Reject inconsistent globally injected events
The dispatcher currently crashes when certain inconsistent input events
are injected. This is affecting test stability negatively.
In this CL, we reject globally-injected inconsistent events. That may cause
some test flakiness, but should eliminate the crashes due to dispatcher
reaching bad state later.
Unfortunately, we can't currently reject all inconsistent injected
events. In the case of targeted injection, it is common for the caller
to leave pointers dangling. Since the injection happens into the
caller-owned windows only, at the end of those tests the windows get
cleaned up, so the dispatcher is still in a good state.
The eventual goal is to completely get rid of injection. Meanwhile,
however, this should help avoid at least some of the crashes.
Bug: 369935405
Flag: EXEMPT bugfix
Test: atest inputflinger_tests
Change-Id: I0696dbd3e4c5b88aad5aa853759227c0b56d5374
diff --git a/include/input/InputEventBuilders.h b/include/input/InputEventBuilders.h
index 1899a66..1696a62 100644
--- a/include/input/InputEventBuilders.h
+++ b/include/input/InputEventBuilders.h
@@ -250,6 +250,9 @@
public:
MotionEventBuilder(int32_t action, int32_t source) {
mAction = action;
+ if (mAction == AMOTION_EVENT_ACTION_CANCEL) {
+ mFlags |= AMOTION_EVENT_FLAG_CANCELED;
+ }
mSource = source;
mEventTime = systemTime(SYSTEM_TIME_MONOTONIC);
mDownTime = mEventTime;
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 4b43c27..f618277 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -4796,6 +4796,39 @@
}
}
+bool InputDispatcher::shouldRejectInjectedMotionLocked(const MotionEvent& motionEvent,
+ DeviceId deviceId,
+ ui::LogicalDisplayId displayId,
+ std::optional<gui::Uid> targetUid,
+ int32_t flags) {
+ // Don't verify targeted injection, since it will only affect the caller's
+ // window, and the windows are typically destroyed at the end of the test.
+ if (targetUid.has_value()) {
+ return false;
+ }
+
+ // Verify all other injected streams, whether the injection is coming from apps or from
+ // input filter. Print an error if the stream becomes inconsistent with this event.
+ // An inconsistent injected event sent could cause a crash in the later stages of
+ // dispatching pipeline.
+ auto [it, _] = mInputFilterVerifiersByDisplay.try_emplace(displayId,
+ std::string("Injection on ") +
+ displayId.toString());
+ InputVerifier& verifier = it->second;
+
+ Result<void> result =
+ verifier.processMovement(deviceId, motionEvent.getSource(), motionEvent.getAction(),
+ motionEvent.getPointerCount(),
+ motionEvent.getPointerProperties(),
+ motionEvent.getSamplePointerCoords(), flags);
+ if (!result.ok()) {
+ logDispatchStateLocked();
+ LOG(ERROR) << "Inconsistent event: " << motionEvent << ", reason: " << result.error();
+ return true;
+ }
+ return false;
+}
+
InputEventInjectionResult InputDispatcher::injectInputEvent(const InputEvent* event,
std::optional<gui::Uid> targetUid,
InputEventInjectionSync syncMode,
@@ -4906,32 +4939,10 @@
mLock.lock();
- {
- // Verify all injected streams, whether the injection is coming from apps or from
- // input filter. Print an error if the stream becomes inconsistent with this event.
- // An inconsistent injected event sent could cause a crash in the later stages of
- // dispatching pipeline.
- auto [it, _] =
- mInputFilterVerifiersByDisplay.try_emplace(displayId,
- std::string("Injection on ") +
- displayId.toString());
- InputVerifier& verifier = it->second;
-
- Result<void> result =
- verifier.processMovement(resolvedDeviceId, motionEvent.getSource(),
- motionEvent.getAction(),
- motionEvent.getPointerCount(),
- motionEvent.getPointerProperties(),
- motionEvent.getSamplePointerCoords(), flags);
- if (!result.ok()) {
- logDispatchStateLocked();
- LOG(ERROR) << "Inconsistent event: " << motionEvent
- << ", reason: " << result.error();
- if (policyFlags & POLICY_FLAG_INJECTED_FROM_ACCESSIBILITY) {
- mLock.unlock();
- return InputEventInjectionResult::FAILED;
- }
- }
+ if (shouldRejectInjectedMotionLocked(motionEvent, resolvedDeviceId, displayId,
+ targetUid, flags)) {
+ mLock.unlock();
+ return InputEventInjectionResult::FAILED;
}
const nsecs_t* sampleEventTimes = motionEvent.getSampleEventTimes();
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index 24e36ae..a6b7cc7 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -299,6 +299,10 @@
// Event injection and synchronization.
std::condition_variable mInjectionResultAvailable;
+ bool shouldRejectInjectedMotionLocked(const MotionEvent& motion, DeviceId deviceId,
+ ui::LogicalDisplayId displayId,
+ std::optional<gui::Uid> targetUid, int32_t flags)
+ REQUIRES(mLock);
void setInjectionResult(const EventEntry& entry,
android::os::InputEventInjectionResult injectionResult);
void transformMotionEntryForInjectionLocked(MotionEntry&,
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index c5702e9..df8bb99 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -12889,6 +12889,22 @@
// Remove drag window
mDispatcher->onWindowInfosChanged({{*mWindow->getInfo(), *mSecondWindow->getInfo()}, {}, 0, 0});
+ // Complete the first event stream, even though the injection will fail because there aren't any
+ // valid targets to dispatch this event to. This is still needed to make the input stream
+ // consistent
+ ASSERT_EQ(InputEventInjectionResult::FAILED,
+ injectMotionEvent(*mDispatcher,
+ MotionEventBuilder(ACTION_CANCEL, AINPUT_SOURCE_TOUCHSCREEN)
+ .displayId(ui::LogicalDisplayId::DEFAULT)
+ .pointer(PointerBuilder(/*id=*/0, ToolType::FINGER)
+ .x(150)
+ .y(50))
+ .pointer(PointerBuilder(/*id=*/1, ToolType::FINGER)
+ .x(50)
+ .y(50))
+ .build(),
+ INJECT_EVENT_TIMEOUT, InputEventInjectionSync::WAIT_FOR_RESULT));
+
// Inject a simple gesture, ensure dispatcher not crashed
ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
injectMotionDown(*mDispatcher, AINPUT_SOURCE_TOUCHSCREEN,