前言
Handler是一項很重要的技術,它的使用地方很多,使用的時候我們很多是創建一個Handler對象,重寫handleMessage()方法,但原理是什么,還是需要認真研究下~
一:關聯類的名稱以及作用
Message:消息,其中包含了消息ID,消息處理對象以及處理的數據等,由MessageQueue統一列隊,終由Handler處理
Handler::處理者,負責Message的發送及處理。使用Handler時,需要實現handleMessage(Message msg)方法來對特定的Message進行處理,例如更新UI等
MessageQueue:消息隊列,用來存放Handler發送過來的消息,并按照FIFO規則(先進先出)執行
Looper :讓MessageQueue動起來
二:從ActivityThread的main()方法說起
ActivityThread的main()方法是程序的入口,我們看下關于Looper、Handler的這部分做了些什么
...省略
//創建一個主線程Looper對象保存在TheadLocal中
Looper.prepareMainLooper();
...省略
ActivityThread thread = new ActivityThread();
thread.attach(false, startSeq);
//創建了一個主線程Handler對象
if (sMainThreadHandler == null) {
sMainThreadHandler = thread.getHandler();
}
if (false) {
Looper.myLooper().setMessageLogging(new
LogPrinter(Log.DEBUG, "ActivityThread"));
}
Trace.traceEnd(Trace.TRACE_TAG_ACTIVITY_MANAGER);
//開始從MessageQueue中抽取Message
Looper.loop();
在開始分析之前,我們先看下Looper類對象的成員
public final class Looper {
private static final String TAG = "Looper";
//靜態的ThreadLocal<Looper>對象
static final ThreadLocal<Looper> sThreadLocal = new ThreadLocal<Looper>();
//主線程Looper對象
private static Looper sMainLooper; // guarded by Looper.class
//當前線程消息隊列
final MessageQueue mQueue;
//當前線程
final Thread mThread;
其中sMainLooper是在prepareMainLooper中初始化賦值
mQueue和mThread是在構造函數中初始化的
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
關于ThreadLocal,大家可以參考這兩篇文章:
ThreadLocal是什么
ThreadLocal和synchronized區別
Looper.prepareMainLooper()調用了prepare()方法,然對sMainLooper 對象判空,如果不為空,那么拋出異常
public static void prepareMainLooper() {
prepare(false);
synchronized (Looper.class) {
if (sMainLooper != null) {
throw new IllegalStateException("The main Looper has already been prepared.");
}
sMainLooper = myLooper();
}
}
可以看到,prepare()方法把當前Looper存放到了ThreadLocal中
private static void prepare(boolean quitAllowed) {
if (sThreadLocal.get() != null) {
throw new RuntimeException("Only one Looper may be created per thread");
}
sThreadLocal.set(new Looper(quitAllowed));
}
Looper.looper()方法從Messagequeue中獲取Message,然后執行msg.target.dispatchMessage(msg),把消息分發出去
public static void loop() {
//從ThreadLocal中獲取到當前線程的Looper
final Looper me = myLooper();
if (me == null) {
throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
}
//獲取當前Looper中的MessageQueque
final MessageQueue queue = me.mQueue;
...省略
//開始循環
for (;;) {
//鏈表中獲取到一個Message
Message msg = queue.next(); // might block
if (msg == null) {
...省略
try {
//Meesage的target(該對象就是Message持有的Handler對象)
msg.target.dispatchMessage(msg);
dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
} finally {
...省略
//對已經分發的消息進行回收操作,實際上是把Message的對象制空,標識,參數清零等操作
msg.recycleUnchecked();
}
}
關于dispatchMessage()方法,稍后具體分析
通過以上流程,我們大致了解了這幾個東西到底是干些什么的
三:關于Handler
我們先從Handler.class的成員變量、構造方法開始看起
以下是Handler中比較重要的成員變量
final Looper mLooper;
final MessageQueue mQueue;
final Callback mCallback;
final boolean mAsynchronous;
IMessenger mMessenger;
來看下構造函數
構造函數有很多個,但最終都是調用到這個構造函數
public Handler(Callback callback, boolean async) {
if (FIND_POTENTIAL_LEAKS) {
final Class<? extends Handler> klass = getClass();
if ((klass.isAnonymousClass() || klass.isMemberClass() || klass.isLocalClass()) &&
(klass.getModifiers() & Modifier.STATIC) == 0) {
Log.w(TAG, "The following Handler class should be static or leaks might occur: " +
klass.getCanonicalName());
}
}
//獲取到當前線程的Looper,給當前線程的Looper賦值
mLooper = Looper.myLooper();
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread " + Thread.currentThread()
+ " that has not called Looper.prepare()");
}
//獲取到當前Looper的MessageQueue,并指向當前Handler的queue
mQueue = mLooper.mQueue;
//給回調這個成員變量賦值
mCallback = callback;
mAsynchronous = async;
}
我們來看下剛才說到的dispatchMessage()方法
public void dispatchMessage(Message msg) {
//如果message對象的CallBack不為null,那么執行messageCallback
if (msg.callback != null) {
handleCallback(msg);
} else {
//如果Handler類構造函數傳入的callBack不為null,那么執行這個callBack
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
//如果都不滿足,那么執行這個函數
handleMessage(msg);
}
}
那么handlerMessage()是什么我們不用過多解釋了,繼承一個Handler都要重寫的方法,最后的回調,也是上面的邏輯
四:怎么發送一個Message
我們還是先來看下Message這個類的重要成員
/*package*/ int flags;
/*package*/ long when;
/*package*/ Bundle data;
/*package* handler對象/ Handler target;
/*package* 回調/ Runnable callback;
// sometimes we store linked lists of these things
/*package* 指針/ Message next;
/** @hide * 類鎖/
public static final Object sPoolSync = new Object();
一般發送Message有兩種方式
第一種:創建一個Message
Message message = new Message();
message.what = 1;
mHandler.sendMessage(message);
第二種:獲取一個Message
Message message = mHandler.obtainMessage();
message.what = 1;
message.sendToTarget();
這兩種的區別就是:前者是新創建一個Message加入MessageQueue,后者是從整個Messge池中返回一個新的Message實例
不論是sendMessage或者sendToTarget最后都會執行到Handler類的enqueueMessage方法,這個方法給Message的Handler對象target賦值,然后執行MessageQueue的enqueueMessage方法
private boolean enqueueMessage(MessageQueue queue, Message msg, long uptimeMillis) {
msg.target = this;
if (mAsynchronous) {
msg.setAsynchronous(true);
}
return queue.enqueueMessage(msg, uptimeMillis);
}
五:MessageQueue的入隊和出隊
enqueueMessage()方法也就是我們常說的”入隊“,把當前這個Message放入MessageQueue的合適位置
boolean enqueueMessage(Message msg, long when) {
if (msg.target == null) {
throw new IllegalArgumentException("Message must have a target.");
}
if (msg.isInUse()) {
throw new IllegalStateException(msg + " This message is already in use.");
}
synchronized (this) {
if (mQuitting) {
IllegalStateException e = new IllegalStateException(
msg.target + " sending message to a Handler on a dead thread");
Log.w(TAG, e.getMessage(), e);
msg.recycle();
return false;
}
msg.markInUse();
msg.when = when;
Message p = mMessages;
boolean needWake;
//注釋一
if (p == null || when == 0 || when < p.when) {
// New head, wake up the event queue if blocked.
msg.next = p;
mMessages = msg;
needWake = mBlocked;
} else {
needWake = mBlocked && p.target == null && msg.isAsynchronous();
Message prev;
for (;;) {
prev = p;
p = p.next;
if (p == null || when < p.when) {
break;
}
if (needWake && p.isAsynchronous()) {
needWake = false;
}
}
msg.next = p; // invariant: p == prev.next
prev.next = msg;
}
// We can assume mPtr != 0 because mQuitting is false.
if (needWake) {
nativeWake(mPtr);
}
}
return true;
}
先看下新消息需要放到隊頭的情況:p == null || when == 0 || when < p.when。即隊列為空,或者新消息需要立即處理,或者新消息處理的事件比隊頭消息更早被處理。這時只要讓新消息的next指向當前隊頭,讓mMessages指向新消息即可完成插入操作。
除了上述三種情況就需要遍歷隊列來確定新消息位置了,下面結合示意圖來說明。
假設當前消息隊列如下
開始遍歷:p向隊尾移,引入prev指向p上一個元素
假設此時p所指消息的when比新消息晚,則新消息位置在prev與p中間
最后便是調用native方法來喚醒
Looper.loop()中調用到MessageQueue的next()方法是我們常說的出隊
Message next() {
...省略
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0;
for (;;) {
...省略
synchronized (this) {
// Try to retrieve the next message. Return if found.
final long now = SystemClock.uptimeMillis();
Message prevMsg = null;
Message msg = mMessages;
if (msg != null && msg.target == null) {
// Stalled by a barrier. Find the next asynchronous message in the queue.
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous());
}
if (msg != null) {
if (now < msg.when) {
// Next message is not ready. Set a timeout to wake up when it is ready.
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// Got a message.
mBlocked = false;
if (prevMsg != null) {
prevMsg.next = msg.next;
} else {
//取出一個Message
mMessages = msg.next;
}
msg.next = null;
if (DEBUG) Log.v(TAG, "Returning message: " + msg);
msg.markInUse();
return msg;
}
} else {
// No more messages.
nextPollTimeoutMillis = -1;
}
...省略
}
}
可以看到這里就成功取出了一個Message
至此,關于Looper、MessageQueue、Handler就分析的差不多了
End
In the bleak midwinter...--《Peaky fucking Blinders》