[Optimization] It's no need to start the dispatch cycle going if the outbound queue was not previously empty.

If the outbound queue was not previpusly empty, it indicates that the connection's pipe is full.We will try start the next dispatch cycle for this connection in "doDispatchCycleFinishedCommand".
This follows "enqueueDispatchEntriesLocked".

Change-Id: I7736c2bfdb13c35a51b74c46ada7b0f562fecfd9
Merged-In: I7736c2bfdb13c35a51b74c46ada7b0f562fecfd9
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 5e9427a..564acc0 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -3640,6 +3640,8 @@
     target.inputChannel = connection->inputChannel;
     target.flags = InputTarget::FLAG_DISPATCH_AS_IS;
 
+    const bool wasEmpty = connection->outboundQueue.empty();
+
     for (size_t i = 0; i < cancelationEvents.size(); i++) {
         std::unique_ptr<EventEntry> cancelationEventEntry = std::move(cancelationEvents[i]);
         switch (cancelationEventEntry->type) {
@@ -3674,7 +3676,10 @@
                                    InputTarget::FLAG_DISPATCH_AS_IS);
     }
 
-    startDispatchCycleLocked(currentTime, connection);
+    // If the outbound queue was previously empty, start the dispatch cycle going.
+    if (wasEmpty && !connection->outboundQueue.empty()) {
+        startDispatchCycleLocked(currentTime, connection);
+    }
 }
 
 void InputDispatcher::synthesizePointerDownEventsForConnectionLocked(
@@ -3708,6 +3713,8 @@
     target.inputChannel = connection->inputChannel;
     target.flags = InputTarget::FLAG_DISPATCH_AS_IS;
 
+    const bool wasEmpty = connection->outboundQueue.empty();
+
     for (std::unique_ptr<EventEntry>& downEventEntry : downEvents) {
         switch (downEventEntry->type) {
             case EventEntry::Type::MOTION: {
@@ -3733,8 +3740,10 @@
         enqueueDispatchEntryLocked(connection, std::move(downEventEntry), target,
                                    InputTarget::FLAG_DISPATCH_AS_IS);
     }
-
-    startDispatchCycleLocked(currentTime, connection);
+    // If the outbound queue was previously empty, start the dispatch cycle going.
+    if (wasEmpty && !connection->outboundQueue.empty()) {
+        startDispatchCycleLocked(currentTime, connection);
+    }
 }
 
 std::unique_ptr<MotionEntry> InputDispatcher::splitMotionEvent(