Merge "Do not slip touch into window with same input channel" into udc-dev
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 6b9ad44..97b57b4 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2402,6 +2402,7 @@
             const bool isStylus = isPointerFromStylus(entry, /*pointerIndex=*/0);
             sp<WindowInfoHandle> oldTouchedWindowHandle =
                     tempTouchState.getFirstForegroundWindowHandle();
+            LOG_ALWAYS_FATAL_IF(oldTouchedWindowHandle == nullptr);
             auto [newTouchedWindowHandle, _] = findTouchedWindowAtLocked(displayId, x, y, isStylus);
 
             // Verify targeted injection.
@@ -2417,13 +2418,11 @@
                 newTouchedWindowHandle = nullptr;
             }
 
-            if (oldTouchedWindowHandle != newTouchedWindowHandle &&
-                oldTouchedWindowHandle != nullptr && newTouchedWindowHandle != nullptr) {
-                if (DEBUG_FOCUS) {
-                    ALOGD("Touch is slipping out of window %s into window %s in display %" PRId32,
-                          oldTouchedWindowHandle->getName().c_str(),
-                          newTouchedWindowHandle->getName().c_str(), displayId);
-                }
+            if (!haveSameToken(oldTouchedWindowHandle, newTouchedWindowHandle)) {
+                ALOGD("Touch is slipping out of window %s into window %s in display %" PRId32,
+                      oldTouchedWindowHandle->getName().c_str(),
+                      newTouchedWindowHandle->getName().c_str(), displayId);
+
                 // Make a slippery exit from the old window.
                 std::bitset<MAX_POINTER_ID + 1> pointerIds;
                 const int32_t pointerId = entry.pointerProperties[0].id;
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 27d7b9c..3bfc7bf 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -6140,6 +6140,28 @@
     touchAndAssertPositions(AMOTION_EVENT_ACTION_MOVE, touchedPoints, expectedPoints);
 }
 
+/**
+ * When one of the windows is slippery, the touch should not slip into the other window with the
+ * same input channel.
+ */
+TEST_F(InputDispatcherMultiWindowSameTokenTests, TouchDoesNotSlipEvenIfSlippery) {
+    mWindow1->setSlippery(true);
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}});
+
+    // Touch down in window 1
+    mDispatcher->notifyMotion(generateMotionArgs(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN,
+                                                 ADISPLAY_ID_DEFAULT, {{50, 50}}));
+    consumeMotionEvent(mWindow1, ACTION_DOWN, {{50, 50}});
+
+    // Move touch to be above window 2. Even though window 1 is slippery, touch should not slip.
+    // That means the gesture should continue normally, without any ACTION_CANCEL or ACTION_DOWN
+    // getting generated.
+    mDispatcher->notifyMotion(generateMotionArgs(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN,
+                                                 ADISPLAY_ID_DEFAULT, {{150, 150}}));
+
+    consumeMotionEvent(mWindow1, ACTION_MOVE, {{150, 150}});
+}
+
 class InputDispatcherSingleWindowAnr : public InputDispatcherTest {
     virtual void SetUp() override {
         InputDispatcherTest::SetUp();