Rename LOG_ASSERT to ALOG_ASSERT DO NOT MERGE
See https://android-git.corp.google.com/g/157519
Bug: 5449033
Change-Id: I8ceb2dba1b031a0fd68d15d146960d9ced62bbf3
diff --git a/services/input/InputDispatcher.cpp b/services/input/InputDispatcher.cpp
index f2994ab..a0f372a 100644
--- a/services/input/InputDispatcher.cpp
+++ b/services/input/InputDispatcher.cpp
@@ -376,7 +376,7 @@
// Now we have an event to dispatch.
// All events are eventually dequeued and processed this way, even if we intend to drop them.
- LOG_ASSERT(mPendingEvent != NULL);
+ ALOG_ASSERT(mPendingEvent != NULL);
bool done = false;
DropReason dropReason = DROP_REASON_NOT_DROPPED;
if (!(mPendingEvent->policyFlags & POLICY_FLAG_PASS_TO_USER)) {
@@ -445,7 +445,7 @@
}
default:
- LOG_ASSERT(false);
+ ALOG_ASSERT(false);
break;
}
@@ -582,7 +582,7 @@
reason = "inbound event was dropped because it is stale";
break;
default:
- LOG_ASSERT(false);
+ ALOG_ASSERT(false);
return;
}
@@ -1017,7 +1017,7 @@
toString(resumeWithAppendedMotionSample));
#endif
- LOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
+ ALOG_ASSERT(eventEntry->dispatchInProgress); // should already have been set to true
pokeUserActivityLocked(eventEntry);
@@ -1878,7 +1878,7 @@
// Make sure we are never called for streaming when splitting across multiple windows.
bool isSplit = inputTarget->flags & InputTarget::FLAG_SPLIT;
- LOG_ASSERT(! (resumeWithAppendedMotionSample && isSplit));
+ ALOG_ASSERT(! (resumeWithAppendedMotionSample && isSplit));
// Skip this event if the connection status is not normal.
// We don't want to enqueue additional outbound events if the connection is broken.
@@ -1892,7 +1892,7 @@
// Split a motion event if needed.
if (isSplit) {
- LOG_ASSERT(eventEntry->type == EventEntry::TYPE_MOTION);
+ ALOG_ASSERT(eventEntry->type == EventEntry::TYPE_MOTION);
MotionEntry* originalMotionEntry = static_cast<MotionEntry*>(eventEntry);
if (inputTarget->pointerIds.count() != originalMotionEntry->pointerCount) {
@@ -2135,11 +2135,11 @@
connection->getInputChannelName());
#endif
- LOG_ASSERT(connection->status == Connection::STATUS_NORMAL);
- LOG_ASSERT(! connection->outboundQueue.isEmpty());
+ ALOG_ASSERT(connection->status == Connection::STATUS_NORMAL);
+ ALOG_ASSERT(! connection->outboundQueue.isEmpty());
DispatchEntry* dispatchEntry = connection->outboundQueue.head;
- LOG_ASSERT(! dispatchEntry->inProgress);
+ ALOG_ASSERT(! dispatchEntry->inProgress);
// Mark the dispatch entry as in progress.
dispatchEntry->inProgress = true;
@@ -2271,7 +2271,7 @@
}
default: {
- LOG_ASSERT(false);
+ ALOG_ASSERT(false);
}
}
@@ -2518,7 +2518,7 @@
InputDispatcher::MotionEntry*
InputDispatcher::splitMotionEvent(const MotionEntry* originalMotionEntry, BitSet32 pointerIds) {
- LOG_ASSERT(pointerIds.value != 0);
+ ALOG_ASSERT(pointerIds.value != 0);
uint32_t splitPointerIndexMap[MAX_POINTERS];
PointerProperties splitPointerProperties[MAX_POINTERS];
@@ -3936,7 +3936,7 @@
return true; // skip next cycle
}
- LOG_ASSERT(connection->outboundQueue.head == dispatchEntry);
+ ALOG_ASSERT(connection->outboundQueue.head == dispatchEntry);
// Latch the fallback keycode for this key on an initial down.
// The fallback keycode cannot change at any other point in the lifecycle.
@@ -3949,7 +3949,7 @@
connection->inputState.setFallbackKey(originalKeyCode, fallbackKeyCode);
}
- LOG_ASSERT(fallbackKeyCode != -1);
+ ALOG_ASSERT(fallbackKeyCode != -1);
// Cancel the fallback key if the policy decides not to send it anymore.
// We will continue to dispatch the key to the policy but we will no
@@ -4101,7 +4101,7 @@
if (refCount == 0) {
delete this;
} else {
- LOG_ASSERT(refCount > 0);
+ ALOG_ASSERT(refCount > 0);
}
}
@@ -4122,7 +4122,7 @@
if (refCount == 0) {
delete this;
} else {
- LOG_ASSERT(refCount > 0);
+ ALOG_ASSERT(refCount > 0);
}
}