Fix wallpaper window can't receive up event

If the wallpaper window is touchable and the above touched window has
`DUPLICATE_TOUCH_TO_WALLPAPER` flag, it would also deliver the same
touch event to the wallpaper window, and it have to set the
corresponding pointer ids to prevent it being erased in next pointer up.

Bug: 240308355
Test: atest inputflinger_tests
Change-Id: Ibf82b494e45e35babe9ba9f3dd1236fee8bcea6d
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 6d30090..01aa221 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2429,12 +2429,14 @@
                 if (info->displayId == displayId &&
                     windowHandle->getInfo()->inputConfig.test(
                             WindowInfo::InputConfig::IS_WALLPAPER)) {
+                    BitSet32 pointerIds;
+                    pointerIds.markBit(entry.pointerProperties[0].id);
                     tempTouchState.addOrUpdateWindow(windowHandle,
                                                      InputTarget::Flags::WINDOW_IS_OBSCURED |
                                                              InputTarget::Flags::
                                                                      WINDOW_IS_PARTIALLY_OBSCURED |
                                                              InputTarget::Flags::DISPATCH_AS_IS,
-                                                     BitSet32(0), entry.eventTime);
+                                                     pointerIds, entry.eventTime);
                 }
             }
         }
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 7817eca..9848950 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -1922,6 +1922,64 @@
     wallpaperWindow->assertNoEvents();
 }
 
+TEST_F(InputDispatcherTest, WallpaperWindowReceivesMultiTouch) {
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window =
+            sp<FakeWindowHandle>::make(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
+    window->setDupTouchToWallpaper(true);
+
+    sp<FakeWindowHandle> wallpaperWindow =
+            sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->setIsWallpaper(true);
+    constexpr int expectedWallpaperFlags =
+            AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
+    wallpaperWindow->setPreventSplitting(true);
+
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, wallpaperWindow}}});
+
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+                               {50, 50}))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    const MotionEvent secondFingerDownEvent =
+            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+                    .displayId(ADISPLAY_ID_DEFAULT)
+                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+                    .build();
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+                                InputEventInjectionSync::WAIT_FOR_RESULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+    window->consumeMotionPointerDown(1);
+    wallpaperWindow->consumeMotionPointerDown(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    const MotionEvent secondFingerUpEvent =
+            MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+                    .displayId(ADISPLAY_ID_DEFAULT)
+                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+                    .build();
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
+                                InputEventInjectionSync::WAIT_FOR_RESULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionPointerUp(1);
+    wallpaperWindow->consumeMotionPointerUp(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+}
+
 /**
  * On the display, have a single window, and also an area where there's no window.
  * First pointer touches the "no window" area of the screen. Second pointer touches the window.