android事件队列,【学习记录】Android深入学习之消息处理机制

学习过程

跟着鸿洋_的博客的思路,结合7.0的源码进行学习,同时参考其他好的文章。

概述

主要涉及四个类:Looper、Handler、Message、MessageQueue。

Message是消息对象,MessageQueue是消息队列。Looper负责创建消息队列,并进入无限循环不断从消息队列中读取消息。而Handler负责发送消息到消息队列,以及消息的回调处理。

Looper

1. Looper类的作用

源码的类注释中已经把Looper类的作用和使用方法说得很清楚了。

/**

* Class used to run a message loop for a thread. Threads by default do

* not have a message loop associated with them; to create one, call

* {@link #prepare} in the thread that is to run the loop, and then

* {@link #loop} to have it process messages until the loop is stopped.

*

*

Most interaction with a message loop is through the

* {@link Handler} class.

*

*

This is a typical example of the implementation of a Looper thread,

* using the separation of {@link #prepare} and {@link #loop} to create an

* initial Handler to communicate with the Looper.

*

*

 
 

* class LooperThread extends Thread {

* public Handler mHandler;

*

* public void run() {

* Looper.prepare();

*

* mHandler = new Handler() {

* public void handleMessage(Message msg) {

* // process incoming messages here

* }

* };

*

* Looper.loop();

* }

* }

*/

Looper类的作用就是让线程进行消息循环。如果一个线程需要消息循环,只需要调用Looper类的prepare方法和loop方法就可以了。因此,Looper类中我们主要关注prepare和loop这两个方法,它们都是static方法。

2. prepare()方法

private static void prepare(boolean quitAllowed) {

if (sThreadLocal.get() != null) {

throw new RuntimeException("Only one Looper may be created per thread");

}

sThreadLocal.set(new Looper(quitAllowed));

}

这里创建了一个Looper对象,然后保存到一个ThreadLocal的静态变量中。当sThreadLocal中取出的对象不为null时,会抛出异常,保证一个线程中只有一个Looper对象。ThreadLocal后面再研究。

然后看Looper的构造方法。

private Looper(boolean quitAllowed) {

mQueue = new MessageQueue(quitAllowed);

mThread = Thread.currentThread();

}

创建了一个MessageQueue(消息队列)。

3. loop()方法

/**

* Run the message queue in this thread. Be sure to call

* {@link #quit()} to end the loop.

*/

public static void loop() {

final Looper me = myLooper();

if (me == null) {

throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");

}

final MessageQueue queue = me.mQueue;

// Make sure the identity of this thread is that of the local process,

// and keep track of what that identity token actually is.

Binder.clearCallingIdentity();

final long ident = Binder.clearCallingIdentity();

for (;;) {

Message msg = queue.next(); // might block

if (msg == null) {

// No message indicates that the message queue is quitting.

return;

}

// This must be in a local variable, in case a UI event sets the logger

final Printer logging = me.mLogging;

if (logging != null) {

logging.println(">>>>> Dispatching to " + msg.target + " " +

msg.callback + ": " + msg.what);

}

final long traceTag = me.mTraceTag;

if (traceTag != 0) {

Trace.traceBegin(traceTag, msg.target.getTraceName(msg));

}

try {

msg.target.dispatchMessage(msg);

} finally {

if (traceTag != 0) {

Trace.traceEnd(traceTag);

}

}

if (logging != null) {

logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);

}

// Make sure that during the course of dispatching the

// identity of the thread wasn't corrupted.

final long newIdent = Binder.clearCallingIdentity();

if (ident != newIdent) {

Log.wtf(TAG, "Thread identity changed from 0x"

+ Long.toHexString(ident) + " to 0x"

+ Long.toHexString(newIdent) + " while dispatching to "

+ msg.target.getClass().getName() + " "

+ msg.callback + " what=" + msg.what);

}

msg.recycleUnchecked();

}

}

其中,Binder.clearCallingIdentity()的作用不清楚,先忽略。

执行流程:

myLooper方法获取sThreadLocal中保存的Looper实例。因此再loop方法执行前应该先执行prepare方法。

进入无限循环。

从消息队列中取出一条消息,如果没有消息则会阻塞;如果消息队列已释放,则会返回null,退出消息循环。

调用msg.target的dispatchMessage方法处理消息。target就是Handler的实例,负责接收处理这个消息。

回收msg资源。

4. Looper类小结

每个线程最多只能有一个Looper对象。每个Looper对象创建并持有一个MessageQueue对象。

通过调用Looper.loop方法使当前线程进入消息循环。当前线程的Looper对象循环从消息队列中取出消息,交由相应的Handler对象去处理。

Handler

1. Handler类的作用

还是看源码中的类注释。

/**

* A Handler allows you to send and process {@link Message} and Runnable

* objects associated with a thread's {@link MessageQueue}. Each Handler

* instance is associated with a single thread and that thread's message

* queue. When you create a new Handler, it is bound to the thread /

* message queue of the thread that is creating it -- from that point on,

* it will deliver messages and runnables to that message queue and execute

* them as they come out of the message queue.

*

*

There are two main uses for a Handler: (1) to schedule messages and

* runnables to be executed as some point in the future; and (2) to enqueue

* an action to be performed on a different thread than your own.

*

*

Scheduling messages is accomplished with the

* {@link #post}, {@link #postAtTime(Runnable, long)},

* {@link #postDelayed}, {@link #sendEmptyMessage},

* {@link #sendMessage}, {@link #sendMessageAtTime}, and

* {@link #sendMessageDelayed} methods. The post versions allow

* you to enqueue Runnable objects to be called by the message queue when

* they are received; the sendMessage versions allow you to enqueue

* a {@link Message} object containing a bundle of data that will be

* processed by the Handler's {@link #handleMessage} method (requiring that

* you implement a subclass of Handler).

*

*

When posting or sending to a Handler, you can either

* allow the item to be processed as soon as the message queue is ready

* to do so, or specify a delay before it gets processed or absolute time for

* it to be processed. The latter two allow you to implement timeouts,

* ticks, and other timing-based behavior.

*

*

When a

* process is created for your application, its main thread is dedicated to

* running a message queue that takes care of managing the top-level

* application objects (activities, broadcast receivers, etc) and any windows

* they create. You can create your own threads, and communicate back with

* the main application thread through a Handler. This is done by calling

* the same post or sendMessage methods as before, but from

* your new thread. The given Runnable or Message will then be scheduled

* in the Handler's message queue and processed when appropriate.

*/

Handler用于发送和处理Message和Runnable对象。Handler对象在创建时关联当前线程的MessageQueue,且每个Handler对象只能关联一个MessageQueue。Handler对象发送Message和Runnable对象到关联的MessageQueue,然后当它们从MessageQueue中移出时,负责执行它们。

Handler的主要用途有两个:

定时执行message或runnable。

让其他线程执行某个操作。比如,在非UI线程发送一个消息,让UI线程更新界面。

Handler中重要的有以下几组方法:

构造方法

sendMessage方法

post方法

dispatchMessage方法

2. 构造方法

Handler中有很多构造方法,但是最终分别进入到两个构造方法中。先来看下这两个构造方法有什么不同。

public Handler(Looper looper, Callback callback, boolean async) {

mLooper = looper;

mQueue = looper.mQueue;

mCallback = callback;

mAsynchronous = async;

}

public Handler(Callback callback, boolean async) {

if (FIND_POTENTIAL_LEAKS) {

final Class extends Handler> klass = getClass();

if ((klass.isAnonymousClass() || klass.isMemberClass() || klass.isLocalClass()) &&

(klass.getModifiers() & Modifier.STATIC) == 0) {

Log.w(TAG, "The following Handler class should be static or leaks might occur: " +

klass.getCanonicalName());

}

}

mLooper = Looper.myLooper();

if (mLooper == null) {

throw new RuntimeException(

"Can't create handler inside thread that has not called Looper.prepare()");

}

mQueue = mLooper.mQueue;

mCallback = callback;

mAsynchronous = async;

}

第二个构造方法前面那段主要是当Handler的之类不是static类时,警告可能会导致内存泄漏。忽略这个,两个方法的区别就在于mLooper这个成员变量的来源。第一个方法由参数传入,而第二个方法是获取当前线程的Looper。可以看到,构造方法里面就是对几个成员变量赋值而已。这里先了解一下这几个成员变量的作用。

mLooper:Looper,消息循环

mQueue:MessageQueue,消息队列,就是mLooper中持有的那个

mCallback:Handler.CallBack,Handler中声明的接口,用于处理消息

mAsynchronous:boolean,发送的消息是否是异步的。那么,这个异步到底是什么意思呢?我们在后面MessageQueue的next方法中再去详细了解。

3. sendMessage方法

sendMessage有一系列的方法:

sendMessage(Message msg): boolean

sendEmptyMessage(int what): boolean

sendEmptyMessageDelayed(int what, long delayMillis): boolean

sendMessageDelayed(Message msg, long delayMillis): boolean

sendEmptyMessageAtTime(int what, long uptimeMillis): boolean

sendMessageAtTime(Message msg, long uptimeMillis): boolean

sendMessageAtFrontOfQueue(Message msg): boolean

其中,sendMessage、sendEmptyMessage、sendMessageDelayed、sendEmptyMessageDelayed和sendEmptyMessageAtTime方法都调用sendMessageAtTime方法。所以,我们重点看sendMessageAtTime方法和sendMessageAtFrontOfQueue方法。

sendMessageAtTime方法

public boolean sendMessageAtTime(Message msg, long uptimeMillis) {

MessageQueue queue = mQueue;

if (queue == null) {

RuntimeException e = new RuntimeException(

this + " sendMessageAtTime() called with no mQueue");

Log.w("Looper", e.getMessage(), e);

return false;

}

return enqueueMessage(queue, msg, uptimeMillis);

}

enquueMessage方法只是调用MessageQueue的enqueueMessage方法。

private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {

msg.target = this;

if (mAsynchronous) {

msg.setAsynchronous(true);

}

return queue.enqueueMessage(msg, uptimeMillis);

}

uptimeMillis是消息分发的时间,基于SystemClock.uptimeMillis()。比如,sendMessageDelayed方法中使用SystemClock.uptimeMillis()加上延迟的时间。在消息队列中,消息是按分发时间的先后排列的。因此,这里的msg会插入到所有分发时间在uptimeMillis之前的消息后面。

sendMessageAtFrontOfQueue方法

public final boolean sendMessageAtFrontOfQueue(Message msg) {

MessageQueue queue = mQueue;

if (queue == null) {

RuntimeException e = new RuntimeException(

this + " sendMessageAtTime() called with no mQueue");

Log.w("Looper", e.getMessage(), e);

return false;

}

return enqueueMessage(queue, msg, 0);

}

顾名思义,sendMessageAtFrontOfQueue方法就是把消息插入到队列的最前面。和sendMessageAtTime唯一的不同是,在调用enqueueMessage方法时传的uptimeMillis参数是0。用0来表示插入到消息队列最前面,也是比较自然的做法。

4. post方法

post方法把Runable对象添加到消息队列中,也有一系列方法。

post(Runnable r): boolean

postAtTime(Runnable r, long uptimeMillis): boolean

postAtTime(Runnable r, Object token, long uptimeMillis): boolean

postDelayed(Runnable r, long delayMillis): boolean

postAtFrontOfQueue(Runnable r): boolean

这些方法实现都类似,都是通过getPostMessage方法,获取一个Message,同时把Runnable存到Message中,然后调用sendMessage方法。

public final boolean post(Runnable r)

{

return sendMessageDelayed(getPostMessage(r), 0);

}

比较特殊的是带有token参数的postAtTime方法,这里的token是传给消息接收者的数据,会保存到Message的成员变量obj中。

private static Message getPostMessage(Runnable r, Object token) {

Message m = Message.obtain();

m.obj = token;

m.callback = r;

return m;

}

5. dispatchMessage方法

dispatchMessage方法就是前面Looper中调用的处理消息的方法。

msg.target.dispatchMessage(msg);

先看dispatchMessage方法的源码。

public void dispatchMessage(Message msg) {

if (msg.callback != null) {

handleCallback(msg);

} else {

if (mCallback != null) {

if (mCallback.handleMessage(msg)) {

return;

}

}

handleMessage(msg);

}

}

如果消息中带有callback,直接执行callback(就是Message带的Runnable);如果Handler中设置了CallBack,则调用CallBack来处理消息;前面两个都没有的话,才是调用handleMessage方法。handleMessage是空方法,子类可以重写该方法来处理消息。

6. Handler类小结

Handler创建时会关联一个Looper和Looper中持有的MessageQueue。

Handler可以在任意线程发送消息到关联的MessageQueue。

Handler在关联的Looper所在线程处理自己发送的消息。

Hander主要用于定时任务和在其他线程执行任务。

MessageQueue

看完了Looper和Handler,已经基本理清了消息机制。再来看一下消息队列是怎么实现的。主要看一下把消息加入队列和从队列中取消息的实现。

1. 消息加入队列

MessageQueue的enqueueMessage方法负责把消息加入队列中。就是Handler中添加消息到消息队列调用的方法。下面贴的代码中省略了一下不影响主要逻辑的部分。

boolean enqueueMessage(Message msg, long when) {

......

synchronized (this) {

......

msg.markInUse();

msg.when = when;

Message p = mMessages;

boolean needWake;

if (p == null || when == 0 || when < p.when) {

msg.next = p;

mMessages = msg;

needWake = mBlocked;

} else {

needWake = mBlocked && p.target == null && msg.isAsynchronous();

Message prev;

for (;;) {

prev = p;

p = p.next;

if (p == null || when < p.when) {

break;

}

if (needWake && p.isAsynchronous()) {

needWake = false;

}

}

msg.next = p;

prev.next = msg;

}

if (needWake) {

nativeWake(mPtr);

}

}

return true;

}

成员变量mMessages是消息队列的头部,是一个Message对象。MessageQueue中通过Message的next形成一个链表。如果待插入的消息的分发时间是0,表示直接插入到队列头部。如果队列头部Message为空,或者待插入消息的分发时间小于队列头部Message,也把消息插入到队列头部。如果不满足插入到头部的条件的话,就遍历消息队列,按分发时间找到合适的插入位置。

2. 从队列中获取下一条消息

在Looper中已经看到,MessageQueue的next方法负责从队列中取下一条消息。

Message next() {

...

int pendingIdleHandlerCount = -1; // -1 only during first iteration

int nextPollTimeoutMillis = 0;

for (;;) {

if (nextPollTimeoutMillis != 0) {

Binder.flushPendingCommands();

}

nativePollOnce(ptr, nextPollTimeoutMillis);

synchronized (this) {

// 找下一个消息。找到的话就返回这个消息。

final long now = SystemClock.uptimeMillis();

Message prevMsg = null;

Message msg = mMessages;

if (msg != null && msg.target == null) {

// 被Barrier阻塞。找队列中的下一个异步消息。

do {

prevMsg = msg;

msg = msg.next;

} while (msg != null && !msg.isAsynchronous());

}

if (msg != null) {

if (now < msg.when) {

// 下一个消息的分发时间还没到。设置一个时间,等到消息准备分发时再唤醒。

nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);

} else {

// 有一个可以分发的消息。

mBlocked = false;

if (prevMsg != null) {

prevMsg.next = msg.next;

} else {

mMessages = msg.next;

}

msg.next = null;

if (DEBUG) Log.v(TAG, "Returning message: " + msg);

msg.markInUse();

return msg;

}

} else {

// 没有消息,也可能是消息都被Barrier阻塞了。

nextPollTimeoutMillis = -1;

}

// 消息循环准备退出。释放资源,并且返回null。

if (mQuitting) {

dispose();

return null;

}

// pendingIdleHandlerCount初始值为-1,所以第一次会去获取IdleHandlers的数量。

// IdleHandler在需要等待下一条消息时去运行,因为这时是空闲的。

if (pendingIdleHandlerCount < 0

&& (mMessages == null || now < mMessages.when)) {

pendingIdleHandlerCount = mIdleHandlers.size();

}

if (pendingIdleHandlerCount <= 0) {

// No idle handlers to run. Loop and wait some more.

mBlocked = true;

continue;

}

if (mPendingIdleHandlers == null) {

mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];

}

mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);

}

// 执行IdleHandler

// 只在第一次迭代时会执行,因为后面会把pendingIdleHandlerCount设成0

for (int i = 0; i < pendingIdleHandlerCount; i++) {

final IdleHandler idler = mPendingIdleHandlers[i];

mPendingIdleHandlers[i] = null; // release the reference to the handler

boolean keep = false;

try {

keep = idler.queueIdle();

} catch (Throwable t) {

Log.wtf(TAG, "IdleHandler threw exception", t);

}

if (!keep) {

synchronized (this) {

mIdleHandlers.remove(idler);

}

}

}

// 把pendingIdleHandlerCount设成0,后面的迭代不会再去执行IdleHandlers。

pendingIdleHandlerCount = 0;

// 执行完IdleHandler,可能已经有新的消息了,所以不需要再等待了。

nextPollTimeoutMillis = 0;

}

}

这个方法还是比较复杂的,所以我画了个流程图,能够看得清楚一些。

036886892280

MessageQueue的next方法流程图.png

通过流程图已经能理清next方法的执行过程。但是,还有两个需要解释的地方。一个是Barrier和异步消息,另一个是nativePollOnce这个方法。

Barrier和异步消息

Barrier是什么?

Barrier是阻塞器,会阻塞消息队列。它也是一个Message对象,只不过它的target是null。从next方法中可以看到,在Barrier后面所有消息,除了异步消息外都无法执行。

MessageQueue中对外提供了post和remove的方法。

public int postSyncBarrier();

public void removeSyncBarrier(int token);

调用post方法时,会创建一个空的Message对象,时间设为当前的系统时间,同时生成一个token,保存在Message中。这个Message对象会像普通的消息一样被插入到消息队列中。调用remove方法时,根据token从消息队列中找到相应的Barrier,然后移除。

看一个具体的例子,这是ViewRootImpl中的一段代码。

void scheduleTraversals() {

...

mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();

...

}

void unscheduleTraversals() {

...

mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);

...

}

当要阻塞消息队列时,通过Handler获取到MessageQueue,然后直接调用MessageQueue的postSyncBarrier方法,保存下token。需要取消消息队列的阻塞时,通过先前保存的token去移除Barrier。

nativePollOnce方法

nativePollOnce是一个native方法。它的实现在frameworks/base/code/jni目录下的android_os_MessageQueue.cpp中。想要了解怎么找到这个实现的,可以阅读这篇文章:Android JNI原理分析。

static void android_os_MessageQueue_nativePollOnce(JNIEnv* env, jobject obj, jlong ptr, jint timeoutMillis) {

NativeMessageQueue* nativeMessageQueue = reinterpret_cast(ptr);

nativeMessageQueue->pollOnce(env, obj, timeoutMillis);

}

这里去调用了NativeMessageQueue的pollOnce方法。NativeMessageQueue的对象是在Java层的MessageQueue创建时,同时创建的。

void NativeMessageQueue::pollOnce(JNIEnv* env, jobject pollObj, int timeoutMillis) {

...

mLooper->pollOnce(timeoutMillis);

...

}

这里调用mLooper的pollOnce方法。这里的mLooper是JNI层的Looper,是在创建NativeMessageQueue时创建的。这个类的实现在system/core/libutils/Looper.cpp中。

int Looper::pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData) {

int result = 0;

for (;;) {

...

if (result != 0) {

...

return result;

}

result = pollInner(timeoutMillis);

}

}

我们把pollOnce方法中不太重要的部分都去掉,只留下最主要的部分。实际上就是循环去调用pollInner方法,当pollInner方法的返回结果不为0时,这个方法就可以返回了。下面来看一下pollInner方法的实现。

int Looper::pollInner(int timeoutMillis) {

// Adjust the timeout based on when the next message is due.

if (timeoutMillis != 0 && mNextMessageUptime != LLONG_MAX) {

nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);

int messageTimeoutMillis = toMillisecondTimeoutDelay(now, mNextMessageUptime);

if (messageTimeoutMillis >= 0

&& (timeoutMillis < 0 || messageTimeoutMillis < timeoutMillis)) {

timeoutMillis = messageTimeoutMillis;

}

}

// Poll.

int result = POLL_WAKE;

...

struct epoll_event eventItems[EPOLL_MAX_EVENTS];

int eventCount = epoll_wait(mEpollFd, eventItems, EPOLL_MAX_EVENTS, timeoutMillis);

// Rebuild epoll set if needed.

if (mEpollRebuildRequired) {

mEpollRebuildRequired = false;

rebuildEpollLocked();

goto Done;

}

// Check for poll error.

if (eventCount < 0) {

if (errno == EINTR) {

goto Done;

}

ALOGW("Poll failed with an unexpected error: %s", strerror(errno));

result = POLL_ERROR;

goto Done;

}

// Check for poll timeout.

if (eventCount == 0) {

result = POLL_TIMEOUT;

goto Done;

}

for (int i = 0; i < eventCount; i++) {

int fd = eventItems[i].data.fd;

uint32_t epollEvents = eventItems[i].events;

if (fd == mWakeEventFd) {

if (epollEvents & EPOLLIN) {

awoken();

} else {

ALOGW("Ignoring unexpected epoll events 0x%x on wake event fd.", epollEvents);

}

} else {

...

}

}

Done: ;

// Invoke pending message callbacks.

mNextMessageUptime = LLONG_MAX;

while (mMessageEnvelopes.size() != 0) {

nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);

const MessageEnvelope& messageEnvelope = mMessageEnvelopes.itemAt(0);

if (messageEnvelope.uptime <= now) {

// Remove the envelope from the list.

// We keep a strong reference to the handler until the call to handleMessage

// finishes. Then we drop it so that the handler can be deleted *before*

// we reacquire our lock.

{ // obtain handler

sp handler = messageEnvelope.handler;

Message message = messageEnvelope.message;

mMessageEnvelopes.removeAt(0);

mSendingMessage = true;

mLock.unlock();

handler->handleMessage(message);

} // release handler

mLock.lock();

mSendingMessage = false;

result = POLL_CALLBACK;

} else {

// The last message left at the head of the queue determines the next wakeup time.

mNextMessageUptime = messageEnvelope.uptime;

break;

}

}

...

// Invoke all response callbacks.

for (size_t i = 0; i < mResponses.size(); i++) {

Response& response = mResponses.editItemAt(i);

if (response.request.ident == POLL_CALLBACK) {

int fd = response.request.fd;

int events = response.events;

void* data = response.request.data;

// Invoke the callback. Note that the file descriptor may be closed by

// the callback (and potentially even reused) before the function returns so

// we need to be a little careful when removing the file descriptor afterwards.

int callbackResult = response.request.callback->handleEvent(fd, events, data);

if (callbackResult == 0) {

removeFd(fd, response.request.seq);

}

// Clear the callback reference in the response structure promptly because we

// will not clear the response vector itself until the next poll.

response.request.callback.clear();

result = POLL_CALLBACK;

}

}

return result;

}

pollInner方法中调用了epoll_wait(),等待消息到来,或者等到超时返回。如果有消息到来,则进行处理。

调整timeout:

mNextMessageUptime 是 消息队列 mMessageEnvelopes 中最近一个即将要被处理的message的时间点。

所以需要根据mNextMessageUptime 与 调用者传下来的timeoutMillis 比较计算出一个最小的timeout,这将决定epoll_wait() 可能会阻塞多久才会返回。

epoll_wait():

epoll_wait()这里会阻塞,在三种情况下回返回,返回值eventCount为上来的epoll event数量。

出现错误返回, eventCount < 0;

timeout返回,eventCount = 0,表明监听的文件描述符中都没有事件发生,将直接进行native message的处理;

监听的文件描述符中有事件发生导致的返回,eventCount > 0; 有eventCount 数量的epoll event 上来。

处理epoll_wait() 返回的epoll events.

判断epoll event 是哪个fd上发生的事件

如果是mWakeEventFd,则执行awoken(). awoken() 只是将数据read出来,然后继续往下处理了。其目的也就是使epoll_wait() 从阻塞中返回。

如果是通过Looper.addFd() 接口加入到epoll监听队列的fd,并不是立马处理,而是先push到mResponses,后面再处理。

处理消息队列 mMessageEnvelopes 中的Message.

如果还没有到处理时间,就更新一下mNextMessageUptime

处理刚才放入mResponses中的事件.

只处理 ident 为POLL_CALLBACK的事件。其他事件在 pollOnce 中处理

参考资料

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