android Monkey测试源码分析之二

3. 随机运行模式

在上个小节中,monkey有4种运行模式,原理都是一样的,就以随机运行模式为例来论述。

3.1 准备工作

在run方法中,有关随机运行模式代码如下,

mEventSource = new MonkeySourceRandom(mRandom, mMainApps,
                    mThrottle, mRandomizeThrottle, mPermissionTargetSystem);
            mEventSource.setVerbose(mVerbose);
            // set any of the factors that has been set
            for (int i = 0; i < MonkeySourceRandom.FACTORZ_COUNT; i++) {
                if (mFactors[i] <= 0.0f) {
                    ((MonkeySourceRandom) mEventSource).setFactors(i, mFactors[i]);
                }
            }

            // in random mode, we start with a random activity
            ((MonkeySourceRandom) mEventSource).generateActivity();

首先构造MonkeySourceRandom对象,然后调用其setFactors设置事件的百分比,最后调用generateActivity方法。

MonkeySourceRandom的构造方法如下,

public MonkeySourceRandom(Random random, List<ComponentName> MainApps,
            long throttle, boolean randomizeThrottle, boolean permissionTargetSystem) {
        // default values for random distributions
        // note, these are straight percentages, to match user input (cmd line args)
        // but they will be converted to 0..1 values before the main loop runs.
        mFactors[FACTOR_TOUCH] = 15.0f; // 为这些事件所占百分比赋初值。
        mFactors[FACTOR_MOTION] = 10.0f;
        mFactors[FACTOR_TRACKBALL] = 15.0f;
        // Adjust the values if we want to enable rotation by default.
        mFactors[FACTOR_ROTATION] = 0.0f;
        mFactors[FACTOR_NAV] = 25.0f;
        mFactors[FACTOR_MAJORNAV] = 15.0f;
        mFactors[FACTOR_SYSOPS] = 2.0f;
        mFactors[FACTOR_APPSWITCH] = 2.0f;
        mFactors[FACTOR_FLIP] = 1.0f;
        // disbale permission by default
        mFactors[FACTOR_PERMISSION] = 0.0f;
        mFactors[FACTOR_ANYTHING] = 13.0f;
        mFactors[FACTOR_PINCHZOOM] = 2.0f;

        mRandom = random;
        mMainApps = MainApps;
// 构造一个MonkeyEventQueue 对象
        mQ = new MonkeyEventQueue(random, throttle, randomizeThrottle); 
        mPermissionUtil = new MonkeyPermissionUtil();
        mPermissionUtil.setTargetSystemPackages(permissionTargetSystem);
    }

MonkeyEventQueue定义如下,

public class MonkeyEventQueue extends LinkedList<MonkeyEvent> {

    private Random mRandom;
    private long mThrottle;
    private boolean mRandomizeThrottle;

    public MonkeyEventQueue(Random random, long throttle, boolean randomizeThrottle) {
        super();
        mRandom = random;
        mThrottle = throttle;
        mRandomizeThrottle = randomizeThrottle;
    }

    @Override
    public void addLast(MonkeyEvent e) {
        super.add(e);
        if (e.isThrottlable()) {
            long throttle = mThrottle;
            if (mRandomizeThrottle && (mThrottle > 0)) {
                throttle = mRandom.nextLong();
                if (throttle < 0) {
                    throttle = -throttle;
                }
                throttle %= mThrottle;
                ++throttle;
            }
            super.add(new MonkeyThrottleEvent(throttle));
        }
    }
}

MonkeyEventQueue继承于LinkedList,并且仅仅重写了addLast方法。

为了保存各种MonkeyEvent。

setFactors方法重新为所占百分比赋值。

public void setFactors(float factors[]) {
        int c = FACTORZ_COUNT;
        if (factors.length < c) {
            c = factors.length;
        }
        for (int i = 0; i < c; i++)
            mFactors[i] = factors[i];
    }

generateActivity方法产生Activity事件。

public void generateActivity() {
        MonkeyActivityEvent e = new MonkeyActivityEvent(mMainApps.get(
                mRandom.nextInt(mMainApps.size())));
        mQ.addLast(e);
    }

3.2 测试

MonkeySourceRandom的getNextEvent方法如下,

public MonkeyEvent getNextEvent() {
        if (mQ.isEmpty()) {
            generateEvents();
        }
        mEventCount++;
        MonkeyEvent e = mQ.getFirst();
        mQ.removeFirst();
        return e;
    }

逻辑很简单,从MonkeyEventQueue中取出下一条事件。如果没有,就产生事件。

generateEvents方法如下,产生各种事件。

private void generateEvents() {
        float cls = mRandom.nextFloat();
        int lastKey = 0;

        if (cls < mFactors[FACTOR_TOUCH]) {
            generatePointerEvent(mRandom, GESTURE_TAP);
            return;
        } else if (cls < mFactors[FACTOR_MOTION]) {
            generatePointerEvent(mRandom, GESTURE_DRAG);
            return;
        } else if (cls < mFactors[FACTOR_PINCHZOOM]) {
            generatePointerEvent(mRandom, GESTURE_PINCH_OR_ZOOM);
            return;
        } else if (cls < mFactors[FACTOR_TRACKBALL]) {
            generateTrackballEvent(mRandom);
            return;
        } else if (cls < mFactors[FACTOR_ROTATION]) {
            generateRotationEvent(mRandom);
            return;
        } else if (cls < mFactors[FACTOR_PERMISSION]) {
            mQ.add(mPermissionUtil.generateRandomPermissionEvent(mRandom));
            return;
        }

        // The remaining event categories are injected as key events
        for (;;) {
            if (cls < mFactors[FACTOR_NAV]) {
                lastKey = NAV_KEYS[mRandom.nextInt(NAV_KEYS.length)];
            } else if (cls < mFactors[FACTOR_MAJORNAV]) {
                lastKey = MAJOR_NAV_KEYS[mRandom.nextInt(MAJOR_NAV_KEYS.length)];
            } else if (cls < mFactors[FACTOR_SYSOPS]) {
                lastKey = SYS_KEYS[mRandom.nextInt(SYS_KEYS.length)];
            } else if (cls < mFactors[FACTOR_APPSWITCH]) {
                MonkeyActivityEvent e = new MonkeyActivityEvent(mMainApps.get(
                        mRandom.nextInt(mMainApps.size())));
                mQ.addLast(e);
                return;
            } else if (cls < mFactors[FACTOR_FLIP]) {
                MonkeyFlipEvent e = new MonkeyFlipEvent(mKeyboardOpen);
                mKeyboardOpen = !mKeyboardOpen;
                mQ.addLast(e);
                return;
            } else {
                lastKey = 1 + mRandom.nextInt(KeyEvent.getMaxKeyCode() - 1);
            }

            if (lastKey != KeyEvent.KEYCODE_POWER
                    && lastKey != KeyEvent.KEYCODE_ENDCALL
                    && lastKey != KeyEvent.KEYCODE_SLEEP
                    && PHYSICAL_KEY_EXISTS[lastKey]) {
                break;
            }
        }

        MonkeyKeyEvent e = new MonkeyKeyEvent(KeyEvent.ACTION_DOWN, lastKey);
        mQ.addLast(e);

        e = new MonkeyKeyEvent(KeyEvent.ACTION_UP, lastKey);
        mQ.addLast(e);
    }

runMonkeyCycles使用while循环调用获取MonkeyEvent然后注入事件。

MonkeyEvent ev = mEventSource.getNextEvent();
            if (ev != null) {
                int injectCode = ev.injectEvent(mWm, mAm, mVerbose);

终止的条件如下,

while (!systemCrashed && cycleCounter < mCount) {

1,系统已经崩溃

2,重复次数已经到了设置次数。


这样很简单就完成测试了。

4. monkey框架结构

Monkey的代码比较少,结构简单。主要功能分为2块

1,产生事件

2,触发事件

Monkey.java

  程序的入口,调度中心,解析参数,构造不同的MonkeyEventSource子类。

MonkeyEventSource.java

  4中模式分别对应不同的MonkeyEventSource

例如, MonkeySourceScript/MonkeySourceRandomScript/ MonkeySourceNetwork/ MonkeySourceRandom

MonkeyEvent.java

  各种事件的具体实现。如MonkeyKeyEvent/ MonkeyMotionEvent等等。

 

最后都是调用AM/WM/PM 来实现。

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