Transitions can also be aborted after start.
They only stop being abortable once they are playing. START is valid. Auto's tests seem to hit this case frequently when it kills/restarts their carlauncher. Bug: 255631687 Test: test_mapping_presubmit_cloud_auto_car_services Change-Id: I8564e5dfef541fa06717ebbd77ae4e03016b6906
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@@ -837,8 +837,8 @@ class Transition extends Binder implements BLASTSyncEngine.TransactionReadyListe
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void abort() {
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// This calls back into itself via controller.abort, so just early return here.
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if (mState == STATE_ABORT) return;
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if (mState != STATE_COLLECTING) {
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throw new IllegalStateException("Too late to abort.");
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if (mState != STATE_COLLECTING && mState != STATE_STARTED) {
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throw new IllegalStateException("Too late to abort. state=" + mState);
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}
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ProtoLog.v(ProtoLogGroup.WM_DEBUG_WINDOW_TRANSITIONS, "Aborting Transition: %d", mSyncId);
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mState = STATE_ABORT;
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