Flutter是如何在iOS上运行起来的源码解读
摘要
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 NS_DESIGNATED_INITIALIZER;
- (instancetype)initWithProject:(nullable FlutterDartProject*)project
nibName:(nullable NSString*)nibName
bundle:(nullable NSBundle*)nibBundle NS_DESIGNATED_INITIALIZER;
- (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::make_unique<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::make_unique<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
UIInterfaceOrientationMask
和UIStatusBarStyle
-
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 -
将
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
在 loadView
函数中,设置了 FlutterViewController
的 view
,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(reinterpret_cast<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");
initial_route_ = 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},
{"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},
{"Window_reportUnhandledException", ReportUnhandledException, 2, true},
{"Window_setNeedsReportTimings", SetNeedsReportTimings, 2, true},
});
}
void DefaultRouteName(Dart_NativeArguments args) {
std::string routeName =
UIDartState::Current()->window()->client()->DefaultRouteName();
Dart_SetReturnValue(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 (!initial_route_.empty()) {
return initial_route_;
}
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 pushRoute
和 popRoute
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 NS_DESIGNATED_INITIALIZER;
- (std::unique_ptr<flutter::IOSSurface>)createSurface:
(std::shared_ptr<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.frame_size.isEmpty()) {
return;
}
NSData* data = [NSData dataWithBytes:const_cast<void*>(screenshot.data->data())
length:screenshot.data->size()];
fml::CFRef<CGDataProviderRef> image_data_provider(
CGDataProviderCreateWithCFData(reinterpret_cast<CFDataRef>(data)));
fml::CFRef<CGColorSpaceRef> colorspace(CGColorSpaceCreateDeviceRGB());
fml::CFRef<CGImageRef> image(CGImageCreate(
screenshot.frame_size.width(), // size_t width
screenshot.frame_size.height(), // size_t height
8, // size_t bitsPerComponent
32, // size_t bitsPerPixel,
4 * screenshot.frame_size.width(), // size_t bytesPerRow
colorspace, // CGColorSpaceRef space
static_cast<CGBitmapInfo>(kCGImageAlphaPremultipliedLast |
kCGBitmapByteOrder32Big), // CGBitmapInfo bitmapInfo
image_data_provider, // CGDataProviderRef provider
nullptr, // const CGFloat* decode
false, // bool shouldInterpolate
kCGRenderingIntentDefault // CGColorRenderingIntent intent
));
const CGRect frame_rect =
CGRectMake(0.0, 0.0, screenshot.frame_size.width(), screenshot.frame_size.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 TARGET_IPHONE_SIMULATOR
return [CALayer class];
#else // TARGET_IPHONE_SIMULATOR
#if FLUTTER_SHELL_ENABLE_METAL
return [CAMetalLayer class];
#else // FLUTTER_SHELL_ENABLE_METAL
return [CAEAGLLayer class];
#endif // FLUTTER_SHELL_ENABLE_METAL
#endif // TARGET_IPHONE_SIMULATOR
}
在 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 NS_DESIGNATED_INITIALIZER;
- (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::make_unique<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
on_create_platform_view
回调 - 设置
on_create_rasterizer
回调 - 初始化
flutter::TaskRunners
,如果开启embedded_views_preview
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> on_create_platform_view =
[](flutter::Shell& shell) {
return std::make_unique<flutter::PlatformViewIOS>(shell, shell.GetTaskRunners());
};
flutter::Shell::CreateCallback<flutter::Rasterizer> on_create_rasterizer =
[](flutter::Shell& shell) {
return std::make_unique<flutter::Rasterizer>(shell, shell.GetTaskRunners());
};
if (flutter::IsIosEmbeddedViewsPreviewEnabled()) {
flutter::TaskRunners task_runners(threadLabel.UTF8String, // label
fml::MessageLoop::GetCurrent().GetTaskRunner(), // platform
fml::MessageLoop::GetCurrent().GetTaskRunner(), // gpu
_threadHost.ui_thread->GetTaskRunner(), // ui
_threadHost.io_thread->GetTaskRunner() // io
);
// Create the shell. This is a blocking operation.
_shell = flutter::Shell::Create(std::move(task_runners), // task runners
std::move(settings), // settings
on_create_platform_view, // platform view creation
on_create_rasterizer // rasterzier creation
);
} else {
flutter::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 = flutter::Shell::Create(std::move(task_runners), // task runners
std::move(settings), // settings
on_create_platform_view, // platform view creation
on_create_rasterizer // 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()) {
FML_LOG(ERROR) << "Engine run configuration was invalid.";
return RunStatus::Failure;
}
auto isolate_launch_status =
PrepareAndLaunchIsolate(std::move(configuration));
if (isolate_launch_status == Engine::RunStatus::Failure) {
FML_LOG(ERROR) << "Engine not prepare and launch isolate.";
return isolate_launch_status;
} else if (isolate_launch_status ==
Engine::RunStatus::FailureAlreadyRunning) {
return isolate_launch_status;
}
std::shared_ptr<DartIsolate> isolate =
runtime_controller_->GetRootIsolate().lock();
bool isolate_running =
isolate && isolate->GetPhase() == DartIsolate::Phase::Running;
if (isolate_running) {
tonic::DartState::Scope scope(isolate.get());
if (settings_.root_isolate_create_callback) {
settings_.root_isolate_create_callback();
}
if (settings_.root_isolate_shutdown_callback) {
isolate->AddIsolateShutdownCallback(
settings_.root_isolate_shutdown_callback);
}
std::string service_id = isolate->GetServiceId();
fml::RefPtr<PlatformMessage> service_id_message =
fml::MakeRefCounted<flutter::PlatformMessage>(
kIsolateChannel,
std::vector<uint8_t>(service_id.begin(), service_id.end()),
nullptr);
HandlePlatformMessage(service_id_message);
}
return isolate_running ? Engine::RunStatus::Success
: Engine::RunStatus::Failure;
}
DartIsolate
对 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_.dart_entrypoint_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& library_name,
const std::string& entrypoint_name,
const std::vector<std::string>& args,
fml::closure on_run) {
tonic::DartState::Scope scope(this);
auto user_entrypoint_function =
Dart_GetField(Dart_LookupLibrary(tonic::ToDart(library_name.c_str())),
tonic::ToDart(entrypoint_name.c_str()));
auto entrypoint_args = tonic::ToDart(args);
if (!InvokeMainEntrypoint(user_entrypoint_function, entrypoint_args)) {
return false;
}
phase_ = Phase::Running;
if (on_run) {
on_run();
}
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,这是 fuchsia 下的库,谷歌并未开源到 github 上,但可以在这里看到 googlesource,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
FlutterViewController
,FlutterView
- 设置
FlutterEngine
的viewController
- 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
作者其它文章