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1# Falsing in SystemUI
2
3Phones are easily and often accidentally-activated in owners' pockets ("falsing" or "pocket
4dialing"). Because a phone's screen can be turned on with a single tap, and because we have further
5actions that be activated with basic tapping and swiping, it is critical that we
6analyze touch events on the screen for intentional vs accidental behavior. With analysis,
7features within SystemUI have an opportunity to ignore or even undo accidental interactions as they
8are occurring.
9
10## Technical Details
11
12The `FalsingManager` tracks all touch interactions happening on a phone's lock screen.
13
14If you support any sort of touch gestures on the lock screen, you **must**, at a
15minimum, inform the `FalsingManager` of what touches are on touch targets vs not (things that may be
16 intentional). If you do not tell the `FalsingManager`, it will assume touches on your feature are
17always accidental and penalize the session accordingly.
18
19Individual touch targets do not _have_ to be separated out; it's acceptable to
20wrap your whole feature in one virtual block that reports touches to the
21`FalsingManager`, however more granular tracking will result in better results
22across the whole lock screen.
23
24You can _act_ on the results of the `FalsingManager`. Instead of only telling
25the `FalsingManager` that touch events were on touch targets, you can further use the
26returned results to decide if you want to respond to an owner's touch, if you
27want to prompt them to confirm their action, or if you simply want to ignore the
28touch.
29
30The flow through the system looks like such:
31
321. Gesture on the screen.
332. The `FalsingManager` makes a note of all of the `MotionEvents`.
34    * If no feature/touch target receives the `MotionEvents`, skip to 4.
353. Your touch target receives the `MotionEvents`.
36    * Once your feature is ready to respond to the gesture in a substantive manner, it queries
37      the `FalsingManager`.
38      - Dragging animations, touch ripples, and other purely visual effects should not query.
39      - Query once you are ready to launch a new feature or dialogue, or are otherwise going to
40        change the state of the UI.
41      - Generally, wait until `MotionEvent.ACTION_UP` to query or `View.OnClickListener#onClick`.
42      - Only query once per gesture, at the end.
43    * If the `FalsingManager` says it looks good, respond to the touch.
444. The `FalsingManager` checks to see if anyone queried about the gesture. If not, mark it as
45   accidental.
46
47There is also an event fired by the `FalsingManager` that can be listened to by anyone, that
48indicates that the the `FalsingManager` believes the phone is actively being pocket-dialed. When
49fired, modal features, such as quick settings, keyguard bouncer, and others should retract
50themselves to prevent further pocket-dialing.
51
52## Falsing "Belief" and History
53
54The `FalsingManager` maintains a recent history of false analyses. Using
55Bayesian statistics, it updates a "belief" in  whether recent
56gestures are intentional or not. Any gesture that it is not explicitly queried about is treated as
57accidental, increasing the overall belief in
58false-iness. Gestures that are explicitly queried and that pass the relevant heuristics
59reduce belief that falsing is occurring. This information is tracked within the `HistoryTracker`.
60
61Changes in belief may influence internal heurstics within the `FalsingManager`,
62making it easier or harder for an owner to interact with their device. (An owner
63will always be able to interact with their device, but we may require double
64taps, or more deliberate swipes.)
65
66## Responding to Touch Events
67
68The methods below inform the `FalsingManager` that a tap is occurring within an expected touch
69target. Match the methods with the gesture you expect the device owner to use.
70
71### Single Tap
72
73`FalsingManager#isSimpleTape()`. This method
74performs a only very basic checking, checking that observed `MotionEvent`s are
75all within some small x & y region ("touch slop"). Useful for only the most simple of scenarios,
76you probably want `FalsingManager#isFalseTap` method for most cases.
77
78`FalsingManager#isFalseTap(@Penalty int penalty)`. This
79method tells the `FalsingManager` that you want to thoroughly validate a single tap. It
80returns true if it thinks the tap should be rejected (i.e. the tap looks more
81like a swipe) and false otherwise.
82
83It runs through the following heuristics to validate a tap:
84
851.  If the device recognizes a face (i.e. face-auth) the tap is **accepted**.
862.  If the tap is the _second_ tap in recent history and looks like a valid Double Tap
87    the tap is **accepted**. This works exactly like `FalsingManager#isFalseDoubleTap`.
883.  If the `HistoryTracker` reports strong belief in recent falsing, the tap is
89    **rejected**.
904.  Otherwise the tap is **accepted**.
91
92All the above rules are applied only after first confirming the gesture does
93in fact look like a simple tap.
94
95`penalty` is a measure of how much the `HistoryTracker`'s belief should be
96penalized in the event that the tap is rejected. This value is only used if
97the gesture fails to validate as a simple tap.
98
99The `@FalsingManager.Penalty` values are fairly straightforward, but note that you
100should generally be choosing `LOW_PENALTY`. It is inherently difficult to know if a
101tap is truly false or not, so a single mis-tap should apply only a small penalty.
102If the owner is further along in a UX flow, and is still mis-tapping, it may make more
103sense to increase the penalty as mis-taps should be less likely to occur after
104several successful gestures.
105
106### Double Tap
107
108`FalsingManager#isFalseDoubleTap()`. This method tells the `FalsingManager` that
109your UI wants to validate a double tap. There are no parameters to pass to this method.
110Call this when you explicitly receive and want to verify a double tap, _not_ a single tap.
111
112Note that `FalsingManager#isFalseTap(boolean robustCheck, double falsePenalty)`
113will also check for double taps when `robustCheck` is set to true. If you are
114willing to use single taps, use that instead.
115
116### Swipes and Other Gestures
117
118`FalsingManager#isFalseTouch(@Classifier.InteractionType int interactionType)`.
119Use this for any non-tap interactions. This includes expanding notifications,
120expanding quick settings, pulling up the bouncer, and more. You must pass
121the type of interaction you are evaluating when calling it. A large set of
122heuristics will be applied to analyze the gesture, and the exact rules vary depending upon
123the `InteractionType`.
124
125### Ignoring A Gesture
126
127`FalsingCollector#avoidGesture()`. Tell the `FalsingManager` to pretend like the
128observed gesture never happened. **This method must be called when the observed
129`MotionEvent` is `MotionEvent.ACTION_DOWN`.** Attempting to call this method
130later in a gesture will not work.
131
132Notice that this method is actually a method on `FalsingCollector`. It is
133forcefully telling the `FalsingManager` to wholly pretend the gesture never
134happened. This is intended for security and PII sensitive gestures, such as
135password inputs. Please don't use this as a shortcut for avoiding the
136FalsingManager. Falsing works better the more behavior it is told about.
137
138### Other Considerations
139
140Please try to call the `FalsingManager` only once per gesture. Wait until you
141are ready to act on the owner's action, and then query the `FalsingManager`. The `FalsingManager`
142will update its belief in pocket dialing based only on the last call made, so multiple calls per
143gesture are not well defined.
144
145The `FalsingManager` does not update its belief in pocket-dialing until after a gesture completes.
146That is to say, if the owner makes a bad tap on your feature, the "belief" in pocket dialing will
147not incorporate this new data after processing on the final `ACTION_UP` or `ACTION_CANCEL` event
148occurs.
149
150If you expect a mix of taps, double taps, and swipes on your feature, segment them
151accordingly. Figure out which `FalsingManager` method you need to call first, rather than relying
152on multiple calls to the `FalsingManager` to act as a sieve.
153
154Don't:
155```
156if (!mFalsingManager.isFalseTap(false, 0)) {
157  // its a tap
158} else if (!mFalsingManager.isFalseTouch(GESTURE_A) {
159  // do thing a
160} else if (!mFalsingManager.isFalseTouch(GESTURE_B) {
161  // do thing b
162} else {
163  // must be a false.
164}
165```
166
167Do:
168```
169void onTap() {
170  if (!mFalsingManager.isFalseTap(false, 0)) {
171    // its a tap
172}
173
174void onGestureA() {
175  if (!mFalsingManager.isFalseTouch(GESTURE_A) {
176    // do thing a
177  }
178}
179
180void onGestureB() {
181  if (!mFalsingManager.isFalseTouch(GESTURE_B) {
182    // do thing b
183  }
184}
185```
186
187
188## Influencing Belief
189
190`FalsingCollector#updateFalseConfidence(FalsingClassifier.Result result)`. This
191method allows you to directly change the `FalsingManager`'s belief in the state
192of pocket dialing. If the owner does something unusual with their phone that you
193think indicates pocket dialing, you can call:
194
195```
196    mFalsingCollector.updateFalseConfidence(
197      FalsingClassifier.Result.falsed(0.6, "Owner is doing something fishy"));
198```
199
200A belief value of `1` indicates a 100% confidence of false behavior. A belief
201value of `0` would make no change in the `FalsingManager` and should be avoided
202as it simply creates noise in the logs. Generally, a middle value between the
203two extremes makes sense.
204
205A good example of where this is used is in the "Pattern" password input. We
206avoid recording those gestures in the `FalsingManager`, but we have the pattern input update
207the `FalsingManager` directly in some cases. If the owner simply taps on the pattern input, we
208record it as a false, (patterns are always 4 "cells" long, so single "cell" inputs are penalized).
209
210Conversely, if you think the owner does something that deserves a nice reward:
211
212```
213    mFalsingCollector.updateFalseConfidence(
214       FalsingClassifier.Result.passed(0.6));
215```
216
217Again, useful on password inputs where the FalsingManager is avoiding recording
218the gesture. This is used on the "pin" password input, to recognize successful
219taps on the input buttons.
220
221## Global Falsing Event
222
223If the `FalsingManager`'s belief in falsing crosses some internally defined
224threshold, it will fire an event that other parts of the system can listen for.
225This even indicates that the owner is likely actively pocket-dialing, and any
226currently open activities on the phone should retract themselves.
227
228To subscribe to this event, call
229`FalsingManager#addFalsingBeliefListener(FalsingBeliefListener listener)`.
230`FalsingBeliefListener` is a simple one method interface that will be called
231after when activities should retract themselves.
232
233**Do Listen For This**. Your code will work without it, but it is a handy,
234universal signal that will save the phone owner a lot of accidents. A simple
235implementation looks like:
236
237```
238    mFalsingManager.addFalsingBeliefListener(MyFeatureClass::hide);
239```
240