Check for redundant windows inside WindowInfos
Recently, our team has seen traces where dispatcher is taking a long
time to run - sometimes, more than 22 milliseconds. That's way longer
than the expected ~ 0.3 milliseconds for the entire inputflinger.
After examining the traces, I noticed that there's a lot of time spent
in both findTouchedWindowTargets and dispatchInputEvent. It appears that
we are trying to dispatch one input event multiple times to the same
channel, dreamOverlay.
One way this could be possible if we receive multiple, redundant windows.
In this CL, we add a crash to identify and get out of this bad state.
Bug: 311142655
Test: TEST=inputflinger_tests; m $TEST && $ANDROID_HOST_OUT/nativetest64/$TEST/$TEST
Change-Id: I2170928d1bb1e591b9c93b42dd86827e86a0c7fb
diff --git a/libs/gui/WindowInfo.cpp b/libs/gui/WindowInfo.cpp
index ba1d196..95b2641 100644
--- a/libs/gui/WindowInfo.cpp
+++ b/libs/gui/WindowInfo.cpp
@@ -258,8 +258,7 @@
mInfo = handle->mInfo;
}
-std::ostream& operator<<(std::ostream& out, const WindowInfoHandle& window) {
- const WindowInfo& info = *window.getInfo();
+std::ostream& operator<<(std::ostream& out, const WindowInfo& info) {
std::string transform;
info.transform.dump(transform, "transform", " ");
out << "name=" << info.name << ", id=" << info.id << ", displayId=" << info.displayId
@@ -277,4 +276,10 @@
return out;
}
+std::ostream& operator<<(std::ostream& out, const WindowInfoHandle& window) {
+ const WindowInfo& info = *window.getInfo();
+ out << info;
+ return out;
+}
+
} // namespace android::gui