Fix input channel leak.
Bug: 5156144
Input channels could leak or simply live longer than they should
in some cases.
1. Monitor channels (used by the pointer location overlay) are never
unregistered, so they would leak.
Added code to handle failures in the receive callback by closing
the input channel.
2. The DragState held onto its input window and application handles
even after the input channel was disposed.
Added code to null these handles out when they are no longer needed.
3. Input channels previously used as input event targets would stick
around until the targets were cleared (usually on the next
event).
Added code to detect when the input dispatcher is in
an idle state and to proactively clear the targets then
to ensure that resources are released promptly.
4. Native input window handles held onto the input channel even
after the input window was removed from the input dispatcher.
Consequently, the input channel would not be disposed until
the input window handle itself was freed. Since the input
window handle is held from managed code, this meant that the
window's input channel could stick around until the next GC.
Refactored the input window handle to separate the properties
(info) and identify (handle) state into different objects.
Then modified the dispatcher to release the properties (info)
when no longer needed, including the input channel.
7. The pointer location overlay does not actually use its
standard input channel, only the monitor input channel.
Added INPUT_FEATURE_NO_INPUT_CHANNEL to allow windows to
request that they not be provided with an input channel
at all.
Improved some of the error handling logic to emit the status
code as part of the exception message.
Change-Id: I01988d4391a70c6678c8b0e936ca051af680b1a5
diff --git a/services/input/InputDispatcher.h b/services/input/InputDispatcher.h
index 3c83691..e78f7bd 100644
--- a/services/input/InputDispatcher.h
+++ b/services/input/InputDispatcher.h
@@ -814,6 +814,7 @@
Status status;
sp<InputChannel> inputChannel; // never null
sp<InputWindowHandle> inputWindowHandle; // may be null
+ bool monitor;
InputPublisher inputPublisher;
InputState inputState;
Queue<DispatchEntry> outboundQueue;
@@ -822,7 +823,7 @@
nsecs_t lastDispatchTime; // the time when the last event was dispatched
explicit Connection(const sp<InputChannel>& inputChannel,
- const sp<InputWindowHandle>& inputWindowHandle);
+ const sp<InputWindowHandle>& inputWindowHandle, bool monitor);
inline const char* getInputChannelName() const { return inputChannel->getName().string(); }
@@ -868,6 +869,7 @@
Vector<EventEntry*> mTempCancelationEvents;
void dispatchOnceInnerLocked(nsecs_t* nextWakeupTime);
+ void dispatchIdleLocked();
// Batches a new sample onto a motion entry.
// Assumes that the we have already checked that we can append samples.
@@ -1073,7 +1075,8 @@
void finishDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
bool handled);
void startNextDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
- void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection);
+ void abortBrokenDispatchCycleLocked(nsecs_t currentTime, const sp<Connection>& connection,
+ bool notify);
void drainOutboundQueueLocked(Connection* connection);
static int handleReceiveCallback(int receiveFd, int events, void* data);
@@ -1094,6 +1097,10 @@
void dumpDispatchStateLocked(String8& dump);
void logDispatchStateLocked();
+ // Registration.
+ void removeMonitorChannelLocked(const sp<InputChannel>& inputChannel);
+ status_t unregisterInputChannelLocked(const sp<InputChannel>& inputChannel, bool notify);
+
// Add or remove a connection to the mActiveConnections vector.
void activateConnectionLocked(Connection* connection);
void deactivateConnectionLocked(Connection* connection);