詳解Android 消息機制

一般來說,Handler是Android 消息機制的上層接口,我們經(jīng)常用Handler來處理頁面上的一些交互,主要包括耗時操作完以后,需要在UI層面上進(jìn)行調(diào)整。這里我們就講一講Handler的原理。Handler的原理主要包括三個類,Handler、MessageQueue、Looper
下面是我們使用Handler的一個例子

private Handler mHandler = new Handler(Looper.getMainLooper()) {
    @Override
    public void handleMessage(@NonNull Message msg) {
        super.handleMessage(msg);
        switch (msg.what) {
            case 1:
                String msgObj = (String) msg.obj;
                //更新UI操作
                mTextView.setText(msgObj);
                break;

        }
    }
};
new Thread(new Runnable() {
    @Override
    public void run() {
        try {
            Thread.sleep(500);
            Message message = Message.obtain();
            message.what = 1;
            message.obj = "Hello World";
            mHandler.sendMessage(message);
        } catch (InterruptedException e) {
            e.printStackTrace();
        }
    }
}).start();

這里我們新創(chuàng)建了一個Handler對象,并重寫了里面的handleMessage(), 然后在我們子線程中創(chuàng)建了一個Message,通過handler.sendMessage(msg) 發(fā)生出去。

Message是一個數(shù)據(jù)類,包含了一些我們常用的屬性。

public final class Message implements Parcelable {
   // 可以存儲的幾個屬性
    public int what;
    public int arg1;
    public int arg2;
    public Object obj;
    Bundle data;
   //綁定的Handler
    /*package*/ Handler target;
   // 指向下一個message
    /*package*/ Message next;
    public static final Object sPoolSync = new Object();
    private static Message sPool;
    private static int sPoolSize = 0;
    public static Message obtain() {
        synchronized (sPoolSync) {
            if (sPool != null) {
                Message m = sPool;
                sPool = m.next;
                m.next = null;
                m.flags = 0; // clear in-use flag
                sPoolSize--;
                return m;
            }
        }
        return new Message();
    }
}

然后我們看一下mHandler.sendMessage(message) 做了什么操作。

//Handler
 public final boolean sendMessage(@NonNull Message msg) {
        return sendMessageDelayed(msg, 0);
    }
 public final boolean sendMessageDelayed(@NonNull Message msg, long delayMillis) {
        if (delayMillis < 0) {
            delayMillis = 0;
        }
        return sendMessageAtTime(msg, SystemClock.uptimeMillis() + delayMillis);
    }
 public boolean sendMessageAtTime(@NonNull 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);
    }
private boolean enqueueMessage(@NonNull MessageQueue queue, @NonNull Message msg,
            long uptimeMillis) {
        msg.target = this;
        msg.workSourceUid = ThreadLocalWorkSource.getUid();

        if (mAsynchronous) {
            msg.setAsynchronous(true);
        }
        return queue.enqueueMessage(msg, uptimeMillis);
    }
//這里比較好理解,給message設(shè)置一個延時的時間,最終會調(diào)用MessageQueue的enqueueMessage().
//MessageQueue
boolean enqueueMessage(Message msg, long when) {
        if (msg.target == null) {
            throw new IllegalArgumentException("Message must have a target.");
        }

        synchronized (this) {
            if (msg.isInUse()) {
                throw new IllegalStateException(msg + " This message is already in use.");
            }

            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;
            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 {
                // Inserted within the middle of the queue.  Usually we don't have to wake
                // up the event queue unless there is a barrier at the head of the queue
                // and the message is the earliest asynchronous message in the queue.
                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;
    }
//這里就是一個入隊的操作,雖然命令是隊列,但是其實就是一個單鏈表,因為message里面有指向下一個message的指針next。入隊操作結(jié)合了delay的時間來進(jìn)行判斷,delay時間短的,插入到前面。這里用鏈表的好處是,比較適合增加、刪除操作。

現(xiàn)在我們的message已經(jīng)插入到MessageQueue里面了,那么里面的message什么時候進(jìn)行分發(fā),傳遞給handler的呢。下面就要講一講Looper了。
剛剛我們的例子是在主線程里面創(chuàng)建Handler的,Android默認(rèn)給主線程創(chuàng)建了Looper對象,這個是在ActivityThread里面。

 public static void main(String[] args) {
//創(chuàng)建Looper
        Looper.prepareMainLooper();
        ActivityThread thread = new ActivityThread();
        thread.attach(false, startSeq);

        if (sMainThreadHandler == null) {
            sMainThreadHandler = thread.getHandler();
        }
        if (false) {
            Looper.myLooper().setMessageLogging(new
                    LogPrinter(Log.DEBUG, "ActivityThread"));
        }
//開啟loop循環(huán)
        Looper.loop();
    }
//下面我們來看看Looper里面
 public static void prepareMainLooper() {
        prepare(false);
        synchronized (Looper.class) {
            if (sMainLooper != null) {
                throw new IllegalStateException("The main Looper has already been prepared.");
            }
            sMainLooper = myLooper();
        }
    }
  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));
    }
//上面new了一個Looper,并保存在sThreadLocal里面

public static void loop() {
        final Looper me = myLooper();
        me.mInLoop = true;
        final MessageQueue queue = me.mQueue;
        // 代碼略有刪減,我們主要看for循環(huán)里面
        for (;;) {
            Message msg = queue.next(); // might block
            if (msg == null) {
                // No message indicates that the message queue is quitting.
                return;
            }
            final long dispatchStart = needStartTime ? SystemClock.uptimeMillis() : 0;
            final long dispatchEnd;
            Object token = null;
            if (observer != null) {
//如果我們設(shè)置了observer,這里回調(diào)里面的messageDispatchStarting()
                token = observer.messageDispatchStarting();
            }
            long origWorkSource = ThreadLocalWorkSource.setUid(msg.workSourceUid);
            try {
                //關(guān)鍵是這行代碼,可以看到這里調(diào)用了綁定的handler的dispatchMessage方法
                msg.target.dispatchMessage(msg);
                if (observer != null) {
                    observer.messageDispatched(token, msg);
                }
                dispatchEnd = needEndTime ? SystemClock.uptimeMillis() : 0;
            } catch (Exception exception) {
                if (observer != null) {
                    observer.dispatchingThrewException(token, msg, exception);
                }
                throw exception;
            } finally {
                ThreadLocalWorkSource.restore(origWorkSource);
                if (traceTag != 0) {
                    Trace.traceEnd(traceTag);
                }
           }
            msg.recycleUnchecked();
        }
    }
//下面就是handler里面的dispatchMessage方法,handleMessage這個是不是很熟悉,就是我們創(chuàng)建handler重寫的方法。
  /**
     * Handle system messages here.
     */
    public void dispatchMessage(@NonNull Message msg) {
        if (msg.callback != null) {
            handleCallback(msg);
        } else {
            if (mCallback != null) {
                if (mCallback.handleMessage(msg)) {
                    return;
                }
            }
            handleMessage(msg);
        }
    }

至此,Handler的消息機制已經(jīng)分析完畢。
另外我想擴(kuò)展一點,就是ThreadLocal這個類,因為我們的looper能夠跨線程通信,就是它的功勞。上面我們講到looper調(diào)用prepare()的時候,我們新創(chuàng)建了一個Looper對象放入到ThreadLocal里面。那么我們來看一下ThreadLocal的get,set操作

 public void set(T value) {
        Thread t = Thread.currentThread();
        ThreadLocalMap map = getMap(t);
        if (map != null)
            map.set(this, value);
        else
//如果map為空,就創(chuàng)建一個ThreadLocalMap
            createMap(t, value);
    }
void createMap(Thread t, T firstValue) {
        t.threadLocals = new ThreadLocalMap(this, firstValue);
    }
//ThreadLocalMap
 static class ThreadLocalMap {
 /**
         * The table, resized as necessary.
         * table.length MUST always be a power of two.
         */
        private Entry[] table;
        ThreadLocalMap(ThreadLocal<?> firstKey, Object firstValue) {
            table = new Entry[INITIAL_CAPACITY];
            int i = firstKey.threadLocalHashCode & (INITIAL_CAPACITY - 1);
            table[i] = new Entry(firstKey, firstValue);
            size = 1;
            setThreshold(INITIAL_CAPACITY);
        }
private void set(ThreadLocal<?> key, Object value) {
            Entry[] tab = table;
            int len = tab.length;
            int i = key.threadLocalHashCode & (len-1);

            for (Entry e = tab[i];
                 e != null;
                 e = tab[i = nextIndex(i, len)]) {
                ThreadLocal<?> k = e.get();

                if (k == key) {
                    e.value = value;
                    return;
                }

                if (k == null) {
                    replaceStaleEntry(key, value, i);
                    return;
                }
            }

            tab[i] = new Entry(key, value);
            int sz = ++size;
            if (!cleanSomeSlots(i, sz) && sz >= threshold)
                rehash();
        }
}

具體算法這里就不過多闡述,總結(jié)一下就是,ThreadLocal為每一個Thread創(chuàng)建了一個ThreadLocalMap,里面用數(shù)組保存?zhèn)鬟M(jìn)來的值,所以我們在不同的線程去取值的時候,其實我們拿到的是不同的ThreadLocalMap,里面的值也就可能不一樣了,是不是比較簡單?~_~

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