If LockScreen is enhanced using SurfaceView/GLSurfaceView,
deadlock problem between LockScreen and WindowManagerService
can occur because of IWindow.resized() callback.
And it must lead to watchdog and reset.
IWindow.resized() callback is one-way function so calling resized()
callback of a remote IWindow object is never blocked.
However, calling resized() callback of a local IWindow object
(LockScreen is running on the same system_server process)
is always blocked until resized() callback returns.
Because resized() callback of SurfaceView/GLSurfaceView can lead to
WindowManagerService.relayoutWindow() call, deadlock can occur
between relayoutWindow() and performLayoutAndPlaceSurfacesLockedInner().
(Both functions need locking mWindowMap)
So this patch simulate one-way call when calling resized() callback
of a local IWindow object.
Change-Id: I2a6a5c74ed22d8e6b7a3bea3424ff2879d227105
Signed-off-by: Sangkyu Lee <sk82.lee@lge.com>
Conflicts:
services/java/com/android/server/wm/WindowManagerService.java
Make grantPermissionsLPw by refactoring some code into a new
function, isNewPlatformPermissionForPackage.
No functional changes.
Change-Id: I467dacfe1fcf7e77cef4cb6df54536eeaafd9064
We can get rid of an indention level by modifying an if/else
block slightly.
No functional changes.
Change-Id: I0404093ea9ebe7729417d825afb6e97e158ad23e
Make grantPermissionsLPw smaller by introducing a new doSignaturePermission
function.
Just a refactoring. No functional code changes.
Change-Id: Ia967fd93e3f7cf3e48fcd13be0b04994b76d36f3
Relaunching a running activity will sometimes cause animations in that
activity to run, causing jank due to too much happening (window animations
on that same window running at the same time).
An earlier fix pauses application rendering while window animations are running,
but only the first time the activity comes up. If the window is animated
after that (such as is the case with re-launching it while it is running
in the background), rendering, and therefore animations, happen as usual,
causing the jank.
The fix is to simply broaden the scope of when application rendering is
paused to include anytime the window is animating.
Issue #8472972 Make app animations play nice with window animations
Change-Id: I1dd8da039fcb4d1faf6c0811bae97ef2847deb84
Clarify offline usage of sessions and keys and implement
implement CryptoSession to support additional crypto use
cases.
Change-Id: Id3f8c706e9e3034b09af8e2a6a2f26bd74a49f93
Now that we are smarter about the initialization, we need
to do this after all packages are scanned.
Change-Id: I598f5ef84dcc83779bbff29e4c92136c63fb32de
LinkProperties's equals() method was broken by the addition of
stacked interfaces. The reason was that equals() was checking
the equality of mStackedInterfaces.keys(), which is just an
enumeration, instead of mStackedInterfaces.keySet(), which
actually contains the keys. The test was failing, but I didn't
notice.
Fix the bug and make the test check the objects more in depth
so it can give more detailed error messages when equals() fails.
Bug: 8276725
Change-Id: Ie990bd75f641c28e63e54d953dcd0f4de13f7c9f
bug:8501661
Makes the performance issues and interaction with layer type/paint
more clear.
Additionally, corrects change from 47ab7d6612e2b5b8b66fb261dafef7c91264e173
to still allow displayList alpha to override layer paint
Change-Id: Ic94d75865700820489370461cd8ac9f9077a8d90