让我为你分解一个调试会话,但以后你最好自己做。
如果问题可以很容易地重现,修复它是很简单的:
gdb ./GAME
(gdb) r
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff7b2d10c in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
(gdb) bt
#0 0x00007ffff7b2d10c in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0
#1 0x000000000040650c in sprite_free_age ()
#2 0x00000000004065f9 in AGE_SpriteLoad ()
#3 0x0000000000402740 in BattlefieldLoad () at battlefield.c:89
#4 0x0000000000402794 in BattlefieldInit (battlefield=0x1dca440, battlefieldId=1)
at battlefield.c:96
#5 0x0000000000405349 in BattleInitialize (leftTeam=0x60dff0 <leftTeam>,
rightTeam=0x60e010 <rightTeam>, battlefieldId=1) at battle.c:13
#6 0x0000000000401e8f in LoadContent () at main.c:90
#7 0x0000000000401d2b in main (argc=1, argv=0x7fffffffdfc8) at main.c:49
它在 SDL 中崩溃,最后调用它的是sprite_free_age。这是什么(AGE/AGE_Sprite.c):
void sprite_free_age(AGE_Sprite *sprite)
{
if( sprite->texture != NULL )
{
SDL_DestroyTexture( sprite->texture );
sprite->texture = NULL;
sprite->Width = 0;
sprite->Height = 0;
}
}
唯一的 SDL 调用是 SDL_DestroyTexture,并执行 NULL 检查,这意味着 sprite 有垃圾数据(不是 NULL,但仍然不是 SDL 纹理,而是其他东西)。它是从AGE_SpriteLoad调用的:
bool AGE_SpriteLoad(AGE_Sprite *sprite, char *path)
{
sprite_free_age(sprite);
SDL_Texture *finalTexture = NULL;
SDL_Surface *loadedSurface = IMG_Load(path);
// ... the rest is omitted
因此,无论何时调用AGE_SpriteLoad,它都会首先尝试删除它可能包含的先前精灵。它是从BattlefieldLoadbattlefield.c:89 调用的:
void BattlefieldLoad()
{
assert(AGE_SpriteLoad(&squareWalkable, "Resources/Battlefield/SquareWalkable.png"));
assert(AGE_SpriteLoad(&squareSelected, "Resources/Battlefield/SquareSelected.png"));
assert(AGE_SpriteLoad(&squareEnemy, "Resources/Battlefield/SquareEnemy.png"));
assert(AGE_SpriteCreateBlank(&battlefieldField, LevelWidth, LevelHeight, SDL_TEXTUREACCESS_TARGET));
AGE_ListInit(&objectsList, sizeof(AGE_Sprite));
AGE_Sprite objectSprite;
int i;
char buffer[100];
for (i = 0; i < BATTLEFIELD_OBJECTS_COUNT; ++i)
{
snprintf(buffer, sizeof(buffer), "Resources/Battlefield/Object_%d.png", i+1);
AGE_SpriteLoad(&objectSprite, buffer);
AGE_ListAdd(&objectsList, &objectSprite);
}
}
这里你有未初始化的AGE_Sprite objectSprite,你在上面调用AGE_SpriteLoad,它试图删除旧数据(这是未初始化的=>垃圾)和(可能)崩溃。首先想到的是,您需要将objectSprite 设置为零字节,可以使用memset 或仅在声明时对其进行初始化,例如AGE_Sprite objectSprite = {};.