Android 源码分析ANR

先普及一下基本知识:

什么是ANR

ANR,是“Application Not Responding”的缩写,即“应用程序无响应”。在Android中,ActivityManagerService(简称AMS)和WindowManagerService(简称WMS)会监测应用程序的响应时间,如果应用程序主线程(即UI线程)在超时时间内对输入事件没有处理完毕,或者对特定操作没有执行完毕,就会出现ANR。对于输入事件没有处理完毕产生的ANRAndroid会显示一个对话框,提示用户当前应用程序没有响应,用户可以选择继续等待或者关闭这个应用程序(也就是杀掉这个应用程序的进程)。


产生ANR的三个必要条件

1.主线程

2.有输入事件

3.处理超时


产生ANR的情况

1.主线程对输入事件5秒没有处理完

2.主线程在执行BroadcastReceiveronReceive函数时10秒内没有执行完毕

3.主线程在执行Service的各个生命周期函数时20秒内没有执行完毕


产生ANR对于Android开发再熟悉不过了,每到它发生的时候,很影响用户体验,是一个很严重的问题,严重到必须要通过关闭整个进程才能让手机正常运行。第二种和第三种情况都不会弹出dialog提示,我们通过底层源码分析第一种情况ANR的产生。


事件传递的源头是InputReader,然后用InputDispatcher发送,我们看如何发送这个事件。

bool InputDispatcher::dispatchMotionLocked(
        nsecs_t currentTime, MotionEntry* entry, DropReason* dropReason, nsecs_t* nextWakeupTime) {
    ......
    bool isPointerEvent = entry->source & AINPUT_SOURCE_CLASS_POINTER;

    // Identify targets.
    Vector<InputTarget> inputTargets;

    bool conflictingPointerActions = false;
    int32_t injectionResult;
    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);
    }
    if (injectionResult == INPUT_EVENT_INJECTION_PENDING) {
        return false;
    }

    ......
    dispatchEventLocked(currentTime, entry, inputTargets);
    return true;
}

在dispatchEventLocked发送事件之前,会先去判断这个事件是点击事件(isPointEvent)还是其他事件。继续看findTouchedWindowTargetLocked。

int32_t InputDispatcher::findTouchedWindowTargetsLocked(nsecs_t currentTime,
        const MotionEntry* entry, Vector<InputTarget>& inputTargets, nsecs_t* nextWakeupTime,
        bool* outConflictingPointerActions) {
    enum InjectionPermission {
        INJECTION_PERMISSION_UNKNOWN,
        INJECTION_PERMISSION_GRANTED,
        INJECTION_PERMISSION_DENIED
    };

    nsecs_t startTime = now();

    ......

    // Ensure all touched foreground windows are ready for new input.
    for (size_t i = 0; i < mTempTouchState.windows.size(); i++) {
        const TouchedWindow& touchedWindow = mTempTouchState.windows[i];
        if (touchedWindow.targetFlags & InputTarget::FLAG_FOREGROUND) {
            // Check whether the window is ready for more input.
            String8 reason = checkWindowReadyForMoreInputLocked(currentTime,
                    touchedWindow.windowHandle, entry, "touched");
            if (!reason.isEmpty()) {
                injectionResult = handleTargetsNotReadyLocked(currentTime, entry,
                        NULL, touchedWindow.windowHandle, nextWakeupTime, reason.string());
                goto Unresponsive;
            }
        }
    }

    ......
    return injectionResult;
}

这是一个很长的方法,大体是判断这个事件的类型,获取能够处理这个事件的forceground window,如果这个window不能够继续处理事件,就是说这个window的主线程被某些耗时操作占据,我们继续看handleTargetsNotReadyLocked这个方法。

int32_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) {
#if DEBUG_FOCUS
            ALOGD("Waiting for system to become ready for input.  Reason: %s", reason);
#endif
            mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_SYSTEM_NOT_READY;
            mInputTargetWaitStartTime = currentTime;
            mInputTargetWaitTimeoutTime = LONG_LONG_MAX;
            mInputTargetWaitTimeoutExpired = false;
            mInputTargetWaitApplicationHandle.clear();
        }
    } else {
        if (mInputTargetWaitCause != INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY) {
#if DEBUG_FOCUS
            ALOGD("Waiting for application to become ready for input: %s.  Reason: %s",
                    getApplicationWindowLabelLocked(applicationHandle, windowHandle).string(),
                    reason);
#endif
            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;
            }

            mInputTargetWaitCause = INPUT_TARGET_WAIT_CAUSE_APPLICATION_NOT_READY;
            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;
    }

    if (currentTime >= mInputTargetWaitTimeoutTime) {
        onANRLocked(currentTime, applicationHandle, windowHandle,
                entry->eventTime, mInputTargetWaitStartTime, reason);

        // Force poll loop to wake up immediately on next iteration once we get the
        // ANR response back from the policy.
        *nextWakeupTime = LONG_LONG_MIN;
        return INPUT_EVENT_INJECTION_PENDING;
    } else {
        // Force poll loop to wake up when timeout is due.
        if (mInputTargetWaitTimeoutTime < *nextWakeupTime) {
            *nextWakeupTime = mInputTargetWaitTimeoutTime;
        }
        return INPUT_EVENT_INJECTION_PENDING;
    }
}

const nsecs_t DEFAULT_INPUT_DISPATCHING_TIMEOUT = 5000 * 1000000LL; // 5 sec

主线程对输入事件的超时是5s,设置了最后截止时间,如果时间未到进入下一个循环。

如果返回INPUT_EVENT_INJECTION_PENDING,将事件下个loop继续处理。

 if (injectionResult == INPUT_EVENT_INJECTION_PENDING) { return false; } 


回到dispatchMotionEventLocked,如果返回值是INPUT_EVENT_INJECTION_PENDING,就返回false,而不继续调用dispatchEventLocked发送事件。我们看后续处理。

void InputDispatcher::dispatchOnceInnerLocked(nsecs_t* nextWakeupTime) { nsecs_t currentTime = now(); ...... case EventEntry::TYPE_MOTION: { MotionEntry* typedEntry = static_cast<MotionEntry*>(mPendingEvent); if (dropReason == DROP_REASON_NOT_DROPPED && isAppSwitchDue) { dropReason = DROP_REASON_APP_SWITCH; } if (dropReason == DROP_REASON_NOT_DROPPED && isStaleEventLocked(currentTime, typedEntry)) { dropReason = DROP_REASON_STALE; } if (dropReason == DROP_REASON_NOT_DROPPED && mNextUnblockedEvent) { dropReason = DROP_REASON_BLOCKED; } done = dispatchMotionLocked(currentTime, typedEntry, &dropReason, nextWakeupTime); break; } default: ALOG_ASSERT(false); break; } if (done) { if (dropReason != DROP_REASON_NOT_DROPPED) { dropInboundEventLocked(mPendingEvent, dropReason); } mLastDropReason = dropReason; releasePendingEventLocked(); *nextWakeupTime = LONG_LONG_MIN; // force next poll to wake up immediately } }


这里done = false,因为dispatchMotionEventLocked返回false,等下一次dispatchOnce再发送一次。

如果时间已过,就在很短的时间内进入下一个事件循环,进入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);

    // Capture a record of the InputDispatcher state at the time of the ANR.
    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);

    CommandEntry* commandEntry = postCommandLocked(
            & InputDispatcher::doNotifyANRLockedInterruptible);
    commandEntry->inputApplicationHandle = applicationHandle;
    commandEntry->inputWindowHandle = windowHandle;
    commandEntry->reason = reason;
}

进入doANRlockedInterruptible

void InputDispatcher::doNotifyANRLockedInterruptible(
        CommandEntry* commandEntry) {
    mLock.unlock();

    nsecs_t newTimeout = mPolicy->notifyANR(
            commandEntry->inputApplicationHandle, commandEntry->inputWindowHandle,
            commandEntry->reason);

    mLock.lock();

    resumeAfterTargetsNotReadyTimeoutLocked(newTimeout,
            commandEntry->inputWindowHandle != NULL
                    ? commandEntry->inputWindowHandle->getInputChannel() : NULL);
}

mPolicy->notifyANR,的实现在com_android_server_input_InputManagerService.cpp这个文件,继续传递到Java世界的InputManagerService.java。而InputManagerService处理的对象正是windowManagerService的对象mInputMonitor。

我们回到InputDispatcher的检查forcegroudWindow是否有效的方法。

String8 InputDispatcher::checkWindowReadyForMoreInputLocked(nsecs_t currentTime,
        const sp<InputWindowHandle>& windowHandle, const EventEntry* eventEntry,
        const char* targetType) {
    // If the window is paused then keep waiting.
    if (windowHandle->getInfo()->paused) {
        return String8::format("Waiting because the %s window is paused.", targetType);
    }

    // If the window's connection is not registered then keep waiting.
    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);
    }

    // If the connection is dead then keep waiting.
    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());
    }

    // If the connection is backed up then keep waiting.
    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());
    }

    // Ensure that the dispatch queues aren't too far backed up for this event.
    if (eventEntry->type == EventEntry::TYPE_KEY) {
        // If the event is a key event, then we must wait for all previous events to
        // complete before delivering it because previous events may have the
        // side-effect of transferring focus to a different window and we want to
        // ensure that the following keys are sent to the new window.
        //
        // Suppose the user touches a button in a window then immediately presses "A".
        // If the button causes a pop-up window to appear then we want to ensure that
        // the "A" key is delivered to the new pop-up window.  This is because users
        // often anticipate pending UI changes when typing on a keyboard.
        // To obtain this behavior, we must serialize key events with respect to all
        // prior input events.
        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 {
        // Touch events can always be sent to a window immediately because the user intended
        // to touch whatever was visible at the time.  Even if focus changes or a new
        // window appears moments later, the touch event was meant to be delivered to
        // whatever window happened to be on screen at the time.
        //
        // Generic motion events, such as trackball or joystick events are a little trickier.
        // Like key events, generic motion events are delivered to the focused window.
        // Unlike key events, generic motion events don't tend to transfer focus to other
        // windows and it is not important for them to be serialized.  So we prefer to deliver
        // generic motion events as soon as possible to improve efficiency and reduce lag
        // through batching.
        //
        // The one case where we pause input event delivery is when the wait queue is piling
        // up with lots of events because the application is not responding.
        // This condition ensures that ANRs are detected reliably.
        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();
}

checkwindowReadyForMoreInputLocked方法,这个方法之前我们提到过,正常的情况下返回的string应该是空的,让我们看一下非空的情况。

触摸事件可以立即发送到窗口,因为用户预期触摸当时可见的任何东西。即使焦点改变或新窗口出现后,触摸事件的目的是传递到无论什么时候发生在屏幕上的窗口。通用运动事件,如鼠标或操纵杆事件是棘手的。如同key事件,通用motion事件被传递到焦点窗口。不像key事件,一般的motion件不倾向于转移焦点到其他窗口,他们被序列化不重要。所以我们传递通用motion事件,尽快提高效率,通过分批减少滞后

我们暂停输入事件传递是当等待队列事件堆积时,因为应用程序没有响应。这个条件保证ANR检测的可靠。


    原文作者:Android源码分析
    原文地址: https://blog.csdn.net/jasonwang18/article/details/60326807
    本文转自网络文章,转载此文章仅为分享知识,如有侵权,请联系博主进行删除。
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