Android深入理解 ANR 触发原理:InputManager

五 、InputDispatching Timeout 

   在看这篇博文,大家可以参考看gityuan  《Input系统—InputDispatcher线程》Input系统—ANR原理分析

ANR时间区间便是指当前这次的事件dispatch过程中执行findFocusedWindowTargetsLocked()方法到下一次执行resetANRTimeoutsLocked()的时间区间. 以下5个时机会reset. 都位于InputDispatcher.cpp文件:

  • resetAndDropEverythingLocked

  • releasePendingEventLocked

  • setFocusedApplication

  • dispatchOnceInnerLocked

  • setInputDispatchMode

简单来说, 主要是以下4个场景,会有机会执行resetANRTimeoutsLocked:

  • 解冻屏幕, 系统开/关机的时刻点 (thawInputDispatchingLw, setEventDispatchingLw)

  • wms聚焦app的改变 (WMS.setFocusedApp, WMS.removeAppToken)

  • 设置input filter的过程 (IMS.setInputFilter)

  • 再次分发事件的过程(dispatchOnceInnerLocked)

InputDispatcher线程 findFocusedWindowTargetsLocked()过程调用到handleTargetsNotReadyLocked,且满足超时5s的情况则会调用onANRLocked().

5.1 dispatchMotionLocked

bool InputDispatcher::dispatchMotionLocked(
        nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
    ATRACE_CALL();
    // Preprocessing.
    if (! entry->dispatchInProgress) {
        entry->dispatchInProgress = true;

        logOutboundMotionDetails("dispatchMotion - ", entry);
    }

    // Clean up if dropping the event.
    if (*dropReason != DROP_REASON_NOT_DROPPED) {
        setInjectionResult(entry, *dropReason == DROP_REASON_POLICY
                ? INPUT_EVENT_INJECTION_SUCCEEDED : INPUT_EVENT_INJECTION_FAILED);
        return true;
    }

    bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;

    // Identify targets.
    std::vector<InputTarget> inputTargets;

    bool conflictingPointerActions = false;
    int32_t injectionResult;
    if (isPointerEvent) {//点击事件
        // Pointer event.  (eg. touchscreen)
        injectionResult = findTouchedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
    } else {//触摸事件
        // Non touch event.  (eg. trackball)
        injectionResult = findFocusedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime);
    }
    if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
        return false;
    }

    setInjectionResult(entry, injectionResult);
    if (injectionResult != INPUT_EVENT_INJECTION_SUCCEEDED) {
        if (injectionResult != INPUT_EVENT_INJECTION_PERMISSION_DENIED) {
            CancelationOptions::Mode mode(isPointerEvent ?
                    CancelationOptions::CANCEL_POINTER_EVENTS :
                    CancelationOptions::CANCEL_NON_POINTER_EVENTS);
            CancelationOptions options(mode, "input event injection failed");
            synthesizeCancelationEventsForMonitorsLocked(options);
        }
        return true;
    }

    // Add monitor channels from event's or focused display.
    addGlobalMonitoringTargetsLocked(inputTargets, getTargetDisplayId(entry));

    if (isPointerEvent) {
        ssize_t stateIndex = mTouchStatesByDisplay.indexOfKey(entry->displayId);
        if (stateIndex >= 0) {
            const TouchState& state = mTouchStatesByDisplay.valueAt(stateIndex);
            if (!state.portalWindows.empty()) {
                // The event has gone through these portal windows, so we add monitoring targets of
                // the corresponding displays as well.
                for (size_t i = 0; i < state.portalWindows.size(); i++) {
                    const InputWindowInfo* windowInfo = state.portalWindows[i]->getInfo();
                    addGlobalMonitoringTargetsLocked(inputTargets, windowInfo->portalToDisplayId,
                            -windowInfo->frameLeft, -windowInfo->frameTop);
                }
            }
        }
    }

    // Dispatch the motion.
    if (conflictingPointerActions) {
        CancelationOptions options(CancelationOptions::CANCEL_POINTER_EVENTS,
                "conflicting pointer actions");
        synthesizeCancelationEventsForAllConnectionsLocked(options);
    }
    dispatchEventLocked(currentTime, entry, inputTargets);
    return true;
}

当事件到来系统会分:点击事件还触摸事件来处理。 

if (isPointerEvent) {
        // Pointer event.  (eg. touchscreen)
        injectionResult = findTouchedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime, &conflictingPointerActions);
    } else {
        // Non touch event.  (eg. trackball)
        injectionResult = findFocusedWindowTargetsLocked(currentTime,
                entry, inputTargets, nextWakeupTime);
    }

5.2 findTouchedWindowTargetsLocked

int32_t InputDispatcher::findFocusedWindowTargetsLocked(nsecs_t currentTime,
        const EventEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime) {
    int32_t injectionResult;
    String8 reason;

    if (mFocusedWindowHandle == NULL) {
        if (mFocusedApplicationHandle != NULL) {
           //无窗口, 有应用
            injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
                    mFocusedApplicationHandle, NULL, nextWakeupTime,
                    "Waiting because no window has focus but there is a "
                    "focused application that may eventually add a window "
                    "when it finishes starting up.");
            goto Unresponsive;
        }
//无窗口,无应用
        ALOGI("Dropping event because there is no focused window or focused application.");
        injectionResult = INPUT_EVENT_INJECTION_FAILED;
        goto Failed;
    }

    //权限检查
    if (! checkInjectionPermission(mFocusedWindowHandle, entry->injectionState)) {
        injectionResult = INPUT_EVENT_INJECTION_PERMISSION_DENIED;
        goto Failed;
    }

    //检测窗口是否为更多的输入操作而准备就绪
    reason = checkWindowReadyForMoreInputLocked(currentTime,
            mFocusedWindowHandle, entry, "focused");
    if (!reason.isEmpty()) {
        
        injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
                mFocusedApplicationHandle, mFocusedWindowHandle, nextWakeupTime, reason.string());
        goto Unresponsive;
    }

    injectionResult = INPUT_EVENT_INJECTION_SUCCEEDED;
    //成功找到目标窗口,添加到目标窗口
    addWindowTargetLocked(mFocusedWindowHandle,
            InputTarget::FLAG_FOREGROUND | InputTarget::FLAG_DISPATCH_AS_IS, BitSet32(0),
            inputTargets);

Failed:
Unresponsive:
    //TODO: 统计等待时长信息,目前没有实现,这个方法还是很值得去改造
    nsecs_t timeSpentWaitingForApplication = getTimeSpentWaitingForApplicationLocked(currentTime);
    updateDispatchStatisticsLocked(currentTime, entry,
          injectionResult, timeSpentWaitingForApplication);
    return injectionResult;
}

寻找聚焦窗口失败的情况:

  • 无窗口,无应用:Dropping event because there is no focused window or focused application.(这并不导致ANR的情况,因为没有机会调用handleTargetsNotReadyLocked)
  • 无窗口, 有应用:Waiting because no window has focus but there is a focused application that may eventually add a window when it finishes starting up.

另外,还有更多的失败场景见checkWindowReadyForMoreInputLocked的过程,如下

String8 InputDispatcher::checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
        const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry,
        const char* targetType) {
    //当窗口暂停的情况,则保持等待
    if (windowHandle->getInfo()->paused) {
        return String8::format("Waiting because the %s window is paused.", targetType);
    }

    //当窗口连接未注册,则保持等待
    ssize_t connectionIndex = getConnectionIndexLocked(windowHandle->getInputChannel());
    if (connectionIndex < 0) {
        return String8::format("Waiting because the %s window's input channel is not "
                "registered with the input dispatcher. The window may be in the process "
                "of being removed.", targetType);
    }

    //当窗口连接已死亡,则保持等待
    sp<Connection> connection = mConnectionsByFd.valueAt(connectionIndex);
    if (connection->status != Connection::STATUS_NORMAL) {
        return String8::format("Waiting because the %s window's input connection is %s."
                "The window may be in the process of being removed.", targetType,
                connection->getStatusLabel());
    }

    // 当窗口连接已满,则保持等待
    if (connection->inputPublisherBlocked) {
        return String8::format("Waiting because the %s window's input channel is full. "
                "Outbound queue length: %d. Wait queue length: %d.",
                targetType, connection->outboundQueue.count(), connection->waitQueue.count());
    }


    if (eventEntry->type == EventEntry::TYPE_KEY) {
        // 按键事件,输出队列或事件等待队列不为空
        if (!connection->outboundQueue.isEmpty() || !connection->waitQueue.isEmpty()) {
            return String8::format("Waiting to send key event because the %s window has not "
                    "finished processing all of the input events that were previously "
                    "delivered to it. Outbound queue length: %d. Wait queue length: %d.",
                    targetType, connection->outboundQueue.count(), connection->waitQueue.count());
        }
    } else {
        // 非按键事件,事件等待队列不为空且头事件分发超时500ms
        if (!connection->waitQueue.isEmpty()
                && currentTime >= connection->waitQueue.head->deliveryTime
                        + STREAM_AHEAD_EVENT_TIMEOUT) {
            return String8::format("Waiting to send non-key event because the %s window has not "
                    "finished processing certain input events that were delivered to it over "
                    "%0.1fms ago. Wait queue length: %d. Wait queue head age: %0.1fms.",
                    targetType, STREAM_AHEAD_EVENT_TIMEOUT * 0.000001f,
                    connection->waitQueue.count(),
                    (currentTime - connection->waitQueue.head->deliveryTime) * 0.000001f);
        }
    }
    return String8::empty();

5.3 findTouchedWindowTargetsLocked

int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
        const MotionEntry* entry, std::vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
        bool* outConflictingPointerActions) {
    ATRACE_CALL();
    enum InjectionPermission {
        INJECTION_PERMISSION_UNKNOWN,
        INJECTION_PERMISSION_GRANTED,
        INJECTION_PERMISSION_DENIED
    };
	......
	 // Ensure all touched foreground windows are ready for new input.
    for (const TouchedWindow& touchedWindow : mTempTouchState.windows) {
        if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
            // Check whether the window is ready for more input.
            std::string reason = checkWindowReadyForMoreInputLocked(currentTime,
                    touchedWindow.windowHandle, entry, "touched");
            if (!reason.empty()) {
                injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
                        nullptr, touchedWindow.windowHandle, nextWakeupTime, reason.c_str());
                goto Unresponsive;
            }
        }
    }
.......
}

5.4 handleTargetsNotReadyLocked

  

nt32_t InputDispatcher::handleTargetsNotReadyLocked(nsecs_t currentTime,
    const EventEntry* entry,
    const sp<InputApplicationHandle>& applicationHandle,
    const sp<InputWindowHandle>& windowHandle,
    nsecs_t* nextWakeupTime, const char* reason) {
    if (applicationHandle == NULL && windowHandle == NULL) {
        if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY) {
            mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
            mInputTargetWaitStartTime = currentTime; //当前时间
            mInputTargetWaitTimeoutTime = LONG_LONG_MAX;
            mInputTargetWaitTimeoutExpired = false;
            mInputTargetWaitApplicationHandle.clear();
        }
    } else {
        if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
            nsecs_t timeout;
            if (windowHandle != NULL) {
                timeout = windowHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT);
            } else if (applicationHandle != NULL) {
                timeout = applicationHandle->getDispatchingTimeout(DEFAULT_INPUT_DISPATCHING_TIMEOUT);
            } else {
                timeout = DEFAULT_INPUT_DISPATCHING_TIMEOUT; // 5s
            }

            mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
            //这里的currentTime是指执行dispatchOnceInnerLocked方法体的起点
            mInputTargetWaitStartTime = currentTime; 
            mInputTargetWaitTimeoutTime = currentTime + timeout;
            mInputTargetWaitTimeoutExpired = false;
            mInputTargetWaitApplicationHandle.clear();

            if (windowHandle != NULL) {
                mInputTargetWaitApplicationHandle = windowHandle->inputApplicationHandle;
            }
            if (mInputTargetWaitApplicationHandle == NULL && applicationHandle != NULL) {
                mInputTargetWaitApplicationHandle = applicationHandle;
            }
        }
    }

    if (mInputTargetWaitTimeoutExpired) {
        return INPUT_EVENT_INJECTION_TIMED_OUT; //等待超时已过期,则直接返回
    }

    //当超时5s,则进入ANR流程
    if (currentTime >= mInputTargetWaitTimeoutTime) {
        onANRLocked(currentTime, applicationHandle, windowHandle,
                entry->eventTime, mInputTargetWaitStartTime, reason);

        *nextWakeupTime = LONG_LONG_MIN; //强制立刻执行轮询来执行ANR策略
        return INPUT_EVENT_INJECTION_PENDING;
    } else {
        if (mInputTargetWaitTimeoutTime < *nextWakeupTime) {
            *nextWakeupTime = mInputTargetWaitTimeoutTime; //当触发超时则强制执行轮询
        }
        return INPUT_EVENT_INJECTION_PENDING;
    }
}

handleTargetsNotReadyLocked()的判断过程:

  • 当applicationHandle和windowHandle同时为空, 且system准备就绪的情况下
    • 设置等待理由 INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
    • 设置超时等待时长为无限大;
    • 设置TimeoutExpired= false
    • 清空等待队列;
  • 当applicationHandle和windowHandle至少一个不为空, 且application准备就绪的情况下:
    • 设置等待理由 INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
    • 设置超时等待时长为5s;
    • 设置TimeoutExpired= false
    • 清空等待队列;

5.5 onANRLocked

void InputDispatcher::onANRLocked(
        nsecs_t currentTime, const sp<InputApplicationHandle>& applicationHandle,
        const sp<InputWindowHandle>& windowHandle,
        nsecs_t eventTime, nsecs_t waitStartTime, const char* reason) {
    float dispatchLatency = (currentTime - eventTime) * 0.000001f;
    float waitDuration = (currentTime - waitStartTime) * 0.000001f;

    ALOGI("Application is not responding: %s. "
            "It has been %0.1fms since event, %0.1fms since wait started. Reason: %s",
            getApplicationWindowLabelLocked(applicationHandle, windowHandle).string(),
            dispatchLatency, waitDuration, reason);

    //捕获ANR的现场信息
    time_t t = time(NULL);
    struct tm tm;
    localtime_r(&t, &tm);
    char timestr[64];
    strftime(timestr, sizeof(timestr), "%F %T", &tm);
    mLastANRState.clear();
    mLastANRState.append(INDENT "ANR:\n");
    mLastANRState.appendFormat(INDENT2 "Time: %s\n", timestr);
    mLastANRState.appendFormat(INDENT2 "Window: %s\n",
            getApplicationWindowLabelLocked(applicationHandle, windowHandle).string());
    mLastANRState.appendFormat(INDENT2 "DispatchLatency: %0.1fms\n", dispatchLatency);
    mLastANRState.appendFormat(INDENT2 "WaitDuration: %0.1fms\n", waitDuration);
    mLastANRState.appendFormat(INDENT2 "Reason: %s\n", reason);
    dumpDispatchStateLocked(mLastANRState);

    //将ANR命令加入mCommandQueue
    CommandEntry* commandEntry = postCommandLocked(
            & InputDispatcher::doNotifyANRLockedInterruptible);
    commandEntry->inputApplicationHandle = applicationHandle;
    commandEntry->inputWindowHandle = windowHandle;
    commandEntry->reason = reason;
}

5.6 InputMonitor .notifyANR

public long notifyANR(InputApplicationHandle inputApplicationHandle, InputWindowHandle inputWindowHandle, String reason) {
    AppWindowToken appWindowToken = null;
    WindowState windowState = null;
    boolean aboveSystem = false;
    synchronized (mService.mWindowMap) {
        if (inputWindowHandle != null) {
            windowState = (WindowState) inputWindowHandle.windowState;
            if (windowState != null) {
                appWindowToken = windowState.mAppToken;
            }
        }
        if (appWindowToken == null && inputApplicationHandle != null) {
            appWindowToken = (AppWindowToken)inputApplicationHandle.appWindowToken;
        }
        //输出input事件分发超时log
        if (windowState != null) {
            Slog.i(WindowManagerService.TAG, "Input event dispatching timed out "
                    + "sending to " + windowState.mAttrs.getTitle()
                    + ". Reason: " + reason);
            int systemAlertLayer = mService.mPolicy.windowTypeToLayerLw(
                    WindowManager.LayoutParams.TYPE_SYSTEM_ALERT);
            aboveSystem = windowState.mBaseLayer > systemAlertLayer;
        } else if (appWindowToken != null) {
            Slog.i(WindowManagerService.TAG, "Input event dispatching timed out "
                    + "sending to application " + appWindowToken.stringName
                    + ". Reason: " + reason);
        } else {
            Slog.i(WindowManagerService.TAG, "Input event dispatching timed out "
                    + ". Reason: " + reason);
        }
        mService.saveANRStateLocked(appWindowToken, windowState, reason);
    }

    if (appWindowToken != null && appWindowToken.appToken != null) {
        //【见小节3.6.1】
        boolean abort = appWindowToken.appToken.keyDispatchingTimedOut(reason);
        if (! abort) {
            return appWindowToken.inputDispatchingTimeoutNanos; //5s
        }
    } else if (windowState != null) {
        //【见小节3.6.2】
        long timeout = ActivityManagerNative.getDefault().inputDispatchingTimedOut(
                windowState.mSession.mPid, aboveSystem, reason);
        if (timeout >= 0) {
            return timeout * 1000000L; //5s
        }
    }
    return 0;
}

5.7 AMS.inputDispatchingTimedOut

boolean inputDispatchingTimedOut(ProcessRecord proc, String activityShortComponentName,
            ApplicationInfo aInfo, String parentShortComponentName,
            WindowProcessController parentProcess, boolean aboveSystem, String reason) {
        if (checkCallingPermission(FILTER_EVENTS) != PackageManager.PERMISSION_GRANTED) {
            throw new SecurityException("Requires permission " + FILTER_EVENTS);
        }

        final String annotation;
        if (reason == null) {
            annotation = "Input dispatching timed out";
        } else {
            annotation = "Input dispatching timed out (" + reason + ")";
        }
     //如果进程没有被杀死
        if (proc != null) {
            synchronized (this) {
                if (proc.isDebugging()) {
                    return false;
                }

                /// M: ANR Debug Mechanism @{
                if (mAnrManager.isAnrDeferrable())
                    return false; /// @}
					//如果当前的activity还在进程内运行的情况。
                if (proc.getActiveInstrumentation() != null) {
                    Bundle info = new Bundle();
                    info.putString("shortMsg", "keyDispatchingTimedOut");
                    info.putString("longMsg", annotation);
                    finishInstrumentationLocked(proc, Activity.RESULT_CANCELED, info);//先是finish activity 并且输出报告,然后再杀死进程。
                    return true;
                }
            }
			//进程ANR的情况,这部分可以看《深入理解 ANR 触发原理:Service》
            proc.appNotResponding(activityShortComponentName, aInfo,
                    parentShortComponentName, parentProcess, aboveSystem, annotation);
        }

        return true;
    }
 public void onInstrumentationFinishedLocked(ComponentName name, int resultCode,
                Bundle results) {
            // pretty printer mode?
            String pretty = null;
            if (!mRawMode && results != null) {
                pretty = results.getString(Instrumentation.REPORT_KEY_STREAMRESULT);
            }
			//会有一个system.out 的log 输出,输出内容大概是:Input dispatching timed out +reason
            if (pretty != null) {
                System.out.println(pretty);
            } else {
                if (results != null) {
                    for (String key : sorted(results.keySet())) {
                        System.out.println(
                                "INSTRUMENTATION_RESULT: " + key + "=" + results.get(key));
                    }
                }
                System.out.println("INSTRUMENTATION_CODE: " + resultCode);
            }
        }

从上面的代码来看如果发生的activity 还没被杀掉的情况,就会先finish activiy ,然后结束进程,并且输出system.out。因此这个过程是不会在data/anr 目录下生成trace文件

总结:

一、input 触发ANR的情况有:                              

  1. 无窗口, 有应用:Waiting because no window has focus but there is a focused application that may eventually add a window when it finishes starting up.
  2. 窗口暂停: Waiting because the [targetType] window is paused.
  3. 窗口未连接: Waiting because the [targetType] window’s input channel is not registered with the input dispatcher. The window may be in the process of being removed.
  4. 窗口连接已死亡:Waiting because the [targetType] window’s input connection is [Connection.Status]. The window may be in the process of being removed.
  5. 窗口连接已满:Waiting because the [targetType] window’s input channel is full. Outbound queue length: [outboundQueue长度]. Wait queue length: [waitQueue长度].
  6. 按键事件,输出队列或事件等待队列不为空:Waiting to send key event because the [targetType] window has not finished processing all of the input events that were previously delivered to it. Outbound queue length: [outboundQueue长度]. Wait queue length: [waitQueue长度].
  7. 非按键事件,事件等待队列不为空且头事件分发超时500ms:Waiting to send non-key event because the [targetType] window has not finished processing certain input events that were delivered to it over 500ms ago. Wait queue length: [waitQueue长度]. Wait queue head age: [等待时长].

 二、触发的log有哪些:   

       1.  ALOGI("Application is not responding: %s. " "It has been %0.1fms since event, %0.1fms since wait started. Reason: %s", getApplicationWindowLabelLocked(applicationHandle, windowHandle).string(), dispatchLatency, waitDuration, reason);

     2. Input event dispatching timed out xxx. Reason: + reason, 其中xxx取值:

  • 窗口类型: sending to windowState.mAttrs.getTitle()
  • 应用类型: sending to application appWindowToken.stringName
  • 其他类型: 则为空.

  3  当activity 不存在的时候: 1.)EventLog.writeEvent(EventLogTags.AM_ANR, userId, pid, processName, info.flags,
                    annotation); 这个log的输出在某些情况是不会输出的,用户定义了ANR的处理。还有就是另外几种情况,isShuttingDown ,isNotResponding ,isCrashing ,killedByAm,killed

                                          2)生成 data/anr/文件,里面保存了一些pid的trace 信息以及cpu信息。

                                           3)DropBoxManager也会输出一些anr的trace信息。

                                          4).如果是前台进程还会有一个AppNotRespondingDialog

4 当activity的进程存在的时候:就会先finish activiy ,然后结束进程,并且输出一个system.out 的log 输出,输出内容大概是:Input dispatching timed out +reason

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