Android 资源加载机制剖析

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前言

上一篇文章,讲到了Android中进程的启动和一个Activity的创建到显示流程,现在本篇要分析的是在Android中资源的装载机制,例如字符串资源,图片资源是如何被装载的。这里将从字符串和图片两种类型资源展开分析,同时对于后面所利用的资源装载的内容也会做简单的分析。

Resources源码剖析

资源装载实现结构图

对于资源的装载机制,这里核心的几个类是Resources,ResourcesImpl,AssetManager。Resources算是对于ResourcesImpl的一个代理,Resources的所有调用都是会调用到ResourcesImpl上,在ResourcesImpl的内部,具备对于资源的Cache和AssetManager,对于资源的装载会首先从其Cache中进行查找,当查找不到的时候,会调用AssetManager进行相应资源的装载,装载之后会在ResourcesImpl中将资源缓存下来。

Resource 中有一个内部静态变量

static Resources mSystem = null;

在getSystem方法中进行了初始化,作为对于内部变量的持有被保存着,其初次的调用是在zygote创建新进程的时候,预加载资源的时候被调用。

public static Resources getSystem() {
    synchronized (sSync) {
        Resources ret = mSystem;
        if (ret == null) {
            ret = new Resources();
            mSystem = ret;
        }
        return ret;
    }
}

Resrouce对象的创建,在Resrouce中的各种操作,最终真正的执行者是ResourcesImpl。

private Resources() {
    this(null);

    final DisplayMetrics metrics = new DisplayMetrics();
    metrics.setToDefaults();

    final Configuration config = new Configuration();
    config.setToDefaults();

    mResourcesImpl = new ResourcesImpl(AssetManager.getSystem(), metrics, config,
            new DisplayAdjustments());
}

在Resources的构造函数中创建ResourcesImpl的实例。

public ResourcesImpl(@NonNull AssetManager assets, @Nullable DisplayMetrics metrics,
        @Nullable Configuration config, @NonNull DisplayAdjustments displayAdjustments) {
    mAssets = assets;
    mMetrics.setToDefaults();
    mDisplayAdjustments = displayAdjustments;
    updateConfiguration(config, metrics, displayAdjustments.getCompatibilityInfo());
    mAssets.ensureStringBlocks();
}

在创建ResoucesImpl实例的时候,获得了AssetManager的实例,其负责了应用层和资源文件的交互。Resource对象的获得,是通过ContextImpl方法中获得,获得方式是返回了其内部的变量mResource变量,

resources = mResourcesManager.getResources(
activityToken,
packageInfo.getResDir(),
packageInfo.getSplitResDirs(),
packageInfo.getOverlayDirs(),
packageInfo.getApplicationInfo().sharedLibraryFiles,
displayId,
overrideConfiguration,
compatInfo,
packageInfo.getClassLoader());

调用了ResourcesManager的getOrCreateResources方法。其实现为从activityResources中查找,如果查找不到,则会重新创建一个,然后加入到activityResources中,并返回。

获取字符串资源

从一个获取资源文件的方法看起,这里从一个获取文字的方法入手。

@NonNull public CharSequence getText(@StringRes int id) throws NotFoundException {
    CharSequence res = mResourcesImpl.getAssets().getResourceText(id);
    if (res != null) {
        return res;
    }
    throw new NotFoundException("String resource ID #0x"
                                + Integer.toHexString(id));
}
public AssetManager getAssets() {
    return mAssets;
}

调用AssetManager的getResourceText

final CharSequence getResourceText(@StringRes int resId) {
    synchronized (this) {
        final TypedValue outValue = mValue;
        if (getResourceValue(resId, 0, outValue, true)) {
            return outValue.coerceToString();
        }
        return null;
    }
}

首先根据id获得TypedValue,然后根据TypedValue获得我们需要的资源。

final boolean getResourceValue(@AnyRes int resId, int densityDpi, @NonNull TypedValue outValue,
        boolean resolveRefs) {
    final int block = loadResourceValue(resId, (short) densityDpi, outValue, resolveRefs);
    if (block < 0) {
        return false;
    }
    if (outValue.type == TypedValue.TYPE_STRING) {
        outValue.string = mStringBlocks[block].get(outValue.data);
    }
    return true;
}

对于字符串资源,其值就存在TypedValue中,所以在获得了TypedValue之后,就可以通过其来获得资源值。

获取图片资源

由于图片资源的特殊性,相比于字符串资源的获取,要复杂一些,这里从上层的获取方法开始进行分析。

public Drawable getDrawable(@DrawableRes int id, @Nullable Theme theme)
        throws NotFoundException {
    final TypedValue value = obtainTempTypedValue();
    try {
        final ResourcesImpl impl = mResourcesImpl;
        impl.getValue(id, value, true);
        return impl.loadDrawable(this, value, id, theme, true);
    } finally {
        releaseTempTypedValue(value);
    }
}

和对于字符串资源的装载类似,首先根据资源ID获取一个TypedValue对象,然后利用TypedValue实例,通过AssetManager进行装载。

void getValue(@AnyRes int id, TypedValue outValue, boolean resolveRefs)
        throws NotFoundException {
    boolean found = mAssets.getResourceValue(id, 0, outValue, resolveRefs);
    if (found) {
        return;
    }
}
final boolean getResourceValue(@AnyRes int resId, int densityDpi, @NonNull TypedValue outValue,
        boolean resolveRefs) {
    final int block = loadResourceValue(resId, (short) densityDpi, outValue, resolveRefs);
    if (block < 0) {
        return false;
    }
    if (outValue.type == TypedValue.TYPE_STRING) {
        outValue.string = mStringBlocks[block].get(outValue.data);
    }
    return true;
}

Drawable资源的获取核心代码是在对于ResourcesImplloadDrawable函数的调用。

@Nullable
Drawable loadDrawable(Resources wrapper, TypedValue value, int id, Resources.Theme theme,
        boolean useCache) throws NotFoundException {
    try {
        if (TRACE_FOR_PRELOAD) {
            if ((id >>> 24) == 0x1) {
                final String name = getResourceName(id);
                if (name != null) {
                    Log.d("PreloadDrawable", name);
                }
            }
        }
      //判断是否为ColorDrawable
        final boolean isColorDrawable;
        final DrawableCache caches;
        final long key;
        if (value.type >= TypedValue.TYPE_FIRST_COLOR_INT
                && value.type <= TypedValue.TYPE_LAST_COLOR_INT) {
            isColorDrawable = true;
            caches = mColorDrawableCache;
            key = value.data;
        } else {
            isColorDrawable = false;
            caches = mDrawableCache;
            key = (((long) value.assetCookie) << 32) | value.data;
        }

        //,是否存在查找的Drawable
        if (!mPreloading && useCache) {
            final Drawable cachedDrawable = caches.getInstance(key, wrapper, theme);
            if (cachedDrawable != null) {
                return cachedDrawable;
            }
        }

        // 检查预加载的资源文件中,是否存在要查找的Drawable
        final Drawable.ConstantState cs;
        if (isColorDrawable) {
            cs = sPreloadedColorDrawables.get(key);
        } else {
            cs = sPreloadedDrawables[mConfiguration.getLayoutDirection()].get(key);
        }
   
        //创建Drawable
        Drawable dr;
        if (cs != null) {
            dr = cs.newDrawable(wrapper);
        } else if (isColorDrawable) {
            dr = new ColorDrawable(value.data);
        } else {
            dr = loadDrawableForCookie(wrapper, value, id, null);
        }

        // 对Drawable的主题进行处理
        final boolean canApplyTheme = dr != null && dr.canApplyTheme();
        if (canApplyTheme && theme != null) {
            dr = dr.mutate();
            dr.applyTheme(theme);
            dr.clearMutated();
        }

        // 将装载的Drawable资源加入到缓存之中
        if (dr != null && useCache) {
          dr.setChangingConfigurations(value.changingConfigurations);
            cacheDrawable(value, isColorDrawable, caches, theme, canApplyTheme, key, dr);
        }
        return dr;
    } catch (Exception e) {
        ...  
    }
}

loadDrawableForCookie

根据TypedValue中存储的信息,从XML文件或者资源流中构建Drawable

private Drawable loadDrawableForCookie(Resources wrapper, TypedValue value, int id,
        Resources.Theme theme) {
    if (value.string == null) {
        throw new NotFoundException("Resource \"" + getResourceName(id) + "\" ("
                + Integer.toHexString(id) + ") is not a Drawable (color or path): " + value);
    }
    //解析值的文件名
    final String file = value.string.toString();

    if (TRACE_FOR_MISS_PRELOAD) {
        // Log only framework resources
        if ((id >>> 24) == 0x1) {
            final String name = getResourceName(id);
            if (name != null) {
                Log.d(TAG, "Loading framework drawable #" + Integer.toHexString(id)
                        + ": " + name + " at " + file);
            }
        }
    }

    final Drawable dr;
     //如果文件后缀为xml,通过XmlResourceParser构建Drawable对象
    try {
        if (file.endsWith(".xml")) {
            final XmlResourceParser rp = loadXmlResourceParser(
                    file, id, value.assetCookie, "drawable");
            dr = Drawable.createFromXml(wrapper, rp, theme);
            rp.close();
        } else {
            //从文件流中构建Drawable对象
            final InputStream is = mAssets.openNonAsset(
                    value.assetCookie, file, AssetManager.ACCESS_STREAMING);
            dr = Drawable.createFromResourceStream(wrapper, value, is, file, null);
            is.close();
        }
    } catch (Exception e) {
         ...
    }
    return dr;
}
XmlResourceParser loadXmlResourceParser(@NonNull String file, @AnyRes int id, int assetCookie,
        @NonNull String type)
        throws NotFoundException {
    if (id != 0) {
        try {
            synchronized (mCachedXmlBlocks) {
                final int[] cachedXmlBlockCookies = mCachedXmlBlockCookies;
                final String[] cachedXmlBlockFiles = mCachedXmlBlockFiles;
                final XmlBlock[] cachedXmlBlocks = mCachedXmlBlocks;
                // 检测缓存是否在我们需要的资源
                final int num = cachedXmlBlockFiles.length;
                for (int i = 0; i < num; i++) {
                    if (cachedXmlBlockCookies[i] == assetCookie && cachedXmlBlockFiles[i] != null
                            && cachedXmlBlockFiles[i].equals(file)) {
                        return cachedXmlBlocks[i].newParser();
                    }
                }

                // 如果资源不在缓存之中,这通过AssetManager去装载,然后加入到缓存中
                final XmlBlock block = mAssets.openXmlBlockAsset(assetCookie, file);
                if (block != null) {
                    final int pos = (mLastCachedXmlBlockIndex + 1) % num;
                    mLastCachedXmlBlockIndex = pos;
                    final XmlBlock oldBlock = cachedXmlBlocks[pos];
                    if (oldBlock != null) {
                        oldBlock.close();
                    }
                    cachedXmlBlockCookies[pos] = assetCookie;
                    cachedXmlBlockFiles[pos] = file;
                    cachedXmlBlocks[pos] = block;
                    return block.newParser();
                }
            }
        } catch (Exception e) {
              ....
        }
    }
}

图片资源装载流程

图片资源的装载流程是首先将根据ID获得TypedValue实例,然后根据TypedValue进行查找Drawable资源,首先检测缓存中是否有该资源,如果没有从预加载资源中查找,如果预加载资源中也没有,判断要加载的资源类型,如果为colorDrawable,这根据Typedvalue进行创建,否则通过加载xml或者文件输入流进行处理来获得Drawable对象。

资源的装载分为两步,一个是通过资源ID得到ID对应的TypedValue对象,对于简单的资源,通过TypedValue即可,对于复杂的资源,需要第二步来把资源文件装载到内存之中。

AssetManager

在创建Resources的构造函数,创建ResourcesImpl的时候调用了AssetManager的getSystem方法,该方法用来确保创建唯一的AssetManager实例。

public static AssetManager getSystem() {
    ensureSystemAssets();
    return sSystem;
}

保证全局只有一个AssetManager

private static void ensureSystemAssets() {
    synchronized (sSync) {
        if (sSystem == null) {
            AssetManager system = new AssetManager(true);
            system.makeStringBlocks(null);
            sSystem = system;
        }
    }
}
private AssetManager(boolean isSystem) {
    if (DEBUG_REFS) {
        synchronized (this) {
            mNumRefs = 0;
            incRefsLocked(this.hashCode());
        }
    }
    init(true);
}


static void android_content_AssetManager_init(JNIEnv* env, jobject clazz, jboolean isSystem)
{
    if (isSystem) {
        verifySystemIdmaps();
    }
    AssetManager* am = new AssetManager();
    if (am == NULL) {
        jniThrowException(env, "java/lang/OutOfMemoryError", "");
        return;
    }

    am->addDefaultAssets();

    ALOGV("Created AssetManager %p for Java object %p\n", am, clazz);
    env->SetLongField(clazz, gAssetManagerOffsets.mObject, reinterpret_cast<jlong>(am));
}
bool AssetManager::addDefaultAssets()
{
    const char* root = getenv("ANDROID_ROOT");
    LOG_ALWAYS_FATAL_IF(root == NULL, "ANDROID_ROOT not set");

    String8 path(root);
    path.appendPath(kSystemAssets);

    return addAssetPath(path, NULL, false /* appAsLib */, true /* isSystemAsset */);
}

设置资源路径,通过对这个值的修改可以实现动态加载。

public final int addAssetPath(String path) {
    return  addAssetPathInternal(path, false);
}
private final int addAssetPathInternal(String path, boolean appAsLib) {
    synchronized (this) {
        int res = addAssetPathNative(path, appAsLib);
        makeStringBlocks(mStringBlocks);
        return res;
    }
}

添加资源路径

bool AssetManager::addAssetPath(
        const String8& path, int32_t* cookie, bool appAsLib, bool isSystemAsset)
{
    AutoMutex _l(mLock);

    asset_path ap;

    String8 realPath(path);
    if (kAppZipName) {
        realPath.appendPath(kAppZipName);
    }
    ap.type = ::getFileType(realPath.string());
    if (ap.type == kFileTypeRegular) {
        ap.path = realPath;
    } else {
        ap.path = path;
        ap.type = ::getFileType(path.string());
        if (ap.type != kFileTypeDirectory && ap.type != kFileTypeRegular) {
            ALOGW("Asset path %s is neither a directory nor file (type=%d).",
                 path.string(), (int)ap.type);
            return false;
        }
    }

    // Skip if we have it already.
    for (size_t i=0; i<mAssetPaths.size(); i++) {
        if (mAssetPaths[i].path == ap.path) {
            if (cookie) {
                *cookie = static_cast<int32_t>(i+1);
            }
            return true;
        }
    }

    ALOGV("In %p Asset %s path: %s", this,
         ap.type == kFileTypeDirectory ? "dir" : "zip", ap.path.string());

    ap.isSystemAsset = isSystemAsset;
    mAssetPaths.add(ap);

    // new paths are always added at the end
    if (cookie) {
        *cookie = static_cast<int32_t>(mAssetPaths.size());
    }

#ifdef __ANDROID__
    // Load overlays, if any
    asset_path oap;
    for (size_t idx = 0; mZipSet.getOverlay(ap.path, idx, &oap); idx++) {
        oap.isSystemAsset = isSystemAsset;
        mAssetPaths.add(oap);
    }
#endif

    if (mResources != NULL) {
        appendPathToResTable(ap, appAsLib);
    }

    return true;
}

APK文件中有一个文件resource.arsc。这个文件存放的是APK中资源的ID和资源类型,属性,文件名的读经关系表和所有的字符串,装载APK,就是解析该文件生成ResRTable对象,通过ResTable对象来解析资源ID。解压相应的路径,从中获得相应的资源表,然后加入到其中。每一次的调用都会调用,appendPathToResTable,将新增的路径的资源表添加到其中。

根据ID获取TypedValue

void getValue(@AnyRes int id, TypedValue outValue, boolean resolveRefs)
        throws NotFoundException {
    boolean found = mAssets.getResourceValue(id, 0, outValue, resolveRefs);
    if (found) {
        return;
    }
    throw new NotFoundException("Resource ID #0x" + Integer.toHexString(id));
}
final boolean getResourceValue(@AnyRes int resId, int densityDpi, @NonNull TypedValue outValue,
        boolean resolveRefs) {
    final int block = loadResourceValue(resId, (short) densityDpi, outValue, resolveRefs);
    if (block < 0) {
        return false;
    }
    if (outValue.type == TypedValue.TYPE_STRING) {
        outValue.string = mStringBlocks[block].get(outValue.data);
    }
    return true;
}

从AssetManager中根据ID获取Value值。

static jint android_content_AssetManager_loadResourceValue(JNIEnv* env, jobject clazz,
                                                           jint ident,
                                                           jshort density,
                                                           jobject outValue,
                                                           jboolean resolve)
{
    if (outValue == NULL) {
         jniThrowNullPointerException(env, "outValue");
         return 0;
    }
    AssetManager* am = assetManagerForJavaObject(env, clazz);
    if (am == NULL) {
        return 0;
    }
    const ResTable& res(am->getResources());

    Res_value value;
    ResTable_config config;
    uint32_t typeSpecFlags;
    ssize_t block = res.getResource(ident, &value, false, density, &typeSpecFlags, &config);
    if (kThrowOnBadId) {
        if (block == BAD_INDEX) {
            jniThrowException(env, "java/lang/IllegalStateException", "Bad resource!");
            return 0;
        }
    }
    uint32_t ref = ident;
    if (resolve) {
        block = res.resolveReference(&value, block, &ref, &typeSpecFlags, &config);
        if (kThrowOnBadId) {
            if (block == BAD_INDEX) {
                jniThrowException(env, "java/lang/IllegalStateException", "Bad resource!");
                return 0;
            }
        }
    }
    if (block >= 0) {
        return copyValue(env, outValue, &res, value, ref, block, typeSpecFlags, &config);
    }

    return static_cast<jint>(block);
}

对于资源的TypedValue的获取核心代码。

const ResTable& res(am->getResources());
ssize_t block = res.getResource(ident, &value, false, density, &typeSpecFlags, &config);

const ResTable& AssetManager::getResources(bool required) const
{
    const ResTable* rt = getResTable(required);
    return *rt;
}

根据AssetManager中设置的资源路径来查找资源Table

首先判断是否已经存在ResTable,如果不存在则创建,存在则会直接返回。然后根据路径去查找相应的Resources文件,然后将其转化为ResTable,方便后面的查找。

const ResTable* AssetManager::getResTable(bool required) const
{
    ResTable* rt = mResources;
//已经存在
    if (rt) {
        return rt;
    }

    AutoMutex _l(mLock);

    if (mResources != NULL) {
        return mResources;
    }

    if (mCacheMode != CACHE_OFF && !mCacheValid) {
        const_cast<AssetManager*>(this)->loadFileNameCacheLocked();
    }
    
    //创建ResTable
    mResources = new ResTable();
    updateResourceParamsLocked();

    bool onlyEmptyResources = true;
    const size_t N = mAssetPaths.size();
    //遍历Asset路径,对于路径调用appendPathToResTable
    for (size_t i=0; i<N; i++) {
        bool empty = appendPathToResTable(mAssetPaths.itemAt(i));
        onlyEmptyResources = onlyEmptyResources && empty;
    }
    
  //如果为空,则证明没有找到resources.arsc文件
    if (required && onlyEmptyResources) {
        ALOGW("Unable to find resources file resources.arsc");
        delete mResources;
        mResources = NULL;
    }

    return mResources;
}
Resources getTopLevelResources(String resDir, String[] splitResDirs, String[] overlayDirs,
        String[] libDirs, int displayId, LoadedApk pkgInfo) {
    return mResourcesManager.getResources(null, resDir, splitResDirs, overlayDirs, libDirs,
            displayId, null, pkgInfo.getCompatibilityInfo(), pkgInfo.getClassLoader());
}

通过mResourcesManager获得Resources对象,如果不存在,则创建一个。

小结

资源加载

对于资源的加载,大概可以通过上图进行概括,根据ID获取TypedValue,TypedValue的获取是在AssetManager添加资源路径的时候,通过对资源表的解析来构建的一个ResTable,通过该数据结构根据ID作为索引查找并构建TypedValue,然后再根据资源文件的类型,借助TypedValue内存储的关于资源的详细信息来获取资源,同时将加载的资源进行缓存。因此在插件化的方案中,通过创建新的Resource对象,为其添加新的Asset路径,从而构建出一个新的ResTable,实现通过ID进行非宿主App资源的装载。

补充:一个AssetManager对应了一个ResTable,没为AssetTable设置一个资源路径之后,都会对资源路径进行解析,将其中的资源读出来,所有加载的资源都会放置到该表之中,因此我们就可以对其来获取TypeValue,根据TypeValue来进行相应的资源的查找了。

参考资料

Android 资源ID生成规则

Android资源篇