Use ALWAYS_FATAL if touchState is out of sync
Converting an existing LOG(FATAL) to LOG_ALWAYS_FATAL. This methods is
always called with tokens that hvae been added to touchstate. So in this
CL we
1. Rename the method accordingly.
2. Add a LOG_ALWAYS_FATAL for cases this expectation is not met.
This is a followup from ag/31432556.
Test: atest inputflinger_tests
Bug: 245989146
Flag: EXEMPT TEST_ONLY
Change-Id: I18daa7a0086495b3a64df5286f94406d9c2c9ccb
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 4c8147d..9efe74d 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -4235,13 +4235,8 @@
<< "channel '" << connection->getInputChannelName() << "' ~ Synthesized "
<< downEvents.size() << " down events to ensure consistent event stream.";
- auto touchedWindowHandleAndDisplay =
- mTouchStates.findTouchedWindowHandleAndDisplay(connection->getToken());
- if (!touchedWindowHandleAndDisplay.has_value()) {
- LOG(FATAL) << __func__ << ": Touch state is out of sync: No touched window for token";
- }
-
- const auto [windowHandle, displayId] = touchedWindowHandleAndDisplay.value();
+ const auto [windowHandle, displayId] =
+ mTouchStates.findExistingTouchedWindowHandleAndDisplay(connection->getToken());
const bool wasEmpty = connection->outboundQueue.empty();
for (std::unique_ptr<EventEntry>& downEventEntry : downEvents) {
@@ -7397,8 +7392,8 @@
return false;
}
-std::optional<std::tuple<const sp<gui::WindowInfoHandle>&, ui::LogicalDisplayId>>
-InputDispatcher::DispatcherTouchState::findTouchedWindowHandleAndDisplay(
+std::tuple<const sp<gui::WindowInfoHandle>&, ui::LogicalDisplayId>
+InputDispatcher::DispatcherTouchState::findExistingTouchedWindowHandleAndDisplay(
const sp<android::IBinder>& token) const {
for (const auto& [displayId, state] : mTouchStatesByDisplay) {
for (const TouchedWindow& w : state.windows) {
@@ -7407,7 +7402,7 @@
}
}
}
- return std::nullopt;
+ LOG_ALWAYS_FATAL("%s : Touch state is out of sync: No touched window for token", __func__);
}
void InputDispatcher::DispatcherTouchState::forAllTouchedWindows(
diff --git a/services/inputflinger/dispatcher/InputDispatcher.h b/services/inputflinger/dispatcher/InputDispatcher.h
index e76bd89..db7ebfd 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.h
+++ b/services/inputflinger/dispatcher/InputDispatcher.h
@@ -396,9 +396,9 @@
bool isPointerInWindow(const sp<android::IBinder>& token, ui::LogicalDisplayId displayId,
DeviceId deviceId, int32_t pointerId) const;
- // Find touched windowHandle and display by token.
- std::optional<std::tuple<const sp<gui::WindowInfoHandle>&, ui::LogicalDisplayId>>
- findTouchedWindowHandleAndDisplay(const sp<IBinder>& token) const;
+ // Find an existing touched windowHandle and display by token.
+ std::tuple<const sp<gui::WindowInfoHandle>&, ui::LogicalDisplayId>
+ findExistingTouchedWindowHandleAndDisplay(const sp<IBinder>& token) const;
void forAllTouchedWindows(std::function<void(const sp<gui::WindowInfoHandle>&)> f) const;