相信大家在学习Flutter的开始阶段都看过Flutter的架构图,如下
我们知道Flutter的应用层代码由Dart编写,Framework层提供了一系列Widget和其它API,那么这些Dart编写的代码是如何在特定平台上执行的呢,这就要从Flutter的启动过程说起了,了解了Flutter的启动过程,这个问题便迎刃而解。
我们通过架构图可以看出Embedder是由特定的平台实现,它其实就是将Flutter移植到各平台的中间层代码。Embedder层是Flutter启动的关键,其在应用启动后,由平台原生模块通过调用该层的API执行一系列操作,比如渲染层体系的设置、相关线程的创建等,最主要的是通过Embedder层初始化Flutter Engine,Engine中会创建DartVM、各种服务协议的初始化、Platform Channels的初始化等等,而后就会在DartVM中执行dart编写的入口方法main方法。至此,Flutter模块就启动成功了。
安卓平台对应的Embedder层代码在engine源码的 /flutter/shell/platform/android/ 目录下。
我们来根据flutter create my_app命令创建的Flutter项目demo来分析。
首先,my_app应用启动会先执行FlutterApplication,我们来看下该类中的生命周期方法onCreate方法的实现
@Override @CallSuper public void onCreate() { super.onCreate(); FlutterMain.startInitialization(this); }
FlutterMain类即是Embedder层的代码,该类的startInitialization方法实现如下
public static void startInitialization(Context applicationContext) { startInitialization(applicationContext, new Settings()); } public static void startInitialization(Context applicationContext, Settings settings) { if (Looper.myLooper() != Looper.getMainLooper()) { throw new IllegalStateException("startInitialization must be called on the main thread"); } // Do not run startInitialization more than once. if (sSettings != null) { return; } sSettings = settings; long initStartTimestampMillis = SystemClock.uptimeMillis(); initConfig(applicationContext); initAot(applicationContext); initResources(applicationContext); System.loadLibrary("flutter"); long initTimeMillis = SystemClock.uptimeMillis() - initStartTimestampMillis; nativeRecordStartTimestamp(initTimeMillis); }
由以上源码可知startInitialization方法需要在主线程中执行,该方法主要是初始化配置信息、初始化AOT模式下的变量(Debug下是JIT模式)、资源文件的初始化(主要是将asset目录下的flutter相关资源文件copy到私有目录下)等,最后会将以上初始化所用时间通过JNI方法传递到c++层做记录。
static void RecordStartTimestamp(JNIEnv* env, jclass jcaller, jlong initTimeMillis) { int64_t initTimeMicros = static_cast<int64_t>(initTimeMillis) * static_cast<int64_t>(1000); blink::engine_main_enter_ts = Dart_TimelineGetMicros() - initTimeMicros; }
关键java类的UML类图
FlutterApplication执行完onCreate方法后会执行启动页面MainActivity的生命周期方法。我们发现MainActivity的onCreate方法中并没有通过setContentView来设置显示的视图,由于MainActivity继承了FlutterActivity并重载了父类的onCreate方法,所以我们看下FlutterActivity的onCreate方法
private final FlutterActivityDelegate delegate = new FlutterActivityDelegate(this, this); private final FlutterActivityEvents eventDelegate = delegate; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); eventDelegate.onCreate(savedInstanceState); }
FlutterActivity继承自Activity,那么视图的设置我们推测应该是在FlutterActivityDelegate的onCreate方法中,我们看下它的实现
@Override public void onCreate(Bundle savedInstanceState) { if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) { Window window = activity.getWindow(); window.addFlags(LayoutParams.FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS); window.setStatusBarColor(0x40000000); window.getDecorView().setSystemUiVisibility(PlatformPlugin.DEFAULT_SYSTEM_UI); } String[] args = getArgsFromIntent(activity.getIntent()); FlutterMain.ensureInitializationComplete(activity.getApplicationContext(), args); flutterView = viewFactory.createFlutterView(activity); if (flutterView == null) { FlutterNativeView nativeView = viewFactory.createFlutterNativeView(); flutterView = new FlutterView(activity, null, nativeView); flutterView.setLayoutParams(matchParent); activity.setContentView(flutterView); launchView = createLaunchView(); if (launchView != null) { addLaunchView(); } } if (loadIntent(activity.getIntent())) { return; } String appBundlePath = FlutterMain.findAppBundlePath(activity.getApplicationContext()); if (appBundlePath != null) { runBundle(appBundlePath); } }
我们发现代码中有一句activity.setContentView(flutterView);即为当前MainActivity设置显示视图,那么flutterView是如何创建的呢,我们分析该语句之前的代码。
我们先来分析第3步骤执行FlutterMain的ensureInitializationComplete方法,先看一下具体实现
public static void ensureInitializationComplete(Context applicationContext, String[] args) { if (Looper.myLooper() != Looper.getMainLooper()) { throw new IllegalStateException("ensureInitializationComplete must be called on the main thread"); } ... if (sInitialized) { return; } try { sResourceExtractor.waitForCompletion(); List<String> shellArgs = new ArrayList<>(); shellArgs.add("--icu-data-file-path=" + sIcuDataPath); ... String appBundlePath = findAppBundlePath(applicationContext); String appStoragePath = PathUtils.getFilesDir(applicationContext); String engineCachesPath = PathUtils.getCacheDirectory(applicationContext); nativeInit(applicationContext, shellArgs.toArray(new String[0]), appBundlePath, appStoragePath, engineCachesPath); sInitialized = true; } catch (Exception e) { Log.e(TAG, "Flutter initialization failed.", e); throw new RuntimeException(e); } }
我们发现该方法也要求必须在主线程中执行,且只执行一次,一旦执行过会通过sInitialized变量来进行标识下次不再执行。try-catch代码块中第一句sResourceExtractor.waitForCompletion()表示要等待初始化时的资源初始化完毕后才会向下执行,否则会一直阻塞。下面会初始化一些参数配置信息、flutter打包出的appBundle路径、应用存储目录、引擎缓存目录等信息,然后会调用JNI方法在c++层初始化这些信息,JNI方法对应的c++方法如下
void FlutterMain::Init(JNIEnv* env, jclass clazz, jobject context, jobjectArray jargs, jstring bundlePath, jstring appStoragePath, jstring engineCachesPath) { std::vector<std::string> args; args.push_back("flutter"); for (auto& arg : fml::jni::StringArrayToVector(env, jargs)) { args.push_back(std::move(arg)); } auto command_line = fml::CommandLineFromIterators(args.begin(), args.end()); auto settings = SettingsFromCommandLine(command_line); settings.assets_path = fml::jni::JavaStringToString(env, bundlePath); ... g_flutter_main.reset(new FlutterMain(std::move(settings))); }
c++层会将传入的参数保存到settings对象中,然后根据settings对象创建FlutterMain对象并保存到全局静态变量g_flutter_main中,供后续flutter引擎初始化使用。
接着,会通过viewFactory创建FlutterView对象,viewFactory就是实现了ViewFactory接口的FlutterActivity对象,查看其createFlutterView方法的实现发现返回null,此时就会执行if中的代码块,同样的,会通过viewFactory创建FlutterNativeView对象,我们查看源码发现同样返回null,这两个方法在FlutterActivity中的实现如下
@Override public FlutterView createFlutterView(Context context) { return null; } @Override public FlutterNativeView createFlutterNativeView() { return null; }
紧接着,会开始使用FlutterView的带参数的构造方法创建FlutterView对象,其具体实现如下
public FlutterView(Context context, AttributeSet attrs, FlutterNativeView nativeView) { super(context, attrs); Activity activity = (Activity) getContext(); if (nativeView == null) { mNativeView = new FlutterNativeView(activity.getApplicationContext()); } else { mNativeView = nativeView; } ... mNativeView.attachViewAndActivity(this, activity); mSurfaceCallback = new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) { assertAttached(); mNativeView.getFlutterJNI().onSurfaceCreated(holder.getSurface()); } ... }; getHolder().addCallback(mSurfaceCallback); ... // Configure the platform plugins and flutter channels. mFlutterLocalizationChannel = new MethodChannel(this, "flutter/localization", JSONMethodCodec.INSTANCE); ... }
这里参数nativeView上文已经得出结论为null,要先通过FlutterNativeView的构造方法创建mNativeView对象,然后通过mNativeView调用attachViewAndActivity方法将FlutterView和当前的Activity做连接。
接着创建当前FlutterView(要知道它继承自SurfaceView)的mSurfaceCallback对象并添加到当前SurfaceHolder中以监听Surface的变化(如Surface的创建、改变和销毁等),这些变化会执行对应的回调方法,然后通过FlutterJNI的相关方法传递数据给Flutter engine层。
该方法中还会创建各种必要的平台插件和platform channel(用于flutter和原生之间的各种数据传递)。
接下来我们看下FlutterNativeView的构造方法实现
public FlutterNativeView(Context context) { this(context, false); } public FlutterNativeView(Context context, boolean isBackgroundView) { mContext = context; mPluginRegistry = new FlutterPluginRegistry(this, context); mFlutterJNI = new FlutterJNI(); mFlutterJNI.setRenderSurface(new RenderSurfaceImpl()); mFlutterJNI.setPlatformMessageHandler(new PlatformMessageHandlerImpl()); mFlutterJNI.addEngineLifecycleListener(new EngineLifecycleListenerImpl()); attach(this, isBackgroundView); assertAttached(); mMessageHandlers = new HashMap<>(); }
方法中会初始化mFlutterJNI对象,该对象的作用是通过JNI方法来传递信息给c++层,以便其根据不同的指令来通知flutter engine执行对应的操作。包括创建并启动Flutter engine、当前FlutterView的Surface生命周期的通知、传递platform数据给dart层、回传dart层调用platform层方法返回的结果数据等等。
该构造方法中有一个关键方法调用就是attach方法,其实现如下
private void attach(FlutterNativeView view, boolean isBackgroundView) { mFlutterJNI.attachToNative(isBackgroundView); }
通过mFlutterJNI的attachToNative方法实现java层和c++层的连接,实现如下
@UiThread public void attachToNative(boolean isBackgroundView) { ensureNotAttachedToNative(); nativePlatformViewId = nativeAttach(this, isBackgroundView); } private native long nativeAttach(FlutterJNI flutterJNI, boolean isBackgroundView);
attachToNative方法中通过调用JNI方法nativeAttach将当前flutterJNI对象传递给c++层(后续一些dart层调用java层的方法就是通过该flutterJNI对象调用对应的方法实现的,比如上一篇分享的platform channel就使用到了),得到c++层返回的nativePlatformViewId(该值非常重要,是c++层AndroidShellHolder的对象指针值,后续会通过该值调用一系列c++层的方法执行操作)并将其保存以供后续使用。
这个阶段关键java类的UML类图
接着看下nativeAttach方法在c++中的实现,该方法非常重要,一系列Flutter engine的初始化就是在这里做的。
static jlong AttachJNI(JNIEnv* env, jclass clazz, jobject flutterJNI, jboolean is_background_view) { fml::jni::JavaObjectWeakGlobalRef java_object(env, flutterJNI); auto shell_holder = std::make_unique<AndroidShellHolder>( FlutterMain::Get().GetSettings(), java_object, is_background_view); if (shell_holder->IsValid()) { return reinterpret_cast<jlong>(shell_holder.release()); } else { return 0; } }
我们发现该方法中通过之前初始化的保存在g_flutter_main对象中的settings值和传入的java对象flutterJNI创建std::unique_ptr对象(该对象通过指针占有并管理AndroidShellHolder对象),该对象有效的情况下会调用release方法返回其管理对象的指针并释放对象的所有权,reinterpret_cast()方法将该AndroidShellHolder对象指针强制转化为long类型的值并返回java层保存。
接下来我们通过AndroidShellHolder构造函数的实现来分析创建对象时都做了哪些操作
AndroidShellHolder::AndroidShellHolder( blink::Settings settings, fml::jni::JavaObjectWeakGlobalRef java_object, bool is_background_view) : settings_(std::move(settings)), java_object_(java_object) { static size_t shell_count = 1; auto thread_label = std::to_string(shell_count++); ... if (is_background_view) { thread_host_ = {thread_label, ThreadHost::Type::UI}; } else { thread_host_ = {thread_label, ThreadHost::Type::UI | ThreadHost::Type::GPU | ThreadHost::Type::IO}; } ... fml::WeakPtr<PlatformViewAndroid> weak_platform_view; Shell::CreateCallback<PlatformView> on_create_platform_view = [is_background_view, java_object, &weak_platform_view](Shell& shell) { ... return platform_view_android; }; Shell::CreateCallback<Rasterizer> on_create_rasterizer = [](Shell& shell) { return std::make_unique<Rasterizer>(shell.GetTaskRunners()); }; // The current thread will be used as the platform thread. Ensure that the // message loop is initialized. fml::MessageLoop::EnsureInitializedForCurrentThread(); fml::RefPtr<fml::TaskRunner> gpu_runner; fml::RefPtr<fml::TaskRunner> ui_runner; fml::RefPtr<fml::TaskRunner> io_runner; fml::RefPtr<fml::TaskRunner> platform_runner = fml::MessageLoop::GetCurrent().GetTaskRunner(); if (is_background_view) { ... } else { gpu_runner = thread_host_.gpu_thread->GetTaskRunner(); ui_runner = thread_host_.ui_thread->GetTaskRunner(); io_runner = thread_host_.io_thread->GetTaskRunner(); } blink::TaskRunners task_runners(thread_label, // label platform_runner, // platform gpu_runner, // gpu ui_runner, // ui io_runner // io ); shell_ = Shell::Create(task_runners, // task runners settings_, // settings on_create_platform_view, // platform view create callback on_create_rasterizer // rasterizer create callback ); platform_view_ = weak_platform_view; FML_DCHECK(platform_view_); ... } }
传入的参数is_background_view值为false,通过前半部分代码我们发现会新建三个线程保存到thread_host_中,分别为gpu_thread、ui_thread和io_thread,而当前的线程也即是platform层的UI主线程作为platform_thread存在,四个线程分别持有一个TaskRunner对象,对应gpu_runner、ui_runner、io_runner和platform_runner,后续会通过这些TaskRunner来将一些操作放到对应的线程中去执行,下面大致列一下各线程在Flutter engine中的主要职责。
Platform Thread | GPU Thread | UI Thread | IO Thread |
---|---|---|---|
Flutter Engine的接口调用 | 执行设备GPU的指令 | 执行Dart root isolate代码 | 读取并处理图片数据 |
接下来会根据四个线程对应的TaskRunner创建task_runners对象,然后通过Shell::Create()方法创建shell_对象,看下该方法的具体实现
std::unique_ptr<Shell> Shell::Create( blink::TaskRunners task_runners, blink::Settings settings, Shell::CreateCallback<PlatformView> on_create_platform_view, Shell::CreateCallback<Rasterizer> on_create_rasterizer) { PerformInitializationTasks(settings); auto vm = blink::DartVM::ForProcess(settings); FML_CHECK(vm) << "Must be able to initialize the VM."; return Shell::Create(std::move(task_runners), // std::move(settings), // vm->GetIsolateSnapshot(), // blink::DartSnapshot::Empty(), // std::move(on_create_platform_view), // std::move(on_create_rasterizer) // ); }
首先执行初始化任务(包括初始化绑定到skia的跟踪事件、skia引擎的初始化、国际化组件初始化等),接着根据settings值创建DartVM对象初始化Dart虚拟机,最后创建std::unique_ptr对象并返回。我们先看一下DartVM的创建过程
fml::RefPtr<DartVM> DartVM::ForProcess(Settings settings) { return ForProcess(settings, nullptr, nullptr, nullptr); } static std::once_flag gVMInitialization; static std::mutex gVMMutex; static fml::RefPtr<DartVM> gVM; fml::RefPtr<DartVM> DartVM::ForProcess( Settings settings, fml::RefPtr<DartSnapshot> vm_snapshot, fml::RefPtr<DartSnapshot> isolate_snapshot, fml::RefPtr<DartSnapshot> shared_snapshot) { std::lock_guard<std::mutex> lock(gVMMutex); std::call_once(gVMInitialization, [settings, // vm_snapshot, // isolate_snapshot, // shared_snapshot // ]() mutable { if (!vm_snapshot) { vm_snapshot = DartSnapshot::VMSnapshotFromSettings(settings); } ... if (!isolate_snapshot) { isolate_snapshot = DartSnapshot::IsolateSnapshotFromSettings(settings); } ... gVM = fml::MakeRefCounted<DartVM>(settings, // std::move(vm_snapshot), // std::move(isolate_snapshot), // std::move(shared_snapshot) // ); }); return gVM; }
此块代码表示创建DartVM对象的代码块只执行一次,即使从多个线程中被调用也是执行一次,保证DartVM只初始化一次,下面看下DartVM的构造方法实现
DartVM::DartVM(const Settings& settings, fml::RefPtr<DartSnapshot> vm_snapshot, fml::RefPtr<DartSnapshot> isolate_snapshot, fml::RefPtr<DartSnapshot> shared_snapshot) : settings_(settings), vm_snapshot_(std::move(vm_snapshot)), isolate_snapshot_(std::move(isolate_snapshot)), shared_snapshot_(std::move(shared_snapshot)), weak_factory_(this) { ... { TRACE_EVENT0("flutter", "dart::bin::BootstrapDartIo"); dart::bin::BootstrapDartIo(); ... } ... DartUI::InitForGlobal(); Dart_SetFileModifiedCallback(&DartFileModifiedCallback); { TRACE_EVENT0("flutter", "Dart_Initialize"); Dart_InitializeParams params = {}; ... params.create = reinterpret_cast<decltype(params.create)>( DartIsolate::DartIsolateCreateCallback); ... char* init_error = Dart_Initialize(¶ms); ... } ... }
第一步,通过执行dart::bin::BootstrapDartIo()方法引导启动"dart:io"事件处理程序,具体方法调用如下
void BootstrapDartIo() { // Bootstrap 'dart:io' event handler. TimerUtils::InitOnce(); EventHandler::Start(); }
第二步,通过执行DartUI::InitForGlobal()方法注册dart的各种本地方法,这些方法的注册类似于java的JNI方法注册,主要用于dart层调用c++方法(上一篇文章中通过platform channel执行dart调用platform方法就使用到了Window相关的本地方法调用),相关源码如下
void DartUI::InitForGlobal() { if (!g_natives) { g_natives = new tonic::DartLibraryNatives(); Canvas::RegisterNatives(g_natives); ... FrameInfo::RegisterNatives(g_natives); ... Window::RegisterNatives(g_natives); // Secondary isolates do not provide UI-related APIs. g_natives_secondary = new tonic::DartLibraryNatives(); DartRuntimeHooks::RegisterNatives(g_natives_secondary); IsolateNameServerNatives::RegisterNatives(g_natives_secondary); } }
这里仅看一下Window相关的本地方法注册
void Window::RegisterNatives(tonic::DartLibraryNatives* natives) { natives->Register({ {"Window_defaultRouteName", DefaultRouteName, 1, true}, {"Window_scheduleFrame", ScheduleFrame, 1, true}, {"Window_sendPlatformMessage", _SendPlatformMessage, 4, true}, {"Window_respondToPlatformMessage", _RespondToPlatformMessage, 3, true}, {"Window_render", Render, 2, true}, {"Window_updateSemantics", UpdateSemantics, 2, true}, {"Window_setIsolateDebugName", SetIsolateDebugName, 2, true}, }); }
第三步,通过执行Dart_Initialize(¶ms)方法来初始化Dart运行时环境,具体实现如下,紧贴出部分代码,其它代码请自行查看源码。
DART_EXPORT char* Dart_Initialize(Dart_InitializeParams* params) { ... return Dart::Init(params->vm_snapshot_data, params->vm_snapshot_instructions, params->create, params->shutdown, params->cleanup, params->thread_exit, params->file_open, params->file_read, params->file_write, params->file_close, params->entropy_source, params->get_service_assets, params->start_kernel_isolate); }
具体的初始化工作会由Dart::Init()方法实现
char* Dart::Init(const uint8_t* vm_isolate_snapshot, const uint8_t* instructions_snapshot, Dart_IsolateCreateCallback create, Dart_IsolateShutdownCallback shutdown, Dart_IsolateCleanupCallback cleanup, Dart_ThreadExitCallback thread_exit, Dart_FileOpenCallback file_open, Dart_FileReadCallback file_read, Dart_FileWriteCallback file_write, Dart_FileCloseCallback file_close, Dart_EntropySource entropy_source, Dart_GetVMServiceAssetsArchive get_service_assets, bool start_kernel_isolate) { ... FrameLayout::Init(); ... OS::Init(); ... OSThread::Init(); ... Isolate::InitVM(); ... Api::Init(); ... #if defined(USING_SIMULATOR) Simulator::Init(); #endif ... thread_pool_ = new ThreadPool(); { ... vm_isolate_ = Isolate::InitIsolate("vm-isolate", api_flags, is_vm_isolate); ... Object::Init(vm_isolate_); ... } Api::InitHandles(); Thread::ExitIsolate(); // Unregister the VM isolate from this thread. ... #ifndef DART_PRECOMPILED_RUNTIME if (start_kernel_isolate) { KernelIsolate::Run(); } #endif // DART_PRECOMPILED_RUNTIME return NULL; }
至此,DartVM的初始化就完成了,最后DartVM对象会返回给Shell,Shell通过如下方法创建Shell对象
std::unique_ptr<Shell> Shell::Create( blink::TaskRunners task_runners, blink::Settings settings, fml::RefPtr<blink::DartSnapshot> isolate_snapshot, fml::RefPtr<blink::DartSnapshot> shared_snapshot, Shell::CreateCallback<PlatformView> on_create_platform_view, Shell::CreateCallback<Rasterizer> on_create_rasterizer) { ... fml::AutoResetWaitableEvent latch; std::unique_ptr<Shell> shell; fml::TaskRunner::RunNowOrPostTask( task_runners.GetPlatformTaskRunner(), [&latch, // &shell, // task_runners = std::move(task_runners), // settings, // isolate_snapshot = std::move(isolate_snapshot), // shared_snapshot = std::move(shared_snapshot), // on_create_platform_view, // on_create_rasterizer // ]() { shell = CreateShellOnPlatformThread(std::move(task_runners), // settings, // std::move(isolate_snapshot), // std::move(shared_snapshot), // on_create_platform_view, // on_create_rasterizer // ); latch.Signal(); }); latch.Wait(); return shell; }
最终会通过Shell中的CreateShellOnPlatformThread方法在Platform Thread中创建Shell对象,由于该方法中代码比较多,我们分块来进行分析,首先看一下Shell对象的创建
auto shell = std::unique_ptr<Shell>(new Shell(task_runners, settings));
通过构造方法创建shell对象,紧接着开始执行四个关键的代码块
// Create the platform view on the platform thread (this thread). auto platform_view = on_create_platform_view(*shell.get()); if (!platform_view || !platform_view->GetWeakPtr()) { return nullptr; }
fml::WeakPtr<PlatformViewAndroid> weak_platform_view; Shell::CreateCallback<PlatformView> on_create_platform_view = [is_background_view, java_object, &weak_platform_view](Shell& shell) { std::unique_ptr<PlatformViewAndroid> platform_view_android; if (is_background_view) { ... } else { platform_view_android = std::make_unique<PlatformViewAndroid>( shell, // delegate shell.GetTaskRunners(), // task runners java_object, // java object handle for JNI interop shell.GetSettings() .enable_software_rendering // use software rendering ); } weak_platform_view = platform_view_android->GetWeakPtr(); return platform_view_android; };
关键代码块一:在platform thread中根据传入的on_create_platform_view函数创建PlatformViewAndroid对象并交由platform_view管理,如上该函数在AndroidShellHolder的构造函数中声明。
// Create the IO manager on the IO thread. fml::AutoResetWaitableEvent io_latch; std::unique_ptr<IOManager> io_manager; auto io_task_runner = shell->GetTaskRunners().GetIOTaskRunner(); fml::TaskRunner::RunNowOrPostTask( io_task_runner, [&io_latch, // &io_manager, // &platform_view, // io_task_runner // ]() { io_manager = std::make_unique<IOManager>( platform_view->CreateResourceContext(), io_task_runner); io_latch.Signal(); }); io_latch.Wait();
关键代码块二:在IO thread中创建IOManager对象,并交由io_manager管理。
// Create the rasterizer on the GPU thread. fml::AutoResetWaitableEvent gpu_latch; std::unique_ptr<Rasterizer> rasterizer; fml::WeakPtr<blink::SnapshotDelegate> snapshot_delegate; fml::TaskRunner::RunNowOrPostTask( task_runners.GetGPUTaskRunner(), [&gpu_latch, // &rasterizer, // on_create_rasterizer, // shell = shell.get(), // &snapshot_delegate // ]() { if (auto new_rasterizer = on_create_rasterizer(*shell)) { rasterizer = std::move(new_rasterizer); snapshot_delegate = rasterizer->GetSnapshotDelegate(); } gpu_latch.Signal(); }); gpu_latch.Wait();
Shell::CreateCallback<Rasterizer> on_create_rasterizer = [](Shell& shell) { return std::make_unique<Rasterizer>(shell.GetTaskRunners()); };
关键代码块三:在GPU thread中根据传入的on_create_rasterizer函数创建Rasterizer对象并交由rasterizer管理,如上该函数也在AndroidShellHolder的构造函数中声明。
// Create the engine on the UI thread. fml::AutoResetWaitableEvent ui_latch; std::unique_ptr<Engine> engine; fml::TaskRunner::RunNowOrPostTask( shell->GetTaskRunners().GetUITaskRunner(), fml::MakeCopyable([&ui_latch, // &engine, // shell = shell.get(), // isolate_snapshot = std::move(isolate_snapshot), // shared_snapshot = std::move(shared_snapshot), // vsync_waiter = std::move(vsync_waiter), // snapshot_delegate = std::move(snapshot_delegate), // io_manager = io_manager->GetWeakPtr() // ]() mutable { const auto& task_runners = shell->GetTaskRunners(); // The animator is owned by the UI thread but it gets its vsync pulses // from the platform. auto animator = std::make_unique<Animator>(*shell, task_runners, std::move(vsync_waiter)); engine = std::make_unique<Engine>(*shell, // shell->GetDartVM(), // std::move(isolate_snapshot), // std::move(shared_snapshot), // task_runners, // shell->GetSettings(), // std::move(animator), // std::move(snapshot_delegate), // std::move(io_manager) // ); ui_latch.Signal(); })); ui_latch.Wait();
关键代码块四:在UI thread中创建Engine对象,并交由engine管理。
最后会通过shell的Setup方法调用将platform_view、io_manager、rasterizer和engine四个unique_ptr保存到Shell对象中交由Shell对象管理
if (!shell->Setup(std::move(platform_view), // std::move(engine), // std::move(rasterizer), // std::move(io_manager)) // ) { return nullptr; }
Shell对象通过Shell::Create()创建完成后返回给AndroidShellHolder持有。至此,Embedder层就通过Shell对象与engine层建立了连接,后续的一切操作都可以通过Shell对象来进行。而创建好的AndroidShellHolder对象指针值又返回给了java层,最终java层便可以使用该指针值通过JNI方法调用拿到Embedder层的AndroidShellHolder对象,进而通过Shell对象向engine层发送一系列操作指令。
这个阶段关键c++类的UML类图
以上流程已经为dart层代码执行创建好了运行时环境,那么接下来就应该加载dart层相关的代码执行了,这样我们就可以看到dart编写的widget显示在MainActivity界面上了。
我们回到上面分析的FlutterActivityDelegate的onCreate()方法中,当FlutterView和FlutterNativeView创建成功后,会通过activity.setContentView(flutterView);将FlutterView作为activity的内容视图,而flutter层的UI就是被渲染到FlutterView上的,所以当前MainActivity展示出来的就是我们的flutter UI界面。
当然,代码走到此时,dart层代码还没有运行,所以界面上还是显示空白,我们看onCreate()代码块的最后部分,找到appBundle然后通过runBundle方法开始执行,runBundle方法如下
private void runBundle(String appBundlePath) { if (!flutterView.getFlutterNativeView().isApplicationRunning()) { FlutterRunArguments args = new FlutterRunArguments(); ArrayList<String> bundlePaths = new ArrayList<>(); ResourceUpdater resourceUpdater = FlutterMain.getResourceUpdater(); if (resourceUpdater != null) { File patchFile = resourceUpdater.getInstalledPatch(); JSONObject manifest = resourceUpdater.readManifest(patchFile); if (resourceUpdater.validateManifest(manifest)) { bundlePaths.add(patchFile.getPath()); } } bundlePaths.add(appBundlePath); args.bundlePaths = bundlePaths.toArray(new String[0]); args.entrypoint = "main"; flutterView.runFromBundle(args); } }
第一次启动flutter页面isApplicationRunning()为false,执行if语句后的代码块,先检查是否有更新的flutter相关资源(用于动态更新,2019年flutter团队的一个目标之一,这里是先预埋了代码,应该还没有起作用),没有更新的bundle包,则设置对应的运行参数,然后使用flutterView.runFromBundle()方法开始执行。
public void runFromBundle(FlutterRunArguments args) { assertAttached(); preRun(); mNativeView.runFromBundle(args); postRun(); }
调用FlutterNativeView的runFromBundle方法执行
public void runFromBundle(FlutterRunArguments args) { boolean hasBundlePaths = args.bundlePaths != null && args.bundlePaths.length != 0; ... if (hasBundlePaths) { runFromBundleInternal(args.bundlePaths, args.entrypoint, args.libraryPath); } else { ... } } private void runFromBundleInternal(String[] bundlePaths, String entrypoint, String libraryPath) { ... mFlutterJNI.runBundleAndSnapshotFromLibrary( bundlePaths, entrypoint, libraryPath, mContext.getResources().getAssets() ); applicationIsRunning = true; }
最终是通过FlutterJNI的方法来调用JNI方法执行
@UiThread public void runBundleAndSnapshotFromLibrary( @NonNull String[] prioritizedBundlePaths, @Nullable String entrypointFunctionName, @Nullable String pathToEntrypointFunction, @NonNull AssetManager assetManager ) { ensureAttachedToNative(); nativeRunBundleAndSnapshotFromLibrary( nativePlatformViewId, prioritizedBundlePaths, entrypointFunctionName, pathToEntrypointFunction, assetManager ); } private native void nativeRunBundleAndSnapshotFromLibrary( long nativePlatformViewId, @NonNull String[] prioritizedBundlePaths, @Nullable String entrypointFunctionName, @Nullable String pathToEntrypointFunction, @NonNull AssetManager manager );
到这里,我们发现会调用JNI方法传入nativePlatformViewId参数,这个就是我们前面提到的AndroidShellHolder对象的指针值,此时的prioritizedBundlePaths数组中只有一个值类似"/data/data/包名/flutter/flutter_assets/“的路径值,entrypointFunctionName为"main”,pathToEntrypointFunction为null。接下来看下JNI对应c++方法的实现
static void RunBundleAndSnapshotFromLibrary(JNIEnv* env, jobject jcaller, jlong shell_holder, jobjectArray jbundlepaths, jstring jEntrypoint, jstring jLibraryUrl, jobject jAssetManager) { auto asset_manager = std::make_shared<blink::AssetManager>(); for (const auto& bundlepath : fml::jni::StringArrayToVector(env, jbundlepaths)) { ... const auto file_ext_index = bundlepath.rfind("."); if (bundlepath.substr(file_ext_index) == ".zip") { ... } else { asset_manager->PushBack( std::make_unique<blink::DirectoryAssetBundle>(fml::OpenDirectory( bundlepath.c_str(), false, fml::FilePermission::kRead))); ... } } auto isolate_configuration = CreateIsolateConfiguration(*asset_manager); ... RunConfiguration config(std::move(isolate_configuration), std::move(asset_manager)); { auto entrypoint = fml::jni::JavaStringToString(env, jEntrypoint); auto libraryUrl = fml::jni::JavaStringToString(env, jLibraryUrl); if ((entrypoint.size() > 0) && (libraryUrl.size() > 0)) { ... } else if (entrypoint.size() > 0) { config.SetEntrypoint(std::move(entrypoint)); } } ANDROID_SHELL_HOLDER->Launch(std::move(config)); }
该段代码首先将循环jbundlepaths中的信息将根据bundlepath创建DirectoryAssetBundle对象放到交由asset_manager管理,然后创建运行配置对象config,最后通过ANDROID_SHELL_HOLDER->Launch(std::move(config));根据运行配置信息启动。注意ANDROID_SHELL_HOLDER是一个宏,具体实现为
#define ANDROID_SHELL_HOLDER \ (reinterpret_cast<shell::AndroidShellHolder*>(shell_holder))
即是将传过来的java层持有的AndroidShellHolder指针值强转为AndroidShellHolder对象指针,此时就可以通过对象指针调用其方法执行所需要的操作了。接下来看下Launch方法的实现
void AndroidShellHolder::Launch(RunConfiguration config) { ... shell_->GetTaskRunners().GetUITaskRunner()->PostTask( fml::MakeCopyable([engine = shell_->GetEngine(), // config = std::move(config) // ]() mutable { ... if (!engine || engine->Run(std::move(config)) == shell::Engine::RunStatus::Failure) { ... } else { ... } })); }
我们可以看到engine运行dart层代码是通过UITaskRunner在UI Thread中执行的,这就是前面说的创建UI Thread的主要作用,下面看下engine的Run方法
Engine::RunStatus Engine::Run(RunConfiguration configuration) { ... auto isolate_launch_status = PrepareAndLaunchIsolate(std::move(configuration)); ... return isolate_running ? Engine::RunStatus::Success : Engine::RunStatus::Failure; } shell::Engine::RunStatus Engine::PrepareAndLaunchIsolate( RunConfiguration configuration) { ... auto isolate_configuration = configuration.TakeIsolateConfiguration(); std::shared_ptr<blink::DartIsolate> isolate = runtime_controller_->GetRootIsolate().lock(); ... if (configuration.GetEntrypointLibrary().empty()) { if (!isolate->Run(configuration.GetEntrypoint())) { ... } } else { ... } return RunStatus::Success; }
最终会通过DartIsolate的Run方法来执行
bool DartIsolate::Run(const std::string& entrypoint_name) { ... Dart_Handle entrypoint = Dart_GetField(Dart_RootLibrary(), tonic::ToDart(entrypoint_name.c_str())); ... Dart_Handle isolate_lib = Dart_LookupLibrary(tonic::ToDart("dart:isolate")); if (tonic::LogIfError(isolate_lib)) { return false; } Dart_Handle isolate_args[] = { entrypoint, Dart_Null(), }; if (tonic::LogIfError(Dart_Invoke( isolate_lib, tonic::ToDart("_startMainIsolate"), sizeof(isolate_args) / sizeof(isolate_args[0]), isolate_args))) { return false; } ... return true; }
通过entrypoint_name创建执行入口Dart句柄entrypoint,通过Dart_LookupLibrary方法查找"dart:isolate"库的句柄isolate_lib,这里需要注意isolate_args[]句柄数组,第一个值为entrypoint,第二个值为Dart_Null(),然后通过Dart_Invoke方法调用执行
DART_EXPORT Dart_Handle Dart_Invoke(Dart_Handle target, Dart_Handle name, int number_of_arguments, Dart_Handle* arguments) { ... String& function_name = String::Handle(Z, Api::UnwrapStringHandle(Z, name).raw()); ... const Object& obj = Object::Handle(Z, Api::UnwrapHandle(target)); ... if (obj.IsType()) { ... } else if (obj.IsNull() || obj.IsInstance()) { ... } else if (obj.IsLibrary()) { // Check whether class finalization is needed. const Library& lib = Library::Cast(obj); ... if (Library::IsPrivate(function_name)) { function_name = lib.PrivateName(function_name); } ... return Api::NewHandle( T, lib.Invoke(function_name, args, arg_names, respect_reflectable)); } else { ... } }
通过上面isolate_lib的创建方法Dart_LookupLibrary的实现可知obj为一个Library对象,最后通过lib.Invoke()方法来执行dart方法,dart中对应的具体方法实现为
@pragma("vm:entry-point") void _startMainIsolate(Function entryPoint, List<String> args) { _startIsolate( null, // no parent port entryPoint, args, null, // no message true, // isSpawnUri null, // no control port null); // no capabilities }
第一个参数entryPoint即为前文通过"main"查找的main()入口函数,也即是我们编写的dart中main.dart文件中的main()函数,args为null最终通过调用以下_startIsolate方法运行。
@pragma("vm:entry-point") void _startIsolate( SendPort parentPort, Function entryPoint, List<String> args, var message, bool isSpawnUri, RawReceivePort controlPort, List capabilities) { if (controlPort != null) { controlPort.handler = (_) {}; // Nobody home on the control port. } ... RawReceivePort port = new RawReceivePort(); port.handler = (_) { port.close(); if (isSpawnUri) { if (entryPoint is _BinaryFunction) { (entryPoint as dynamic)(args, message); } else if (entryPoint is _UnaryFunction) { (entryPoint as dynamic)(args); } else { entryPoint(); } } else { entryPoint(message); } }; // Make sure the message handler is triggered. port.sendPort.send(null); }
我们在mait.dart中定义的main()函数并没有任何参数,最后直接通过entryPoint()将main()函数调起。到此,我们的dart层代码就运行起来了。后续就是通过main()函数中的runApp()方法调用开始执行各种Widget相关绑定、Element的创建、RenderObject的创建,然后合成帧数据供下一次gsync信号接收时渲染数据到SurfaceView上。
iOS平台对应的Embedder层代码在engine源码的/flutter/shell/platform/darwin/目录下
我们同样根据flutter create my_app命令创建的Flutter项目demo来分析iOS平台上flutter的启动流程。
AppDelegate继承自FlutterAppDelegate,我们看下FlutterAppDelegate的生命周期执行情况
- (instancetype)init { if (self = [super init]) { _lifeCycleDelegate = [[FlutterPluginAppLifeCycleDelegate alloc] init]; } return self; } - (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions { return [_lifeCycleDelegate application:application willFinishLaunchingWithOptions:launchOptions]; } - (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions { return [_lifeCycleDelegate application:application didFinishLaunchingWithOptions:launchOptions]; }
和安卓中类似,FluttAppDelegate生命周期方法中的处理由代理类对象_lifeCycleDelegate做具体处理,init方法中会对该对象进行初始化,我们先看下初始化和对应的生命周期代理方法都做了什么
static const char* kCallbackCacheSubDir = "Library/Caches/"; - (instancetype)init { if (self = [super init]) { std::string cachePath = fml::paths::JoinPaths({getenv("HOME"), kCallbackCacheSubDir}); [FlutterCallbackCache setCachePath:[NSString stringWithUTF8String:cachePath.c_str()]]; _pluginDelegates = [[NSPointerArray weakObjectsPointerArray] retain]; } return self; } - (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions { for (id<FlutterPlugin> plugin in [_pluginDelegates allObjects]) { if (!plugin) { continue; } ... } return YES; } - (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions { blink::DartCallbackCache::LoadCacheFromDisk(); for (id<FlutterPlugin> plugin in [_pluginDelegates allObjects]) { if (!plugin) { continue; } ... } return YES; }
初始化方法中会获取一个缓存目录,并设置到FlutterCallbackCache中。而两个生命周期代理方法中会遍历_pluginDelegates中的对象,但此时数组中还没有信息。
接下来我们看下Main.storyboard会发现应用的rootViewController为FlutterViewController,那我们来看一下FlutterViewController的初始化和生命周期方法
- (instancetype)initWithProject:(FlutterDartProject*)projectOrNil nibName:(NSString*)nibNameOrNil bundle:(NSBundle*)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { _viewOpaque = YES; _weakFactory = std::make_unique<fml::WeakPtrFactory<FlutterViewController>>(self); _engine.reset([[FlutterEngine alloc] initWithName:@"io.flutter" project:projectOrNil allowHeadlessExecution:NO]); _flutterView.reset([[FlutterView alloc] initWithDelegate:_engine opaque:self.isViewOpaque]); [_engine.get() createShell:nil libraryURI:nil]; _engineNeedsLaunch = YES; [self loadDefaultSplashScreenView]; [self performCommonViewControllerInitialization]; } return self; }
初始化方法中会创建FlutterEngine对象、FlutterView对象,并根据FlutterEngine对象创建Shell对象,我们先看下FlutterEngine对象的创建
- (instancetype)initWithName:(NSString*)labelPrefix project:(FlutterDartProject*)projectOrNil allowHeadlessExecution:(BOOL)allowHeadlessExecution { ... _allowHeadlessExecution = allowHeadlessExecution; _labelPrefix = [labelPrefix copy]; _weakFactory = std::make_unique<fml::WeakPtrFactory<FlutterEngine>>(self); if (projectOrNil == nil) _dartProject.reset([[FlutterDartProject alloc] init]); else _dartProject.reset([projectOrNil retain]); _pluginPublications = [NSMutableDictionary new]; _platformViewsController.reset(new shell::FlutterPlatformViewsController()); [self setupChannels]; return self; }
此时传入的projectOrNil为nil,则会创建FlutterDartProject对象并保存到_dartProject中,FlutterDartProject初始化
static blink::Settings DefaultSettingsForProcess(NSBundle* bundle = nil) { auto command_line = shell::CommandLineFromNSProcessInfo(); NSBundle* mainBundle = [NSBundle mainBundle]; NSBundle* engineBundle = [NSBundle bundleForClass:[FlutterViewController class]]; ... auto settings = shell::SettingsFromCommandLine(command_line); settings.task_observer_add = [](intptr_t key, fml::closure callback) { fml::MessageLoop::GetCurrent().AddTaskObserver(key, std::move(callback)); }; settings.task_observer_remove = [](intptr_t key) { fml::MessageLoop::GetCurrent().RemoveTaskObserver(key); }; ... return settings; } - (instancetype)init { return [self initWithPrecompiledDartBundle:nil]; } - (instancetype)initWithPrecompiledDartBundle:(NSBundle*)bundle { self = [super init]; if (self) { _precompiledDartBundle.reset([bundle retain]); _settings = DefaultSettingsForProcess(bundle); } return self; }
初始化方法中会调用c++代码方法DefaultSettingsForProcess来完成_settings对象的初始化,主要是各种flutter资源路径设置(国际化库、framework库等)和一些其他后续需要的信息配置。
然后回到FlutterEngine初始化方法中,继续完成各种platform channel的创建。
接着看下FlutterView对象的创建
- (instancetype)initWithDelegate:(id<FlutterViewEngineDelegate>)delegate opaque:(BOOL)opaque { FML_DCHECK(delegate) << "Delegate must not be nil."; self = [super initWithFrame:CGRectNull]; if (self) { _delegate = delegate; self.layer.opaque = opaque; } return self; }
做了很少的事情,主要是传入并持有实现了FlutterViewEngineDelegate协议的FlutterEngine对象。最后看下Shell的创建
- (BOOL)createShell:(NSString*)entrypoint libraryURI:(NSString*)libraryURI { ... static size_t shellCount = 1; auto settings = [_dartProject.get() settings]; if (libraryURI) { ... } else if (entrypoint) { ... } else { settings.advisory_script_entrypoint = std::string("main"); settings.advisory_script_uri = std::string("main.dart"); } const auto threadLabel = [NSString stringWithFormat:@"%@.%zu", _labelPrefix, shellCount++]; fml::MessageLoop::EnsureInitializedForCurrentThread(); _threadHost = { threadLabel.UTF8String, // label shell::ThreadHost::Type::UI | shell::ThreadHost::Type::GPU | shell::ThreadHost::Type::IO}; shell::Shell::CreateCallback<shell::PlatformView> on_create_platform_view = [](shell::Shell& shell) { return std::make_unique<shell::PlatformViewIOS>(shell, shell.GetTaskRunners()); }; shell::Shell::CreateCallback<shell::Rasterizer> on_create_rasterizer = [](shell::Shell& shell) { return std::make_unique<shell::Rasterizer>(shell.GetTaskRunners()); }; if (shell::IsIosEmbeddedViewsPreviewEnabled()) { ... } else { blink::TaskRunners task_runners(threadLabel.UTF8String, // label fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform _threadHost.gpu_thread->GetTaskRunner(), // gpu _threadHost.ui_thread->GetTaskRunner(), // ui _threadHost.io_thread->GetTaskRunner() // io ); // Create the shell. This is a blocking operation. _shell = shell::Shell::Create(std::move(task_runners), // task runners std::move(settings), // settings on_create_platform_view, // platform view creation on_create_rasterizer // rasterzier creation ); } ... return _shell != nullptr; }
该方法的实现和安卓中的AndroidShellHolder构造方法实现类似,主要新创建了三个线程gpu_thread、ui_thread和io_thread,加上平台的UI线程作为platform_thread一共四个关键线程。线程的作用可以参考安卓中的说明。然后会通过Shell::Create()方法创建engine层的Shell对象,后边的engine初始化、DartVM初始化和其他一系列对象创建都和安卓上面分析的一样了,这里不再赘述。
回过头来看一下FlutterViewController中初始化方法,上面一系列操作执行后,会进行各种必要的通知注册,以便接收到通知后做出响应。
至此FlutterViewController的初始化就完成了,我们可以看出整个的初始化就是对flutter engine的初始化,那么iOS平台dart层代码是在哪一步执行的呢,我们下面看一下FlutterViewController的生命周期方法viewWillAppear方法
- (void)viewWillAppear:(BOOL)animated { TRACE_EVENT0("flutter", "viewWillAppear"); if (_engineNeedsLaunch) { [_engine.get() launchEngine:nil libraryURI:nil]; _engineNeedsLaunch = NO; } [_engine.get() setViewController:self]; if (_viewportMetrics.physical_width) [self surfaceUpdated:YES]; [[_engine.get() lifecycleChannel] sendMessage:@"AppLifecycleState.inactive"]; [super viewWillAppear:animated]; }
这里_engineNeedsLaunch在FlutterViewController初始化的时候被设置为YES,则会通过_engine开始启动引擎
- (void)launchEngine:(NSString*)entrypoint libraryURI:(NSString*)libraryOrNil { // Launch the Dart application with the inferred run configuration. self.shell.GetTaskRunners().GetUITaskRunner()->PostTask(fml::MakeCopyable( [engine = _shell->GetEngine(), config = [_dartProject.get() runConfigurationForEntrypoint:entrypoint libraryOrNil:libraryOrNil] // ]() mutable { if (engine) { auto result = engine->Run(std::move(config)); if (result == shell::Engine::RunStatus::Failure) { FML_LOG(ERROR) << "Could not launch engine with configuration."; } } })); }
这里engine运行dart层代码是通过UITaskRunner在UI Thread中执行的,该方法和安卓Embedder层AndroidShellHolder的Launch方法功能相同。不过我们发现该方法两个参数都为nil,而安卓中的entrypoint为"main",那么iOS中最终是如何执行Dart应用程序执行main()方法的呢,我们看下RunConfiguration类的声明中一些变量的声明
class RunConfiguration { public: ... RunConfiguration(RunConfiguration&&); ~RunConfiguration(); ... const std::string& GetEntrypoint() const; const std::string& GetEntrypointLibrary() const; ... private: ... std::string entrypoint_ = "main"; std::string entrypoint_library_ = ""; FML_DISALLOW_COPY_AND_ASSIGN(RunConfiguration); }
结果我们发现RunConfiguration对象创建时默认entrypoint即为"main",所以不用主动设置entrypoint,最终Dart代码执行时就会将main()方法作为入口函数执行。后续的一些engine层的操作和安卓一样了,这里也不再赘述。
这个阶段关键objective-c和c++类的UML类图
通过以上安卓和iOS平台的源码分析,我们已经对flutter应用的启动有了一个大致的了解,而Dart中编写的Widget最终是如何绘制到平台View上的呢,大家可以阅读之前本号分享的一篇文章《Flutter视图绘制》,相信大家会得到想要的答案。