当前位置:首页 > 编程笔记 > 正文
已解决

Android开机动画启动流程

来自网友在路上 158858提问 提问时间:2023-11-06 07:47:12阅读次数: 58

最佳答案 问答题库588位专家为你答疑解惑

首语

在Android设备开机启动时,会展示Android开机动画,用于增加用户体验和展示设备品牌等信息。它也是Android系统启动的一部分。开机动画是由bootanimation负责的,因此首先先了解下bootanimation是如何启动的。

bootanimation 启动脚本分析

init进程中第二阶段(SecondStageMain)的主要工作有初始化属性服务,加载启动脚本,解析init.rc文件等。

源码路径:system/core/init/init.cpp

int SecondStageMain(int argc, char** argv) {...LoadBootScripts(am, sm);...
}
static void LoadBootScripts(ActionManager& action_manager, ServiceList& service_list) {Parser parser = CreateParser(action_manager, service_list);std::string bootscript = GetProperty("ro.boot.init_rc", "");if (bootscript.empty()) {parser.ParseConfig("/system/etc/init/hw/init.rc");if (!parser.ParseConfig("/system/etc/init")) {late_import_paths.emplace_back("/system/etc/init");}// late_import is available only in Q and earlier release. As we don't// have system_ext in those versions, skip late_import for system_ext.parser.ParseConfig("/system_ext/etc/init");if (!parser.ParseConfig("/vendor/etc/init")) {late_import_paths.emplace_back("/vendor/etc/init");}if (!parser.ParseConfig("/odm/etc/init")) {late_import_paths.emplace_back("/odm/etc/init");}if (!parser.ParseConfig("/product/etc/init")) {late_import_paths.emplace_back("/product/etc/init");}} else {parser.ParseConfig(bootscript);}
}

在init.rc文件中,可以看到通过class_start来启动 classname 为 core 的 Service。在bootanimation.rc文件中,可以清楚看到Service name为bootanim,执行程序路径为:/system/bin/bootanimation,类名:core。disabled表示系统启动时,不会自动启动bootanimation。那是谁启动bootanimation呢?

SurfaceFlinger它负责管理图形内容的渲染,并将多个图层(包括应用程序窗口、系统UI元素和硬件覆盖层)合成到设备的屏幕上。所以首先需要启动SurfaceFlinger,开机动画的渲染和合成是它完成的,继续分析SurfaceFlinger启动流程。

源码路径:system/core/rootdir/init.rc

...# Start standard binderized HAL daemonsclass_start halclass_start core
...

源码路径:frameworks/base/cmds/bootanimation/bootanim.rc

service bootanim /system/bin/bootanimationclass core animationuser graphicsgroup graphics audiodisabledoneshotioprio rt 0task_profiles MaxPerformance

SurfaceFlinger启动流程

而surfaceflinger.rc文件中,可以清楚看到Service name为surfaceflinger,执行程序路径为:/system/bin/surfaceflinger,类名:core。

因此,可以知道SurfaceFlinger是在init进程启动第二阶段进行启动的。

源码路径:frameworks/native/services/surfaceflinger/surfaceflinger.rc

service surfaceflinger /system/bin/surfaceflingerclass core animationuser systemgroup graphics drmrpc readproccapabilities SYS_NICEonrestart restart --only-if-running zygotetask_profiles HighPerformancesocket pdx/system/vr/display/client     stream 0666 system graphics u:object_r:pdx_display_client_endpoint_socket:s0socket pdx/system/vr/display/manager    stream 0666 system graphics u:object_r:pdx_display_manager_endpoint_socket:s0socket pdx/system/vr/display/vsync      stream 0666 system graphics u:object_r:pdx_display_vsync_endpoint_socket:s0

看下SurfaceFlinger的main函数,创建了SurfaceFlinger并且初始化,调用StartPropertySetThread的Start函数。

源码路径:frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp

int main(int, char**) {...// instantiate surfaceflingersp<SurfaceFlinger> flinger = surfaceflinger::createSurfaceFlinger();...// initialize before clients can connectflinger->init();...
}

源码路径:frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::init() {...mStartPropertySetThread = getFactory().createStartPropertySetThread(presentFenceReliable);if (mStartPropertySetThread->Start() != NO_ERROR) {ALOGE("Run StartPropertySetThread failed!");}...
}

可以看到将系统属性service.bootanim.exit/service.bootanim.progress设置为0,并将ctl.start设置为bootanim,当系统属性发生改变时,init进程就会接收到一个系统属性变化通知,这个通知最终是由在init进程中的函数handle_property_set_fd来处理的。设置ctl.start表示启动一个服务,这样bootanimation就被启动了。

源码路径:frameworks/native/services/surfaceflinger/StartPropertySetThread.cpp

status_t StartPropertySetThread::Start() {return run("SurfaceFlinger::StartPropertySetThread", PRIORITY_NORMAL);
}bool StartPropertySetThread::threadLoop() {// Set property service.sf.present_timestamp, consumer need check its readinessproperty_set(kTimestampProperty, mTimestampPropertyValue ? "1" : "0");// Clear BootAnimation exit flagproperty_set("service.bootanim.exit", "0");property_set("service.bootanim.progress", "0");// Start BootAnimation if not startedproperty_set("ctl.start", "bootanim");// Exit immediatelyreturn false;
}

bootanimation启动流程

分析bootanimation的main函数,首先判断是否禁用了启动动画,没有则创建一个binder线程池,再创建BootAnimation,等待SurfaceFlinger启动完成。

源码路径:frameworks/base/cmds/bootanimation/bootanimation_main.cpp

int main()
{setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);//是否禁用了启动动画bool noBootAnimation = bootAnimationDisabled();ALOGI_IF(noBootAnimation,  "boot animation disabled");if (!noBootAnimation) {//创建binder线程池sp<ProcessState> proc(ProcessState::self());ProcessState::self()->startThreadPool();// create the boot animation object (may take up to 200ms for 2MB zip)sp<BootAnimation> boot = new BootAnimation(audioplay::createAnimationCallbacks());waitForSurfaceFlinger();boot->run("BootAnimation", PRIORITY_DISPLAY);ALOGV("Boot animation set up. Joining pool.");IPCThreadState::self()->joinThreadPool();}return 0;
}

源码路径:frameworks/base/cmds/bootanimation/BootAnimationUtil.cpp

bool bootAnimationDisabled() {char value[PROPERTY_VALUE_MAX];//启动动画调试模式property_get("debug.sf.nobootanimation", value, "0");if (atoi(value) > 0) {return true;}property_get("ro.boot.quiescent", value, "0");if (atoi(value) > 0) {// Only show the bootanimation for quiescent boots if this system property is set to enabled//禁用启动动画if (!property_get_bool("ro.bootanim.quiescent.enabled", false)) {return true;}}return false;
}void waitForSurfaceFlinger() {// TODO: replace this with better waiting logic in future, b/35253872int64_t waitStartTime = elapsedRealtime();sp<IServiceManager> sm = defaultServiceManager();const String16 name("SurfaceFlinger");const int SERVICE_WAIT_SLEEP_MS = 100;const int LOG_PER_RETRIES = 10;int retry = 0;while (sm->checkService(name) == nullptr) {retry++;if ((retry % LOG_PER_RETRIES) == 0) {ALOGW("Waiting for SurfaceFlinger, waited for %" PRId64 " ms",elapsedRealtime() - waitStartTime);}usleep(SERVICE_WAIT_SLEEP_MS * 1000);};int64_t totalWaited = elapsedRealtime() - waitStartTime;if (totalWaited > SERVICE_WAIT_SLEEP_MS) {ALOGI("Waiting for SurfaceFlinger took %" PRId64 " ms", totalWaited);}
}

BootAnimation类有几个重要函数

  • onFirstRef(),属于父类RefBase,它用于实现引用计数的对象管理,新增引用计数时调用。
  • binderDied() ,Binder结束时,就会回调binderDied()方法。
  • readyToRun() ,Thread执行前的初始化工作。
  • threadLoop() ,线程根据逻辑是否循环执行。
  • android(),显示系统默认的开机画面。
  • movie(),显示用户自定义的开机动画。
  • loadAnimation(),加载动画。
  • playAnimation(),播放动画。
  • checkExit(),检查是否退出动画。

源码路径:frameworks/base/cmds/bootanimation/BootAnimation.h

private:virtual bool        threadLoop();virtual status_t    readyToRun();virtual void        onFirstRef();virtual void        binderDied(const wp<IBinder>& who);...//系统默认的开机画面bool android();//用户自定义的开机动画bool movie();...//加载动画Animation* loadAnimation(const String8&);//播放动画bool playAnimation(const Animation&);void releaseAnimation(Animation*) const;bool parseAnimationDesc(Animation&);bool preloadZip(Animation &animation);void findBootAnimationFile();bool findBootAnimationFileInternal(const std::vector<std::string>& files);bool preloadAnimation();EGLConfig getEglConfig(const EGLDisplay&);ui::Size limitSurfaceSize(int width, int height) const;void resizeSurface(int newWidth, int newHeight);void projectSceneToWindow();bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount,int lastDisplayedProgress);//检查是否退出动画void checkExit();

BootAnimation构造函数中,创建了SurfaceComposerClient,mSession用来和SurfaceFlinger执行Binder进程间通信,执行linkToComposerDeath方法用于获取SurfaceFlinger死亡通知,preloadAnimation方法开始加载动画,首先去查询动画文件,动画文件的存放位置如代码中定义所示。动画文件是按照指定位置顺序读取,如果读取到当前位置动画文件,则不读取后续动画文件。

源码路径:frameworks/base/cmds/bootanimation/BootAnimation.cpp

static const char OEM_BOOTANIMATION_FILE[] = "/oem/media/bootanimation.zip";
static const char PRODUCT_BOOTANIMATION_DARK_FILE[] = "/product/media/bootanimation-dark.zip";
static const char PRODUCT_BOOTANIMATION_FILE[] = "/product/media/bootanimation.zip";
static const char SYSTEM_BOOTANIMATION_FILE[] = "/system/media/bootanimation.zip";
static const char APEX_BOOTANIMATION_FILE[] = "/apex/com.android.bootanimation/etc/bootanimation.zip";
static const char PRODUCT_ENCRYPTED_BOOTANIMATION_FILE[] = "/product/media/bootanimation-encrypted.zip";
static const char SYSTEM_ENCRYPTED_BOOTANIMATION_FILE[] = "/system/media/bootanimation-encrypted.zip";
static const char OEM_SHUTDOWNANIMATION_FILE[] = "/oem/media/shutdownanimation.zip";
static const char PRODUCT_SHUTDOWNANIMATION_FILE[] = "/product/media/shutdownanimation.zip";
static const char SYSTEM_SHUTDOWNANIMATION_FILE[] = "/system/media/shutdownanimation.zip";static constexpr const char* PRODUCT_USERSPACE_REBOOT_ANIMATION_FILE = "/product/media/userspace-reboot.zip";
static constexpr const char* OEM_USERSPACE_REBOOT_ANIMATION_FILE = "/oem/media/userspace-reboot.zip";
static constexpr const char* SYSTEM_USERSPACE_REBOOT_ANIMATION_FILE = "/system/media/userspace-reboot.zip";BootAnimation::BootAnimation(sp<Callbacks> callbacks): Thread(false), mLooper(new Looper(false)), mClockEnabled(true), mTimeIsAccurate(false),mTimeFormat12Hour(false), mTimeCheckThread(nullptr), mCallbacks(callbacks) {mSession = new SurfaceComposerClient();std::string powerCtl = android::base::GetProperty("sys.powerctl", "");if (powerCtl.empty()) {mShuttingDown = false;} else {mShuttingDown = true;}ALOGD("%sAnimationStartTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",elapsedRealtime());
}
void BootAnimation::onFirstRef() {//接收SurfaceFlinger死亡通知status_t err = mSession->linkToComposerDeath(this);SLOGE_IF(err, "linkToComposerDeath failed (%s) ", strerror(-err));if (err == NO_ERROR) {// Load the animation content -- this can be slow (eg 200ms)// called before waitForSurfaceFlinger() in main() to avoid waitALOGD("%sAnimationPreloadTiming start time: %" PRId64 "ms",mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime());preloadAnimation();ALOGD("%sAnimationPreloadStopTiming start time: %" PRId64 "ms",mShuttingDown ? "Shutdown" : "Boot", elapsedRealtime());}
}
bool BootAnimation::preloadAnimation() {findBootAnimationFile();if (!mZipFileName.isEmpty()) {//加载动画mAnimation = loadAnimation(mZipFileName);return (mAnimation != nullptr);}return false;
}
void BootAnimation::findBootAnimationFile() {// If the device has encryption turned on or is in process// of being encrypted we show the encrypted boot animation.char decrypt[PROPERTY_VALUE_MAX];property_get("vold.decrypt", decrypt, "");bool encryptedAnimation = atoi(decrypt) != 0 ||!strcmp("trigger_restart_min_framework", decrypt);if (!mShuttingDown && encryptedAnimation) {static const std::vector<std::string> encryptedBootFiles = {PRODUCT_ENCRYPTED_BOOTANIMATION_FILE, SYSTEM_ENCRYPTED_BOOTANIMATION_FILE,};if (findBootAnimationFileInternal(encryptedBootFiles)) {return;}}const bool playDarkAnim = android::base::GetIntProperty("ro.boot.theme", 0) == 1;static const std::vector<std::string> bootFiles = {APEX_BOOTANIMATION_FILE, playDarkAnim ? PRODUCT_BOOTANIMATION_DARK_FILE : PRODUCT_BOOTANIMATION_FILE,OEM_BOOTANIMATION_FILE, SYSTEM_BOOTANIMATION_FILE};static const std::vector<std::string> shutdownFiles = {PRODUCT_SHUTDOWNANIMATION_FILE, OEM_SHUTDOWNANIMATION_FILE, SYSTEM_SHUTDOWNANIMATION_FILE, ""};static const std::vector<std::string> userspaceRebootFiles = {PRODUCT_USERSPACE_REBOOT_ANIMATION_FILE, OEM_USERSPACE_REBOOT_ANIMATION_FILE,SYSTEM_USERSPACE_REBOOT_ANIMATION_FILE,};if (android::base::GetBoolProperty("sys.init.userspace_reboot.in_progress", false)) {findBootAnimationFileInternal(userspaceRebootFiles);} else if (mShuttingDown) {findBootAnimationFileInternal(shutdownFiles);} else {findBootAnimationFileInternal(bootFiles);}
}
bool BootAnimation::findBootAnimationFileInternal(const std::vector<std::string> &files) {for (const std::string& f : files) {if (access(f.c_str(), R_OK) == 0) {mZipFileName = f.c_str();return true;}}return false;
}
BootAnimation::Animation* BootAnimation::loadAnimation(const String8& fn) {if (mLoadedFiles.indexOf(fn) >= 0) {SLOGE("File \"%s\" is already loaded. Cyclic ref is not allowed",fn.string());return nullptr;}ZipFileRO *zip = ZipFileRO::open(fn);if (zip == nullptr) {SLOGE("Failed to open animation zip \"%s\": %s",fn.string(), strerror(errno));return nullptr;}ALOGD("%s is loaded successfully", fn.string());Animation *animation =  new Animation;animation->fileName = fn;animation->zip = zip;animation->clockFont.map = nullptr;mLoadedFiles.add(animation->fileName);//解析动画文件parseAnimationDesc(*animation);if (!preloadZip(*animation)) {releaseAnimation(animation);return nullptr;}mLoadedFiles.remove(fn);return animation;
}
bool BootAnimation::parseAnimationDesc(Animation& animation)  {String8 desString;if (!readFile(animation.zip, "desc.txt", desString)) {return false;}char const* s = desString.string();std::string dynamicColoringPartName = "";bool postDynamicColoring = false;// Parse the description file...
}
bootanimation.zip

动画文件的压缩包里都存在一个动画配置文件desc.txt,它是描述开机动画是如何显示的。我们以device/google/atv/products/bootanimations/bootanimation.zip动画压缩包为例进行分析,它是AndroidTV存储动画文件的路径。desc.txt内容如下:

第1行用来描述开机动画在屏幕显示的大小及帧率。这个定义指示 bootanimation 的播放分辨率为 512x416 像素,帧率为 60 帧/秒。分辨率定义了动画的宽度和高度,而帧率定义了动画播放的流畅程度,即每秒播放的帧数。

第2行c:表示清除命令。1:表示清除的起始帧。0:表示清除的结束帧。part0:表示需要清除的动画帧所在的文件夹路径。这个定义指示在播放动画时,从指定的文件夹 part0 中清除第 1 帧。这样可以控制在播放过程中是否清除特定的帧,以实现动画效果的变化或平滑的过渡效果。3-5行同理。

最后一行f:表示循环命令。0:表示循环的起始帧。0:表示循环的结束帧。part4:表示需要循环的动画帧所在的文件夹路径。10:表示循环次数。该行指示在播放动画时,从指定的文件夹中的起始帧到结束帧之间的帧进行循环播放,重复播放 10 次。

512 416 60
c 1 0 part0
c 1 15 part1
c 1 0 part2
c 1 0 part3
f 0 0 part4 10

动画配置文件还有指定播放顺序的,例如如下的配置,p:表示播放顺序命令。1:表示播放的顺序。0:表示播放的循环次数。0 表示无限循环。folder1:表示动画帧所在的文件夹路径。根据这个定义,folder1 是一个目录,包含了一组 bootanimation 动画帧文件。该行指示在播放动画时,按照顺序从 folder1 目录中加载帧并进行播放。

p 1 0 folder1 

加载动画执行完成后,接下来会执行主体函数threadLoop,首先判断自定义开机动画文件是否存在,如果不存在则执行Android方法,否则执行自定义动画Movie方法。Android和Movie方法最后都返回false。因此threadloop也返回false,代表代码只执行一次。最后获取service.bootanim.exit属性,如果值为1,循环就会退出,开机动画就会结束。service.bootanim.exit属性是在AMS中被修改为1的,在后面AMS中会讲到。

static const char EXIT_PROP_NAME[] = "service.bootanim.exit";
bool BootAnimation::threadLoop() {bool result;initShaders();// We have no bootanimation file, so we use the stock android logo// animation.if (mZipFileName.isEmpty()) {ALOGD("No animation file");//系统默认开机画面result = android();} else {//自定义开机动画显示result = movie();}mCallbacks->shutdown();eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);eglDestroyContext(mDisplay, mContext);eglDestroySurface(mDisplay, mSurface);mFlingerSurface.clear();mFlingerSurfaceControl.clear();eglTerminate(mDisplay);eglReleaseThread();IPCThreadState::self()->stopProcess();return result;
}bool BootAnimation::android() {glActiveTexture(GL_TEXTURE0);SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",elapsedRealtime());//android-logo-mask.png和android-logo-shine.png保存在frameworks/base/core/res/assets/images/路径下initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png");initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png");mCallbacks->init({});...return false;
}
bool BootAnimation::movie() {if (mAnimation == nullptr) {mAnimation = loadAnimation(mZipFileName);}if (mAnimation == nullptr)return false;...playAnimation(*mAnimation);releaseAnimation(mAnimation);mAnimation = nullptr;return false;
}
bool BootAnimation::playAnimation(const Animation& animation) {...checkExit();
}
void BootAnimation::checkExit() {// Allow surface flinger to gracefully request shutdownchar value[PROPERTY_VALUE_MAX];property_get(EXIT_PROP_NAME, value, "0");int exitnow = atoi(value);if (exitnow) {requestExit();}
}

总结

init进程是Android系统中的第一个用户空间进程。它负责启动各个系统服务和应用程序。在init进程启动过程中,SurfaceFlinger也被启动,SurfaceFlinger是Android中的显示系统服务,负责管理屏幕显示和图形渲染。开机动画需要使用SurfaceFlinger来显示。然后bootanimation也启动,进行开机动画的播放。bootanimation.zip中包含动画文件和动画配置文件。最终,当所有系统服务和应用程序启动完毕,开机动画结束,进入系统主界面。

查看全文

99%的人还看了

猜你感兴趣

版权申明

本文"Android开机动画启动流程":http://eshow365.cn/6-33441-0.html 内容来自互联网,请自行判断内容的正确性。如有侵权请联系我们,立即删除!