[时间:2016-09] [状态:Open]
[关键词:android,NuPlayer,开源播放器,播放框架,ALooper,AHandler,AMessage]
前文中提到过NuPlayer基于StagefrightPlayer的基础类构建,利用了更底层的ALooper/AHandler机制来异步地处理请求,ALooper保存消息请求,然后调用AHandler接口去处理。
实际上在代码中NuPlayer本身继承自AHandler类,而ALooper对象保存在NuPlayerDriver中。
ALooper/AHandler机制是模拟的消息循环处理方式,通常有三个主要部分:消息(message,通常包含Handler)、消息队列(queue)、消息处理线程(looper thread)。
对于handler消息机制,构成就必须包括一个Loop,message。那么对应的AHandler,也应该有对应的ALooper、AMessage。
因此本文主要涉及到三个类ALooper、AHandler、AMessage。
1 AHandler接口分析(消息处理类)
下面代码是AHandler接口:
// code frome "./frameworks/av/include/media/stagefright/AHandler.h"
struct AHandler : public RefBase {
AHandler();
ALooper::handler_id id() const;
sp<ALooper> looper() const;
wp<ALooper> getLooper() const;
wp<AHandler> getHandler() const;
protected:
virtual void onMessageReceived(const sp<AMessage> &msg) = 0;
private:
friend struct AMessage; // deliverMessage()
friend struct ALooperRoster; // setID()
uint32_t mMessageCounter;
KeyedVector<uint32_t, uint32_t> mMessages;
void setID(ALooper::handler_id id, wp<ALooper> looper);
void deliverMessage(const sp<AMessage> &msg);
};
看上面接口,初步印象是AHandler没有直接对外的接口(只有获取成员变量的接口),基本上只有一个onMessageReceived用于子类继承,deliverMessage用于给类AMessage使用,setID用于给友元类ALooperRoster使用。从这点来说,真正代码应该在AMessage里边。
2 AMessage接口分析(消息载体)
下面代码是AMessage的声明:
// code from "./frameworks/av/include/media/stagefright/AMessage.h"
struct AMessage : public RefBase {
AMessage();
AMessage(uint32_t what, const sp<const AHandler> &handler); // 代码中常用的构造函数
static sp<AMessage> FromParcel(const Parcel &parcel, size_t maxNestingLevel = 255);
// Write this AMessage to a parcel.
// All items in the AMessage must have types that are recognized by
// FromParcel(); otherwise, TRESPASS error will occur.
void writeToParcel(Parcel *parcel) const;
void setWhat(uint32_t what);
uint32_t what() const;
// 注意这是一个AHandler,通过这个可以获得ALooper对象引用
void setTarget(const sp<const AHandler> &handler);
// 清除所有设置的消息属性参数
void clear();
// 一系列设置/获取 Message 属性的函数。。。
void setInt32/setInt64/setSize/setFloat/setDouble/setPointer/setPointer/setString/setRect/setObject/setBuffer/setMessage(...);
bool findInt32/findInt64/findSize/findFloat/findDouble/findPointer/findString/findObject/findBuffer/findMessage/findRect(...) const;
// 通过这个函数检索下指定名称的消息属性是否存在
bool contains(const char *name) const;
// 投递消息的接口,顾名思义直接投递给构造函数的ALooper,注意支持延时消息,但不支持提前消息,delayUS > 0
status_t post(int64_t delayUs = 0);
// 投递消息并等待执行结束后发送response消息
status_t postAndAwaitResponse(sp<AMessage> *response);
// If this returns true, the sender of this message is synchronously
// awaiting a response and the reply token is consumed from the message
// and stored into replyID. The reply token must be used to send the response
// using "postReply" below.
bool senderAwaitsResponse(sp<AReplyToken> *replyID);
// Posts the message as a response to a reply token. A reply token can
// only be used once. Returns OK if the response could be posted; otherwise,
// an error.
status_t postReply(const sp<AReplyToken> &replyID);
// 深拷贝
sp<AMessage> dup() const;
// 比较两个消息,并返回差异
sp<AMessage> changesFrom(const sp<const AMessage> &other, bool deep = false) const;
// 获取消息属性存储的个数及特定索引上的消息属性参数
size_t countEntries() const;
const char *getEntryNameAt(size_t index, Type *type) const;
protected:
virtual ~AMessage();
private:
friend struct ALooper; // deliver()
uint32_t mWhat;
wp<AHandler> mHandler;
wp<ALooper> mLooper;
// 用于ALooper调用的,发送消息的接口
void deliver();
};
从上面的接口可以看出在使用AMessage是只需要指定消息的id和要处理该消息的AHandler即可,可以通过构造函数,也可以单独调用setWhat和setTarget接口。AMessage构造完成之后,可以调用setXXX设置对应的参数,通过findXXX获取传递的参数。最后通过post即可将消息投递到AHandler的消息队列中。
3 ALooper接口分析(消息处理循环及后台线程)
其简化的声明如下:
// code from "./frameworks/av/include/media/stagefright/ALooper.h"
struct ALooper : public RefBase {
ALooper();
// Takes effect in a subsequent call to start().
void setName(const char *name);
const char *getName() const;
handler_id registerHandler(const sp<AHandler> &handler);
void unregisterHandler(handler_id handlerID);
status_t start(bool runOnCallingThread = false,
bool canCallJava = false, int32_t priority = PRIORITY_DEFAULT);
status_t stop();
static int64_t GetNowUs();
protected:
virtual ~ALooper();
private:
friend struct AMessage; // post()
AString mName;
struct Event {
int64_t mWhenUs;
sp<AMessage> mMessage;
};
List<Event> mEventQueue;
struct LooperThread;
sp<LooperThread> mThread;
bool mRunningLocally;
// START --- methods used only by AMessage
// posts a message on this looper with the given timeout
void post(const sp<AMessage> &msg, int64_t delayUs);
// creates a reply token to be used with this looper
sp<AReplyToken> createReplyToken();
// waits for a response for the reply token. If status is OK, the response
// is stored into the supplied variable. Otherwise, it is unchanged.
status_t awaitResponse(const sp<AReplyToken> &replyToken, sp<AMessage> *response);
// posts a reply for a reply token. If the reply could be successfully posted,
// it returns OK. Otherwise, it returns an error value.
status_t postReply(const sp<AReplyToken> &replyToken, const sp<AMessage> &msg);
// END --- methods used only by AMessage
bool loop();
};
ALooper对外接口比较简单,通常就是NuPlayerDriver构造函数中的调用逻辑。先创建一个ALooper对象,然后调用setName和start接口,之后调用registerHandler设置一个AHandler,这样就完成了初始化。在析构之前需要调用stop接口。
这里需要说明下,ALooper::start接口会启动一个线程,并调用ALooper::loop函数,该函数主要实现消息的实际执行。代码如下:
bool ALooper::loop() {
Event event;
{
Mutex::Autolock autoLock(mLock);
if (mThread == NULL && !mRunningLocally) {
return false;
}
// 从mEventQueue取出消息,判断是否需要执行,不需要的话就等待
// 需要的话就调用handler执行,并删除对应消息
if (mEventQueue.empty()) {
mQueueChangedCondition.wait(mLock);
return true;
}
int64_t whenUs = (*mEventQueue.begin()).mWhenUs;
int64_t nowUs = GetNowUs();
if (whenUs > nowUs) {
int64_t delayUs = whenUs - nowUs;
mQueueChangedCondition.waitRelative(mLock, delayUs * 1000ll);
return true;
}
event = *mEventQueue.begin();
mEventQueue.erase(mEventQueue.begin());
}
event.mMessage->deliver();
return true;
}
那么消息是通过那个函数添加进来的呢? 这就是友元类AMessage的作用,通过调用ALooper::post接口,将AMessage添加到mEventQueue中。
4 一个调用实例
以NuPlayer::setVideoSurfaceTextureAsync为示例分析下ALooper/AHandler机制。
这里不解释ALooper的初始化过程,有兴趣的可以参考资料Android Native层异步消息处理框架的内容。
下面是setVideoSurfaceTextureAsync的代码。
void NuPlayer::setVideoSurfaceTextureAsync(
const sp<IGraphicBufferProducer> &bufferProducer) {
sp<AMessage> msg = new AMessage(kWhatSetVideoSurface, this);
if (bufferProducer == NULL) {
msg->setObject("surface", NULL);
} else {
msg->setObject("surface", new Surface(bufferProducer, true /* controlledByApp */));
}
msg->post();
}
这段代码功能很简单,创建一个AMessage对象,并设置下参数,参数类型为Object,名称是"surface",然后通过AMessage::post接口,间接调用ALooper::post接口,将消息发送给ALooper-NuPlayerDriver::mLooper;ALooper的消息循环线程检测到这个消息,在ALooper::loop函数中通过AMessage的deliver接口,调用AHandler::deliverMessage接口,这个函数会调动NuPlayer::onMessageReceived(通过继承机制实现)接口。这样绕了一圈。我们就可以通过ALooper/AHandler机制处理消息了。
具体处理代码如下
void NuPlayer::onMessageReceived(const sp<AMessage> &msg) {
switch (msg->what()) {
case kWhatSetVideoSurface:
{
sp<RefBase> obj;
CHECK(msg->findObject("surface", &obj));
sp<Surface> surface = static_cast<Surface *>(obj.get());
ALOGD("onSetVideoSurface(%p video decoder)", surface.get());
// Need to check mStarted before calling mSource->getFormat because NuPlayer might
// be in preparing state and it could take long time.
// When mStarted is true, mSource must have been set.
if (mSource == NULL || !mStarted || mSource->getFormat(false /* audio */) == NULL
// NOTE: mVideoDecoder's mSurface is always non-null
|| (mVideoDecoder != NULL && mVideoDecoder->setVideoSurface(surface) == OK)) {
performSetSurface(surface);
break;
}
}
// ... 省略其他部分代码
}
}
总结
本文主要介绍了NuPlayer中ALooper、AHandler、AMessage三个类直接的关系及代码结构,并以NuPlayer::setVideoSurfaceTextureAsync接口的实现为例说明。
主要是作为后续深入分析NuPlayer内部机制做一个基础知识介绍。
参考资料
- AOSP 7.0
- Android异步消息框架