Add InputDispatcher unit tests for untrusted touches [5/n]
This is the unit test compliment of ag/12198106.
Test that taps *inside* windows with flags FLAG_WATCH_OUTSIDE_TOUCH |
FLAG_NOT_TOUCHABLE result in ACTION_OUTSIDE events. This is important
for security to make sure apps can't learn the position of touches
(outside vs inside) while letting them pass-through.
Bug: 158002302
Bug: 177840583
Fix: 110901409
Test: atest InputDispatcherUntrustedTouchesTest
Change-Id: Iaa59fa4c057c2f1d81d0e7010fddf0248adf23e5
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index 209639c..8456387 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -908,6 +908,8 @@
mInfo.addTouchableRegion(frame);
}
+ void addFlags(Flags<InputWindowInfo::Flag> flags) { mInfo.flags |= flags; }
+
void setFlags(Flags<InputWindowInfo::Flag> flags) { mInfo.flags = flags; }
void setInputFeatures(InputWindowInfo::Feature features) { mInfo.inputFeatures = features; }
@@ -4318,6 +4320,17 @@
mTouchWindow->assertNoEvents();
}
+TEST_F(InputDispatcherUntrustedTouchesTest,
+ WindowWithBlockUntrustedOcclusionMode_DoesNotReceiveTouch) {
+ const sp<FakeWindowHandle>& w =
+ getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
+
+ touch();
+
+ w->assertNoEvents();
+}
+
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithAllowOcclusionMode_AllowsTouch) {
const sp<FakeWindowHandle>& w = getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::ALLOW);
mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
@@ -4358,6 +4371,48 @@
mTouchWindow->consumeAnyMotionDown();
}
+TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithZeroOpacity_DoesNotReceiveTouch) {
+ const sp<FakeWindowHandle>& w =
+ getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
+
+ touch();
+
+ w->assertNoEvents();
+}
+
+/**
+ * This is important to make sure apps can't indirectly learn the position of touches (outside vs
+ * inside) while letting them pass-through. Note that even though touch passes through the occluding
+ * window, the occluding window will still receive ACTION_OUTSIDE event.
+ */
+TEST_F(InputDispatcherUntrustedTouchesTest,
+ WindowWithZeroOpacityAndWatchOutside_ReceivesOutsideEvent) {
+ const sp<FakeWindowHandle>& w =
+ getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
+ w->addFlags(InputWindowInfo::Flag::WATCH_OUTSIDE_TOUCH);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
+
+ touch();
+
+ w->consumeMotionOutside();
+}
+
+TEST_F(InputDispatcherUntrustedTouchesTest, OutsideEvent_HasZeroCoordinates) {
+ const sp<FakeWindowHandle>& w =
+ getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::BLOCK_UNTRUSTED, 0.0f);
+ w->addFlags(InputWindowInfo::Flag::WATCH_OUTSIDE_TOUCH);
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {w, mTouchWindow}}});
+
+ touch();
+
+ InputEvent* event = w->consume();
+ ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType());
+ MotionEvent& motionEvent = static_cast<MotionEvent&>(*event);
+ EXPECT_EQ(0.0f, motionEvent.getRawPointerCoords(0)->getX());
+ EXPECT_EQ(0.0f, motionEvent.getRawPointerCoords(0)->getY());
+}
+
TEST_F(InputDispatcherUntrustedTouchesTest, WindowWithOpacityBelowThreshold_AllowsTouch) {
const sp<FakeWindowHandle>& w =
getOccludingWindow(APP_B_UID, "B", TouchOcclusionMode::USE_OPACITY, 0.7f);