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Flutter 引擎源码解读-Flutter 是如何在 iOS 上运行起来的

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发布于: 2020 年 05 月 03 日
Flutter引擎源码解读-Flutter是如何在iOS上运行起来的

摘要



官方文档在原生侧的说明很少,更多的时候需要从源码去寻找答案,本文主要是针对 Flutter 在 iOS 上是如何运行起来的源码进行串联,总结大致的运行流程。



涉及到的关键类有以下几个:



  • FlutterViewController

  • FlutterView

  • FlutterEngine

  • DartIsolate



FlutterViewController



Flutter 嵌入原生应用必须有个载体,从这个点入手,在 Flutter Engine 源码中的 API 的入口点是 FlutterViewController,对其头文件源码做精简,大致如下



@interface FlutterViewController : UIViewController <FlutterTextureRegistry, FlutterPluginRegistry>
- (instancetype)initWithEngine:(FlutterEngine)engine
nibName:(nullable NSString)nibName
bundle:(nullable NSBundle)nibBundle NSDESIGNATEDINITIALIZER;
- (instancetype)initWithProject:(nullable FlutterDartProject)project
nibName:(nullable NSString)nibName
bundle:(nullable NSBundle)nibBundle NSDESIGNATEDINITIALIZER;
- (void)handleStatusBarTouches:(UIEvent)event;
- (void)setFlutterViewDidRenderCallback:(void (^)(void))callback;
- (NSString)lookupKeyForAsset:(NSString)asset;
- (NSString)lookupKeyForAsset:(NSString)asset fromPackage:(NSString)package;
- (void)setInitialRoute:(NSString)route;
- (void)popRoute;
- (void)pushRoute:(NSString)route;
- (id<FlutterPluginRegistry>)pluginRegistry;
@property(nonatomic, readonly, getter=isDisplayingFlutterUI) BOOL displayingFlutterUI;
@property(strong, nonatomic) UIView splashScreenView;
- (BOOL)loadDefaultSplashScreenView;
@property(nonatomic, getter=isViewOpaque) BOOL viewOpaque;
@property(weak, nonatomic, readonly) FlutterEngine engine;
@property(nonatomic, readonly) NSObject<FlutterBinaryMessenger>* binaryMessenger;
@end



FlutterViewController 的构造函数



FlutterViewController 有两个构造函数,本质上是一样的,第一个构造函数是谷歌为了在存在多个 FlutterViewController 的场景下为了让使用者能复用 FlutterEngine 而开放的。



- (instancetype)initWithEngine:(FlutterEngine)engine
nibName:(nullable NSString)nibName
bundle:(nullable NSBundle)nibBundle {
NSAssert(engine != nil, @"Engine is required");
self = [super initWithNibName:nibName bundle:nibBundle];
if (self) {
viewOpaque = YES;
engine.reset([engine retain]);
engineNeedsLaunch = NO;
flutterView.reset([[FlutterView alloc] initWithDelegate:engine opaque:self.isViewOpaque]);
weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterViewController>>(self);
ongoingTouches = [[NSMutableSet alloc] init];
[self performCommonViewControllerInitialization];
[engine setViewController:self];
}
return self;
}
- (instancetype)initWithProject:(nullable FlutterDartProject)project
nibName:(nullable NSString)nibName
bundle:(nullable NSBundle)nibBundle {
self = [super initWithNibName:nibName bundle:nibBundle];
if (self) {
viewOpaque = YES;
weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterViewController>>(self);
engine.reset([[FlutterEngine alloc] initWithName:@"io.flutter"
project:project
allowHeadlessExecution:NO]);
flutterView.reset([[FlutterView alloc] initWithDelegate:engine opaque:self.isViewOpaque]);
[engine.get() createShell:nil libraryURI:nil];
engineNeedsLaunch = YES;
_ongoingTouches = [[NSMutableSet alloc] init];
[self loadDefaultSplashScreenView];
[self performCommonViewControllerInitialization];
}
return self;
}



在构造函数中主要做了这么几件事情:



  • 初始化或者替换当前的 FlutterEngine



  • 初始化 FlutterView



  • 初始化正在发生的手势集合



  • 加载闪屏页,传入 FlutterEngine 的构造函数没有这项,应该是考虑了多 FlutterViewController 的场景下不好频繁加载闪屏页



  • 设置 UIInterfaceOrientationMaskUIStatusBarStyle



  • 添加一系列的通知,包括 Application 的生命周期,键盘事件,Accessibility的事件等



  • FlutterViewController 设置给 FlutterEngine



第二个构造函数中还多了这行代码,第一个构造函数把这个调用延后了而已



[_engine.get() createShell:nil libraryURI:nil];



FlutterViewController 的 loadView



loadView 函数中,设置了 FlutterViewControllerview,并判断是否需要加载闪屏页,可以通过重写 splashScreenView 的 get 方法返回 nil 的方式彻底不加载闪屏页



- (void)loadView {
self.view = _flutterView.get();
self.view.multipleTouchEnabled = YES;
self.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[self installSplashScreenViewIfNecessary];
}



FlutterViewController 对 Navigator 的操作



FlutterViewController 提供了三个接口允许我们在原生端对 dart 的 Navigator 直接进行操作



- (void)setInitialRoute:(NSString)route {
[[engine.get() navigationChannel] invokeMethod:@"setInitialRoute" arguments:route];
}
- (void)popRoute {
[[engine.get() navigationChannel] invokeMethod:@"popRoute" arguments:nil];
}
- (void)pushRoute:(NSString)route {
[[_engine.get() navigationChannel] invokeMethod:@"pushRoute" arguments:route];
}



setInitialRoute



setInitialRoute 在 iOS 端通过 navigationChannel 来告诉 dart 具体的 initialRoute,这个过程略微特殊,并不会在 dart 端直接接收 channel 信息,

而是在引擎层面做了处理,web_ui 不在本文的解析范畴,这里直接洗跟原生相关的点



setInitialRoute 设置流程如下:



DispatchPlatformMessage -> HandleNavigationPlatformMessage -> initial_route_



void Engine::DispatchPlatformMessage(fml::RefPtr<PlatformMessage> message) {
if (message->channel() == kLifecycleChannel) {
if (HandleLifecyclePlatformMessage(message.get()))
return;
} else if (message->channel() == kLocalizationChannel) {
if (HandleLocalizationPlatformMessage(message.get()))
return;
} else if (message->channel() == kSettingsChannel) {
HandleSettingsPlatformMessage(message.get());
return;
}
if (runtime_controller_->IsRootIsolateRunning() &&
runtime_controller_->DispatchPlatformMessage(std::move(message))) {
return;
}
// If there's no runtime_, we may still need to set the initial route.
if (message->channel() == kNavigationChannel) {
HandleNavigationPlatformMessage(std::move(message));
return;
}
FML_DLOG(WARNING) << "Dropping platform message on channel: "
<< message->channel();
}



bool Engine::HandleNavigationPlatformMessage(
fml::RefPtr<PlatformMessage> message) {
const auto& data = message->data();
rapidjson::Document document;
document.Parse(reinterpretcast<const char*>(data.data()), data.size());
if (document.HasParseError() || !document.IsObject())
return false;
auto root = document.GetObject();
auto method = root.FindMember("method");
if (method->value != "setInitialRoute")
return false;
auto route = root.FindMember("args");
initialroute_ = std::move(route->value.GetString());
return true;
}



setInitialRoute 最终在 HandleNavigationPlatformMessage 函数中直接被赋值给 initial_route_



setInitialRoute 读取流程如下:



Window.defaultRouteName -> DefaultRouteName -> Engine::DefaultRouteName -> initial_route_



可以看到,关键字 native,这是 dart 为了方便绑定 C/C++ 导出方法而添加的关键字,对应的 key 是 Window_defaultRouteName



class Window {
String get defaultRouteName => defaultRouteName();
String defaultRouteName() native 'Window_defaultRouteName';
}



可以找到在引擎层的 flutter 命名空间下,有下面这个函数,注册了对应的导出函数,这里对应的是 DefaultRouteName



void Window::RegisterNatives(tonic::DartLibraryNatives* natives) {
natives->Register({
{"Window_defaultRouteName", DefaultRouteName, 1, true},
{"Window_scheduleFrame", ScheduleFrame, 1, true},
{"WindowsendPlatformMessage", SendPlatformMessage, 4, true},
{"WindowrespondToPlatformMessage", RespondToPlatformMessage, 3, true},
{"Window_render", Render, 2, true},
{"Window_updateSemantics", UpdateSemantics, 2, true},
{"Window_setIsolateDebugName", SetIsolateDebugName, 2, true},
{"Window_reportUnhandledException", ReportUnhandledException, 2, true},
{"Window_setNeedsReportTimings", SetNeedsReportTimings, 2, true},
});
}



void DefaultRouteName(DartNativeArguments args) {
std::string routeName =
UIDartState::Current()->window()->client()->DefaultRouteName();
DartSetReturnValue(args, tonic::StdStringToDart(routeName));
}



再往下就是到 engine.cc 文件下面的函数,读取 initial_route_ 的值



std::string Engine::DefaultRouteName() {
if (!initialroute.empty()) {
return initialroute;
}
return "/";
}



至此,完成了在原生端设置 defaultRouteName,在 dart 端获取该值的流程。

pushRoute and popRoute



实现方式主要还是通过引擎内置的 navigationChannel 通知 dart 端,对应的在 dart 端 SystemChannels 类中,存在对应的 channel



static const MethodChannel navigation = MethodChannel(
'flutter/navigation',
JSONMethodCodec(),
);



最终处理 pushRoutepopRoute 的逻辑在 WidgetsBinding 类中,主要是以下几个函数



Future<dynamic> handleNavigationInvocation(MethodCall methodCall) {
switch (methodCall.method) {
case 'popRoute':
return handlePopRoute();
case 'pushRoute':
return handlePushRoute(methodCall.arguments as String);
}
return Future<dynamic>.value();
}
Future<void> handlePushRoute(String route) async {
for (final WidgetsBindingObserver observer in List<WidgetsBindingObserver>.from(observers)) {
if (await observer.didPushRoute(route))
return;
}
}
Future<void> handlePopRoute() async {
for (final WidgetsBindingObserver observer in List<WidgetsBindingObserver>.from(_observers)) {
if (await observer.didPopRoute())
return;
}
SystemNavigator.pop();
}



这段代码表示只有调用的方法返回 true 时才中断,每个 handle 函数具体的处理逻辑是通过某个 WidgetsBindingObserver 来实现了,继续跟进找到如下代码



class WidgetsAppState extends State<WidgetsApp> with WidgetsBindingObserver {
@override
Future<bool> didPopRoute() async {
assert(mounted);
final NavigatorState navigator = navigator?.currentState;
if (navigator == null)
return false;
return await navigator.maybePop();
}
@override
Future<bool> didPushRoute(String route) async {
assert(mounted);
final NavigatorState navigator = _navigator?.currentState;
if (navigator == null)
return false;
navigator.pushNamed(route);
return true;
}
}



handlePopRoute 函数中,如果没有任何一个 observer 返回 true,则最终调用 SystemNavigator.pop(); 来退出应用程序



class SystemNavigator {
static Future<void> pop({bool animated}) async {
await SystemChannels.platform.invokeMethod<void>('SystemNavigator.pop', animated);
}
}



FlutterView



FlutterView 并没有太多功能,主要是两点:



  • 初始化时传入 FlutterViewEngineDelegate

  • 创建 flutter::IOSSurface



@protocol FlutterViewEngineDelegate <NSObject>
- (flutter::Rasterizer::Screenshot)takeScreenshot:(flutter::Rasterizer::ScreenshotType)type
asBase64Encoded:(BOOL)base64Encode;
- (flutter::FlutterPlatformViewsController*)platformViewsController;
@end
@interface FlutterView : UIView
- (instancetype)initWithDelegate:(id<FlutterViewEngineDelegate>)delegate
opaque:(BOOL)opaque NSDESIGNATEDINITIALIZER;
- (std::uniqueptr<flutter::IOSSurface>)createSurface:
(std::sharedptr<flutter::IOSGLContext>)context;
@end



takeScreenshot:asBase64Encoded: 应该是 FlutterView 渲染的数据源,具体参考 drawLayer:inContext: 的源码



@implementation FlutterView
- (void)drawLayer:(CALayer)layer inContext:(CGContextRef)context {
if (layer != self.layer || context == nullptr) {
return;
}
auto screenshot = [delegate takeScreenshot:flutter::Rasterizer::ScreenshotType::UncompressedImage
asBase64Encoded:NO];
if (!screenshot.data || screenshot.data->isEmpty() || screenshot.framesize.isEmpty()) {
return;
}
NSData data = [NSData dataWithBytes:constcast<void>(screenshot.data->data())
length:screenshot.data->size()];
fml::CFRef<CGDataProviderRef> imagedataprovider(
CGDataProviderCreateWithCFData(reinterpretcast<CFDataRef>(data)));
fml::CFRef<CGColorSpaceRef> colorspace(CGColorSpaceCreateDeviceRGB());
fml::CFRef<CGImageRef> image(CGImageCreate(
screenshot.framesize.width(), // sizet width
screenshot.framesize.height(), // sizet height
8, // sizet bitsPerComponent
32, // sizet bitsPerPixel,
4 screenshot.framesize.width(), // sizet bytesPerRow
colorspace, // CGColorSpaceRef space
staticcast<CGBitmapInfo>(kCGImageAlphaPremultipliedLast |
kCGBitmapByteOrder32Big), // CGBitmapInfo bitmapInfo
imagedataprovider, // CGDataProviderRef provider
nullptr, // const CGFloat* decode
false, // bool shouldInterpolate
kCGRenderingIntentDefault // CGColorRenderingIntent intent
));
const CGRect framerect =
CGRectMake(0.0, 0.0, screenshot.framesize.width(), screenshot.framesize.height());
CGContextSaveGState(context);
CGContextTranslateCTM(context, 0.0, CGBitmapContextGetHeight(context));
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, frame_rect, image);
CGContextRestoreGState(context);
}
@end



后面我们会看到 FlutterViewEngineDelegate 实际上是被 FlutterEngine 实现了。



这里不对 IOSSurface 做过多解析,其是建立在三种 layer 之上的,可以在编译期选择使用何种渲染方式



  • 如果是模拟器,则使用正常的 CALayer

  • 使用 Metal 渲染的情形则使用 CAMetalLayer

  • 使用 OpenGL 渲染的情形则使用 CAEAGLLayer



+ (Class)layerClass {
#if TARGETIPHONESIMULATOR
return [CALayer class];
#else // TARGETIPHONESIMULATOR
#if FLUTTERSHELLENABLEMETAL
return [CAMetalLayer class];
#else // FLUTTERSHELLENABLEMETAL
return [CAEAGLLayer class];
#endif // FLUTTERSHELLENABLEMETAL
#endif // TARGETIPHONE_SIMULATOR
}



createSurface 函数中主要是分别创建三种对应的 IOSSurface



CALayer -> IOSSurfaceSoftware

CAEAGLLayer -> IOSSurfaceGL

CAMetalLayer -> IOSSurfaceMetal



再往下的渲染实际上就要交给 FlutterEngine 自身了。



FlutterEngine



FlutterEngine 对外暴露的接口不算多,主要就这么几点



  • 构造函数,initWithName:project:allowHeadlessExecution,allowHeadlessExecution允许初始化引擎时不强依赖FlutterViewController`

  • 启动引擎,runWithEntrypoint:libraryURI: 可传入自定义的 entrypoint

  • 释放资源,destroyContext

  • 语义树是否建立,ensureSemanticsEnabled,关于语义树文档比较少,大概是残疾人模式下需要用到的东西

  • FlutterViewController 的 get/set

  • 最后是一堆内置的 channel



我们主要关心引擎的构造、启动、释放和 FlutterViewController 就差不多了,FlutterTextureRegistry, FlutterPluginRegistry 不在本文关注范围内



@interface FlutterEngine : NSObject <FlutterTextureRegistry, FlutterPluginRegistry>
- (instancetype)initWithName:(NSString)labelPrefix
project:(nullable FlutterDartProject)project
allowHeadlessExecution:(BOOL)allowHeadlessExecution NSDESIGNATEDINITIALIZER;
- (BOOL)runWithEntrypoint:(nullable NSString)entrypoint libraryURI:(nullable NSString)uri;
- (void)destroyContext;
- (void)ensureSemanticsEnabled;
@property(nonatomic, weak) FlutterViewController viewController;
@property(nonatomic, readonly, nullable) FlutterMethodChannel localizationChannel;
@property(nonatomic, readonly) FlutterMethodChannel navigationChannel;
@property(nonatomic, readonly) FlutterMethodChannel platformChannel;
@property(nonatomic, readonly) FlutterMethodChannel textInputChannel;
@property(nonatomic, readonly) FlutterBasicMessageChannel lifecycleChannel;
@property(nonatomic, readonly) FlutterBasicMessageChannel systemChannel;
@property(nonatomic, readonly) FlutterBasicMessageChannel settingsChannel;
@property(nonatomic, readonly) NSObject<FlutterBinaryMessenger> binaryMessenger;
@property(nonatomic, readonly, copy, nullable) NSString isolateId;
@end



FlutterEngine 的构造



FlutterEngine在构造时,要关注的有几下两点:



  • FlutterDartProject 初始化

  • FlutterPlatformViewsController 的初始化



- (instancetype)initWithName:(NSString)labelPrefix
project:(FlutterDartProject)project
allowHeadlessExecution:(BOOL)allowHeadlessExecution {
self = [super init];
NSAssert(self, @"Super init cannot be nil");
NSAssert(labelPrefix, @"labelPrefix is required");
allowHeadlessExecution = allowHeadlessExecution;
labelPrefix = [labelPrefix copy];
weakFactory = std::makeunique<fml::WeakPtrFactory<FlutterEngine>>(self);
if (project == nil)
dartProject.reset([[FlutterDartProject alloc] init]);
else
dartProject.reset([project retain]);
pluginPublications = [NSMutableDictionary new];
platformViewsController.reset(new flutter::FlutterPlatformViewsController());
_binaryMessenger = [[FlutterBinaryMessengerRelay alloc] initWithParent:self];
NSNotificationCenter* center = [NSNotificationCenter defaultCenter];
[center addObserver:self
selector:@selector(onMemoryWarning:)
name:UIApplicationDidReceiveMemoryWarningNotification
object:nil];
return self;
}



FlutterEngine 的启动



FlutterEngine 层面,需要关注以下一些类:



  • FlutterDartProject

  • flutter::ThreadHost

  • flutter::Shell

  • FlutterObservatoryPublisher

  • FlutterPlatformViewsController



FlutterEngine 的启动,主要是两个事情



  • createShell

  • launchEngine



- (BOOL)runWithEntrypoint:(NSString)entrypoint libraryURI:(NSString)libraryURI {
if ([self createShell:entrypoint libraryURI:libraryURI]) {
[self launchEngine:entrypoint libraryURI:libraryURI];
}
return _shell != nullptr;
}



createShell



createShell 的源码比较多,做了下精简,主要是以下几点:



  • 初始化 MessageLoop

  • 初始化 ThreadHost

  • 设置 oncreateplatform_view 回调

  • 设置 oncreaterasterizer 回调

  • 初始化 flutter::TaskRunners,如果开启 embeddedviewspreview 则 使用当前线程的 TaskRunner 作为 gpu 线程的 TaskRunner

  • 创建 shell,最终是启动 Isolate

  • 创建 FlutterPlatformViewsController

  • 创建 FlutterObservatoryPublisher

  • 设置 PlatformView channels



- (BOOL)createShell:(NSString)entrypoint libraryURI:(NSString)libraryURI {
// ……
fml::MessageLoop::EnsureInitializedForCurrentThread();
threadHost = {threadLabel.UTF8String, flutter::ThreadHost::Type::UI |
flutter::ThreadHost::Type::GPU |
flutter::ThreadHost::Type::IO};
flutter::Shell::CreateCallback<flutter::PlatformView> oncreateplatformview =
[](flutter::Shell& shell) {
return std::makeunique<flutter::PlatformViewIOS>(shell, shell.GetTaskRunners());
};
flutter::Shell::CreateCallback<flutter::Rasterizer> oncreaterasterizer =
[](flutter::Shell& shell) {
return std::makeunique<flutter::Rasterizer>(shell, shell.GetTaskRunners());
};
if (flutter::IsIosEmbeddedViewsPreviewEnabled()) {
flutter::TaskRunners taskrunners(threadLabel.UTF8String, // label
fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform
fml::MessageLoop::GetCurrent().GetTaskRunner(), // gpu
threadHost.uithread->GetTaskRunner(), // ui
threadHost.iothread->GetTaskRunner() // io
);
// Create the shell. This is a blocking operation.
shell = flutter::Shell::Create(std::move(taskrunners), // task runners
std::move(settings), // settings
oncreateplatformview, // platform view creation
oncreaterasterizer // rasterzier creation
);
} else {
flutter::TaskRunners taskrunners(threadLabel.UTF8String, // label
fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform
threadHost.gputhread->GetTaskRunner(), // gpu
threadHost.uithread->GetTaskRunner(), // ui
threadHost.iothread->GetTaskRunner() // io
);
// Create the shell. This is a blocking operation.
shell = flutter::Shell::Create(std::move(taskrunners), // task runners
std::move(settings), // settings
oncreateplatformview, // platform view creation
oncreaterasterizer // rasterzier creation
);
}
if (shell != nullptr) {
[self setupChannels];
if (!platformViewsController) {
platformViewsController.reset(new flutter::FlutterPlatformViewsController());
}
publisher.reset([[FlutterObservatoryPublisher alloc] init]);
[self maybeSetupPlatformViewChannels];
}
return _shell != nullptr;
}



这里可以看到会启动四个 TaskRunner,分别为 platform,gpu, ui,io,但实际上并不一定对应四个线程。



launchEngine



launchEngine 实际上还是在 shell 上进行的操作



- (void)launchEngine:(NSString)entrypoint libraryURI:(NSString)libraryOrNil {
// Launch the Dart application with the inferred run configuration.
self.shell.RunEngine([_dartProject.get() runConfigurationForEntrypoint:entrypoint
libraryOrNil:libraryOrNil]);
}



void Shell::RunEngine(RunConfiguration run_configuration) {
RunEngine(std::move(run_configuration), nullptr);
}
void Shell::RunEngine(RunConfiguration run_configuration,
std::function<void(Engine::RunStatus)> result_callback) {
auto result = [platform_runner = task_runners_.GetPlatformTaskRunner(),
result_callback](Engine::RunStatus run_result) {
if (!result_callback) {
return;
}
platform_runner->PostTask(
[result_callback, run_result]() { result_callback(run_result); });
};
FML_DCHECK(is_setup_);
FML_DCHECK(task_runners_.GetPlatformTaskRunner()->RunsTasksOnCurrentThread());
if (!weak_engine_) {
result(Engine::RunStatus::Failure);
}
fml::TaskRunner::RunNowOrPostTask(
task_runners_.GetUITaskRunner(),
fml::MakeCopyable(
[run_configuration = std::move(run_configuration),
weak_engine = weak_engine_, result]() mutable {
if (!weak_engine) {
FML_LOG(ERROR)
<< "Could not launch engine with configuration - no engine.";
result(Engine::RunStatus::Failure);
return;
}
auto run_result = weak_engine->Run(std::move(run_configuration));
if (run_result == flutter::Engine::RunStatus::Failure) {
FML_LOG(ERROR) << "Could not launch engine with configuration.";
}
result(run_result);
}));
}

再跟下去,最终会到[shell > common > engine.cc] 里面的 run 函数,最核心的是这行代码 PrepareAndLaunchIsolate,最终整个流程跑下来就是为了启动 Isolate

Engine::RunStatus Engine::Run(RunConfiguration configuration) {
if (!configuration.IsValid()) {
FMLLOG(ERROR) << "Engine run configuration was invalid.";
return RunStatus::Failure;
}
auto isolatelaunchstatus =
PrepareAndLaunchIsolate(std::move(configuration));
if (isolatelaunchstatus == Engine::RunStatus::Failure) {
FMLLOG(ERROR) << "Engine not prepare and launch isolate.";
return isolatelaunchstatus;
} else if (isolatelaunchstatus ==
Engine::RunStatus::FailureAlreadyRunning) {
return isolatelaunchstatus;
}
std::sharedptr<DartIsolate> isolate =
runtimecontroller->GetRootIsolate().lock();
bool isolaterunning =
isolate && isolate->GetPhase() == DartIsolate::Phase::Running;
if (isolaterunning) {
tonic::DartState::Scope scope(isolate.get());
if (settings.rootisolatecreatecallback) {
settings.rootisolatecreatecallback();
}
if (settings.rootisolateshutdowncallback) {
isolate->AddIsolateShutdownCallback(
settings.rootisolateshutdowncallback);
}
std::string serviceid = isolate->GetServiceId();
fml::RefPtr<PlatformMessage> serviceidmessage =
fml::MakeRefCounted<flutter::PlatformMessage>(
kIsolateChannel,
std::vector<uint8t>(serviceid.begin(), serviceid.end()),
nullptr);
HandlePlatformMessage(serviceidmessage);
}
return isolaterunning ? Engine::RunStatus::Success
: Engine::RunStatus::Failure;
}



DartIsolate



PrepareAndLaunchIsolate 函数做下精简,剩下两个点



  • PrepareIsolate

  • RunFromLibrary



Engine::RunStatus Engine::PrepareAndLaunchIsolate(RunConfiguration configuration) {
// ……
if (!isolate_configuration->PrepareIsolate(*isolate)) {
return RunStatus::Failure;
}
if (!isolate->RunFromLibrary(configuration.GetEntrypointLibrary(),
configuration.GetEntrypoint(),
settings.dartentrypoint_args)) {
return RunStatus::Failure;
}
return RunStatus::Success;
}



主要看看 RunFromLibrary 做了什么



  • 查找 entrypoint

  • 调用 entrypoint 的函数,InvokeMainEntrypoint



bool DartIsolate::RunFromLibrary(const std::string& libraryname,
const std::string& entrypointname,
const std::vector<std::string>& args,
fml::closure onrun) {
tonic::DartState::Scope scope(this);
auto userentrypointfunction =
DartGetField(DartLookupLibrary(tonic::ToDart(libraryname.cstr())),
tonic::ToDart(entrypointname.cstr()));
auto entrypointargs = tonic::ToDart(args);
if (!InvokeMainEntrypoint(userentrypointfunction, entrypointargs)) {
return false;
}
phase = Phase::Running;
if (onrun) {
onrun();
}
return true;
}



再看看 InvokeMainEntrypoint 做了什么,源码做了精简,主要就这两步,我们可以在 dart 端找到对应的函数



  • _getStartMainIsolateFunction

  • _runMainZoned



static bool InvokeMainEntrypoint(Dart_Handle user_entrypoint_function,
Dart_Handle args) {

Dart_Handle start_main_isolate_function =
tonic::DartInvokeField(Dart_LookupLibrary(tonic::ToDart("dart:isolate")),
"_getStartMainIsolateFunction", {});

if (tonic::LogIfError(tonic::DartInvokeField(
Dart_LookupLibrary(tonic::ToDart("dart:ui")), "_runMainZoned",
{start_main_isolate_function, user_entrypoint_function, args}))) {
FML_LOG(ERROR) << "Could not invoke the main entrypoint.";
return false;
}

return true;
}



再往下就是 tonic 库,后面可能会在其它文章中对 tonic 库进行梳理。



总结



Flutter 运行于 iOS 之上,从源码层面看,有以下几点收获:



  • 复用了现有的三类 CALayer 来绘制界面,drawLayer 时会调用 takeScreenshot 来获取 Flutter 界面的光栅图

  • 在原生端不会建立对应的 语义树,需要额外生成

  • Flutter 自身会起一个完全独立的线程环境来运行,我们需要关注的是四个 TaskRunner,Platform TaskRunner 不一定是独立的线程

  • Platform TaskRunner,原生端跟 Flutter 的所有交互都会在 Platform TaskRunner 进行处理

  • dart 端可以通过 native 关键字调用 C/C++ 的函数,获取基本类型的数据返回值,性能比 channel 要好

  • FlutterViewController 将所有的手势交互相关的都转发给 FlutterEngine



Flutter 运行流程



对整个 Flutter 运行的流程可以大致总结如下,主要是侧重在引擎侧,dart 那边的流程不展开,仅供参考:



  • 寻找 DartLibrary

  • 定位到 Entrypoint

  • 创建 FlutterEngine,传入 DartLibrary 和 Entrypoint

  • 创建 FlutterViewControllerFlutterView

  • 设置 FlutterEngineviewController

  • 创建 shell,启动 Dart VM

  • 加载 DartLibrary,运行 dart 的 Entrypoint

  • 截取 Dart UI 的界面并光栅化并 绘制 CALayer



本文主要是对整个源码流程做了一个串联,更多细节无法在一篇文章中阐述清楚。

发布于: 2020 年 05 月 03 日阅读数: 1875
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感谢分享,文章推荐到InfoQ首页了。(标题上的标点,建议用中文全角。)
2020 年 05 月 08 日 09:41
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ok
2020 年 05 月 08 日 11:31
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没有更多了
Flutter引擎源码解读-Flutter是如何在iOS上运行起来的