对每个list,按照从上到下,从左到右的顺序进行排序。然后可以开始绑定了。下面代码的Callbacks就是Launcher activity实例,首先通知Launcher要开始绑定了(callbacks.startBinding()
),然后先把空页面添加到View tree中(callbacks.bindScreens(orderedScreenIds)
),之后先绑定默认页的所有元素(下段代码的最后一句)。当然这些所有的操作都是通过mUiExecutor放到主线程执行的。
// Tell the workspace that we're about to start binding items
r = new Runnable() {
public void run() {
Callbacks callbacks = mCallbacks.get();
if (callbacks != null) {
callbacks.clearPendingBinds();
callbacks.startBinding();
}
}
};
mUiExecutor.execute(r);
// Bind workspace screens
mUiExecutor.execute(new Runnable() {
@Override
public void run() {
Callbacks callbacks = mCallbacks.get();
if (callbacks != null) {
callbacks.bindScreens(orderedScreenIds);
}
}
});
Executor mainExecutor = mUiExecutor;
// Load items on the current page.
bindWorkspaceItems(currentWorkspaceItems, currentAppWidgets, mainExecutor);
最后一句的内容如下,也是通过callbacks调用在Launcher中的bindItems函数。
private void bindWorkspaceItems(final ArrayList<ItemInfo> workspaceItems,
final ArrayList<LauncherAppWidgetInfo> appWidgets,
final Executor executor) {
// Bind the workspace items
int N = workspaceItems.size();
for (int i = 0; i < N; i += ITEMS_CHUNK) {
final int start = i;
final int chunkSize = (i+ITEMS_CHUNK <= N) ? ITEMS_CHUNK : (N-i);
final Runnable r = new Runnable() {
@Override
public void run() {
Callbacks callbacks = mCallbacks.get();
if (callbacks != null) {
callbacks.bindItems(workspaceItems.subList(start, start+chunkSize), false);
}
}
};
executor.execute(r);
}
// Bind the widgets, one at a time
N = appWidgets.size();
for (int i = 0; i < N; i++) {
final ItemInfo widget = appWidgets.get(i);
final Runnable r = new Runnable() {
public void run() {
Callbacks callbacks = mCallbacks.get();
if (callbacks != null) {
callbacks.bindItems(Collections.singletonList(widget), false);
}
}
};
executor.execute(r);
}
}
bindItems函数我们看一下其中的关键代码。根据不同的itemType来生产不同的View,然后通过addInScreenFromBind
函数将View add到相应的ViewGroup去。
@Override
public void bindItems(final List<ItemInfo> items, final boolean forceAnimateIcons) {
...
switch (item.itemType) {
case LauncherSettings.Favorites.ITEM_TYPE_APPLICATION:
case LauncherSettings.Favorites.ITEM_TYPE_SHORTCUT:
case LauncherSettings.Favorites.ITEM_TYPE_DEEP_SHORTCUT: {
ShortcutInfo info = (ShortcutInfo) item;
view = createShortcut(info);
break;
}
case LauncherSettings.Favorites.ITEM_TYPE_FOLDER: {
view = FolderIcon.fromXml(R.layout.folder_icon, this,
(ViewGroup) workspace.getChildAt(workspace.getCurrentPage()),
(FolderInfo) item);
break;
}
case LauncherSettings.Favorites.ITEM_TYPE_APPWIDGET:
case LauncherSettings.Favorites.ITEM_TYPE_CUSTOM_APPWIDGET: {
view = inflateAppWidget((LauncherAppWidgetInfo) item);
if (view == null) {
continue;
}
break;
}
default:
throw new RuntimeException("Invalid Item Type");
}
...
workspace.addInScreenFromBind(view, item);
...
}
默认页的元素绑定完了,然后继续绑定其他页的元素。这里我们从注释也可以看出,Launcher为了让默认页尽快显示,自定义了一个ViewOnDrawExecutor,这里面会让绑定其他页的操作在绑定完第一页的元素并且第一次onDraw执行完之后才执行。读者有兴趣的话可以去看看这个Executor的实现。
// In case of validFirstPage, only bind the first screen, and defer binding the
// remaining screens after first onDraw (and an optional the fade animation whichever
// happens later).
// This ensures that the first screen is immediately visible (eg. during rotation)
// In case of !validFirstPage, bind all pages one after other.
final Executor deferredExecutor =
validFirstPage ? new ViewOnDrawExecutor() : mainExecutor;
mainExecutor.execute(new Runnable() {
@Override
public void run() {
Callbacks callbacks = mCallbacks.get();
if (callbacks != null) {
callbacks.finishFirstPageBind(
validFirstPage ? (ViewOnDrawExecutor) deferredExecutor : null);
}
}
});
bindWorkspaceItems(otherWorkspaceItems, otherAppWidgets, deferredExecutor);
经过其他页的绑定之后,桌面数据的加载与绑定也就到此为止。接下来就是之前提到的另外三步后续加载与绑定内容了,不再赘述。但是在本文结束前,还想说一个值得一提的地方。
桌面数据的加载与绑定完之后,我们看这里执行了一个waitForIdle的函数,然后才是继续执行第二步。这个函数是做什么的呢?
// Take a break
TraceHelper.partitionSection(TAG, "step 1 completed, wait for idle");
waitForIdle();
verifyNotStopped();
// second step
TraceHelper.partitionSection(TAG, "step 2.1: loading all apps");
loadAllApps();
我们看下它的实现。
protected synchronized void waitForIdle() {
// Wait until the either we're stopped or the other threads are done.
// This way we don't start loading all apps until the workspace has settled
// down.
LooperIdleLock idleLock = mResults.newIdleLock(this);
// Just in case mFlushingWorkerThread changes but we aren't woken up,
// wait no longer than 1sec at a time
while (!mStopped && idleLock.awaitLocked(1000));
}
public class LooperIdleLock implements MessageQueue.IdleHandler, Runnable {
private final Object mLock;
private boolean mIsLocked;
public LooperIdleLock(Object lock, Looper looper) {
mLock = lock;
mIsLocked = true;
if (Utilities.ATLEAST_MARSHMALLOW) {
looper.getQueue().addIdleHandler(this);
} else {
// Looper.myQueue() only gives the current queue. Move the execution to the UI thread
// so that the IdleHandler is attached to the correct message queue.
new LooperExecutor(looper).execute(this);
}
}
@Override
public void run() {
Looper.myQueue().addIdleHandler(this);
}
@Override
public boolean queueIdle() {
synchronized (mLock) {
mIsLocked = false;
mLock.notify();
}
return false;
}
public boolean awaitLocked(long ms) {
if (mIsLocked) {
try {
// Just in case mFlushingWorkerThread changes but we aren't woken up,
// wait no longer than 1sec at a time
mLock.wait(ms);
} catch (InterruptedException ex) {
// Ignore
}
}
return mIsLocked;
}
}
这里面涉及到一个应用启动优化的技术。我们知道应用的启动优化可以有延迟加载、懒加载、异步加载等手段。而用一个名为IdleHandler
的类,就可以比较方便的实现延迟加载。这个后面有空的话再来细说吧,本文就先到这里。
下一篇将分析Launcher布局相关内容。
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