* Copyright (c) 2022 Huawei Device Co., Ltd.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "app_state_observer.h"
#include "app_mgr_constants.h"
#include "iservice_registry.h"
#include "system_ability_definition.h"
#include "bg_continuous_task_mgr.h"
#include "bgtask_hitrace_chain.h"
#include "bg_transient_task_mgr.h"
#include "continuous_task_log.h"
#include "bg_efficiency_resources_mgr.h"
#ifdef GAME_PRE_LAUNCH_ENABLE
#include "game_pre_launch_mgr.h"
#endif
namespace OHOS {
namespace BackgroundTaskMgr {
namespace {
const std::string TASK_ON_PROCESS_DIED = "OnProcessDiedTask";
const std::string TASK_ON_ABILITY_STATE_CHANGED = "OnAbilityStateChangedTask";
const std::string TASK_ON_APP_CACHE_STATE_CHANGED = "OnAppCacheStateChangedTask";
const std::string TASK_ON_APP_DIED = "OnAppDiedTask";
const std::string TASK_ON_APP_STATE_CHANGED = "OnAppStateChanged";
}
void AppStateObserver::OnAppStateChanged(const AppExecFwk::AppStateData &appStateData)
{
if (appStateData.state != static_cast<int32_t>(AppExecFwk::ApplicationState::APP_STATE_BACKGROUND) &&
appStateData.state != static_cast<int32_t>(AppExecFwk::ApplicationState::APP_STATE_FOREGROUND)) {
return;
}
if (!handler_) {
BGTASK_LOGE("handler_ null");
return;
}
int32_t uid = appStateData.uid;
int32_t state = appStateData.state;
int32_t preloadMode = appStateData.preloadMode;
auto task = [uid, state, preloadMode]() {
DelayedSingleton<BgContinuousTaskMgr>::GetInstance()->OnAppStateChanged(uid, state, preloadMode);
};
handler_->PostTask(task, TASK_ON_APP_STATE_CHANGED);
}
void AppStateObserver::OnAbilityStateChanged(const AppExecFwk::AbilityStateData &abilityStateData)
{
BgTaskHiTraceChain traceChain(__func__);
if (abilityStateData.abilityState != static_cast<int32_t>(AppExecFwk::AbilityState::ABILITY_STATE_TERMINATED)) {
return;
}
BGTASK_LOGD("ability state changed, uid: %{public}d abilityName: %{public}s, abilityState: %{public}d, "
"abilityId: %{public}d",
abilityStateData.uid, abilityStateData.abilityName.c_str(), abilityStateData.abilityState,
abilityStateData.abilityRecordId);
int32_t uid = abilityStateData.uid;
int32_t abilityId = abilityStateData.abilityRecordId;
std::string abilityName = abilityStateData.abilityName;
auto task = [uid, abilityName, abilityId]() {
DelayedSingleton<BgContinuousTaskMgr>::GetInstance()->OnAbilityStateChanged(uid, abilityName, abilityId);
};
if (!handler_) {
BGTASK_LOGE("handler_ null");
return;
}
handler_->PostTask(task, TASK_ON_ABILITY_STATE_CHANGED);
}
void AppStateObserver::OnAppCacheStateChanged(const AppExecFwk::AppStateData &appStateData)
{
BgTaskHiTraceChain traceChain(__func__);
if (appStateData.state != static_cast<int32_t>(AppExecFwk::ApplicationState::APP_STATE_CACHED)) {
return;
}
if (!handler_) {
BGTASK_LOGE("handler_ null");
return;
}
BGTASK_LOGI("app cache, name : %{public}s, uid : %{public}d, pid : %{public}d, state : %{public}d,",
appStateData.bundleName.c_str(), appStateData.uid, appStateData.pid, appStateData.state);
int32_t uid = appStateData.uid;
int32_t pid = appStateData.pid;
std::string bundleName = appStateData.bundleName;
auto task = [uid, pid, bundleName]() {
DelayedSingleton<BgTransientTaskMgr>::GetInstance()->OnAppCacheStateChanged(uid, pid, bundleName);
};
handler_->PostTask(task, TASK_ON_APP_CACHE_STATE_CHANGED);
}
void AppStateObserver::OnProcessCreated(const AppExecFwk::ProcessData &processData)
{
#ifdef GAME_PRE_LAUNCH_ENABLE
BgTaskHiTraceChain traceChain(__func__);
BGTASK_LOGD("process create, uid : %{public}d, pid : %{public}d", processData.uid, processData.pid);
if (processData.preloadMode == static_cast<int32_t>(AppExecFwk::PreloadMode::GAME_PRELAUNCH)) {
DelayedSingleton<GamePreLaunchMgr>::GetInstance()->AddGamePreLaunchApp(processData.uid);
}
#endif
}
void AppStateObserver::OnProcessDied(const AppExecFwk::ProcessData &processData)
{
BgTaskHiTraceChain traceChain(__func__);
BGTASK_LOGD("process died, uid : %{public}d, pid : %{public}d", processData.uid, processData.pid);
OnProcessDiedEfficiencyRes(processData);
#ifdef GAME_PRE_LAUNCH_ENABLE
if (DelayedSingleton<GamePreLaunchMgr>::GetInstance()->IsGamePreLaunchApp(processData.uid)) {
DelayedSingleton<GamePreLaunchMgr>::GetInstance()->RemoveGamePreLaunchApp(processData.uid);
}
#endif
}
void AppStateObserver::OnProcessDiedEfficiencyRes(const AppExecFwk::ProcessData &processData)
{
BgTaskHiTraceChain traceChain(__func__);
DelayedSingleton<BgEfficiencyResourcesMgr>::GetInstance()->
RemoveProcessRecord(processData.uid, processData.pid, processData.bundleName);
}
void AppStateObserver::OnAppStopped(const AppExecFwk::AppStateData &appStateData)
{
BgTaskHiTraceChain traceChain(__func__);
BGTASK_LOGD("app stopped, uid : %{public}d", appStateData.uid);
if (!ValidateAppStateData(appStateData)) {
BGTASK_LOGE("%{public}s : validate app state data failed!", __func__);
return;
}
auto uid = appStateData.uid;
auto bundleName = appStateData.bundleName;
auto task = [uid]() {
DelayedSingleton<BgContinuousTaskMgr>::GetInstance()->OnAppStopped(uid);
};
if (!handler_) {
BGTASK_LOGE("handler_ null.");
} else {
handler_->PostTask(task, TASK_ON_APP_DIED);
}
DelayedSingleton<BgEfficiencyResourcesMgr>::GetInstance()->RemoveAppRecord(uid, bundleName, false);
}
bool AppStateObserver::ValidateAppStateData(const AppExecFwk::AppStateData &appStateData)
{
return appStateData.uid > 0 && appStateData.bundleName.size() > 0;
}
void AppStateObserver::SetEventHandler(const std::shared_ptr<AppExecFwk::EventHandler> &handler)
{
handler_ = handler;
}
}
}