filter sensor event by connection
we now don't send events down to a connection that has not
registered for this event.
Change-Id: I3fe507974d3e99293749bfec2ef871e8a0ee9600
diff --git a/services/sensorservice/SensorService.cpp b/services/sensorservice/SensorService.cpp
index 82cdf3d..b79373d 100644
--- a/services/sensorservice/SensorService.cpp
+++ b/services/sensorservice/SensorService.cpp
@@ -40,7 +40,6 @@
/*
* TODO:
- * - filter events per connection
* - make sure to keep the last value of each event type so we can quickly
* send something to application when they enable a sensor that is already
* active (the issue here is that it can take time before a value is
@@ -162,6 +161,7 @@
LOGD("nuSensorService thread starting...");
sensors_event_t buffer[16];
+ sensors_event_t scratch[16];
struct sensors_poll_device_t* device = mSensorDevice;
ssize_t count;
@@ -177,10 +177,11 @@
size_t numConnections = activeConnections.size();
if (numConnections) {
+ Mutex::Autolock _l(mLock);
for (size_t i=0 ; i<numConnections ; i++) {
sp<SensorEventConnection> connection(activeConnections[i].promote());
if (connection != 0) {
- connection->sendEvents(buffer, count);
+ connection->sendEvents(buffer, count, scratch);
}
}
}
@@ -425,12 +426,23 @@
}
status_t SensorService::SensorEventConnection::sendEvents(
- sensors_event_t const* buffer, size_t count)
+ sensors_event_t const* buffer, size_t numEvents,
+ sensors_event_t* scratch)
{
- // TODO: we should only send the events for the sensors this connection
- // is registered for.
+ // filter out events not for this connection
+ size_t count=0, i=0;
+ while (i<numEvents) {
+ const int32_t curr = buffer[i].sensor;
+ if (mSensorInfo.indexOfKey(curr) >= 0) {
+ do {
+ scratch[count++] = buffer[i++];
+ } while ((i<numEvents) && (buffer[i].sensor == curr));
+ } else {
+ i++;
+ }
+ }
- ssize_t size = mChannel->write(buffer, count*sizeof(sensors_event_t));
+ ssize_t size = mChannel->write(scratch, count*sizeof(sensors_event_t));
if (size == -EAGAIN) {
// the destination doesn't accept events anymore, it's probably
// full. For now, we just drop the events on the floor.