學習過程
跟著鴻洋_的博客的思路,結合7.0的源碼進行學習,同時參考其他好的文章。
概述
主要涉及四個類:Looper、Handler、Message、MessageQueue。
Message是消息對象,MessageQueue是消息隊列。Looper負責創建消息隊列,并進入無限循環不斷從消息隊列中讀取消息。而Handler負責發送消息到消息隊列,以及消息的回調處理。
Looper
1. Looper類的作用
源碼的類注釋中已經把Looper類的作用和使用方法說得很清楚了。
/**
* Class used to run a message loop for a thread. Threads by default do
* not have a message loop associated with them; to create one, call
* {@link #prepare} in the thread that is to run the loop, and then
* {@link #loop} to have it process messages until the loop is stopped.
*
* <p>Most interaction with a message loop is through the
* {@link Handler} class.
*
* <p>This is a typical example of the implementation of a Looper thread,
* using the separation of {@link #prepare} and {@link #loop} to create an
* initial Handler to communicate with the Looper.
*
* <pre>
* class LooperThread extends Thread {
* public Handler mHandler;
*
* public void run() {
* Looper.prepare();
*
* mHandler = new Handler() {
* public void handleMessage(Message msg) {
* // process incoming messages here
* }
* };
*
* Looper.loop();
* }
* }</pre>
*/
Looper類的作用就是讓線程進行消息循環。如果一個線程需要消息循環,只需要調用Looper類的prepare方法和loop方法就可以了。因此,Looper類中我們主要關注prepare和loop這兩個方法,它們都是static方法。
2. prepare()方法
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));
}
這里創建了一個Looper對象,然后保存到一個ThreadLocal的靜態變量中。當sThreadLocal中取出的對象不為null時,會拋出異常,保證一個線程中只有一個Looper對象。ThreadLocal后面再研究。
然后看Looper的構造方法。
private Looper(boolean quitAllowed) {
mQueue = new MessageQueue(quitAllowed);
mThread = Thread.currentThread();
}
創建了一個MessageQueue(消息隊列)。
3. loop()方法
/**
* Run the message queue in this thread. Be sure to call
* {@link #quit()} to end the loop.
*/
public static void loop() {
final Looper me = myLooper();
if (me == null) {
throw new RuntimeException("No Looper; Looper.prepare() wasn't called on this thread.");
}
final MessageQueue queue = me.mQueue;
// Make sure the identity of this thread is that of the local process,
// and keep track of what that identity token actually is.
Binder.clearCallingIdentity();
final long ident = Binder.clearCallingIdentity();
for (;;) {
Message msg = queue.next(); // might block
if (msg == null) {
// No message indicates that the message queue is quitting.
return;
}
// This must be in a local variable, in case a UI event sets the logger
final Printer logging = me.mLogging;
if (logging != null) {
logging.println(">>>>> Dispatching to " + msg.target + " " +
msg.callback + ": " + msg.what);
}
final long traceTag = me.mTraceTag;
if (traceTag != 0) {
Trace.traceBegin(traceTag, msg.target.getTraceName(msg));
}
try {
msg.target.dispatchMessage(msg);
} finally {
if (traceTag != 0) {
Trace.traceEnd(traceTag);
}
}
if (logging != null) {
logging.println("<<<<< Finished to " + msg.target + " " + msg.callback);
}
// Make sure that during the course of dispatching the
// identity of the thread wasn't corrupted.
final long newIdent = Binder.clearCallingIdentity();
if (ident != newIdent) {
Log.wtf(TAG, "Thread identity changed from 0x"
+ Long.toHexString(ident) + " to 0x"
+ Long.toHexString(newIdent) + " while dispatching to "
+ msg.target.getClass().getName() + " "
+ msg.callback + " what=" + msg.what);
}
msg.recycleUnchecked();
}
}
其中,Binder.clearCallingIdentity()的作用不清楚,先忽略。
執行流程:
- myLooper方法獲取sThreadLocal中保存的Looper實例。因此再loop方法執行前應該先執行prepare方法。
- 進入無限循環。
- 從消息隊列中取出一條消息,如果沒有消息則會阻塞;如果消息隊列已釋放,則會返回null,退出消息循環。
- 調用msg.target的dispatchMessage方法處理消息。target就是Handler的實例,負責接收處理這個消息。
- 回收msg資源。
4. Looper類小結
- 每個線程最多只能有一個Looper對象。每個Looper對象創建并持有一個MessageQueue對象。
- 通過調用Looper.loop方法使當前線程進入消息循環。當前線程的Looper對象循環從消息隊列中取出消息,交由相應的Handler對象去處理。
Handler
1. Handler類的作用
還是看源碼中的類注釋。
/**
* A Handler allows you to send and process {@link Message} and Runnable
* objects associated with a thread's {@link MessageQueue}. Each Handler
* instance is associated with a single thread and that thread's message
* queue. When you create a new Handler, it is bound to the thread /
* message queue of the thread that is creating it -- from that point on,
* it will deliver messages and runnables to that message queue and execute
* them as they come out of the message queue.
*
* <p>There are two main uses for a Handler: (1) to schedule messages and
* runnables to be executed as some point in the future; and (2) to enqueue
* an action to be performed on a different thread than your own.
*
* <p>Scheduling messages is accomplished with the
* {@link #post}, {@link #postAtTime(Runnable, long)},
* {@link #postDelayed}, {@link #sendEmptyMessage},
* {@link #sendMessage}, {@link #sendMessageAtTime}, and
* {@link #sendMessageDelayed} methods. The <em>post</em> versions allow
* you to enqueue Runnable objects to be called by the message queue when
* they are received; the <em>sendMessage</em> versions allow you to enqueue
* a {@link Message} object containing a bundle of data that will be
* processed by the Handler's {@link #handleMessage} method (requiring that
* you implement a subclass of Handler).
*
* <p>When posting or sending to a Handler, you can either
* allow the item to be processed as soon as the message queue is ready
* to do so, or specify a delay before it gets processed or absolute time for
* it to be processed. The latter two allow you to implement timeouts,
* ticks, and other timing-based behavior.
*
* <p>When a
* process is created for your application, its main thread is dedicated to
* running a message queue that takes care of managing the top-level
* application objects (activities, broadcast receivers, etc) and any windows
* they create. You can create your own threads, and communicate back with
* the main application thread through a Handler. This is done by calling
* the same <em>post</em> or <em>sendMessage</em> methods as before, but from
* your new thread. The given Runnable or Message will then be scheduled
* in the Handler's message queue and processed when appropriate.
*/
Handler用于發送和處理Message和Runnable對象。Handler對象在創建時關聯當前線程的MessageQueue,且每個Handler對象只能關聯一個MessageQueue。Handler對象發送Message和Runnable對象到關聯的MessageQueue,然后當它們從MessageQueue中移出時,負責執行它們。
Handler的主要用途有兩個:
- 定時執行message或runnable。
- 讓其他線程執行某個操作。比如,在非UI線程發送一個消息,讓UI線程更新界面。
Handler中重要的有以下幾組方法:
- 構造方法
- sendMessage方法
- post方法
- dispatchMessage方法
2. 構造方法
Handler中有很多構造方法,但是最終分別進入到兩個構造方法中。先來看下這兩個構造方法有什么不同。
public Handler(Looper looper, Callback callback, boolean async) {
mLooper = looper;
mQueue = looper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
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());
}
}
mLooper = Looper.myLooper();
if (mLooper == null) {
throw new RuntimeException(
"Can't create handler inside thread that has not called Looper.prepare()");
}
mQueue = mLooper.mQueue;
mCallback = callback;
mAsynchronous = async;
}
第二個構造方法前面那段主要是當Handler的之類不是static類時,警告可能會導致內存泄漏。忽略這個,兩個方法的區別就在于mLooper這個成員變量的來源。第一個方法由參數傳入,而第二個方法是獲取當前線程的Looper。可以看到,構造方法里面就是對幾個成員變量賦值而已。這里先了解一下這幾個成員變量的作用。
- mLooper:Looper,消息循環
- mQueue:MessageQueue,消息隊列,就是mLooper中持有的那個
- mCallback:Handler.CallBack,Handler中聲明的接口,用于處理消息
- mAsynchronous:boolean,發送的消息是否是異步的。那么,這個異步到底是什么意思呢?我們在后面MessageQueue的next方法中再去詳細了解。
3. sendMessage方法
sendMessage有一系列的方法:
- sendMessage(Message msg): boolean
- sendEmptyMessage(int what): boolean
- sendEmptyMessageDelayed(int what, long delayMillis): boolean
- sendMessageDelayed(Message msg, long delayMillis): boolean
- sendEmptyMessageAtTime(int what, long uptimeMillis): boolean
- sendMessageAtTime(Message msg, long uptimeMillis): boolean
- sendMessageAtFrontOfQueue(Message msg): boolean
其中,sendMessage、sendEmptyMessage、sendMessageDelayed、sendEmptyMessageDelayed和sendEmptyMessageAtTime方法都調用sendMessageAtTime方法。所以,我們重點看sendMessageAtTime方法和sendMessageAtFrontOfQueue方法。
sendMessageAtTime方法
public boolean sendMessageAtTime(Message msg, long uptimeMillis) {
MessageQueue queue = mQueue;
if (queue == null) {
RuntimeException e = new RuntimeException(
this + " sendMessageAtTime() called with no mQueue");
Log.w("Looper", e.getMessage(), e);
return false;
}
return enqueueMessage(queue, msg, uptimeMillis);
}
enquueMessage方法只是調用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);
}
uptimeMillis是消息分發的時間,基于SystemClock.uptimeMillis()。比如,sendMessageDelayed方法中使用SystemClock.uptimeMillis()加上延遲的時間。在消息隊列中,消息是按分發時間的先后排列的。因此,這里的msg會插入到所有分發時間在uptimeMillis之前的消息后面。
sendMessageAtFrontOfQueue方法
public final boolean sendMessageAtFrontOfQueue(Message msg) {
MessageQueue queue = mQueue;
if (queue == null) {
RuntimeException e = new RuntimeException(
this + " sendMessageAtTime() called with no mQueue");
Log.w("Looper", e.getMessage(), e);
return false;
}
return enqueueMessage(queue, msg, 0);
}
顧名思義,sendMessageAtFrontOfQueue方法就是把消息插入到隊列的最前面。和sendMessageAtTime唯一的不同是,在調用enqueueMessage方法時傳的uptimeMillis參數是0。用0來表示插入到消息隊列最前面,也是比較自然的做法。
4. post方法
post方法把Runable對象添加到消息隊列中,也有一系列方法。
- post(Runnable r): boolean
- postAtTime(Runnable r, long uptimeMillis): boolean
- postAtTime(Runnable r, Object token, long uptimeMillis): boolean
- postDelayed(Runnable r, long delayMillis): boolean
- postAtFrontOfQueue(Runnable r): boolean
這些方法實現都類似,都是通過getPostMessage方法,獲取一個Message,同時把Runnable存到Message中,然后調用sendMessage方法。
public final boolean post(Runnable r)
{
return sendMessageDelayed(getPostMessage(r), 0);
}
比較特殊的是帶有token參數的postAtTime方法,這里的token是傳給消息接收者的數據,會保存到Message的成員變量obj中。
private static Message getPostMessage(Runnable r, Object token) {
Message m = Message.obtain();
m.obj = token;
m.callback = r;
return m;
}
5. dispatchMessage方法
dispatchMessage方法就是前面Looper中調用的處理消息的方法。
msg.target.dispatchMessage(msg);
先看dispatchMessage方法的源碼。
public void dispatchMessage(Message msg) {
if (msg.callback != null) {
handleCallback(msg);
} else {
if (mCallback != null) {
if (mCallback.handleMessage(msg)) {
return;
}
}
handleMessage(msg);
}
}
如果消息中帶有callback,直接執行callback(就是Message帶的Runnable);如果Handler中設置了CallBack,則調用CallBack來處理消息;前面兩個都沒有的話,才是調用handleMessage方法。handleMessage是空方法,子類可以重寫該方法來處理消息。
6. Handler類小結
- Handler創建時會關聯一個Looper和Looper中持有的MessageQueue。
- Handler可以在任意線程發送消息到關聯的MessageQueue。
- Handler在關聯的Looper所在線程處理自己發送的消息。
- Hander主要用于定時任務和在其他線程執行任務。
MessageQueue
看完了Looper和Handler,已經基本理清了消息機制。再來看一下消息隊列是怎么實現的。主要看一下把消息加入隊列和從隊列中取消息的實現。
1. 消息加入隊列
MessageQueue的enqueueMessage方法負責把消息加入隊列中。就是Handler中添加消息到消息隊列調用的方法。下面貼的代碼中省略了一下不影響主要邏輯的部分。
boolean enqueueMessage(Message msg, long when) {
......
synchronized (this) {
......
msg.markInUse();
msg.when = when;
Message p = mMessages;
boolean needWake;
if (p == null || when == 0 || when < p.when) {
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;
prev.next = msg;
}
if (needWake) {
nativeWake(mPtr);
}
}
return true;
}
成員變量mMessages是消息隊列的頭部,是一個Message對象。MessageQueue中通過Message的next形成一個鏈表。如果待插入的消息的分發時間是0,表示直接插入到隊列頭部。如果隊列頭部Message為空,或者待插入消息的分發時間小于隊列頭部Message,也把消息插入到隊列頭部。如果不滿足插入到頭部的條件的話,就遍歷消息隊列,按分發時間找到合適的插入位置。
2. 從隊列中獲取下一條消息
在Looper中已經看到,MessageQueue的next方法負責從隊列中取下一條消息。
Message next() {
...
int pendingIdleHandlerCount = -1; // -1 only during first iteration
int nextPollTimeoutMillis = 0;
for (;;) {
if (nextPollTimeoutMillis != 0) {
Binder.flushPendingCommands();
}
nativePollOnce(ptr, nextPollTimeoutMillis);
synchronized (this) {
// 找下一個消息。找到的話就返回這個消息。
final long now = SystemClock.uptimeMillis();
Message prevMsg = null;
Message msg = mMessages;
if (msg != null && msg.target == null) {
// 被Barrier阻塞。找隊列中的下一個異步消息。
do {
prevMsg = msg;
msg = msg.next;
} while (msg != null && !msg.isAsynchronous());
}
if (msg != null) {
if (now < msg.when) {
// 下一個消息的分發時間還沒到。設置一個時間,等到消息準備分發時再喚醒。
nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
} else {
// 有一個可以分發的消息。
mBlocked = false;
if (prevMsg != null) {
prevMsg.next = msg.next;
} else {
mMessages = msg.next;
}
msg.next = null;
if (DEBUG) Log.v(TAG, "Returning message: " + msg);
msg.markInUse();
return msg;
}
} else {
// 沒有消息,也可能是消息都被Barrier阻塞了。
nextPollTimeoutMillis = -1;
}
// 消息循環準備退出。釋放資源,并且返回null。
if (mQuitting) {
dispose();
return null;
}
// pendingIdleHandlerCount初始值為-1,所以第一次會去獲取IdleHandlers的數量。
// IdleHandler在需要等待下一條消息時去運行,因為這時是空閑的。
if (pendingIdleHandlerCount < 0
&& (mMessages == null || now < mMessages.when)) {
pendingIdleHandlerCount = mIdleHandlers.size();
}
if (pendingIdleHandlerCount <= 0) {
// No idle handlers to run. Loop and wait some more.
mBlocked = true;
continue;
}
if (mPendingIdleHandlers == null) {
mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];
}
mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);
}
// 執行IdleHandler
// 只在第一次迭代時會執行,因為后面會把pendingIdleHandlerCount設成0
for (int i = 0; i < pendingIdleHandlerCount; i++) {
final IdleHandler idler = mPendingIdleHandlers[i];
mPendingIdleHandlers[i] = null; // release the reference to the handler
boolean keep = false;
try {
keep = idler.queueIdle();
} catch (Throwable t) {
Log.wtf(TAG, "IdleHandler threw exception", t);
}
if (!keep) {
synchronized (this) {
mIdleHandlers.remove(idler);
}
}
}
// 把pendingIdleHandlerCount設成0,后面的迭代不會再去執行IdleHandlers。
pendingIdleHandlerCount = 0;
// 執行完IdleHandler,可能已經有新的消息了,所以不需要再等待了。
nextPollTimeoutMillis = 0;
}
}
這個方法還是比較復雜的,所以我畫了個流程圖,能夠看得清楚一些。
通過流程圖已經能理清next方法的執行過程。但是,還有兩個需要解釋的地方。一個是Barrier和異步消息,另一個是nativePollOnce這個方法。
Barrier和異步消息
Barrier是什么?
Barrier是阻塞器,會阻塞消息隊列。它也是一個Message對象,只不過它的target是null。從next方法中可以看到,在Barrier后面所有消息,除了異步消息外都無法執行。
MessageQueue中對外提供了post和remove的方法。
public int postSyncBarrier();
public void removeSyncBarrier(int token);
調用post方法時,會創建一個空的Message對象,時間設為當前的系統時間,同時生成一個token,保存在Message中。這個Message對象會像普通的消息一樣被插入到消息隊列中。調用remove方法時,根據token從消息隊列中找到相應的Barrier,然后移除。
看一個具體的例子,這是ViewRootImpl中的一段代碼。
void scheduleTraversals() {
...
mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier();
...
}
void unscheduleTraversals() {
...
mHandler.getLooper().getQueue().removeSyncBarrier(mTraversalBarrier);
...
}
當要阻塞消息隊列時,通過Handler獲取到MessageQueue,然后直接調用MessageQueue的postSyncBarrier方法,保存下token。需要取消消息隊列的阻塞時,通過先前保存的token去移除Barrier。
nativePollOnce方法
nativePollOnce是一個native方法。它的實現在frameworks/base/code/jni目錄下的android_os_MessageQueue.cpp中。想要了解怎么找到這個實現的,可以閱讀這篇文章:Android JNI原理分析。
static void android_os_MessageQueue_nativePollOnce(JNIEnv* env, jobject obj, jlong ptr, jint timeoutMillis) {
NativeMessageQueue* nativeMessageQueue = reinterpret_cast<NativeMessageQueue*>(ptr);
nativeMessageQueue->pollOnce(env, obj, timeoutMillis);
}
這里去調用了NativeMessageQueue的pollOnce方法。NativeMessageQueue的對象是在Java層的MessageQueue創建時,同時創建的。
void NativeMessageQueue::pollOnce(JNIEnv* env, jobject pollObj, int timeoutMillis) {
...
mLooper->pollOnce(timeoutMillis);
...
}
這里調用mLooper的pollOnce方法。這里的mLooper是JNI層的Looper,是在創建NativeMessageQueue時創建的。這個類的實現在system/core/libutils/Looper.cpp中。
int Looper::pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData) {
int result = 0;
for (;;) {
...
if (result != 0) {
...
return result;
}
result = pollInner(timeoutMillis);
}
}
我們把pollOnce方法中不太重要的部分都去掉,只留下最主要的部分。實際上就是循環去調用pollInner方法,當pollInner方法的返回結果不為0時,這個方法就可以返回了。下面來看一下pollInner方法的實現。
int Looper::pollInner(int timeoutMillis) {
// Adjust the timeout based on when the next message is due.
if (timeoutMillis != 0 && mNextMessageUptime != LLONG_MAX) {
nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
int messageTimeoutMillis = toMillisecondTimeoutDelay(now, mNextMessageUptime);
if (messageTimeoutMillis >= 0
&& (timeoutMillis < 0 || messageTimeoutMillis < timeoutMillis)) {
timeoutMillis = messageTimeoutMillis;
}
}
// Poll.
int result = POLL_WAKE;
...
struct epoll_event eventItems[EPOLL_MAX_EVENTS];
int eventCount = epoll_wait(mEpollFd, eventItems, EPOLL_MAX_EVENTS, timeoutMillis);
// Rebuild epoll set if needed.
if (mEpollRebuildRequired) {
mEpollRebuildRequired = false;
rebuildEpollLocked();
goto Done;
}
// Check for poll error.
if (eventCount < 0) {
if (errno == EINTR) {
goto Done;
}
ALOGW("Poll failed with an unexpected error: %s", strerror(errno));
result = POLL_ERROR;
goto Done;
}
// Check for poll timeout.
if (eventCount == 0) {
result = POLL_TIMEOUT;
goto Done;
}
for (int i = 0; i < eventCount; i++) {
int fd = eventItems[i].data.fd;
uint32_t epollEvents = eventItems[i].events;
if (fd == mWakeEventFd) {
if (epollEvents & EPOLLIN) {
awoken();
} else {
ALOGW("Ignoring unexpected epoll events 0x%x on wake event fd.", epollEvents);
}
} else {
...
}
}
Done: ;
// Invoke pending message callbacks.
mNextMessageUptime = LLONG_MAX;
while (mMessageEnvelopes.size() != 0) {
nsecs_t now = systemTime(SYSTEM_TIME_MONOTONIC);
const MessageEnvelope& messageEnvelope = mMessageEnvelopes.itemAt(0);
if (messageEnvelope.uptime <= now) {
// Remove the envelope from the list.
// We keep a strong reference to the handler until the call to handleMessage
// finishes. Then we drop it so that the handler can be deleted *before*
// we reacquire our lock.
{ // obtain handler
sp<MessageHandler> handler = messageEnvelope.handler;
Message message = messageEnvelope.message;
mMessageEnvelopes.removeAt(0);
mSendingMessage = true;
mLock.unlock();
handler->handleMessage(message);
} // release handler
mLock.lock();
mSendingMessage = false;
result = POLL_CALLBACK;
} else {
// The last message left at the head of the queue determines the next wakeup time.
mNextMessageUptime = messageEnvelope.uptime;
break;
}
}
...
// Invoke all response callbacks.
for (size_t i = 0; i < mResponses.size(); i++) {
Response& response = mResponses.editItemAt(i);
if (response.request.ident == POLL_CALLBACK) {
int fd = response.request.fd;
int events = response.events;
void* data = response.request.data;
// Invoke the callback. Note that the file descriptor may be closed by
// the callback (and potentially even reused) before the function returns so
// we need to be a little careful when removing the file descriptor afterwards.
int callbackResult = response.request.callback->handleEvent(fd, events, data);
if (callbackResult == 0) {
removeFd(fd, response.request.seq);
}
// Clear the callback reference in the response structure promptly because we
// will not clear the response vector itself until the next poll.
response.request.callback.clear();
result = POLL_CALLBACK;
}
}
return result;
}
pollInner方法中調用了epoll_wait(),等待消息到來,或者等到超時返回。如果有消息到來,則進行處理。
poolInner方法的流程:(摘自[M0]Android Native層Looper詳解)
調整timeout:
mNextMessageUptime 是 消息隊列 mMessageEnvelopes 中最近一個即將要被處理的message的時間點。
所以需要根據mNextMessageUptime 與 調用者傳下來的timeoutMillis 比較計算出一個最小的timeout,這將決定epoll_wait() 可能會阻塞多久才會返回。
epoll_wait():
epoll_wait()這里會阻塞,在三種情況下回返回,返回值eventCount為上來的epoll event數量。出現錯誤返回, eventCount < 0;
timeout返回,eventCount = 0,表明監聽的文件描述符中都沒有事件發生,將直接進行native message的處理;
監聽的文件描述符中有事件發生導致的返回,eventCount > 0; 有eventCount 數量的epoll event 上來。
處理epoll_wait() 返回的epoll events.
判斷epoll event 是哪個fd上發生的事件如果是mWakeEventFd,則執行awoken(). awoken() 只是將數據read出來,然后繼續往下處理了。其目的也就是使epoll_wait() 從阻塞中返回。
如果是通過Looper.addFd() 接口加入到epoll監聽隊列的fd,并不是立馬處理,而是先push到mResponses,后面再處理。
處理消息隊列 mMessageEnvelopes 中的Message.
如果還沒有到處理時間,就更新一下mNextMessageUptime
處理剛才放入mResponses中的事件.
只處理 ident 為POLL_CALLBACK的事件。其他事件在 pollOnce 中處理