Cancel drag and drop when pointers are canceled for the drag window
When a cancel event is synthesized for any reason for the drag window
when drag and drop is active, we should cancel the ongoing drag and drop
operation. Otherwise, the system may end up in an unexpected state
resulting in unwanted behavior.
Bug: 291181957
Test: atest inputflinger_tests
Change-Id: Ic5e328f0e445e3271cb1797725c4c00589a6b5e1
Signed-off-by: Linnan Li <lilinnan@xiaomi.corp-partner.google.com>
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index d532d50..395ce03 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -9367,6 +9367,76 @@
mSecondWindow->assertNoEvents();
}
+/**
+ * Start drag and drop with a pointer whose id is not 0, cancel the current touch, and ensure drag
+ * and drop is also canceled. Then inject a simple gesture, and ensure dispatcher does not crash.
+ */
+TEST_F(InputDispatcherDragTests, DragAndDropFinishedWhenCancelCurrentTouch) {
+ // Down on second window
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {150, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+ ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionDown());
+ ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionDown());
+
+ // Down on first window
+ const MotionEvent secondFingerDownEvent =
+ MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(150).y(50))
+ .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER).x(50).y(50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(*mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
+ ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionMove());
+ ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionPointerDown(1));
+
+ // Start drag on first window
+ ASSERT_TRUE(startDrag(/*sendDown=*/false, AINPUT_SOURCE_TOUCHSCREEN));
+
+ // Trigger cancel
+ mDispatcher->cancelCurrentTouch();
+ ASSERT_NO_FATAL_FAILURE(mSecondWindow->consumeMotionCancel());
+ ASSERT_NO_FATAL_FAILURE(mDragWindow->consumeMotionCancel());
+ ASSERT_NO_FATAL_FAILURE(mSpyWindow->consumeMotionCancel());
+
+ ASSERT_TRUE(mDispatcher->waitForIdle());
+ // The D&D finished with nullptr
+ mFakePolicy->assertDropTargetEquals(*mDispatcher, nullptr);
+
+ // Remove drag window
+ mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0});
+
+ // Inject a simple gesture, ensure dispatcher not crashed
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ PointF{50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown());
+
+ const MotionEvent moveEvent =
+ MotionEventBuilder(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ADISPLAY_ID_DEFAULT)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER).x(50).y(50))
+ .build();
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionEvent(*mDispatcher, moveEvent, INJECT_EVENT_TIMEOUT,
+ InputEventInjectionSync::WAIT_FOR_RESULT))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionMove());
+
+ ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+ injectMotionUp(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+ {50, 50}))
+ << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+ ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionUp());
+}
+
class InputDispatcherDropInputFeatureTest : public InputDispatcherTest {};
TEST_F(InputDispatcherDropInputFeatureTest, WindowDropsInput) {