Return early in doDispatchCycleFinishedLockedInterruptible
Reduce the identation of the entire method by returning early if entry
is null.
Bug: 70668286
Test: none
Change-Id: Ic9239c4f7e3566cd584a57973d9e8ed08d8c0287
diff --git a/services/inputflinger/InputDispatcher.cpp b/services/inputflinger/InputDispatcher.cpp
index fc40eaf..019815c 100644
--- a/services/inputflinger/InputDispatcher.cpp
+++ b/services/inputflinger/InputDispatcher.cpp
@@ -4237,53 +4237,55 @@
void InputDispatcher::doDispatchCycleFinishedLockedInterruptible(
CommandEntry* commandEntry) {
sp<Connection> connection = commandEntry->connection;
- nsecs_t finishTime = commandEntry->eventTime;
+ const nsecs_t finishTime = commandEntry->eventTime;
uint32_t seq = commandEntry->seq;
- bool handled = commandEntry->handled;
+ const bool handled = commandEntry->handled;
// Handle post-event policy actions.
DispatchEntry* dispatchEntry = connection->findWaitQueueEntry(seq);
- if (dispatchEntry) {
- nsecs_t eventDuration = finishTime - dispatchEntry->deliveryTime;
- if (eventDuration > SLOW_EVENT_PROCESSING_WARNING_TIMEOUT) {
- std::string msg =
- StringPrintf("Window '%s' spent %0.1fms processing the last input event: ",
- connection->getWindowName().c_str(), eventDuration * 0.000001f);
- dispatchEntry->eventEntry->appendDescription(msg);
- ALOGI("%s", msg.c_str());
- }
-
- bool restartEvent;
- if (dispatchEntry->eventEntry->type == EventEntry::TYPE_KEY) {
- KeyEntry* keyEntry = static_cast<KeyEntry*>(dispatchEntry->eventEntry);
- restartEvent = afterKeyEventLockedInterruptible(connection,
- dispatchEntry, keyEntry, handled);
- } else if (dispatchEntry->eventEntry->type == EventEntry::TYPE_MOTION) {
- MotionEntry* motionEntry = static_cast<MotionEntry*>(dispatchEntry->eventEntry);
- restartEvent = afterMotionEventLockedInterruptible(connection,
- dispatchEntry, motionEntry, handled);
- } else {
- restartEvent = false;
- }
-
- // Dequeue the event and start the next cycle.
- // Note that because the lock might have been released, it is possible that the
- // contents of the wait queue to have been drained, so we need to double-check
- // a few things.
- if (dispatchEntry == connection->findWaitQueueEntry(seq)) {
- connection->waitQueue.dequeue(dispatchEntry);
- traceWaitQueueLength(connection);
- if (restartEvent && connection->status == Connection::STATUS_NORMAL) {
- connection->outboundQueue.enqueueAtHead(dispatchEntry);
- traceOutboundQueueLength(connection);
- } else {
- releaseDispatchEntry(dispatchEntry);
- }
- }
-
- // Start the next dispatch cycle for this connection.
- startDispatchCycleLocked(now(), connection);
+ if (!dispatchEntry) {
+ return;
}
+
+ nsecs_t eventDuration = finishTime - dispatchEntry->deliveryTime;
+ if (eventDuration > SLOW_EVENT_PROCESSING_WARNING_TIMEOUT) {
+ std::string msg =
+ StringPrintf("Window '%s' spent %0.1fms processing the last input event: ",
+ connection->getWindowName().c_str(), eventDuration * 0.000001f);
+ dispatchEntry->eventEntry->appendDescription(msg);
+ ALOGI("%s", msg.c_str());
+ }
+
+ bool restartEvent;
+ if (dispatchEntry->eventEntry->type == EventEntry::TYPE_KEY) {
+ KeyEntry* keyEntry = static_cast<KeyEntry*>(dispatchEntry->eventEntry);
+ restartEvent =
+ afterKeyEventLockedInterruptible(connection, dispatchEntry, keyEntry, handled);
+ } else if (dispatchEntry->eventEntry->type == EventEntry::TYPE_MOTION) {
+ MotionEntry* motionEntry = static_cast<MotionEntry*>(dispatchEntry->eventEntry);
+ restartEvent = afterMotionEventLockedInterruptible(connection, dispatchEntry, motionEntry,
+ handled);
+ } else {
+ restartEvent = false;
+ }
+
+ // Dequeue the event and start the next cycle.
+ // Note that because the lock might have been released, it is possible that the
+ // contents of the wait queue to have been drained, so we need to double-check
+ // a few things.
+ if (dispatchEntry == connection->findWaitQueueEntry(seq)) {
+ connection->waitQueue.dequeue(dispatchEntry);
+ traceWaitQueueLength(connection);
+ if (restartEvent && connection->status == Connection::STATUS_NORMAL) {
+ connection->outboundQueue.enqueueAtHead(dispatchEntry);
+ traceOutboundQueueLength(connection);
+ } else {
+ releaseDispatchEntry(dispatchEntry);
+ }
+ }
+
+ // Start the next dispatch cycle for this connection.
+ startDispatchCycleLocked(now(), connection);
}
bool InputDispatcher::afterKeyEventLockedInterruptible(const sp<Connection>& connection,