文章目录
Handler消息机制
前言
Handler
机制是Android
提供的消息处理机制。采用的是生产者-消费者模型,Handler
就是生产者,通过它可以生产需要执行的消息任务放到MessageQueue
队列中,而Looper
则是消费者,不断从 MessageQueue
中取出Message
并对这些消息进行消费。
开始分析
开始分析前先来看一张图(图来自:Android Handler 机制(三):Handler 机制与管道 Pipe 机制):
该图很直观的体现了线程间是如何通过Handler
机制进行通信的。
消息处理机制
首先介绍核心的几个类之间的关系:Handler
、Looper
、MessageQueue
、Message
。
Handler-消息处理器
作为我们接触Handler
消息机制最常用的类,主要提供了发送、移除和处理Message
的操作。
首先看下最常用的默认构造函数:
public class Hanlder {
final Looper mLooper;
final MessageQueue mQueue;
/**
* Default constructor associates this handler with the {@link Looper} for the
* current thread.
*
* If this thread does not have a looper, this handler won't be able to receive messages
* so an exception is thrown.
*/
public Handler() {
this(null, false);
}
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(); // 获取当前线程Looper,细节下文分析
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread " + Thread.currentThread()
+ " that has not called Looper.prepare()");
}
mQueue = mLooper.mQueue; // 获取Looper对应的MessageQueue
mCallback = callback;
mAsynchronous = async;
}
}
内容很简单,核心部分是赋值mLooper
和mQueue
。
我们平时使用Handler
发送消息的函数,最终都会走到enqueueMessage()
:
public class Handler {
private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {
msg.target = this; // msg.target设置为当前handler
if (mAsynchronous) { // 当前为异步Handler,所有消息都标记为异步,直到api28才有开放对应的创建异步Handler函数,暂不考虑
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis); // 入队
}
}
核心流程:
msg.target
设置为当前handler
- 调用
queue.enqueueMessage
入队
消息入队后就等待处理被触发,我们经常会去重写handlerMessage
来处理消息,根据调用能找到被dispatchMessage()
调用:
public class Handler {
/**
* Subclasses must implement this to receive messages.
*/
public void handleMessage(Message msg) {
}
/**
* Handle system messages here.
*/
public void dispatchMessage(Message msg) {
if (msg.callback != null) { // 如果消息设置了callback,执行callback的run函数
handleCallback(msg);
} else {
if (mCallback != null) { // 创建Handler设置了mCallback,回调mCallback的handleMessage
if (mCallback.handleMessage(msg)) { // 返回true流程结束
return;
}
}
handleMessage(msg); // 调用handleMessage处理
}
}
}
dispatchMessage()
的调用在下文的Looper.loop()
中会分析到。
Looper-轮询器
Looper
的构造函数是私有的,我们使用时只能通过prepare()
函数来创建实例对象:
public final class Looper {
// sThreadLocal.get() will return null unless you've called prepare().
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
private static Looper sMainLooper; // guarded by Looper.class
final MessageQueue mQueue;
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed); // 创建消息队列:MesssageQueue
mThread = Thread.currentThread(); // 获取当前线程的引用
}
/** Initialize the current thread as a looper.
* This gives you a chance to create handlers that then reference
* this looper, before actually starting the loop. Be sure to call
* {@link #loop()} after calling this method, and end it by calling
* {@link #quit()}.
*/
public static void prepare() {
prepare(true);
}
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)); // 保存创建的Looper到当前线程
}
/**
* Initialize the current thread as a looper, marking it as an
* application's main looper. The main looper for your application
* is created by the Android environment, so you should never need
* to call this function yourself. See also: {@link #prepare()}
*/
public static void prepareMainLooper() {
prepare(false); // 主线程也是调用prepare方法
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
}
可以得到以下几个结论:
- 每个
Looper
实例对应一个消息队列MessageQueue
实例 - 每条线程只能创建一个
Looper
对象,并被保存在ThreadLocal
中 prepare()
在调用线程中只能调用一次,多次调用将抛出异常prepare()
调用要在创建Handler
实例之前调用- 可以引申出另一个结论:每个Handler对象只能关联一条线程,多个不同的Handler对象可以关联同一条线程,共用
Looper
对象和MessageQueue
对象
既然叫轮询器,就应该有轮询的函数,而且实现上可以猜测应该是个死循环来不断轮询,接下来看Looper
的轮询函数loop()
:
public final class Looper {
/**
* 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(); // 获取当前线程对应的looper对象
if (me == null) {
throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
}
final MessageQueue queue = me.mQueue; // 获取消息队列
...
for (;;) { // 死循环
Message msg = queue.next(); // 从消息队列取出要处理的消息,细节下文分析
if (msg == null) { // msg为null表示消息队列正在退出
// No message indicates that the message queue is quitting.
return; // 结束死循环,将执行Looper.loop()后续的代码
}
// This must be in a local variable, in case a UI event sets the logger
final Printer logging = me.mLogging;
if (logging != null) { // 如果logging对象不为空,调用输出日志
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
...
try {
msg.target.dispatchMessage(msg); // msg.target为发送消息对应的Handler,调用dispatchMessage分发消息
...
} finally {
...
}
...
if (logging != null) { // 输出处理结束
logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);
}
...
msg.recycleUnchecked(); // 回收使用后的消息,如果消息池没达到上限,放入消息池
}
}
}
核心流程为:
- 开启死循环
- 调用
queue.next()
从MessageQueue
取出当前时刻要处理的消息,如果没有满足条件的消息,内部进行阻塞 - 调用
msg.target.dispatchMessage(msg)
,让消息对应的发送者Handler
执行dispatchMessage()
- 消息处理后回收,继续执行2
- 如果
queue.next()
返回null
,将结束死循环,将执行Looper.loop()
后续的代码
注意到
logging
这个Printer
对象,在消息处理前和处理后都执行一次,BlockCanary
原理就是通过该方式来找出主线程的耗时操作。
以上结论就解释了为什么我们在子线程使用Handler
时的标准姿势是这样的了:
class LooperThread extends Thread {
public Handler mHandler; // 定义成员变量,然后让其它线程可以调用实现线程间通讯
public void run() {
Looper.prepare(); // 创建当前线程的Looper实例
mHandler = new Handler() {
public void handleMessage(Message msg) {
// process incoming messages here
}
};
Looper.loop(); // 进入死循环
}
}
HandlerThread
提供了创建子线程并使用Looper
的封装。
MessageQueue-消息队列
消息队列,核心功能是提供消息入队、出队。
入队函数只有enqueueMessage()
和postSyncBarrier()
,postSyncBarrier()
是发送同步屏障,在下文中单独介绍,先来看enqueueMessage()
实现:
public final class MessageQueue {
boolean enqueueMessage(Message msg, long when) {
if (msg.target == null) {
throw new IllegalArgumentException("Message must have a target.");
}
if (msg.isInUse()) {
throw new IllegalStateException(msg + " This message is already in use.");
}
synchronized (this) {
if (mQuitting) {
IllegalStateException e = new IllegalStateException(
msg.target + " sending message to a Handler on a dead thread");
Log.w(TAG, e.getMessage(), e);
msg.recycle();
return false;
}
msg.markInUse();
msg.when = when;
Message p = mMessages;
boolean needWake;
if (p == null || when == 0 || when < p.when) { // 当前没有消息,或消息时间比当前队头小
// New head, wake up the event queue if blocked.
msg.next = p;
mMessages = msg; // 添加到队头
needWake = mBlocked; // 如果当前阻塞,设置需要唤醒
} else {
// Inserted within the middle of the queue. Usually we don't have to wake
// up the event queue unless there is a barrier at the head of the queue
// and the message is the earliest asynchronous message in the queue.
needWake = mBlocked && p.target == null && msg.isAsynchronous(); // 如果当前阻塞且队头为同步屏障且新增的消息为异步消息
Message prev;
for (;;) {
prev = p;
p = p.next;
if (p == null || when < p.when) { // 遍历消息队列,找到合适的位置
break;
}
if (needWake && p.isAsynchronous()) { // 如果队列中存在比新增消息执行时间早的异步消息,不需要唤醒
needWake = false;
}
}
msg.next = p; // invariant: p == prev.next
prev.next = msg; // 消息入队
}
// We can assume mPtr != 0 because mQuitting is false.
if (needWake) {
nativeWake(mPtr); // 调用唤醒
}
}
return true;
}
}
主要分两种情况:
-
消息队列无消息,直接把新增消息添加到队头
唤醒条件为:当前为阻塞状态
-
消息队列存在消息,根据设置的执行时间,找到合适的位置插入新增的消息
唤醒条件为:当前为阻塞状态,且当前队列头部消息为同步屏障,且新增的消息为最早执行的异步消息
出队操作提供了多个removeXxx()
函数,我们找比较常用到的removeCallbacksAndMessages()
分析:
public final class MessageQueue {
void removeCallbacksAndMessages(Handler h, Object object) {
if (h == null) {
return;
}
synchronized (this) {
Message p = mMessages;
// Remove all messages at front.
while (p != null && p.target == h
&& (object == null || p.obj == object)) { // 从队头开始,满足条件就移除,否则退出循环
Message n = p.next;
mMessages = n; // 更新队头消息
p.recycleUnchecked(); // 回收消息
p = n;
}
// Remove all messages after front.
while (p != null) {
Message n = p.next; // 取p的下一个,首次循环p肯定不满足条件
if (n != null) {
if (n.target == h && (object == null || n.obj == object)) { // 满足条件移除
Message nn = n.next;
n.recycleUnchecked();
p.next = nn;
continue; // 移除后重新开始
}
}
p = n; // 当前n不满足条件,更新p
}
}
}
}
出队操作的总结为:
- 从队头
mMessages
开始,找到满足条件的消息移除,并更新队头mMessages
,直到没有满足条件的消息退出循环; - 从1退出循环的消息开始,移除所有满足条件的消息
从上文Looper
的loop()
分析中我们知道,MessageQueue
有一个获取执行消息的函数next()
,该函数即实现了获取当下需要被执行的消息,也提供了阻塞的机制:
public final class MessageQueue {
Message next() {
// Return here if the message loop has already quit and been disposed.
// This can happen if the application tries to restart a looper after quit
// which is not supported.
final long ptr = mPtr;
if (ptr == 0) {
return null;
}
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0;
for (;;) { // 进入死循环
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
nativePollOnce(ptr, nextPollTimeoutMillis); // 调用底层轮询函数,并设置超时时间,0立即返回,-1表示无限超时需要被主动唤醒,原理是通过epoll机制实现
synchronized (this) {
// Try to retrieve the next message. Return if found.
final long now = SystemClock.uptimeMillis(); // 获取当前手机启动到目前的毫秒时间(不包含手机休眠时间)
Message prevMsg = null;
Message msg = mMessages; // 队头消息
if (msg != null && msg.target == null) { // 当前队头为同步屏障,在下文同步屏障机制中再详细分析
// Stalled by a barrier. Find the next asynchronous message in the queue.
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous());
}
if (msg != null) { // 当前有消息
if (now < msg.when) { // 当前消息还未到执行时间,计算需要阻塞的时间
// Next message is not ready. Set a timeout to wake up when it is ready.
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else { // 当前消息满足
// Got a message.
mBlocked = false; // 标记非阻塞
if (prevMsg != null) { // 当前路径为有同步屏障的情况,在下文同步屏障机制中再详细分析
prevMsg.next = msg.next;
} else {
mMessages = msg.next; // 更新队头消息为下一个消息
}
msg.next = null; // 断开当前消息与队列的关联
if (DEBUG) Log.v(TAG, "Returning message: " + msg);
msg.markInUse(); // 标记消息正在被使用
return msg; // 返回消息,退出循环
}
} else { // 当前无消息
// No more messages.
nextPollTimeoutMillis = -1; // 超时时间设为-1,表示无限循环
}
// Process the quit message now that all pending messages have been handled.
if (mQuitting) { // 当前已调用退出
dispose(); // 调用底层通知销毁
return null; // 返回空消息,通知looper退出死循环
}
...忽略空闲处理,空闲机制下文再详细分析
if (pendingIdleHandlerCount <= 0) { // 没有需要处理的空闲处理器
// No idle handlers to run. Loop and wait some more.
mBlocked = true; // 标记阻塞
continue; // 继续循环,此时nextPollTimeoutMillis=当前消息等待执行的时常/-1
}
...忽略空闲处理,空闲机制下文再详细分析
}
...忽略空闲处理,空闲机制下文再详细分析
}
}
}
核心流程:
- 开启死循环
- 调用
nativePollOnce(ptr, nextPollTimeoutMillis)
,调用底层轮询函数,并设置超时时间,-1表示无限超时需要被主动唤醒,底层原理是通过epoll机制实现 - 判断当前队头消息是否应该在此刻被执行,满足当前队头消息出队,函数返回
- 当前无消息或队头消息还没到执行时刻,设置
nextPollTimeoutMillis
为-1或队头消息等待执行的时常,标记阻塞状态,继续循环执行2 - 当外部调用
quit()
把mQuitting
设为true
,当前函数会返回null
结束循环,通知looper
退出死循环
Message-消息载体
定义的消息载体,通过成员变量target
指向发送的Handler
对象,通过next
指向下一个消息,实现单链表结构。
同时,Message
提供了静态消息池sPool
,上限是MAX_POOL_SIZE = 50
,防止频繁的创建消息对象。我们可以通过调用多个重载函数obtain()
复用已回收的消息对象,最终都会调用无参的obtain()
函数:
public final class Message implements Parcelable {
private static Message sPool;
private static int sPoolSize = 0;
private static final int MAX_POOL_SIZE = 50;
/**
* Return a new Message instance from the global pool. Allows us to
* avoid allocating new objects in many cases.
*/
public static Message obtain() {
synchronized (sPoolSync) {
if (sPool != null) {
Message m = sPool; // 取出消息池首个消息
sPool = m.next;
m.next = null;
m.flags = 0; // clear in-use flag
sPoolSize--; // 数量减少
return m;
}
}
return new Message(); // 当前消息池无消息对象,直接创建
}
}
sPool
为静态变量,即整个进程共享消息池。
在Looper
的loop()
获取消息处理结束后会调用msg.recycleUnchecked()
:
public final class Message implements Parcelable {
/**
* Recycles a Message that may be in-use.
* Used internally by the MessageQueue and Looper when disposing of queued Messages.
*/
void recycleUnchecked() {
// Mark the message as in use while it remains in the recycled object pool.
// Clear out all other details.
flags = FLAG_IN_USE;
what = 0;
arg1 = 0;
arg2 = 0;
obj = null;
replyTo = null;
sendingUid = -1;
when = 0;
target = null;
callback = null;
data = null; // 以上都是清理引用
synchronized (sPoolSync) {
if (sPoolSize < MAX_POOL_SIZE) { // 判断消息池是否已满
next = sPool;
sPool = this; // 回收的消息放到队头
sPoolSize++; // 数量加一
}
}
}
}
同步屏障机制
同步屏障的机制它可以实现同步屏障后的同步消息不执行,异步消息优先执行的功能。我们熟知该机制主要应用在Android
的界面绘制调度中,保证界面绘制调度消息能够得到优先处理,防止界面掉帧。
ViewRootImpl
是界面绘制调度的核心类,将在绘制相关的分析中介绍。
加入同步屏障
同步屏障消息最大的特征就是它的target
为null
,且不会被消费,仅仅是作为一个“屏障”处于消息队列MessageQueue
中。我们可以通过MessageQueue.postSyncBarrier()
方法将其加入到消息队列:
public final class MessageQueue {
/**
* Posts a synchronization barrier to the Looper's message queue.
*
* Message processing occurs as usual until the message queue encounters the
* synchronization barrier that has been posted. When the barrier is encountered,
* later synchronous messages in the queue are stalled (prevented from being executed)
* until the barrier is released by calling {@link #removeSyncBarrier} and specifying
* the token that identifies the synchronization barrier.
*
* This method is used to immediately postpone execution of all subsequently posted
* synchronous messages until a condition is met that releases the barrier.
* Asynchronous messages (see {@link Message#isAsynchronous} are exempt from the barrier
* and continue to be processed as usual.
*
* This call must be always matched by a call to {@link #removeSyncBarrier} with
* the same token to ensure that the message queue resumes normal operation.
* Otherwise the application will probably hang!
*
* @return A token that uniquely identifies the barrier. This token must be
* passed to {@link #removeSyncBarrier} to release the barrier.
*
* @hide
*/
public int postSyncBarrier() {
return postSyncBarrier(SystemClock.uptimeMillis());
}
private int postSyncBarrier(long when) {
// Enqueue a new sync barrier token.
// We don't need to wake the queue because the purpose of a barrier is to stall it.
synchronized (this) {
final int token = mNextBarrierToken++;
final Message msg = Message.obtain();
msg.markInUse();
msg.when = when;
msg.arg1 = token;
Message prev = null;
Message p = mMessages;
if (when != 0) {
// 找到合适的位置
while (p != null && p.when <= when) {
prev = p;
p = p.next;
}
}
if (prev != null) { // invariant: p == prev.next
// 找到合适的位置插入同步屏障消息
msg.next = p;
prev.next = msg;
} else {
// 把同步屏障消息插入到链表头部
msg.next = p;
mMessages = msg;
}
return token; // 返回token
}
}
}
对比前面的enqueueMessage
方法,普通的enqueue
操作是没有办法在消息队列中放入这样一个target
为null
的消息的。因此同步屏障消息只能通过这个方法发出。
插入同步屏障消息也遵循按执行时间顺序入队
处理异步消息
接下来分析一下存在同步屏障时,异步消息是如何被优先处理的:
public final class MessageQueue {
Message next() {
// Return here if the message loop has already quit and been disposed.
// This can happen if the application tries to restart a looper after quit
// which is not supported.
final long ptr = mPtr;
if (ptr == 0) {
return null;
}
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0;
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
nativePollOnce(ptr, nextPollTimeoutMillis);
synchronized (this) {
// Try to retrieve the next message. Return if found.
final long now = SystemClock.uptimeMillis();
Message prevMsg = null;
Message msg = mMessages;
if (msg != null && msg.target == null) { // 当前消息为同步屏障,寻找在它后面的异步消息
// Stalled by a barrier. Find the next asynchronous message in the queue.
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous()); // 如果为同步消息,继续寻找
}
if (msg != null) { // 找到异步消息
if (now < msg.when) { // 如果异步消息还未到执行时间,计算需要的阻塞时间
// Next message is not ready. Set a timeout to wake up when it is ready.
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// Got a message.
mBlocked = false;
if (prevMsg != null) { // 同步屏障下走该路径
prevMsg.next = msg.next; // 从消息队列中移除异步消息
} else {
mMessages = msg.next;
}
msg.next = null;
if (DEBUG) Log.v(TAG, "Returning message: " + msg);
msg.markInUse();
return msg; // 返回异步消息
}
} else { // 没有找到异步消息
// No more messages.
nextPollTimeoutMillis = -1; // 赋值-1,循环下一次执行nativePollOnce可以进入阻塞状态
}
// Process the quit message now that all pending messages have been handled.
if (mQuitting) {
dispose();
return null;
}
// If first time idle, then get the number of idlers to run.
// Idle handles only run if the queue is empty or if the first message
// in the queue (possibly a barrier) is due to be handled in the future.
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size();
}
if (pendingIdleHandlerCount <= 0) { // 没有要执行的IdleHandler
// No idle handlers to run. Loop and wait some more.
mBlocked = true; // 标记为阻塞状态
continue; // 循环进入下一次执行
}
if (mPendingIdleHandlers == null) {
mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];
}
mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);
}
// Run the idle handlers.
// We only ever reach this code block during the first iteration.
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);
}
}
}
// Reset the idle handler count to 0 so we do not run them again.
pendingIdleHandlerCount = 0;
// While calling an idle handler, a new message could have been delivered
// so go back and look again for a pending message without waiting.
nextPollTimeoutMillis = 0;
}
}
}
同步屏障生效下,屏障后的消息只有异步消息可以得到处理,同步消息将一直被屏障”挡住“,无法得到处理,只有等屏障被移除后才会恢复正常处理。
同步屏障消息会阻塞消息队列中它后面的同步消息执行,但不影响它之前的消息;同时,同步屏障消息本身仅仅是起到“屏障”的作用,并不会被消费。
移除同步屏障
可以通过 MessageQuque.removeSyncBarrier()
方法来移除消息屏障:
public final class MessageQueue {
/**
* Removes a synchronization barrier.
*
* @param token The synchronization barrier token that was returned by
* {@link #postSyncBarrier}.
*
* @throws IllegalStateException if the barrier was not found.
*
* @hide
*/
public void removeSyncBarrier(int token) {
// Remove a sync barrier token from the queue.
// If the queue is no longer stalled by a barrier then wake it.
synchronized (this) {
Message prev = null;
Message p = mMessages;
while (p != null && (p.target != null || p.arg1 != token)) { // 找到指定token的同步屏障消息
prev = p;
p = p.next;
}
if (p == null) {
throw new IllegalStateException("The specified message queue synchronization "
+ " barrier token has not been posted or has already been removed.");
}
final boolean needWake;
if (prev != null) { // 同步屏障之前还有消息,证明当前同步屏障还未生效
prev.next = p.next; // 直接移除同步屏障消息
needWake = false; // 不需要唤醒
} else { // 当前队头消息p=mMessages即为要移除的同步屏障消息
mMessages = p.next; // 当前消息赋值为同步屏障消息的下一个消息
needWake = mMessages == null || mMessages.target != null; // 唤醒条件:下一个消息非同步屏障(无消息也唤醒)
}
p.recycleUnchecked();
// If the loop is quitting then it is already awake.
// We can assume mPtr != 0 when mQuitting is false.
if (needWake && !mQuitting) {
nativeWake(mPtr); // 唤醒
}
}
}
}
移除的代码很清晰,找到指定token
的同步屏障消息,并从消息队列中移除。如果当前消息(队头的消息)为同步屏障,且不存在下一个消息或下一个消息非同步屏障时,会调用nativeWake
进行阻塞唤醒。
虽然同步屏障机制相关的函数都是标记@hide
,并未开放给开发者使用,但是了解该机制我们才能去了解界面绘制是如何被优先处理,去优化系统早期被诟病的丢帧卡顿问题。
空闲通知机制:IdleHandler
我们都知道,当没有消息需要处理时,当前消息处理所在线程会进入休眠状态等待唤醒; 当消息处理即将进入休眠时,会通过空闲通知机制进行通知,Activity
的生命周期函数onStop
的触发就是通过该机制实现的。
IdleHandler
定义在MessageQueue
中:
/**
* Callback interface for discovering when a thread is going to block
* waiting for more messages.
*/
public static interface IdleHandler {
/**
* Called when the message queue has run out of messages and will now
* wait for more. Return true to keep your idle handler active, false
* to have it removed. This may be called if there are still messages
* pending in the queue, but they are all scheduled to be dispatched
* after the current time.
*/
boolean queueIdle();
}
类注释说明得很清楚:“作为线程即将进入阻塞等待更多消息时的回调接口”。需要注意的是queueIdle()
的返回值,返回true
保持活动状态,返回false
将被移除,这一点可以在接下来的分析中进行验证。
IdleHanlder的添加和移除
我们可以通过MessageQueue
的addIdleHandler()
进行添加,removeIdleHandler()
进行移除:
public final class MessageQueue {
private final ArrayList<IdleHandler> mIdleHandlers = new ArrayList<IdleHandler>();
/**
* Add a new {@link IdleHandler} to this message queue. This may be
* removed automatically for you by returning false from
* {@link IdleHandler#queueIdle IdleHandler.queueIdle()} when it is
* invoked, or explicitly removing it with {@link #removeIdleHandler}.
*
* <p>This method is safe to call from any thread.
*
* @param handler The IdleHandler to be added.
*/
public void addIdleHandler(@NonNull IdleHandler handler) {
if (handler == null) {
throw new NullPointerException("Can't add a null IdleHandler");
}
synchronized (this) {
mIdleHandlers.add(handler);
}
}
/**
* Remove an {@link IdleHandler} from the queue that was previously added
* with {@link #addIdleHandler}. If the given object is not currently
* in the idle list, nothing is done.
*
* <p>This method is safe to call from any thread.
*
* @param handler The IdleHandler to be removed.
*/
public void removeIdleHandler(@NonNull IdleHandler handler) {
synchronized (this) {
mIdleHandlers.remove(handler);
}
}
}
添加和移除的代码很清晰,就是对mIdlehandlers
集合进行操作。
IdleHandler的调用
还是到MessageQueue
的next()
方法中:
public final class MessageQueue {
Message next() {
// Return here if the message loop has already quit and been disposed.
// This can happen if the application tries to restart a looper after quit
// which is not supported.
final long ptr = mPtr;
if (ptr == 0) {
return null;
}
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0;
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
nativePollOnce(ptr, nextPollTimeoutMillis);
synchronized (this) {
// Try to retrieve the next message. Return if found.
final long now = SystemClock.uptimeMillis();
Message prevMsg = null;
Message msg = mMessages;
if (msg != null && msg.target == null) {
// Stalled by a barrier. Find the next asynchronous message in the queue.
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous());
}
if (msg != null) {
if (now < msg.when) { // 当前消息还没到达设置的时间,可进入接下来的空闲处理
// Next message is not ready. Set a timeout to wake up when it is ready.
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// Got a message.
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 { // 当前没有可处理消息,可进入接下来的空闲处理
// No more messages.
nextPollTimeoutMillis = -1;
}
// Process the quit message now that all pending messages have been handled.
if (mQuitting) {
dispose();
return null;
}
// If first time idle, then get the number of idlers to run.
// Idle handles only run if the queue is empty or if the first message
// in the queue (possibly a barrier) is due to be handled in the future.
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size(); // 获取当前空闲处理对象个数
}
if (pendingIdleHandlerCount <= 0) { // 不需要再进行空闲处理,进入阻塞状态
// 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); // 转成数组
}
// Run the idle handlers.
// We only ever reach this code block during the first iteration.
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(); // 调用queueIdle,并记录返回值
} catch (Throwable t) {
Log.wtf(TAG, "IdleHandler threw exception", t);
}
if (!keep) { // 如果queueIdle返回false,从集合中移除
synchronized (this) {
mIdleHandlers.remove(idler);
}
}
}
// Reset the idle handler count to 0 so we do not run them again.
pendingIdleHandlerCount = 0; // 处理完设置为0,整个next函数后续执行中就不会再进行空闲处理了
// While calling an idle handler, a new message could have been delivered
// so go back and look again for a pending message without waiting.
nextPollTimeoutMillis = 0;
}
}
}
从分析中可以知道,当没有消息处理或当前消息还没到达设置的执行时间时,会进入空闲消息的处理。而且,空闲消息处理在一次next()
执行只会发生一次,直到有消息需要处理被返回后,下次重新进入next()
函数才会通过pendingIdleHandlerCount = -1
重置状态。
阻塞唤醒机制:epoll
我们知道Looper.loop()
的实现是死循环进行消息轮询,如果没有一种机制去让MessageQueue.next()
阻塞并让线程进入休眠状态,而是忙轮询,那必然会占用大量的cpu
时间片影响性能。想象一下,我们的进程不只有一条线程,如果其中一条线程一直死循环,一直和其它线程抢占cpu
时间片,那必然会影响到其它线程的执行。因此采用了Linux
的epoll
机制让消息轮询在没有消息的时候线程进入阻塞(最终调用到epoll_wait()
函数),这样线程不会得到cpu
时间片分配,当到达设置的超时时间或有消息需要处理时进行通知唤醒。
更详细的分析过程:Android消息机制2-Handler(Native层)
关于
epoll
机制,首先要去了解I/O多路复用的概念,在这边不去展开。
小结
Handler
消息机制本质上是生产者-消费者模型,Handler
作为生产者发送消息Message
到消息队列MessageQueue
,Looper
作为当前线程上的轮询器,不断从消息队列取出消息执行。当没有消息或需要在当下执行的消息,消息队列取消息操作会通过epoll
机制进行阻塞,等待超时到达或有新消息入队后进行唤醒。
同时,还提供了同步屏障机制和空闲通知机制,前者是Android
界面绘制机制的重要组成部分,后者是Activity
生命周期函数onStop
的核心触发机制(onStop
还有超时触发机制)。