Revert "Log windows that are being interacted with"

This reverts commit 7394eaa6ece3a05ada3b634d0b4bb63729611c3d.

Reason for revert: 159249116
Bug: 159249116
Change-Id: Ia91ee20b4828c141f7ff6b835341c132a3a18d79
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 959eeea..46f6f44 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -62,7 +62,6 @@
 #include <binder/Binder.h>
 #include <input/InputDevice.h>
 #include <log/log.h>
-#include <log/log_event_list.h>
 #include <openssl/hmac.h>
 #include <openssl/rand.h>
 #include <powermanager/PowerManager.h>
@@ -105,10 +104,6 @@
 // Number of recent events to keep for debugging purposes.
 constexpr size_t RECENT_QUEUE_MAX_SIZE = 10;
 
-// Event log tags. See EventLogTags.logtags for reference
-constexpr int LOGTAG_INPUT_INTERACTION = 62000;
-constexpr int LOGTAG_INPUT_FOCUS = 62001;
-
 static inline nsecs_t now() {
     return systemTime(SYSTEM_TIME_MONOTONIC);
 }
@@ -1033,9 +1028,7 @@
     target.inputChannel = channel;
     target.flags = InputTarget::FLAG_DISPATCH_AS_IS;
     entry->dispatchInProgress = true;
-    std::string message = std::string("Focus ") + (entry->hasFocus ? "entering " : "leaving ") +
-            channel->getName();
-    android_log_event_list(LOGTAG_INPUT_FOCUS) << message << LOG_ID_EVENTS;
+
     dispatchEventLocked(currentTime, entry, {target});
 }
 
@@ -1273,8 +1266,6 @@
     ALOGD("dispatchEventToCurrentInputTargets");
 #endif
 
-    updateInteractionTokensLocked(*eventEntry, inputTargets);
-
     ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
 
     pokeUserActivityLocked(*eventEntry);
@@ -2426,73 +2417,6 @@
     traceOutboundQueueLength(connection);
 }
 
-/**
- * This function is purely for debugging. It helps us understand where the user interaction
- * was taking place. For example, if user is touching launcher, we will see a log that user
- * started interacting with launcher. In that example, the event would go to the wallpaper as well.
- * We will see both launcher and wallpaper in that list.
- * Once the interaction with a particular set of connections starts, no new logs will be printed
- * until the set of interacted connections changes.
- *
- * The following items are skipped, to reduce the logspam:
- * ACTION_OUTSIDE: any windows that are receiving ACTION_OUTSIDE are not logged
- * ACTION_UP: any windows that receive ACTION_UP are not logged (for both keys and motions).
- * This includes situations like the soft BACK button key. When the user releases (lifts up the
- * finger) the back button, then navigation bar will inject KEYCODE_BACK with ACTION_UP.
- * Both of those ACTION_UP events would not be logged
- * Monitors (both gesture and global): any gesture monitors or global monitors receiving events
- * will not be logged. This is omitted to reduce the amount of data printed.
- * If you see <none>, it's likely that one of the gesture monitors pilfered the event, and therefore
- * gesture monitor is the only connection receiving the remainder of the gesture.
- */
-void InputDispatcher::updateInteractionTokensLocked(const EventEntry& entry,
-                                                    const std::vector<InputTarget>& targets) {
-    // Skip ACTION_UP events, and all events other than keys and motions
-    if (entry.type == EventEntry::Type::KEY) {
-        const KeyEntry& keyEntry = static_cast<const KeyEntry&>(entry);
-        if (keyEntry.action == AKEY_EVENT_ACTION_UP) {
-            return;
-        }
-    } else if (entry.type == EventEntry::Type::MOTION) {
-        const MotionEntry& motionEntry = static_cast<const MotionEntry&>(entry);
-        if (motionEntry.action == AMOTION_EVENT_ACTION_UP) {
-            return;
-        }
-    } else {
-        return; // Not a key or a motion
-    }
-
-    std::unordered_set<sp<IBinder>, IBinderHash> newConnections;
-    for (const InputTarget& target : targets) {
-        if ((target.flags & InputTarget::FLAG_DISPATCH_AS_OUTSIDE) ==
-            InputTarget::FLAG_DISPATCH_AS_OUTSIDE) {
-            continue; // Skip windows that receive ACTION_OUTSIDE
-        }
-
-        sp<IBinder> token = target.inputChannel->getConnectionToken();
-        sp<Connection> connection = getConnectionLocked(token); // get connection
-        if (connection->monitor) {
-            continue; // We only need to keep track of the non-monitor connections.
-        }
-
-        newConnections.insert(std::move(token));
-    }
-    if (newConnections == mInteractionConnections) {
-        return; // no change
-    }
-    mInteractionConnections = newConnections;
-    std::string windowList;
-    for (const sp<IBinder>& token : newConnections) {
-        sp<Connection> connection = getConnectionLocked(token);
-        windowList += connection->getWindowName() + ", ";
-    }
-    std::string message = "Interaction with windows: " + windowList;
-    if (windowList.empty()) {
-        message += "<none>";
-    }
-    android_log_event_list(LOGTAG_INPUT_INTERACTION) << message << LOG_ID_EVENTS;
-}
-
 void InputDispatcher::dispatchPointerDownOutsideFocus(uint32_t source, int32_t action,
                                                       const sp<IBinder>& newToken) {
     int32_t maskedAction = action & AMOTION_EVENT_ACTION_MASK;