/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "../dispatcher/InputDispatcher.h" #include #include #include #include #include #include #include #include #include #include using android::base::StringPrintf; namespace android::inputdispatcher { // An arbitrary time value. static const nsecs_t ARBITRARY_TIME = 1234; // An arbitrary device id. static const int32_t DEVICE_ID = 1; // An arbitrary display id. static const int32_t DISPLAY_ID = ADISPLAY_ID_DEFAULT; // An arbitrary injector pid / uid pair that has permission to inject events. static const int32_t INJECTOR_PID = 999; static const int32_t INJECTOR_UID = 1001; struct PointF { float x; float y; }; /** * Return a DOWN key event with KEYCODE_A. */ static KeyEvent getTestKeyEvent() { KeyEvent event; event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE, INVALID_HMAC, AKEY_EVENT_ACTION_DOWN, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME, ARBITRARY_TIME); return event; } // --- FakeInputDispatcherPolicy --- class FakeInputDispatcherPolicy : public InputDispatcherPolicyInterface { InputDispatcherConfiguration mConfig; protected: virtual ~FakeInputDispatcherPolicy() { } public: FakeInputDispatcherPolicy() { } void assertFilterInputEventWasCalled(const NotifyKeyArgs& args) { assertFilterInputEventWasCalled(AINPUT_EVENT_TYPE_KEY, args.eventTime, args.action, args.displayId); } void assertFilterInputEventWasCalled(const NotifyMotionArgs& args) { assertFilterInputEventWasCalled(AINPUT_EVENT_TYPE_MOTION, args.eventTime, args.action, args.displayId); } void assertFilterInputEventWasNotCalled() { std::scoped_lock lock(mLock); ASSERT_EQ(nullptr, mFilteredEvent); } void assertNotifyConfigurationChangedWasCalled(nsecs_t when) { std::scoped_lock lock(mLock); ASSERT_TRUE(mConfigurationChangedTime) << "Timed out waiting for configuration changed call"; ASSERT_EQ(*mConfigurationChangedTime, when); mConfigurationChangedTime = std::nullopt; } void assertNotifySwitchWasCalled(const NotifySwitchArgs& args) { std::scoped_lock lock(mLock); ASSERT_TRUE(mLastNotifySwitch); // We do not check id because it is not exposed to the policy EXPECT_EQ(args.eventTime, mLastNotifySwitch->eventTime); EXPECT_EQ(args.policyFlags, mLastNotifySwitch->policyFlags); EXPECT_EQ(args.switchValues, mLastNotifySwitch->switchValues); EXPECT_EQ(args.switchMask, mLastNotifySwitch->switchMask); mLastNotifySwitch = std::nullopt; } void assertOnPointerDownEquals(const sp& touchedToken) { std::scoped_lock lock(mLock); ASSERT_EQ(touchedToken, mOnPointerDownToken); mOnPointerDownToken.clear(); } void assertOnPointerDownWasNotCalled() { std::scoped_lock lock(mLock); ASSERT_TRUE(mOnPointerDownToken == nullptr) << "Expected onPointerDownOutsideFocus to not have been called"; } // This function must be called soon after the expected ANR timer starts, // because we are also checking how much time has passed. void assertNotifyAnrWasCalled(std::chrono::nanoseconds timeout, const sp& expectedApplication, const sp& expectedToken) { std::pair, sp> anrData; ASSERT_NO_FATAL_FAILURE(anrData = getNotifyAnrData(timeout)); ASSERT_EQ(expectedApplication, anrData.first); ASSERT_EQ(expectedToken, anrData.second); } std::pair, sp> getNotifyAnrData( std::chrono::nanoseconds timeout) { const std::chrono::time_point start = std::chrono::steady_clock::now(); std::unique_lock lock(mLock); std::chrono::duration timeToWait = timeout + 100ms; // provide some slack android::base::ScopedLockAssertion assumeLocked(mLock); // If there is an ANR, Dispatcher won't be idle because there are still events // in the waitQueue that we need to check on. So we can't wait for dispatcher to be idle // before checking if ANR was called. // Since dispatcher is not guaranteed to call notifyAnr right away, we need to provide // it some time to act. 100ms seems reasonable. mNotifyAnr.wait_for(lock, timeToWait, [this]() REQUIRES(mLock) { return !mAnrApplications.empty() && !mAnrWindowTokens.empty(); }); const std::chrono::duration waited = std::chrono::steady_clock::now() - start; if (mAnrApplications.empty() || mAnrWindowTokens.empty()) { ADD_FAILURE() << "Did not receive ANR callback"; } // Ensure that the ANR didn't get raised too early. We can't be too strict here because // the dispatcher started counting before this function was called if (std::chrono::abs(timeout - waited) > 100ms) { ADD_FAILURE() << "ANR was raised too early or too late. Expected " << std::chrono::duration_cast(timeout).count() << "ms, but waited " << std::chrono::duration_cast(waited).count() << "ms instead"; } std::pair, sp> result = std::make_pair(mAnrApplications.front(), mAnrWindowTokens.front()); mAnrApplications.pop(); mAnrWindowTokens.pop(); return result; } void assertNotifyAnrWasNotCalled() { std::scoped_lock lock(mLock); ASSERT_TRUE(mAnrApplications.empty()); ASSERT_TRUE(mAnrWindowTokens.empty()); } void setKeyRepeatConfiguration(nsecs_t timeout, nsecs_t delay) { mConfig.keyRepeatTimeout = timeout; mConfig.keyRepeatDelay = delay; } void setAnrTimeout(std::chrono::nanoseconds timeout) { mAnrTimeout = timeout; } private: std::mutex mLock; std::unique_ptr mFilteredEvent GUARDED_BY(mLock); std::optional mConfigurationChangedTime GUARDED_BY(mLock); sp mOnPointerDownToken GUARDED_BY(mLock); std::optional mLastNotifySwitch GUARDED_BY(mLock); // ANR handling std::queue> mAnrApplications GUARDED_BY(mLock); std::queue> mAnrWindowTokens GUARDED_BY(mLock); std::condition_variable mNotifyAnr; std::chrono::nanoseconds mAnrTimeout = 0ms; virtual void notifyConfigurationChanged(nsecs_t when) override { std::scoped_lock lock(mLock); mConfigurationChangedTime = when; } virtual nsecs_t notifyAnr(const sp& application, const sp& windowToken, const std::string&) override { std::scoped_lock lock(mLock); mAnrApplications.push(application); mAnrWindowTokens.push(windowToken); mNotifyAnr.notify_all(); return mAnrTimeout.count(); } virtual void notifyInputChannelBroken(const sp&) override {} virtual void notifyFocusChanged(const sp&, const sp&) override {} virtual void getDispatcherConfiguration(InputDispatcherConfiguration* outConfig) override { *outConfig = mConfig; } virtual bool filterInputEvent(const InputEvent* inputEvent, uint32_t policyFlags) override { std::scoped_lock lock(mLock); switch (inputEvent->getType()) { case AINPUT_EVENT_TYPE_KEY: { const KeyEvent* keyEvent = static_cast(inputEvent); mFilteredEvent = std::make_unique(*keyEvent); break; } case AINPUT_EVENT_TYPE_MOTION: { const MotionEvent* motionEvent = static_cast(inputEvent); mFilteredEvent = std::make_unique(*motionEvent); break; } } return true; } virtual void interceptKeyBeforeQueueing(const KeyEvent*, uint32_t&) override {} virtual void interceptMotionBeforeQueueing(int32_t, nsecs_t, uint32_t&) override {} virtual nsecs_t interceptKeyBeforeDispatching(const sp&, const KeyEvent*, uint32_t) override { return 0; } virtual bool dispatchUnhandledKey(const sp&, const KeyEvent*, uint32_t, KeyEvent*) override { return false; } virtual void notifySwitch(nsecs_t when, uint32_t switchValues, uint32_t switchMask, uint32_t policyFlags) override { std::scoped_lock lock(mLock); /** We simply reconstruct NotifySwitchArgs in policy because InputDispatcher is * essentially a passthrough for notifySwitch. */ mLastNotifySwitch = NotifySwitchArgs(1 /*id*/, when, policyFlags, switchValues, switchMask); } virtual void pokeUserActivity(nsecs_t, int32_t) override {} virtual bool checkInjectEventsPermissionNonReentrant(int32_t, int32_t) override { return false; } virtual void onPointerDownOutsideFocus(const sp& newToken) override { std::scoped_lock lock(mLock); mOnPointerDownToken = newToken; } void assertFilterInputEventWasCalled(int type, nsecs_t eventTime, int32_t action, int32_t displayId) { std::scoped_lock lock(mLock); ASSERT_NE(nullptr, mFilteredEvent) << "Expected filterInputEvent() to have been called."; ASSERT_EQ(mFilteredEvent->getType(), type); if (type == AINPUT_EVENT_TYPE_KEY) { const KeyEvent& keyEvent = static_cast(*mFilteredEvent); EXPECT_EQ(keyEvent.getEventTime(), eventTime); EXPECT_EQ(keyEvent.getAction(), action); EXPECT_EQ(keyEvent.getDisplayId(), displayId); } else if (type == AINPUT_EVENT_TYPE_MOTION) { const MotionEvent& motionEvent = static_cast(*mFilteredEvent); EXPECT_EQ(motionEvent.getEventTime(), eventTime); EXPECT_EQ(motionEvent.getAction(), action); EXPECT_EQ(motionEvent.getDisplayId(), displayId); } else { FAIL() << "Unknown type: " << type; } mFilteredEvent = nullptr; } }; // --- HmacKeyManagerTest --- class HmacKeyManagerTest : public testing::Test { protected: HmacKeyManager mHmacKeyManager; }; /** * Ensure that separate calls to sign the same data are generating the same key. * We avoid asserting against INVALID_HMAC. Since the key is random, there is a non-zero chance * that a specific key and data combination would produce INVALID_HMAC, which would cause flaky * tests. */ TEST_F(HmacKeyManagerTest, GeneratedHmac_IsConsistent) { KeyEvent event = getTestKeyEvent(); VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event); std::array hmac1 = mHmacKeyManager.sign(verifiedEvent); std::array hmac2 = mHmacKeyManager.sign(verifiedEvent); ASSERT_EQ(hmac1, hmac2); } /** * Ensure that changes in VerifiedKeyEvent produce a different hmac. */ TEST_F(HmacKeyManagerTest, GeneratedHmac_ChangesWhenFieldsChange) { KeyEvent event = getTestKeyEvent(); VerifiedKeyEvent verifiedEvent = verifiedKeyEventFromKeyEvent(event); std::array initialHmac = mHmacKeyManager.sign(verifiedEvent); verifiedEvent.deviceId += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.source += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.eventTimeNanos += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.displayId += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.action += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.downTimeNanos += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.flags += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.keyCode += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.scanCode += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.metaState += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); verifiedEvent.repeatCount += 1; ASSERT_NE(initialHmac, mHmacKeyManager.sign(verifiedEvent)); } // --- InputDispatcherTest --- class InputDispatcherTest : public testing::Test { protected: sp mFakePolicy; sp mDispatcher; virtual void SetUp() override { mFakePolicy = new FakeInputDispatcherPolicy(); mDispatcher = new InputDispatcher(mFakePolicy); mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false); //Start InputDispatcher thread ASSERT_EQ(OK, mDispatcher->start()); } virtual void TearDown() override { ASSERT_EQ(OK, mDispatcher->stop()); mFakePolicy.clear(); mDispatcher.clear(); } /** * Used for debugging when writing the test */ void dumpDispatcherState() { std::string dump; mDispatcher->dump(dump); std::stringstream ss(dump); std::string to; while (std::getline(ss, to, '\n')) { ALOGE("%s", to.c_str()); } } }; TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesKeyEvents) { KeyEvent event; // Rejects undefined key actions. event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE, INVALID_HMAC, /*action*/ -1, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME, ARBITRARY_TIME); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject key events with undefined action."; // Rejects ACTION_MULTIPLE since it is not supported despite being defined in the API. event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, ADISPLAY_ID_NONE, INVALID_HMAC, AKEY_EVENT_ACTION_MULTIPLE, 0, AKEYCODE_A, KEY_A, AMETA_NONE, 0, ARBITRARY_TIME, ARBITRARY_TIME); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject key events with ACTION_MULTIPLE."; } TEST_F(InputDispatcherTest, InjectInputEvent_ValidatesMotionEvents) { MotionEvent event; PointerProperties pointerProperties[MAX_POINTERS + 1]; PointerCoords pointerCoords[MAX_POINTERS + 1]; for (int i = 0; i <= MAX_POINTERS; i++) { pointerProperties[i].clear(); pointerProperties[i].id = i; pointerCoords[i].clear(); } // Some constants commonly used below constexpr int32_t source = AINPUT_SOURCE_TOUCHSCREEN; constexpr int32_t edgeFlags = AMOTION_EVENT_EDGE_FLAG_NONE; constexpr int32_t metaState = AMETA_NONE; constexpr MotionClassification classification = MotionClassification::NONE; // Rejects undefined motion actions. event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, /*action*/ -1, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with undefined action."; // Rejects pointer down with invalid index. event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_POINTER_DOWN | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer down index too large."; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_POINTER_DOWN | (~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer down index too small."; // Rejects pointer up with invalid index. event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_POINTER_UP | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer up index too large."; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_POINTER_UP | (~0U << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer up index too small."; // Rejects motion events with invalid number of pointers. event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 0, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with 0 pointers."; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ MAX_POINTERS + 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with more than MAX_POINTERS pointers."; // Rejects motion events with invalid pointer ids. pointerProperties[0].id = -1; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer ids less than 0."; pointerProperties[0].id = MAX_POINTER_ID + 1; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 1, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with pointer ids greater than MAX_POINTER_ID."; // Rejects motion events with duplicate pointer ids. pointerProperties[0].id = 1; pointerProperties[1].id = 1; event.initialize(InputEvent::nextId(), DEVICE_ID, source, DISPLAY_ID, INVALID_HMAC, AMOTION_EVENT_ACTION_DOWN, 0, 0, edgeFlags, metaState, 0, classification, 1 /* xScale */, 1 /* yScale */, 0, 0, 0, 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, ARBITRARY_TIME, ARBITRARY_TIME, /*pointerCount*/ 2, pointerProperties, pointerCoords); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, mDispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, INPUT_EVENT_INJECTION_SYNC_NONE, 0ms, 0)) << "Should reject motion events with duplicate pointer ids."; } /* Test InputDispatcher for notifyConfigurationChanged and notifySwitch events */ TEST_F(InputDispatcherTest, NotifyConfigurationChanged_CallsPolicy) { constexpr nsecs_t eventTime = 20; NotifyConfigurationChangedArgs args(10 /*id*/, eventTime); mDispatcher->notifyConfigurationChanged(&args); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyConfigurationChangedWasCalled(eventTime); } TEST_F(InputDispatcherTest, NotifySwitch_CallsPolicy) { NotifySwitchArgs args(10 /*id*/, 20 /*eventTime*/, 0 /*policyFlags*/, 1 /*switchValues*/, 2 /*switchMask*/); mDispatcher->notifySwitch(&args); // InputDispatcher adds POLICY_FLAG_TRUSTED because the event went through InputListener args.policyFlags |= POLICY_FLAG_TRUSTED; mFakePolicy->assertNotifySwitchWasCalled(args); } // --- InputDispatcherTest SetInputWindowTest --- static constexpr std::chrono::duration INJECT_EVENT_TIMEOUT = 500ms; static constexpr std::chrono::nanoseconds DISPATCHING_TIMEOUT = 5s; class FakeApplicationHandle : public InputApplicationHandle { public: FakeApplicationHandle() { mInfo.name = "Fake Application"; mInfo.token = new BBinder(); mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT.count(); } virtual ~FakeApplicationHandle() {} virtual bool updateInfo() override { return true; } void setDispatchingTimeout(std::chrono::nanoseconds timeout) { mInfo.dispatchingTimeout = timeout.count(); } }; class FakeInputReceiver { public: explicit FakeInputReceiver(const sp& clientChannel, const std::string name) : mName(name) { mConsumer = std::make_unique(clientChannel); } InputEvent* consume() { InputEvent* event; std::optional consumeSeq = receiveEvent(&event); if (!consumeSeq) { return nullptr; } finishEvent(*consumeSeq); return event; } /** * Receive an event without acknowledging it. * Return the sequence number that could later be used to send finished signal. */ std::optional receiveEvent(InputEvent** outEvent = nullptr) { uint32_t consumeSeq; InputEvent* event; std::chrono::time_point start = std::chrono::steady_clock::now(); status_t status = WOULD_BLOCK; while (status == WOULD_BLOCK) { status = mConsumer->consume(&mEventFactory, true /*consumeBatches*/, -1, &consumeSeq, &event); std::chrono::duration elapsed = std::chrono::steady_clock::now() - start; if (elapsed > 100ms) { break; } } if (status == WOULD_BLOCK) { // Just means there's no event available. return std::nullopt; } if (status != OK) { ADD_FAILURE() << mName.c_str() << ": consumer consume should return OK."; return std::nullopt; } if (event == nullptr) { ADD_FAILURE() << "Consumed correctly, but received NULL event from consumer"; return std::nullopt; } if (outEvent != nullptr) { *outEvent = event; } return consumeSeq; } /** * To be used together with "receiveEvent" to complete the consumption of an event. */ void finishEvent(uint32_t consumeSeq) { const status_t status = mConsumer->sendFinishedSignal(consumeSeq, true); ASSERT_EQ(OK, status) << mName.c_str() << ": consumer sendFinishedSignal should return OK."; } void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId, int32_t expectedFlags) { InputEvent* event = consume(); ASSERT_NE(nullptr, event) << mName.c_str() << ": consumer should have returned non-NULL event."; ASSERT_EQ(expectedEventType, event->getType()) << mName.c_str() << " expected " << inputEventTypeToString(expectedEventType) << " event, got " << inputEventTypeToString(event->getType()) << " event"; EXPECT_EQ(expectedDisplayId, event->getDisplayId()); switch (expectedEventType) { case AINPUT_EVENT_TYPE_KEY: { const KeyEvent& keyEvent = static_cast(*event); EXPECT_EQ(expectedAction, keyEvent.getAction()); EXPECT_EQ(expectedFlags, keyEvent.getFlags()); break; } case AINPUT_EVENT_TYPE_MOTION: { const MotionEvent& motionEvent = static_cast(*event); EXPECT_EQ(expectedAction, motionEvent.getAction()); EXPECT_EQ(expectedFlags, motionEvent.getFlags()); break; } case AINPUT_EVENT_TYPE_FOCUS: { FAIL() << "Use 'consumeFocusEvent' for FOCUS events"; } default: { FAIL() << mName.c_str() << ": invalid event type: " << expectedEventType; } } } void consumeFocusEvent(bool hasFocus, bool inTouchMode) { InputEvent* event = consume(); ASSERT_NE(nullptr, event) << mName.c_str() << ": consumer should have returned non-NULL event."; ASSERT_EQ(AINPUT_EVENT_TYPE_FOCUS, event->getType()) << "Got " << inputEventTypeToString(event->getType()) << " event instead of FOCUS event"; ASSERT_EQ(ADISPLAY_ID_NONE, event->getDisplayId()) << mName.c_str() << ": event displayId should always be NONE."; FocusEvent* focusEvent = static_cast(event); EXPECT_EQ(hasFocus, focusEvent->getHasFocus()); EXPECT_EQ(inTouchMode, focusEvent->getInTouchMode()); } void assertNoEvents() { InputEvent* event = consume(); if (event == nullptr) { return; } if (event->getType() == AINPUT_EVENT_TYPE_KEY) { KeyEvent& keyEvent = static_cast(*event); ADD_FAILURE() << "Received key event " << KeyEvent::actionToString(keyEvent.getAction()); } else if (event->getType() == AINPUT_EVENT_TYPE_MOTION) { MotionEvent& motionEvent = static_cast(*event); ADD_FAILURE() << "Received motion event " << MotionEvent::actionToString(motionEvent.getAction()); } else if (event->getType() == AINPUT_EVENT_TYPE_FOCUS) { FocusEvent& focusEvent = static_cast(*event); ADD_FAILURE() << "Received focus event, hasFocus = " << (focusEvent.getHasFocus() ? "true" : "false"); } FAIL() << mName.c_str() << ": should not have received any events, so consume() should return NULL"; } sp getToken() { return mConsumer->getChannel()->getConnectionToken(); } protected: std::unique_ptr mConsumer; PreallocatedInputEventFactory mEventFactory; std::string mName; }; class FakeWindowHandle : public InputWindowHandle { public: static const int32_t WIDTH = 600; static const int32_t HEIGHT = 800; FakeWindowHandle(const sp& inputApplicationHandle, const sp& dispatcher, const std::string name, int32_t displayId, sp token = nullptr) : mName(name) { if (token == nullptr) { sp serverChannel, clientChannel; InputChannel::openInputChannelPair(name, serverChannel, clientChannel); mInputReceiver = std::make_unique(clientChannel, name); dispatcher->registerInputChannel(serverChannel); token = serverChannel->getConnectionToken(); } inputApplicationHandle->updateInfo(); mInfo.applicationInfo = *inputApplicationHandle->getInfo(); mInfo.token = token; mInfo.id = sId++; mInfo.name = name; mInfo.layoutParamsFlags = 0; mInfo.layoutParamsType = InputWindowInfo::TYPE_APPLICATION; mInfo.dispatchingTimeout = DISPATCHING_TIMEOUT.count(); mInfo.frameLeft = 0; mInfo.frameTop = 0; mInfo.frameRight = WIDTH; mInfo.frameBottom = HEIGHT; mInfo.globalScaleFactor = 1.0; mInfo.touchableRegion.clear(); mInfo.addTouchableRegion(Rect(0, 0, WIDTH, HEIGHT)); mInfo.visible = true; mInfo.canReceiveKeys = true; mInfo.hasFocus = false; mInfo.hasWallpaper = false; mInfo.paused = false; mInfo.ownerPid = INJECTOR_PID; mInfo.ownerUid = INJECTOR_UID; mInfo.inputFeatures = 0; mInfo.displayId = displayId; } virtual bool updateInfo() { return true; } void setFocus(bool hasFocus) { mInfo.hasFocus = hasFocus; } void setDispatchingTimeout(std::chrono::nanoseconds timeout) { mInfo.dispatchingTimeout = timeout.count(); } void setPaused(bool paused) { mInfo.paused = paused; } void setFrame(const Rect& frame) { mInfo.frameLeft = frame.left; mInfo.frameTop = frame.top; mInfo.frameRight = frame.right; mInfo.frameBottom = frame.bottom; mInfo.touchableRegion.clear(); mInfo.addTouchableRegion(frame); } void setLayoutParamFlags(int32_t flags) { mInfo.layoutParamsFlags = flags; } void setWindowScale(float xScale, float yScale) { mInfo.windowXScale = xScale; mInfo.windowYScale = yScale; } void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } void consumeKeyUp(int32_t expectedDisplayId, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, expectedDisplayId, expectedFlags); } void consumeMotionCancel(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, expectedDisplayId, expectedFlags); } void consumeMotionMove(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, expectedDisplayId, expectedFlags); } void consumeMotionDown(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } void consumeMotionPointerDown(int32_t pointerIdx, int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { int32_t action = AMOTION_EVENT_ACTION_POINTER_DOWN | (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags); } void consumeMotionPointerUp(int32_t pointerIdx, int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { int32_t action = AMOTION_EVENT_ACTION_POINTER_UP | (pointerIdx << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); consumeEvent(AINPUT_EVENT_TYPE_MOTION, action, expectedDisplayId, expectedFlags); } void consumeMotionUp(int32_t expectedDisplayId = ADISPLAY_ID_DEFAULT, int32_t expectedFlags = 0) { consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP, expectedDisplayId, expectedFlags); } void consumeFocusEvent(bool hasFocus, bool inTouchMode = true) { ASSERT_NE(mInputReceiver, nullptr) << "Cannot consume events from a window with no receiver"; mInputReceiver->consumeFocusEvent(hasFocus, inTouchMode); } void consumeEvent(int32_t expectedEventType, int32_t expectedAction, int32_t expectedDisplayId, int32_t expectedFlags) { ASSERT_NE(mInputReceiver, nullptr) << "Invalid consume event on window with no receiver"; mInputReceiver->consumeEvent(expectedEventType, expectedAction, expectedDisplayId, expectedFlags); } std::optional receiveEvent(InputEvent** outEvent = nullptr) { if (mInputReceiver == nullptr) { ADD_FAILURE() << "Invalid receive event on window with no receiver"; return std::nullopt; } return mInputReceiver->receiveEvent(outEvent); } void finishEvent(uint32_t sequenceNum) { ASSERT_NE(mInputReceiver, nullptr) << "Invalid receive event on window with no receiver"; mInputReceiver->finishEvent(sequenceNum); } InputEvent* consume() { if (mInputReceiver == nullptr) { return nullptr; } return mInputReceiver->consume(); } void assertNoEvents() { ASSERT_NE(mInputReceiver, nullptr) << "Call 'assertNoEvents' on a window with an InputReceiver"; mInputReceiver->assertNoEvents(); } sp getToken() { return mInfo.token; } const std::string& getName() { return mName; } private: const std::string mName; std::unique_ptr mInputReceiver; static std::atomic sId; // each window gets a unique id, like in surfaceflinger }; std::atomic FakeWindowHandle::sId{1}; static int32_t injectKey(const sp& dispatcher, int32_t action, int32_t repeatCount, int32_t displayId = ADISPLAY_ID_NONE, int32_t syncMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT) { KeyEvent event; nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC); // Define a valid key down event. event.initialize(InputEvent::nextId(), DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId, INVALID_HMAC, action, /* flags */ 0, AKEYCODE_A, KEY_A, AMETA_NONE, repeatCount, currentTime, currentTime); // Inject event until dispatch out. return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, syncMode, injectionTimeout, POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER); } static int32_t injectKeyDown(const sp& dispatcher, int32_t displayId = ADISPLAY_ID_NONE) { return injectKey(dispatcher, AKEY_EVENT_ACTION_DOWN, /* repeatCount */ 0, displayId); } static int32_t injectKeyUp(const sp& dispatcher, int32_t displayId = ADISPLAY_ID_NONE) { return injectKey(dispatcher, AKEY_EVENT_ACTION_UP, /* repeatCount */ 0, displayId); } static int32_t injectMotionEvent( const sp& dispatcher, int32_t action, int32_t source, int32_t displayId, const PointF& position, const PointF& cursorPosition = {AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION}, std::chrono::milliseconds injectionTimeout = INJECT_EVENT_TIMEOUT, int32_t injectionMode = INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, nsecs_t eventTime = systemTime(SYSTEM_TIME_MONOTONIC)) { MotionEvent event; PointerProperties pointerProperties[1]; PointerCoords pointerCoords[1]; pointerProperties[0].clear(); pointerProperties[0].id = 0; pointerProperties[0].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER; pointerCoords[0].clear(); pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, position.x); pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_Y, position.y); // Define a valid motion down event. event.initialize(InputEvent::nextId(), DEVICE_ID, source, displayId, INVALID_HMAC, action, /* actionButton */ 0, /* flags */ 0, /* edgeFlags */ 0, AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE, /* xScale */ 1, /* yScale */ 1, /* xOffset */ 0, /* yOffset */ 0, /* xPrecision */ 0, /* yPrecision */ 0, cursorPosition.x, cursorPosition.y, eventTime, eventTime, /*pointerCount*/ 1, pointerProperties, pointerCoords); // Inject event until dispatch out. return dispatcher->injectInputEvent(&event, INJECTOR_PID, INJECTOR_UID, injectionMode, injectionTimeout, POLICY_FLAG_FILTERED | POLICY_FLAG_PASS_TO_USER); } static int32_t injectMotionDown(const sp& dispatcher, int32_t source, int32_t displayId, const PointF& location = {100, 200}) { return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_DOWN, source, displayId, location); } static int32_t injectMotionUp(const sp& dispatcher, int32_t source, int32_t displayId, const PointF& location = {100, 200}) { return injectMotionEvent(dispatcher, AMOTION_EVENT_ACTION_UP, source, displayId, location); } static NotifyKeyArgs generateKeyArgs(int32_t action, int32_t displayId = ADISPLAY_ID_NONE) { nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC); // Define a valid key event. NotifyKeyArgs args(/* id */ 0, currentTime, DEVICE_ID, AINPUT_SOURCE_KEYBOARD, displayId, POLICY_FLAG_PASS_TO_USER, action, /* flags */ 0, AKEYCODE_A, KEY_A, AMETA_NONE, currentTime); return args; } static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32_t displayId, const std::vector& points) { size_t pointerCount = points.size(); if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_UP) { EXPECT_EQ(1U, pointerCount) << "Actions DOWN and UP can only contain a single pointer"; } PointerProperties pointerProperties[pointerCount]; PointerCoords pointerCoords[pointerCount]; for (size_t i = 0; i < pointerCount; i++) { pointerProperties[i].clear(); pointerProperties[i].id = i; pointerProperties[i].toolType = AMOTION_EVENT_TOOL_TYPE_FINGER; pointerCoords[i].clear(); pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_X, points[i].x); pointerCoords[i].setAxisValue(AMOTION_EVENT_AXIS_Y, points[i].y); } nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC); // Define a valid motion event. NotifyMotionArgs args(/* id */ 0, currentTime, DEVICE_ID, source, displayId, POLICY_FLAG_PASS_TO_USER, action, /* actionButton */ 0, /* flags */ 0, AMETA_NONE, /* buttonState */ 0, MotionClassification::NONE, AMOTION_EVENT_EDGE_FLAG_NONE, pointerCount, pointerProperties, pointerCoords, /* xPrecision */ 0, /* yPrecision */ 0, AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION, currentTime, /* videoFrames */ {}); return args; } static NotifyMotionArgs generateMotionArgs(int32_t action, int32_t source, int32_t displayId) { return generateMotionArgs(action, source, displayId, {PointF{100, 200}}); } TEST_F(InputDispatcherTest, SetInputWindow_SingleWindowTouch) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ADISPLAY_ID_DEFAULT); } /** * Calling setInputWindows once with FLAG_NOT_TOUCH_MODAL should not cause any issues. * To ensure that window receives only events that were directly inside of it, add * FLAG_NOT_TOUCH_MODAL. This will enforce using the touchableRegion of the input * when finding touched windows. * This test serves as a sanity check for the next test, where setInputWindows is * called twice. */ TEST_F(InputDispatcherTest, SetInputWindowOnce_SingleWindowTouch) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); window->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50})) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ADISPLAY_ID_DEFAULT); } /** * Calling setInputWindows twice, with the same info, should not cause any issues. * To ensure that window receives only events that were directly inside of it, add * FLAG_NOT_TOUCH_MODAL. This will enforce using the touchableRegion of the input * when finding touched windows. */ TEST_F(InputDispatcherTest, SetInputWindowTwice_SingleWindowTouch) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); window->setFrame(Rect(0, 0, 100, 100)); window->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50})) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Window should receive motion event. window->consumeMotionDown(ADISPLAY_ID_DEFAULT); } // The foreground window should receive the first touch down event. TEST_F(InputDispatcherTest, SetInputWindow_MultiWindowsTouch) { sp application = new FakeApplicationHandle(); sp windowTop = new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT); sp windowSecond = new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}}); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Top window should receive the touch down event. Second window should not receive anything. windowTop->consumeMotionDown(ADISPLAY_ID_DEFAULT); windowSecond->assertNoEvents(); } TEST_F(InputDispatcherTest, SetInputWindow_FocusedWindow) { sp application = new FakeApplicationHandle(); sp windowTop = new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT); sp windowSecond = new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); // Display should have only one focused window windowSecond->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}}); windowSecond->consumeFocusEvent(true); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Focused window should receive event. windowTop->assertNoEvents(); windowSecond->consumeKeyDown(ADISPLAY_ID_NONE); } TEST_F(InputDispatcherTest, SetInputWindow_FocusPriority) { sp application = new FakeApplicationHandle(); sp windowTop = new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT); sp windowSecond = new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); // Display has two focused windows. Add them to inputWindowsHandles in z-order (top most first) windowTop->setFocus(true); windowSecond->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}}); windowTop->consumeFocusEvent(true); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Top focused window should receive event. windowTop->consumeKeyDown(ADISPLAY_ID_NONE); windowSecond->assertNoEvents(); } TEST_F(InputDispatcherTest, SetInputWindow_InputWindowInfo) { sp application = new FakeApplicationHandle(); sp windowTop = new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT); sp windowSecond = new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); windowTop->setFocus(true); windowSecond->setFocus(true); // Release channel for window is no longer valid. windowTop->releaseChannel(); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowTop, windowSecond}}}); windowSecond->consumeFocusEvent(true); // Test inject a key down, should dispatch to a valid window. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; // Top window is invalid, so it should not receive any input event. windowTop->assertNoEvents(); windowSecond->consumeKeyDown(ADISPLAY_ID_NONE); } TEST_F(InputDispatcherTest, DispatchMouseEventsUnderCursor) { sp application = new FakeApplicationHandle(); sp windowLeft = new FakeWindowHandle(application, mDispatcher, "Left", ADISPLAY_ID_DEFAULT); windowLeft->setFrame(Rect(0, 0, 600, 800)); windowLeft->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); sp windowRight = new FakeWindowHandle(application, mDispatcher, "Right", ADISPLAY_ID_DEFAULT); windowRight->setFrame(Rect(600, 0, 1200, 800)); windowRight->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowLeft, windowRight}}}); // Inject an event with coordinate in the area of right window, with mouse cursor in the area of // left window. This event should be dispatched to the left window. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_MOUSE, ADISPLAY_ID_DEFAULT, {610, 400}, {599, 400})); windowLeft->consumeMotionDown(ADISPLAY_ID_DEFAULT); windowRight->assertNoEvents(); } TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsKeyStream) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true); NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyKey(&keyArgs); // Window should receive key down event. window->consumeKeyDown(ADISPLAY_ID_DEFAULT); // When device reset happens, that key stream should be terminated with FLAG_CANCELED // on the app side. NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID); mDispatcher->notifyDeviceReset(&args); window->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT, AKEY_EVENT_FLAG_CANCELED); } TEST_F(InputDispatcherTest, NotifyDeviceReset_CancelsMotionStream) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&motionArgs); // Window should receive motion down event. window->consumeMotionDown(ADISPLAY_ID_DEFAULT); // When device reset happens, that motion stream should be terminated with ACTION_CANCEL // on the app side. NotifyDeviceResetArgs args(10 /*id*/, 20 /*eventTime*/, DEVICE_ID); mDispatcher->notifyDeviceReset(&args); window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT, 0 /*expectedFlags*/); } TEST_F(InputDispatcherTest, TransferTouchFocus_OnePointer) { sp application = new FakeApplicationHandle(); // Create a couple of windows sp firstWindow = new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT); sp secondWindow = new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT); // Add the windows to the dispatcher mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}}); // Send down to the first window NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&downMotionArgs); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Transfer touch focus to the second window mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken()); // The first window gets cancel and the second gets down firstWindow->consumeMotionCancel(); secondWindow->consumeMotionDown(); // Send up event to the second window NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&upMotionArgs); // The first window gets no events and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(); } TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointerNoSplitTouch) { sp application = new FakeApplicationHandle(); PointF touchPoint = {10, 10}; // Create a couple of windows sp firstWindow = new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT); sp secondWindow = new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT); // Add the windows to the dispatcher mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}}); // Send down to the first window NotifyMotionArgs downMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint}); mDispatcher->notifyMotion(&downMotionArgs); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send pointer down to the first window NotifyMotionArgs pointerDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint, touchPoint}); mDispatcher->notifyMotion(&pointerDownMotionArgs); // Only the first window should get the pointer down event firstWindow->consumeMotionPointerDown(1); secondWindow->assertNoEvents(); // Transfer touch focus to the second window mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken()); // The first window gets cancel and the second gets down and pointer down firstWindow->consumeMotionCancel(); secondWindow->consumeMotionDown(); secondWindow->consumeMotionPointerDown(1); // Send pointer up to the second window NotifyMotionArgs pointerUpMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchPoint, touchPoint}); mDispatcher->notifyMotion(&pointerUpMotionArgs); // The first window gets nothing and the second gets pointer up firstWindow->assertNoEvents(); secondWindow->consumeMotionPointerUp(1); // Send up event to the second window NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&upMotionArgs); // The first window gets nothing and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(); } TEST_F(InputDispatcherTest, TransferTouchFocus_TwoPointersSplitTouch) { sp application = new FakeApplicationHandle(); // Create a non touch modal window that supports split touch sp firstWindow = new FakeWindowHandle(application, mDispatcher, "First Window", ADISPLAY_ID_DEFAULT); firstWindow->setFrame(Rect(0, 0, 600, 400)); firstWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_SPLIT_TOUCH); // Create a non touch modal window that supports split touch sp secondWindow = new FakeWindowHandle(application, mDispatcher, "Second Window", ADISPLAY_ID_DEFAULT); secondWindow->setFrame(Rect(0, 400, 600, 800)); secondWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_SPLIT_TOUCH); // Add the windows to the dispatcher mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {firstWindow, secondWindow}}}); PointF pointInFirst = {300, 200}; PointF pointInSecond = {300, 600}; // Send down to the first window NotifyMotionArgs firstDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst}); mDispatcher->notifyMotion(&firstDownMotionArgs); // Only the first window should get the down event firstWindow->consumeMotionDown(); secondWindow->assertNoEvents(); // Send down to the second window NotifyMotionArgs secondDownMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_DOWN | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst, pointInSecond}); mDispatcher->notifyMotion(&secondDownMotionArgs); // The first window gets a move and the second a down firstWindow->consumeMotionMove(); secondWindow->consumeMotionDown(); // Transfer touch focus to the second window mDispatcher->transferTouchFocus(firstWindow->getToken(), secondWindow->getToken()); // The first window gets cancel and the new gets pointer down (it already saw down) firstWindow->consumeMotionCancel(); secondWindow->consumeMotionPointerDown(1); // Send pointer up to the second window NotifyMotionArgs pointerUpMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_POINTER_UP | (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT), AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {pointInFirst, pointInSecond}); mDispatcher->notifyMotion(&pointerUpMotionArgs); // The first window gets nothing and the second gets pointer up firstWindow->assertNoEvents(); secondWindow->consumeMotionPointerUp(1); // Send up event to the second window NotifyMotionArgs upMotionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&upMotionArgs); // The first window gets nothing and the second gets up firstWindow->assertNoEvents(); secondWindow->consumeMotionUp(); } TEST_F(InputDispatcherTest, FocusedWindow_ReceivesFocusEventAndKeyEvent) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true); NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyKey(&keyArgs); // Window should receive key down event. window->consumeKeyDown(ADISPLAY_ID_DEFAULT); } TEST_F(InputDispatcherTest, UnfocusedWindow_DoesNotReceiveFocusEventOrKeyEvent) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyKey(&keyArgs); mDispatcher->waitForIdle(); window->assertNoEvents(); } // If a window is touchable, but does not have focus, it should receive motion events, but not keys TEST_F(InputDispatcherTest, UnfocusedWindow_ReceivesMotionsButNotKeys) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); // Send key NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyKey(&keyArgs); // Send motion NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&motionArgs); // Window should receive only the motion event window->consumeMotionDown(ADISPLAY_ID_DEFAULT); window->assertNoEvents(); // Key event or focus event will not be received } class FakeMonitorReceiver { public: FakeMonitorReceiver(const sp& dispatcher, const std::string name, int32_t displayId, bool isGestureMonitor = false) { sp serverChannel, clientChannel; InputChannel::openInputChannelPair(name, serverChannel, clientChannel); mInputReceiver = std::make_unique(clientChannel, name); dispatcher->registerInputMonitor(serverChannel, displayId, isGestureMonitor); } sp getToken() { return mInputReceiver->getToken(); } void consumeKeyDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } std::optional receiveEvent() { return mInputReceiver->receiveEvent(); } void finishEvent(uint32_t consumeSeq) { return mInputReceiver->finishEvent(consumeSeq); } void consumeMotionDown(int32_t expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_DOWN, expectedDisplayId, expectedFlags); } void consumeMotionUp(int32_t expectedDisplayId, int32_t expectedFlags = 0) { mInputReceiver->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_UP, expectedDisplayId, expectedFlags); } void assertNoEvents() { mInputReceiver->assertNoEvents(); } private: std::unique_ptr mInputReceiver; }; // Tests for gesture monitors TEST_F(InputDispatcherTest, GestureMonitor_ReceivesMotionEvents) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; window->consumeMotionDown(ADISPLAY_ID_DEFAULT); monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT); } TEST_F(InputDispatcherTest, GestureMonitor_DoesNotReceiveKeyEvents) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true); FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; window->consumeKeyDown(ADISPLAY_ID_DEFAULT); monitor.assertNoEvents(); } TEST_F(InputDispatcherTest, GestureMonitor_CanPilferAfterWindowIsRemovedMidStream) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "GM_1", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; window->consumeMotionDown(ADISPLAY_ID_DEFAULT); monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT); window->releaseChannel(); mDispatcher->pilferPointers(monitor.getToken()); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT); } TEST_F(InputDispatcherTest, UnresponsiveGestureMonitor_GetsAnr) { FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)); std::optional consumeSeq = monitor.receiveEvent(); ASSERT_TRUE(consumeSeq); mFakePolicy->assertNotifyAnrWasCalled(DISPATCHING_TIMEOUT, nullptr, monitor.getToken()); monitor.finishEvent(*consumeSeq); ASSERT_TRUE(mDispatcher->waitForIdle()); } TEST_F(InputDispatcherTest, TestMoveEvent) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&motionArgs); // Window should receive motion down event. window->consumeMotionDown(ADISPLAY_ID_DEFAULT); motionArgs.action = AMOTION_EVENT_ACTION_MOVE; motionArgs.id += 1; motionArgs.eventTime = systemTime(SYSTEM_TIME_MONOTONIC); motionArgs.pointerCoords[0].setAxisValue(AMOTION_EVENT_AXIS_X, motionArgs.pointerCoords[0].getX() - 10); mDispatcher->notifyMotion(&motionArgs); window->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_MOVE, ADISPLAY_ID_DEFAULT, 0 /*expectedFlags*/); } /** * Dispatcher has touch mode enabled by default. Typically, the policy overrides that value to * the device default right away. In the test scenario, we check both the default value, * and the action of enabling / disabling. */ TEST_F(InputDispatcherTest, TouchModeState_IsSentToApps) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); window->setFocus(true); SCOPED_TRACE("Check default value of touch mode"); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/); SCOPED_TRACE("Remove the window to trigger focus loss"); window->setFocus(false); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(false /*hasFocus*/, true /*inTouchMode*/); SCOPED_TRACE("Disable touch mode"); mDispatcher->setInTouchMode(false); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true /*hasFocus*/, false /*inTouchMode*/); SCOPED_TRACE("Remove the window to trigger focus loss"); window->setFocus(false); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(false /*hasFocus*/, false /*inTouchMode*/); SCOPED_TRACE("Enable touch mode again"); mDispatcher->setInTouchMode(true); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/); window->assertNoEvents(); } TEST_F(InputDispatcherTest, VerifyInputEvent_KeyEvent) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT); mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); window->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); window->consumeFocusEvent(true /*hasFocus*/, true /*inTouchMode*/); NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN); mDispatcher->notifyKey(&keyArgs); InputEvent* event = window->consume(); ASSERT_NE(event, nullptr); std::unique_ptr verified = mDispatcher->verifyInputEvent(*event); ASSERT_NE(verified, nullptr); ASSERT_EQ(verified->type, VerifiedInputEvent::Type::KEY); ASSERT_EQ(keyArgs.eventTime, verified->eventTimeNanos); ASSERT_EQ(keyArgs.deviceId, verified->deviceId); ASSERT_EQ(keyArgs.source, verified->source); ASSERT_EQ(keyArgs.displayId, verified->displayId); const VerifiedKeyEvent& verifiedKey = static_cast(*verified); ASSERT_EQ(keyArgs.action, verifiedKey.action); ASSERT_EQ(keyArgs.downTime, verifiedKey.downTimeNanos); ASSERT_EQ(keyArgs.flags & VERIFIED_KEY_EVENT_FLAGS, verifiedKey.flags); ASSERT_EQ(keyArgs.keyCode, verifiedKey.keyCode); ASSERT_EQ(keyArgs.scanCode, verifiedKey.scanCode); ASSERT_EQ(keyArgs.metaState, verifiedKey.metaState); ASSERT_EQ(0, verifiedKey.repeatCount); } TEST_F(InputDispatcherTest, VerifyInputEvent_MotionEvent) { sp application = new FakeApplicationHandle(); sp window = new FakeWindowHandle(application, mDispatcher, "Test window", ADISPLAY_ID_DEFAULT); mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window}}}); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT); mDispatcher->notifyMotion(&motionArgs); InputEvent* event = window->consume(); ASSERT_NE(event, nullptr); std::unique_ptr verified = mDispatcher->verifyInputEvent(*event); ASSERT_NE(verified, nullptr); ASSERT_EQ(verified->type, VerifiedInputEvent::Type::MOTION); EXPECT_EQ(motionArgs.eventTime, verified->eventTimeNanos); EXPECT_EQ(motionArgs.deviceId, verified->deviceId); EXPECT_EQ(motionArgs.source, verified->source); EXPECT_EQ(motionArgs.displayId, verified->displayId); const VerifiedMotionEvent& verifiedMotion = static_cast(*verified); EXPECT_EQ(motionArgs.pointerCoords[0].getX(), verifiedMotion.rawX); EXPECT_EQ(motionArgs.pointerCoords[0].getY(), verifiedMotion.rawY); EXPECT_EQ(motionArgs.action & AMOTION_EVENT_ACTION_MASK, verifiedMotion.actionMasked); EXPECT_EQ(motionArgs.downTime, verifiedMotion.downTimeNanos); EXPECT_EQ(motionArgs.flags & VERIFIED_MOTION_EVENT_FLAGS, verifiedMotion.flags); EXPECT_EQ(motionArgs.metaState, verifiedMotion.metaState); EXPECT_EQ(motionArgs.buttonState, verifiedMotion.buttonState); } class InputDispatcherKeyRepeatTest : public InputDispatcherTest { protected: static constexpr nsecs_t KEY_REPEAT_TIMEOUT = 40 * 1000000; // 40 ms static constexpr nsecs_t KEY_REPEAT_DELAY = 40 * 1000000; // 40 ms sp mApp; sp mWindow; virtual void SetUp() override { mFakePolicy = new FakeInputDispatcherPolicy(); mFakePolicy->setKeyRepeatConfiguration(KEY_REPEAT_TIMEOUT, KEY_REPEAT_DELAY); mDispatcher = new InputDispatcher(mFakePolicy); mDispatcher->setInputDispatchMode(/*enabled*/ true, /*frozen*/ false); ASSERT_EQ(OK, mDispatcher->start()); setUpWindow(); } void setUpWindow() { mApp = new FakeApplicationHandle(); mWindow = new FakeWindowHandle(mApp, mDispatcher, "Fake Window", ADISPLAY_ID_DEFAULT); mWindow->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); mWindow->consumeFocusEvent(true); } void sendAndConsumeKeyDown() { NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN, ADISPLAY_ID_DEFAULT); keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Otherwise it won't generate repeat event mDispatcher->notifyKey(&keyArgs); // Window should receive key down event. mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); } void expectKeyRepeatOnce(int32_t repeatCount) { SCOPED_TRACE(StringPrintf("Checking event with repeat count %" PRId32, repeatCount)); InputEvent* repeatEvent = mWindow->consume(); ASSERT_NE(nullptr, repeatEvent); uint32_t eventType = repeatEvent->getType(); ASSERT_EQ(AINPUT_EVENT_TYPE_KEY, eventType); KeyEvent* repeatKeyEvent = static_cast(repeatEvent); uint32_t eventAction = repeatKeyEvent->getAction(); EXPECT_EQ(AKEY_EVENT_ACTION_DOWN, eventAction); EXPECT_EQ(repeatCount, repeatKeyEvent->getRepeatCount()); } void sendAndConsumeKeyUp() { NotifyKeyArgs keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT); keyArgs.policyFlags |= POLICY_FLAG_TRUSTED; // Unless it won't generate repeat event mDispatcher->notifyKey(&keyArgs); // Window should receive key down event. mWindow->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_DEFAULT, 0 /*expectedFlags*/); } }; TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_ReceivesKeyRepeat) { sendAndConsumeKeyDown(); for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { expectKeyRepeatOnce(repeatCount); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_StopsKeyRepeatAfterUp) { sendAndConsumeKeyDown(); expectKeyRepeatOnce(1 /*repeatCount*/); sendAndConsumeKeyUp(); mWindow->assertNoEvents(); } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseEventIdFromInputDispatcher) { sendAndConsumeKeyDown(); for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { InputEvent* repeatEvent = mWindow->consume(); ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount; EXPECT_EQ(IdGenerator::Source::INPUT_DISPATCHER, IdGenerator::getSource(repeatEvent->getId())); } } TEST_F(InputDispatcherKeyRepeatTest, FocusedWindow_RepeatKeyEventsUseUniqueEventId) { sendAndConsumeKeyDown(); std::unordered_set idSet; for (int32_t repeatCount = 1; repeatCount <= 10; ++repeatCount) { InputEvent* repeatEvent = mWindow->consume(); ASSERT_NE(nullptr, repeatEvent) << "Didn't receive event with repeat count " << repeatCount; int32_t id = repeatEvent->getId(); EXPECT_EQ(idSet.end(), idSet.find(id)); idSet.insert(id); } } /* Test InputDispatcher for MultiDisplay */ class InputDispatcherFocusOnTwoDisplaysTest : public InputDispatcherTest { public: static constexpr int32_t SECOND_DISPLAY_ID = 1; virtual void SetUp() override { InputDispatcherTest::SetUp(); application1 = new FakeApplicationHandle(); windowInPrimary = new FakeWindowHandle(application1, mDispatcher, "D_1", ADISPLAY_ID_DEFAULT); // Set focus window for primary display, but focused display would be second one. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application1); windowInPrimary->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {windowInPrimary}}}); windowInPrimary->consumeFocusEvent(true); application2 = new FakeApplicationHandle(); windowInSecondary = new FakeWindowHandle(application2, mDispatcher, "D_2", SECOND_DISPLAY_ID); // Set focus to second display window. // Set focus display to second one. mDispatcher->setFocusedDisplay(SECOND_DISPLAY_ID); // Set focus window for second display. mDispatcher->setFocusedApplication(SECOND_DISPLAY_ID, application2); windowInSecondary->setFocus(true); mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {windowInSecondary}}}); windowInSecondary->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); application1.clear(); windowInPrimary.clear(); application2.clear(); windowInSecondary.clear(); } protected: sp application1; sp windowInPrimary; sp application2; sp windowInSecondary; }; TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayTouch) { // Test touch down on primary display. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT); windowInSecondary->assertNoEvents(); // Test touch down on second display. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->assertNoEvents(); windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID); } TEST_F(InputDispatcherFocusOnTwoDisplaysTest, SetInputWindow_MultiDisplayFocus) { // Test inject a key down with display id specified. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->consumeKeyDown(ADISPLAY_ID_DEFAULT); windowInSecondary->assertNoEvents(); // Test inject a key down without display id specified. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->assertNoEvents(); windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE); // Remove all windows in secondary display. mDispatcher->setInputWindows({{SECOND_DISPLAY_ID, {}}}); // Expect old focus should receive a cancel event. windowInSecondary->consumeEvent(AINPUT_EVENT_TYPE_KEY, AKEY_EVENT_ACTION_UP, ADISPLAY_ID_NONE, AKEY_EVENT_FLAG_CANCELED); // Test inject a key down, should timeout because of no target window. ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_TIMED_OUT"; windowInPrimary->assertNoEvents(); windowInSecondary->consumeFocusEvent(false); windowInSecondary->assertNoEvents(); } // Test per-display input monitors for motion event. TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorMotionEvent_MultiDisplay) { FakeMonitorReceiver monitorInPrimary = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT); FakeMonitorReceiver monitorInSecondary = FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID); // Test touch down on primary display. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->consumeMotionDown(ADISPLAY_ID_DEFAULT); monitorInPrimary.consumeMotionDown(ADISPLAY_ID_DEFAULT); windowInSecondary->assertNoEvents(); monitorInSecondary.assertNoEvents(); // Test touch down on second display. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, SECOND_DISPLAY_ID)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->assertNoEvents(); monitorInPrimary.assertNoEvents(); windowInSecondary->consumeMotionDown(SECOND_DISPLAY_ID); monitorInSecondary.consumeMotionDown(SECOND_DISPLAY_ID); // Test inject a non-pointer motion event. // If specific a display, it will dispatch to the focused window of particular display, // or it will dispatch to the focused window of focused display. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_NONE)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->assertNoEvents(); monitorInPrimary.assertNoEvents(); windowInSecondary->consumeMotionDown(ADISPLAY_ID_NONE); monitorInSecondary.consumeMotionDown(ADISPLAY_ID_NONE); } // Test per-display input monitors for key event. TEST_F(InputDispatcherFocusOnTwoDisplaysTest, MonitorKeyEvent_MultiDisplay) { //Input monitor per display. FakeMonitorReceiver monitorInPrimary = FakeMonitorReceiver(mDispatcher, "M_1", ADISPLAY_ID_DEFAULT); FakeMonitorReceiver monitorInSecondary = FakeMonitorReceiver(mDispatcher, "M_2", SECOND_DISPLAY_ID); // Test inject a key down. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; windowInPrimary->assertNoEvents(); monitorInPrimary.assertNoEvents(); windowInSecondary->consumeKeyDown(ADISPLAY_ID_NONE); monitorInSecondary.consumeKeyDown(ADISPLAY_ID_NONE); } class InputFilterTest : public InputDispatcherTest { protected: static constexpr int32_t SECOND_DISPLAY_ID = 1; void testNotifyMotion(int32_t displayId, bool expectToBeFiltered) { NotifyMotionArgs motionArgs; motionArgs = generateMotionArgs( AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, displayId); mDispatcher->notifyMotion(&motionArgs); motionArgs = generateMotionArgs( AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, displayId); mDispatcher->notifyMotion(&motionArgs); ASSERT_TRUE(mDispatcher->waitForIdle()); if (expectToBeFiltered) { mFakePolicy->assertFilterInputEventWasCalled(motionArgs); } else { mFakePolicy->assertFilterInputEventWasNotCalled(); } } void testNotifyKey(bool expectToBeFiltered) { NotifyKeyArgs keyArgs; keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_DOWN); mDispatcher->notifyKey(&keyArgs); keyArgs = generateKeyArgs(AKEY_EVENT_ACTION_UP); mDispatcher->notifyKey(&keyArgs); ASSERT_TRUE(mDispatcher->waitForIdle()); if (expectToBeFiltered) { mFakePolicy->assertFilterInputEventWasCalled(keyArgs); } else { mFakePolicy->assertFilterInputEventWasNotCalled(); } } }; // Test InputFilter for MotionEvent TEST_F(InputFilterTest, MotionEvent_InputFilter) { // Since the InputFilter is disabled by default, check if touch events aren't filtered. testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false); testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false); // Enable InputFilter mDispatcher->setInputFilterEnabled(true); // Test touch on both primary and second display, and check if both events are filtered. testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ true); testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ true); // Disable InputFilter mDispatcher->setInputFilterEnabled(false); // Test touch on both primary and second display, and check if both events aren't filtered. testNotifyMotion(ADISPLAY_ID_DEFAULT, /*expectToBeFiltered*/ false); testNotifyMotion(SECOND_DISPLAY_ID, /*expectToBeFiltered*/ false); } // Test InputFilter for KeyEvent TEST_F(InputFilterTest, KeyEvent_InputFilter) { // Since the InputFilter is disabled by default, check if key event aren't filtered. testNotifyKey(/*expectToBeFiltered*/ false); // Enable InputFilter mDispatcher->setInputFilterEnabled(true); // Send a key event, and check if it is filtered. testNotifyKey(/*expectToBeFiltered*/ true); // Disable InputFilter mDispatcher->setInputFilterEnabled(false); // Send a key event, and check if it isn't filtered. testNotifyKey(/*expectToBeFiltered*/ false); } class InputDispatcherOnPointerDownOutsideFocus : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); sp application = new FakeApplicationHandle(); mUnfocusedWindow = new FakeWindowHandle(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT); mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30)); // Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this // window. mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); mFocusedWindow = new FakeWindowHandle(application, mDispatcher, "Second", ADISPLAY_ID_DEFAULT); mFocusedWindow->setFrame(Rect(50, 50, 100, 100)); mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, application); mFocusedWindow->setFocus(true); // Expect one focus window exist in display. mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}}); mFocusedWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mUnfocusedWindow.clear(); mFocusedWindow.clear(); } protected: sp mUnfocusedWindow; sp mFocusedWindow; static constexpr PointF FOCUSED_WINDOW_TOUCH_POINT = {60, 60}; }; // Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action // DOWN on the window that doesn't have focus. Ensure the window that didn't have focus received // the onPointerDownOutsideFocus callback. TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_Success) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {20, 20})) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; mUnfocusedWindow->consumeMotionDown(); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertOnPointerDownEquals(mUnfocusedWindow->getToken()); } // Have two windows, one with focus. Inject MotionEvent with source TRACKBALL and action // DOWN on the window that doesn't have focus. Ensure no window received the // onPointerDownOutsideFocus callback. TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonPointerSource) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TRACKBALL, ADISPLAY_ID_DEFAULT, {20, 20})) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; mFocusedWindow->consumeMotionDown(); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertOnPointerDownWasNotCalled(); } // Have two windows, one with focus. Inject KeyEvent with action DOWN on the window that doesn't // have focus. Ensure no window received the onPointerDownOutsideFocus callback. TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_NonMotionFailure) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT)) << "Inject key event should return INPUT_EVENT_INJECTION_SUCCEEDED"; mFocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertOnPointerDownWasNotCalled(); } // Have two windows, one with focus. Inject MotionEvent with source TOUCHSCREEN and action // DOWN on the window that already has focus. Ensure no window received the // onPointerDownOutsideFocus callback. TEST_F(InputDispatcherOnPointerDownOutsideFocus, OnPointerDownOutsideFocus_OnAlreadyFocusedWindow) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_TOUCH_POINT)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; mFocusedWindow->consumeMotionDown(); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertOnPointerDownWasNotCalled(); } // These tests ensures we can send touch events to a single client when there are multiple input // windows that point to the same client token. class InputDispatcherMultiWindowSameTokenTests : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); sp application = new FakeApplicationHandle(); mWindow1 = new FakeWindowHandle(application, mDispatcher, "Fake Window 1", ADISPLAY_ID_DEFAULT); // Adding FLAG_NOT_TOUCH_MODAL otherwise all taps will go to the top most window. // We also need FLAG_SPLIT_TOUCH or we won't be able to get touches for both windows. mWindow1->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_SPLIT_TOUCH); mWindow1->setFrame(Rect(0, 0, 100, 100)); mWindow2 = new FakeWindowHandle(application, mDispatcher, "Fake Window 2", ADISPLAY_ID_DEFAULT, mWindow1->getToken()); mWindow2->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_SPLIT_TOUCH); mWindow2->setFrame(Rect(100, 100, 200, 200)); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow1, mWindow2}}}); } protected: sp mWindow1; sp mWindow2; // Helper function to convert the point from screen coordinates into the window's space static PointF getPointInWindow(const InputWindowInfo* windowInfo, const PointF& point) { float x = windowInfo->windowXScale * (point.x - windowInfo->frameLeft); float y = windowInfo->windowYScale * (point.y - windowInfo->frameTop); return {x, y}; } void consumeMotionEvent(const sp& window, int32_t expectedAction, const std::vector& points) { const std::string name = window->getName(); InputEvent* event = window->consume(); ASSERT_NE(nullptr, event) << name.c_str() << ": consumer should have returned non-NULL event."; ASSERT_EQ(AINPUT_EVENT_TYPE_MOTION, event->getType()) << name.c_str() << "expected " << inputEventTypeToString(AINPUT_EVENT_TYPE_MOTION) << " event, got " << inputEventTypeToString(event->getType()) << " event"; const MotionEvent& motionEvent = static_cast(*event); EXPECT_EQ(expectedAction, motionEvent.getAction()); for (size_t i = 0; i < points.size(); i++) { float expectedX = points[i].x; float expectedY = points[i].y; EXPECT_EQ(expectedX, motionEvent.getX(i)) << "expected " << expectedX << " for x[" << i << "] coord of " << name.c_str() << ", got " << motionEvent.getX(i); EXPECT_EQ(expectedY, motionEvent.getY(i)) << "expected " << expectedY << " for y[" << i << "] coord of " << name.c_str() << ", got " << motionEvent.getY(i); } } }; TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchSameScale) { // Touch Window 1 PointF touchedPoint = {10, 10}; PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint}); // Release touch on Window 1 motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); // consume the UP event consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint}); // Touch Window 2 touchedPoint = {150, 150}; expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint); motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); // Consuming from window1 since it's the window that has the InputReceiver consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint}); } TEST_F(InputDispatcherMultiWindowSameTokenTests, SingleTouchDifferentScale) { mWindow2->setWindowScale(0.5f, 0.5f); // Touch Window 1 PointF touchedPoint = {10, 10}; PointF expectedPoint = getPointInWindow(mWindow1->getInfo(), touchedPoint); NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint}); // Release touch on Window 1 motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); // consume the UP event consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_UP, {expectedPoint}); // Touch Window 2 touchedPoint = {150, 150}; expectedPoint = getPointInWindow(mWindow2->getInfo(), touchedPoint); motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {touchedPoint}); mDispatcher->notifyMotion(&motionArgs); // Consuming from window1 since it's the window that has the InputReceiver consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, {expectedPoint}); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchDifferentScale) { mWindow2->setWindowScale(0.5f, 0.5f); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints); // Touch Window 2 int32_t actionPointerDown = AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); touchedPoints.emplace_back(PointF{150, 150}); expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); // Consuming from window1 since it's the window that has the InputReceiver consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleTouchMoveDifferentScale) { mWindow2->setWindowScale(0.5f, 0.5f); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints); // Touch Window 2 int32_t actionPointerDown = AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); touchedPoints.emplace_back(PointF{150, 150}); expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); // Consuming from window1 since it's the window that has the InputReceiver consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints); // Move both windows touchedPoints = {{20, 20}, {175, 175}}; expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]), getPointInWindow(mWindow2->getInfo(), touchedPoints[1])}; motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints); } TEST_F(InputDispatcherMultiWindowSameTokenTests, MultipleWindowsFirstTouchWithScale) { mWindow1->setWindowScale(0.5f, 0.5f); // Touch Window 1 std::vector touchedPoints = {PointF{10, 10}}; std::vector expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0])}; NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_DOWN, expectedPoints); // Touch Window 2 int32_t actionPointerDown = AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); touchedPoints.emplace_back(PointF{150, 150}); expectedPoints.emplace_back(getPointInWindow(mWindow2->getInfo(), touchedPoints[1])); motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); // Consuming from window1 since it's the window that has the InputReceiver consumeMotionEvent(mWindow1, actionPointerDown, expectedPoints); // Move both windows touchedPoints = {{20, 20}, {175, 175}}; expectedPoints = {getPointInWindow(mWindow1->getInfo(), touchedPoints[0]), getPointInWindow(mWindow2->getInfo(), touchedPoints[1])}; motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_MOVE, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, touchedPoints); mDispatcher->notifyMotion(&motionArgs); consumeMotionEvent(mWindow1, AMOTION_EVENT_ACTION_MOVE, expectedPoints); } class InputDispatcherSingleWindowAnr : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); mApplication = new FakeApplicationHandle(); mApplication->setDispatchingTimeout(20ms); mWindow = new FakeWindowHandle(mApplication, mDispatcher, "TestWindow", ADISPLAY_ID_DEFAULT); mWindow->setFrame(Rect(0, 0, 30, 30)); mWindow->setDispatchingTimeout(10ms); mWindow->setFocus(true); // Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this // window. mWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); mWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mWindow.clear(); } protected: sp mApplication; sp mWindow; static constexpr PointF WINDOW_LOCATION = {20, 20}; void tapOnWindow() { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION)); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION)); } }; // Send a tap and respond, which should not cause an ANR. TEST_F(InputDispatcherSingleWindowAnr, WhenTouchIsConsumed_NoAnr) { tapOnWindow(); mWindow->consumeMotionDown(); mWindow->consumeMotionUp(); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); } // Send a regular key and respond, which should not cause an ANR. TEST_F(InputDispatcherSingleWindowAnr, WhenKeyIsConsumed_NoAnr) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)); mWindow->consumeKeyDown(ADISPLAY_ID_NONE); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); } // Send an event to the app and have the app not respond right away. // When ANR is raised, policy will tell the dispatcher to cancel the events for that window. // So InputDispatcher will enqueue ACTION_CANCEL event as well. TEST_F(InputDispatcherSingleWindowAnr, OnPointerDown_BasicAnr) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION)); std::optional sequenceNum = mWindow->receiveEvent(); // ACTION_DOWN ASSERT_TRUE(sequenceNum); const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); // The remaining lines are not really needed for the test, but kept as a sanity check mWindow->finishEvent(*sequenceNum); mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT, 0 /*flags*/); ASSERT_TRUE(mDispatcher->waitForIdle()); } // Send a key to the app and have the app not respond right away. TEST_F(InputDispatcherSingleWindowAnr, OnKeyDown_BasicAnr) { // Inject a key, and don't respond - expect that ANR is called. ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher)); std::optional sequenceNum = mWindow->receiveEvent(); ASSERT_TRUE(sequenceNum); const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); ASSERT_TRUE(mDispatcher->waitForIdle()); } // We have a focused application, but no focused window TEST_F(InputDispatcherSingleWindowAnr, FocusedApplication_NoFocusedWindow) { mWindow->setFocus(false); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); mWindow->consumeFocusEvent(false); // taps on the window work as normal ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION)); ASSERT_NO_FATAL_FAILURE(mWindow->consumeMotionDown()); mDispatcher->waitForIdle(); mFakePolicy->assertNotifyAnrWasNotCalled(); // Once a focused event arrives, we get an ANR for this application // We specify the injection timeout to be smaller than the application timeout, to ensure that // injection times out (instead of failing). const int32_t result = injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms); ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result); const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/); ASSERT_TRUE(mDispatcher->waitForIdle()); } // We have a focused application, but no focused window // If the policy wants to keep waiting on the focused window to be added, make sure // that this timeout extension is honored and ANR is raised again. TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_ExtendsAnr) { mWindow->setFocus(false); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); mWindow->consumeFocusEvent(false); const std::chrono::duration timeout = 5ms; mFakePolicy->setAnrTimeout(timeout); // Once a focused event arrives, we get an ANR for this application // We specify the injection timeout to be smaller than the application timeout, to ensure that // injection times out (instead of failing). const int32_t result = injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms); ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result); const std::chrono::duration appTimeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(appTimeout, mApplication, nullptr /*windowToken*/); // After the extended time has passed, ANR should be raised again mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/); // If we stop extending the timeout, dispatcher should go to idle. // Another ANR may be raised during this time mFakePolicy->setAnrTimeout(0ms); ASSERT_TRUE(mDispatcher->waitForIdle()); } // We have a focused application, but no focused window TEST_F(InputDispatcherSingleWindowAnr, NoFocusedWindow_DropsFocusedEvents) { mWindow->setFocus(false); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); mWindow->consumeFocusEvent(false); // Once a focused event arrives, we get an ANR for this application const int32_t result = injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms); ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result); const std::chrono::duration timeout = mApplication->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, mApplication, nullptr /*windowToken*/); // Future focused events get dropped right away ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectKeyDown(mDispatcher)); ASSERT_TRUE(mDispatcher->waitForIdle()); mWindow->assertNoEvents(); } /** * Ensure that the implementation is valid. Since we are using multiset to keep track of the * ANR timeouts, we are allowing entries with identical timestamps in the same connection. * If we process 1 of the events, but ANR on the second event with the same timestamp, * the ANR mechanism should still work. * * In this test, we are injecting DOWN and UP events with the same timestamps, and acknowledging the * DOWN event, while not responding on the second one. */ TEST_F(InputDispatcherSingleWindowAnr, Anr_HandlesEventsWithIdenticalTimestamps) { nsecs_t currentTime = systemTime(SYSTEM_TIME_MONOTONIC); injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION, {AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION}, 500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime); // Now send ACTION_UP, with identical timestamp injectMotionEvent(mDispatcher, AMOTION_EVENT_ACTION_UP, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION, {AMOTION_EVENT_INVALID_CURSOR_POSITION, AMOTION_EVENT_INVALID_CURSOR_POSITION}, 500ms, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, currentTime); // We have now sent down and up. Let's consume first event and then ANR on the second. mWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT); const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); } // If an app is not responding to a key event, gesture monitors should continue to receive // new motion events TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnrOnKey) { FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyDown(mDispatcher, ADISPLAY_ID_DEFAULT)); mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKeyUp(mDispatcher, ADISPLAY_ID_DEFAULT)); // Stuck on the ACTION_UP const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr, mWindow->getToken()); // New tap will go to the gesture monitor, but not to the window tapOnWindow(); monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT); monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT); mWindow->consumeKeyUp(ADISPLAY_ID_DEFAULT); // still the previous motion mDispatcher->waitForIdle(); mWindow->assertNoEvents(); monitor.assertNoEvents(); } // If an app is not responding to a motion event, gesture monitors should continue to receive // new motion events TEST_F(InputDispatcherSingleWindowAnr, GestureMonitors_ReceiveEventsDuringAppAnrOnMotion) { FakeMonitorReceiver monitor = FakeMonitorReceiver(mDispatcher, "Gesture monitor", ADISPLAY_ID_DEFAULT, true /*isGestureMonitor*/); tapOnWindow(); monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT); monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT); mWindow->consumeMotionDown(); // Stuck on the ACTION_UP const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr, mWindow->getToken()); // New tap will go to the gesture monitor, but not to the window tapOnWindow(); monitor.consumeMotionDown(ADISPLAY_ID_DEFAULT); monitor.consumeMotionUp(ADISPLAY_ID_DEFAULT); mWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT); // still the previous motion mDispatcher->waitForIdle(); mWindow->assertNoEvents(); monitor.assertNoEvents(); } // If a window is unresponsive, then you get anr. if the window later catches up and starts to // process events, you don't get an anr. When the window later becomes unresponsive again, you // get an ANR again. // 1. tap -> block on ACTION_UP -> receive ANR // 2. consume all pending events (= queue becomes healthy again) // 3. tap again -> block on ACTION_UP again -> receive ANR second time TEST_F(InputDispatcherSingleWindowAnr, SameWindow_CanReceiveAnrTwice) { tapOnWindow(); mWindow->consumeMotionDown(); // Block on ACTION_UP const std::chrono::duration timeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); mWindow->consumeMotionUp(); // Now the connection should be healthy again mDispatcher->waitForIdle(); mWindow->assertNoEvents(); tapOnWindow(); mWindow->consumeMotionDown(); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); mWindow->consumeMotionUp(); mDispatcher->waitForIdle(); mWindow->assertNoEvents(); } // If the policy tells us to raise ANR again after some time, ensure that the timeout extension // is honored TEST_F(InputDispatcherSingleWindowAnr, Policy_CanExtendTimeout) { const std::chrono::duration timeout = 5ms; mFakePolicy->setAnrTimeout(timeout); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, WINDOW_LOCATION)); const std::chrono::duration windowTimeout = mWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(windowTimeout, nullptr /*application*/, mWindow->getToken()); // Since the policy wanted to extend ANR, make sure it is called again after the extension mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mWindow->getToken()); mFakePolicy->setAnrTimeout(0ms); std::this_thread::sleep_for(windowTimeout); // We are not checking if ANR has been called, because it may have been called again by the // time we set the timeout to 0 // When the policy finally says stop, we should get ACTION_CANCEL mWindow->consumeMotionDown(); mWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_CANCEL, ADISPLAY_ID_DEFAULT, 0 /*flags*/); mWindow->assertNoEvents(); } /** * If a window is processing a motion event, and then a key event comes in, the key event should * not to to the focused window until the motion is processed. * * Warning!!! * This test depends on the value of android::inputdispatcher::KEY_WAITING_FOR_MOTION_TIMEOUT * and the injection timeout that we specify when injecting the key. * We must have the injection timeout (10ms) be smaller than * KEY_WAITING_FOR_MOTION_TIMEOUT (currently 500ms). * * If that value changes, this test should also change. */ TEST_F(InputDispatcherSingleWindowAnr, Key_StaysPendingWhileMotionIsProcessed) { mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); tapOnWindow(); std::optional downSequenceNum = mWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); std::optional upSequenceNum = mWindow->receiveEvent(); ASSERT_TRUE(upSequenceNum); // Don't finish the events yet, and send a key // Injection will "succeed" because we will eventually give up and send the key to the focused // window even if motions are still being processed. But because the injection timeout is short, // we will receive INJECTION_TIMED_OUT as the result. int32_t result = injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_WAIT_FOR_RESULT, 10ms); ASSERT_EQ(INPUT_EVENT_INJECTION_TIMED_OUT, result); // Key will not be sent to the window, yet, because the window is still processing events // and the key remains pending, waiting for the touch events to be processed std::optional keySequenceNum = mWindow->receiveEvent(); ASSERT_FALSE(keySequenceNum); std::this_thread::sleep_for(500ms); // if we wait long enough though, dispatcher will give up, and still send the key // to the focused window, even though we have not yet finished the motion event mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); mWindow->finishEvent(*downSequenceNum); mWindow->finishEvent(*upSequenceNum); } /** * If a window is processing a motion event, and then a key event comes in, the key event should * not go to the focused window until the motion is processed. * If then a new motion comes in, then the pending key event should be going to the currently * focused window right away. */ TEST_F(InputDispatcherSingleWindowAnr, PendingKey_IsDroppedWhileMotionIsProcessedAndNewTouchComesIn) { mWindow->setDispatchingTimeout(2s); // Set a long ANR timeout to prevent it from triggering mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mWindow}}}); tapOnWindow(); std::optional downSequenceNum = mWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); std::optional upSequenceNum = mWindow->receiveEvent(); ASSERT_TRUE(upSequenceNum); // Don't finish the events yet, and send a key // Injection is async, so it will succeed ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /* repeatCount */, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE)); // At this point, key is still pending, and should not be sent to the application yet. std::optional keySequenceNum = mWindow->receiveEvent(); ASSERT_FALSE(keySequenceNum); // Now tap down again. It should cause the pending key to go to the focused window right away. tapOnWindow(); mWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); // it doesn't matter that we haven't ack'd // the other events yet. We can finish events in any order. mWindow->finishEvent(*downSequenceNum); // first tap's ACTION_DOWN mWindow->finishEvent(*upSequenceNum); // first tap's ACTION_UP mWindow->consumeMotionDown(); mWindow->consumeMotionUp(); mWindow->assertNoEvents(); } class InputDispatcherMultiWindowAnr : public InputDispatcherTest { virtual void SetUp() override { InputDispatcherTest::SetUp(); mApplication = new FakeApplicationHandle(); mApplication->setDispatchingTimeout(10ms); mUnfocusedWindow = new FakeWindowHandle(mApplication, mDispatcher, "Unfocused", ADISPLAY_ID_DEFAULT); mUnfocusedWindow->setFrame(Rect(0, 0, 30, 30)); // Adding FLAG_NOT_TOUCH_MODAL to ensure taps outside this window are not sent to this // window. // Adding FLAG_WATCH_OUTSIDE_TOUCH to receive ACTION_OUTSIDE when another window is tapped mUnfocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_WATCH_OUTSIDE_TOUCH | InputWindowInfo::FLAG_SPLIT_TOUCH); mFocusedWindow = new FakeWindowHandle(mApplication, mDispatcher, "Focused", ADISPLAY_ID_DEFAULT); mFocusedWindow->setDispatchingTimeout(10ms); mFocusedWindow->setFrame(Rect(50, 50, 100, 100)); mFocusedWindow->setLayoutParamFlags(InputWindowInfo::FLAG_NOT_TOUCH_MODAL | InputWindowInfo::FLAG_SPLIT_TOUCH); // Set focused application. mDispatcher->setFocusedApplication(ADISPLAY_ID_DEFAULT, mApplication); mFocusedWindow->setFocus(true); // Expect one focus window exist in display. mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}}); mFocusedWindow->consumeFocusEvent(true); } virtual void TearDown() override { InputDispatcherTest::TearDown(); mUnfocusedWindow.clear(); mFocusedWindow.clear(); } protected: sp mApplication; sp mUnfocusedWindow; sp mFocusedWindow; static constexpr PointF UNFOCUSED_WINDOW_LOCATION = {20, 20}; static constexpr PointF FOCUSED_WINDOW_LOCATION = {75, 75}; static constexpr PointF LOCATION_OUTSIDE_ALL_WINDOWS = {40, 40}; void tapOnFocusedWindow() { tap(FOCUSED_WINDOW_LOCATION); } void tapOnUnfocusedWindow() { tap(UNFOCUSED_WINDOW_LOCATION); } private: void tap(const PointF& location) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, location)); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, location)); } }; // If we have 2 windows that are both unresponsive, the one with the shortest timeout // should be ANR'd first. TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsive) { ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_LOCATION)) << "Inject motion event should return INPUT_EVENT_INJECTION_SUCCEEDED"; mFocusedWindow->consumeMotionDown(); mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE, ADISPLAY_ID_DEFAULT, 0 /*flags*/); // We consumed all events, so no ANR ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_LOCATION)); std::optional unfocusedSequenceNum = mUnfocusedWindow->receiveEvent(); ASSERT_TRUE(unfocusedSequenceNum); std::optional focusedSequenceNum = mFocusedWindow->receiveEvent(); ASSERT_TRUE(focusedSequenceNum); const std::chrono::duration timeout = mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mFocusedWindow->getToken()); mFocusedWindow->finishEvent(*focusedSequenceNum); mUnfocusedWindow->finishEvent(*unfocusedSequenceNum); ASSERT_TRUE(mDispatcher->waitForIdle()); } // If we have 2 windows with identical timeouts that are both unresponsive, // it doesn't matter which order they should have ANR. // But we should receive ANR for both. TEST_F(InputDispatcherMultiWindowAnr, TwoWindows_BothUnresponsiveWithSameTimeout) { // Set the timeout for unfocused window to match the focused window mUnfocusedWindow->setDispatchingTimeout(10ms); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}}); tapOnFocusedWindow(); // we should have ACTION_DOWN/ACTION_UP on focused window and ACTION_OUTSIDE on unfocused window std::pair, sp> anrData1 = mFakePolicy->getNotifyAnrData(10ms); std::pair, sp> anrData2 = mFakePolicy->getNotifyAnrData(0ms); // We don't know which window will ANR first. But both of them should happen eventually. ASSERT_TRUE(mFocusedWindow->getToken() == anrData1.second || mFocusedWindow->getToken() == anrData2.second); ASSERT_TRUE(mUnfocusedWindow->getToken() == anrData1.second || mUnfocusedWindow->getToken() == anrData2.second); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); } // If a window is already not responding, the second tap on the same window should be ignored. // We should also log an error to account for the dropped event (not tested here). // At the same time, FLAG_WATCH_OUTSIDE_TOUCH targets should not receive any events. TEST_F(InputDispatcherMultiWindowAnr, DuringAnr_SecondTapIsIgnored) { tapOnFocusedWindow(); mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE, ADISPLAY_ID_DEFAULT, 0 /*flags*/); // Receive the events, but don't respond std::optional downEventSequenceNum = mFocusedWindow->receiveEvent(); // ACTION_DOWN ASSERT_TRUE(downEventSequenceNum); std::optional upEventSequenceNum = mFocusedWindow->receiveEvent(); // ACTION_UP ASSERT_TRUE(upEventSequenceNum); const std::chrono::duration timeout = mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mFocusedWindow->getToken()); // Tap once again // We cannot use "tapOnFocusedWindow" because it asserts the injection result to be success ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_LOCATION)); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_LOCATION)); // Unfocused window does not receive ACTION_OUTSIDE because the tapped window is not a // valid touch target mUnfocusedWindow->assertNoEvents(); // Consume the first tap mFocusedWindow->finishEvent(*downEventSequenceNum); mFocusedWindow->finishEvent(*upEventSequenceNum); ASSERT_TRUE(mDispatcher->waitForIdle()); // The second tap did not go to the focused window mFocusedWindow->assertNoEvents(); // should not have another ANR after the window just became healthy again mFakePolicy->assertNotifyAnrWasNotCalled(); } // If you tap outside of all windows, there will not be ANR TEST_F(InputDispatcherMultiWindowAnr, TapOutsideAllWindows_DoesNotAnr) { ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, LOCATION_OUTSIDE_ALL_WINDOWS)); ASSERT_TRUE(mDispatcher->waitForIdle()); mFakePolicy->assertNotifyAnrWasNotCalled(); } // Since the focused window is paused, tapping on it should not produce any events TEST_F(InputDispatcherMultiWindowAnr, Window_CanBePaused) { mFocusedWindow->setPaused(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mUnfocusedWindow, mFocusedWindow}}}); ASSERT_EQ(INPUT_EVENT_INJECTION_FAILED, injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, FOCUSED_WINDOW_LOCATION)); std::this_thread::sleep_for(mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT)); ASSERT_TRUE(mDispatcher->waitForIdle()); // Should not ANR because the window is paused, and touches shouldn't go to it mFakePolicy->assertNotifyAnrWasNotCalled(); mFocusedWindow->assertNoEvents(); mUnfocusedWindow->assertNoEvents(); } /** * If a window is processing a motion event, and then a key event comes in, the key event should * not to to the focused window until the motion is processed. * If a different window becomes focused at this time, the key should go to that window instead. * * Warning!!! * This test depends on the value of android::inputdispatcher::KEY_WAITING_FOR_MOTION_TIMEOUT * and the injection timeout that we specify when injecting the key. * We must have the injection timeout (10ms) be smaller than * KEY_WAITING_FOR_MOTION_TIMEOUT (currently 500ms). * * If that value changes, this test should also change. */ TEST_F(InputDispatcherMultiWindowAnr, PendingKey_GoesToNewlyFocusedWindow) { // Set a long ANR timeout to prevent it from triggering mFocusedWindow->setDispatchingTimeout(2s); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}}); tapOnUnfocusedWindow(); std::optional downSequenceNum = mUnfocusedWindow->receiveEvent(); ASSERT_TRUE(downSequenceNum); std::optional upSequenceNum = mUnfocusedWindow->receiveEvent(); ASSERT_TRUE(upSequenceNum); // Don't finish the events yet, and send a key // Injection will succeed because we will eventually give up and send the key to the focused // window even if motions are still being processed. int32_t result = injectKey(mDispatcher, AKEY_EVENT_ACTION_DOWN, 0 /*repeatCount*/, ADISPLAY_ID_DEFAULT, INPUT_EVENT_INJECTION_SYNC_NONE, 10ms /*injectionTimeout*/); ASSERT_EQ(INPUT_EVENT_INJECTION_SUCCEEDED, result); // Key will not be sent to the window, yet, because the window is still processing events // and the key remains pending, waiting for the touch events to be processed std::optional keySequenceNum = mFocusedWindow->receiveEvent(); ASSERT_FALSE(keySequenceNum); // Switch the focus to the "unfocused" window that we tapped. Expect the key to go there mFocusedWindow->setFocus(false); mUnfocusedWindow->setFocus(true); mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {mFocusedWindow, mUnfocusedWindow}}}); // Focus events should precede the key events mUnfocusedWindow->consumeFocusEvent(true); mFocusedWindow->consumeFocusEvent(false); // Finish the tap events, which should unblock dispatcher mUnfocusedWindow->finishEvent(*downSequenceNum); mUnfocusedWindow->finishEvent(*upSequenceNum); // Now that all queues are cleared and no backlog in the connections, the key event // can finally go to the newly focused "mUnfocusedWindow". mUnfocusedWindow->consumeKeyDown(ADISPLAY_ID_DEFAULT); mFocusedWindow->assertNoEvents(); mUnfocusedWindow->assertNoEvents(); } // When the touch stream is split across 2 windows, and one of them does not respond, // then ANR should be raised and the touch should be canceled for the unresponsive window. // The other window should not be affected by that. TEST_F(InputDispatcherMultiWindowAnr, SplitTouch_SingleWindowAnr) { // Touch Window 1 NotifyMotionArgs motionArgs = generateMotionArgs(AMOTION_EVENT_ACTION_DOWN, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {FOCUSED_WINDOW_LOCATION}); mDispatcher->notifyMotion(&motionArgs); mUnfocusedWindow->consumeEvent(AINPUT_EVENT_TYPE_MOTION, AMOTION_EVENT_ACTION_OUTSIDE, ADISPLAY_ID_DEFAULT, 0 /*flags*/); // Touch Window 2 int32_t actionPointerDown = AMOTION_EVENT_ACTION_POINTER_DOWN + (1 << AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT); motionArgs = generateMotionArgs(actionPointerDown, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {FOCUSED_WINDOW_LOCATION, UNFOCUSED_WINDOW_LOCATION}); mDispatcher->notifyMotion(&motionArgs); const std::chrono::duration timeout = mFocusedWindow->getDispatchingTimeout(DISPATCHING_TIMEOUT); mFakePolicy->assertNotifyAnrWasCalled(timeout, nullptr /*application*/, mFocusedWindow->getToken()); mUnfocusedWindow->consumeMotionDown(); mFocusedWindow->consumeMotionDown(); // Focused window may or may not receive ACTION_MOVE // But it should definitely receive ACTION_CANCEL due to the ANR InputEvent* event; std::optional moveOrCancelSequenceNum = mFocusedWindow->receiveEvent(&event); ASSERT_TRUE(moveOrCancelSequenceNum); mFocusedWindow->finishEvent(*moveOrCancelSequenceNum); ASSERT_NE(nullptr, event); ASSERT_EQ(event->getType(), AINPUT_EVENT_TYPE_MOTION); MotionEvent& motionEvent = static_cast(*event); if (motionEvent.getAction() == AMOTION_EVENT_ACTION_MOVE) { mFocusedWindow->consumeMotionCancel(); } else { ASSERT_EQ(AMOTION_EVENT_ACTION_CANCEL, motionEvent.getAction()); } ASSERT_TRUE(mDispatcher->waitForIdle()); mUnfocusedWindow->assertNoEvents(); mFocusedWindow->assertNoEvents(); } } // namespace android::inputdispatcher