Merge "Add tests for pointer stuck in TouchState" into udc-qpr-dev am: f6e3079e84 am: 6f1912a2b4
Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/native/+/23452593
Change-Id: I4e9c2d40bf24a1a76fbe1c2854a754065a376304
Signed-off-by: Automerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
diff --git a/services/inputflinger/dispatcher/Entry.cpp b/services/inputflinger/dispatcher/Entry.cpp
index b625a1b..a670ebe 100644
--- a/services/inputflinger/dispatcher/Entry.cpp
+++ b/services/inputflinger/dispatcher/Entry.cpp
@@ -352,7 +352,7 @@
entry.transform.dump(transform, "transform");
out << ", resolvedFlags=" << entry.resolvedFlags
<< ", targetFlags=" << entry.targetFlags.string() << ", transform=" << transform
- << "} original =" << entry.eventEntry->getDescription();
+ << "} original: " << entry.eventEntry->getDescription();
return out;
}
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index d235822..0dd5ac0 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -1136,12 +1136,29 @@
mInfo.inputConfig = WindowInfo::InputConfig::DEFAULT;
}
- sp<FakeWindowHandle> clone(
- const std::shared_ptr<InputApplicationHandle>& inputApplicationHandle,
- const std::unique_ptr<InputDispatcher>& dispatcher, int32_t displayId) {
- sp<FakeWindowHandle> handle =
- sp<FakeWindowHandle>::make(inputApplicationHandle, dispatcher,
- mInfo.name + "(Mirror)", displayId, mInfo.token);
+ sp<FakeWindowHandle> clone(int32_t displayId) {
+ sp<FakeWindowHandle> handle = sp<FakeWindowHandle>::make(mInfo.name + "(Mirror)");
+ handle->mInfo = mInfo;
+ handle->mInfo.displayId = displayId;
+ handle->mInfo.id = sId++;
+ handle->mInputReceiver = mInputReceiver;
+ return handle;
+ }
+
+ /**
+ * This is different from clone, because clone will make a "mirror" window - a window with the
+ * same token, but a different ID. The original window and the clone window are allowed to be
+ * sent to the dispatcher at the same time - they can coexist inside the dispatcher.
+ * This function will create a different object of WindowInfoHandle, but with the same
+ * properties as the original object - including the ID.
+ * You can use either the old or the new object to consume the events.
+ * IMPORTANT: The duplicated object is supposed to replace the original object, and not appear
+ * at the same time inside dispatcher.
+ */
+ sp<FakeWindowHandle> duplicate() {
+ sp<FakeWindowHandle> handle = sp<FakeWindowHandle>::make(mName);
+ handle->mInfo = mInfo;
+ handle->mInputReceiver = mInputReceiver;
return handle;
}
@@ -1410,9 +1427,11 @@
int getChannelFd() { return mInputReceiver->getChannelFd(); }
private:
+ FakeWindowHandle(std::string name) : mName(name){};
const std::string mName;
- std::unique_ptr<FakeInputReceiver> mInputReceiver;
+ std::shared_ptr<FakeInputReceiver> mInputReceiver;
static std::atomic<int32_t> sId; // each window gets a unique id, like in surfaceflinger
+ friend class sp<FakeWindowHandle>;
};
std::atomic<int32_t> FakeWindowHandle::sId{1};
@@ -3884,6 +3903,72 @@
}
/**
+ * Send a two-pointer gesture to a single window. The window's orientation changes in response to
+ * the first pointer.
+ * Ensure that the second pointer is not sent to the window.
+ *
+ * The subsequent gesture should be correctly delivered to the window.
+ */
+TEST_F(InputDispatcherTest, MultiplePointersWithRotatingWindow) {
+ std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+ sp<FakeWindowHandle> window =
+ sp<FakeWindowHandle>::make(application, mDispatcher, "Window", ADISPLAY_ID_DEFAULT);
+ window->setFrame(Rect(0, 0, 400, 400));
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}});
+
+ const nsecs_t baseTime = systemTime(SYSTEM_TIME_MONOTONIC);
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .downTime(baseTime + 10)
+ .eventTime(baseTime + 10)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100))
+ .build());
+
+ window->consumeMotionEvent(WithMotionAction(ACTION_DOWN));
+
+ // We need a new window object for the same window, because dispatcher will store objects by
+ // reference. That means that the testing code and the dispatcher will refer to the same shared
+ // object. Calling window->setTransform here would affect dispatcher's comparison
+ // of the old window to the new window, since both the old window and the new window would be
+ // updated to the same value.
+ sp<FakeWindowHandle> windowDup = window->duplicate();
+
+ // Change the transform so that the orientation is now different from original.
+ windowDup->setWindowTransform(0, -1, 1, 0);
+
+ mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowDup}}});
+
+ window->consumeMotionEvent(WithMotionAction(ACTION_CANCEL));
+
+ mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .downTime(baseTime + 10)
+ .eventTime(baseTime + 30)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100))
+ .pointer(PointerBuilder(1, ToolType::FINGER).x(200).y(200))
+ .build());
+
+ // Finish the gesture and start a new one. Ensure the new gesture is sent to the window
+ mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .downTime(baseTime + 10)
+ .eventTime(baseTime + 40)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100))
+ .pointer(PointerBuilder(1, ToolType::FINGER).x(200).y(200))
+ .build());
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .downTime(baseTime + 10)
+ .eventTime(baseTime + 50)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(100).y(100))
+ .build());
+
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .downTime(baseTime + 60)
+ .eventTime(baseTime + 60)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(40).y(40))
+ .build());
+
+ windowDup->consumeMotionEvent(WithMotionAction(ACTION_DOWN));
+}
+
+/**
* Ensure the correct coordinate spaces are used by InputDispatcher.
*
* InputDispatcher works in the display space, so its coordinate system is relative to the display
@@ -4464,16 +4549,13 @@
sp<FakeWindowHandle>::make(application, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
- sp<FakeWindowHandle> mirrorWindowInPrimary =
- firstWindowInPrimary->clone(application, mDispatcher, ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> mirrorWindowInPrimary = firstWindowInPrimary->clone(ADISPLAY_ID_DEFAULT);
mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200));
- sp<FakeWindowHandle> firstWindowInSecondary =
- firstWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
+ sp<FakeWindowHandle> firstWindowInSecondary = firstWindowInPrimary->clone(SECOND_DISPLAY_ID);
firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100));
- sp<FakeWindowHandle> secondWindowInSecondary =
- secondWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
+ sp<FakeWindowHandle> secondWindowInSecondary = secondWindowInPrimary->clone(SECOND_DISPLAY_ID);
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
// Update window info, let it find window handle of second display first.
@@ -4523,16 +4605,13 @@
sp<FakeWindowHandle>::make(application, mDispatcher, "D_1_W2", ADISPLAY_ID_DEFAULT);
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
- sp<FakeWindowHandle> mirrorWindowInPrimary =
- firstWindowInPrimary->clone(application, mDispatcher, ADISPLAY_ID_DEFAULT);
+ sp<FakeWindowHandle> mirrorWindowInPrimary = firstWindowInPrimary->clone(ADISPLAY_ID_DEFAULT);
mirrorWindowInPrimary->setFrame(Rect(0, 100, 100, 200));
- sp<FakeWindowHandle> firstWindowInSecondary =
- firstWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
+ sp<FakeWindowHandle> firstWindowInSecondary = firstWindowInPrimary->clone(SECOND_DISPLAY_ID);
firstWindowInSecondary->setFrame(Rect(0, 0, 100, 100));
- sp<FakeWindowHandle> secondWindowInSecondary =
- secondWindowInPrimary->clone(application, mDispatcher, SECOND_DISPLAY_ID);
+ sp<FakeWindowHandle> secondWindowInSecondary = secondWindowInPrimary->clone(SECOND_DISPLAY_ID);
secondWindowInPrimary->setFrame(Rect(100, 0, 200, 100));
// Update window info, let it find window handle of second display first.
@@ -6871,6 +6950,55 @@
mWindow->assertNoEvents();
}
+/**
+ * Send an event to the app and have the app not respond right away.
+ * When ANR is raised, policy will tell the dispatcher to cancel the events for that window.
+ * So InputDispatcher will enqueue ACTION_CANCEL event as well.
+ * At some point, the window becomes responsive again.
+ * Ensure that subsequent events get dropped, and the next gesture is delivered.
+ */
+TEST_F(InputDispatcherSingleWindowAnr, TwoGesturesWithAnr) {
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(10).y(10))
+ .build());
+
+ std::optional<uint32_t> sequenceNum = mWindow->receiveEvent(); // ACTION_DOWN
+ ASSERT_TRUE(sequenceNum);
+ const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT);
+ mFakePolicy->assertNotifyWindowUnresponsiveWasCalled(timeout, mWindow);
+
+ mWindow->finishEvent(*sequenceNum);
+ mWindow->consumeMotionEvent(WithMotionAction(ACTION_CANCEL));
+ ASSERT_TRUE(mDispatcher->waitForIdle());
+ mFakePolicy->assertNotifyWindowResponsiveWasCalled(mWindow->getToken(), mWindow->getPid());
+
+ // Now that the window is responsive, let's continue the gesture.
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11))
+ .build());
+
+ mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11))
+ .pointer(PointerBuilder(1, ToolType::FINGER).x(3).y(3))
+ .build());
+
+ mDispatcher->notifyMotion(MotionArgsBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11))
+ .pointer(PointerBuilder(1, ToolType::FINGER).x(3).y(3))
+ .build());
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(11).y(11))
+ .build());
+ // We already canceled this pointer, so the window shouldn't get any new events.
+ mWindow->assertNoEvents();
+
+ // Start another one.
+ mDispatcher->notifyMotion(MotionArgsBuilder(ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+ .pointer(PointerBuilder(0, ToolType::FINGER).x(15).y(15))
+ .build());
+ mWindow->consumeMotionEvent(WithMotionAction(ACTION_DOWN));
+}
+
class InputDispatcherMultiWindowAnr : public InputDispatcherTest {
virtual void SetUp() override {
InputDispatcherTest::SetUp();