【发布时间】:2017-01-20 14:42:52
【问题描述】:
我正在开发的 libgdx 迷你游戏中经常出现“随机”致命错误。对于我收集到的内容,这是一个 box2d 原生错误,与身体创建有关。造成这种情况的一个可能原因是在某个时间步内生成了一个实体,但我相信我已经采取了适当的应对措施。
以下情况看起来很相似,但实际上是在循环遍历数组时从数组中删除对象:Deleting and creating body in libGDX。
关于我自己的问题,这里是崩溃的输出:
EntityManager: entity generation begin ---------
IceSpike: generating physics
IceSpike: generated physics
IceSpike: generating graphics
EntityManager: entity generation registered
IceSpike: generating physics
IceSpike: generated physics
IceSpike: generating graphics
EntityManager: entity generation registered
IceSpike: generating physics
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000066bcbd0d, pid=5288, tid=0x00000000000013d4
#
# JRE version: Java(TM) SE Runtime Environment (8.0_111-b14) (build 1.8.0_111-b14)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.111-b14 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [gdx-box2d64.dll+0xbd0d]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# D:\Codage\projects\eclipse\git\spacegame\SpaceGame\android\assets\hs_err_pid5288.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
日志文件:http://pastebin.com/JjBGnTri
说到代码,我会尽量做到简单。希望我没有削减问题的一部分。
我有一个 EntityManager 来处理我的实体的生成和销毁。游戏中的所有实体都继承自 Entity(一个大的抽象 blob)。它们都有一个box2d body,在generatePhysics(World physics)中生成。
实体管理器
private GameWorld world;
private Array<Entity> generation;
private Array<Entity> generationCpy;
private Array<Entity> trash;
private Array<Entity> trashCpy;
public void update(float delta)
{
//generate new entities
Gdx.app.debug(this.getClass().getSimpleName(), "entity generation begins ---------");
if(generation.size != 0)
{
generationCpy = new Array<Entity>(generation);
for (Entity entity : generationCpy)
{
entity.generate(world.getPhysics(),world.getAssetManager());
}
}
//destroy old entities
Gdx.app.debug(this.getClass().getSimpleName(), "entity destruction begins ---------");
if(trash.size != 0)
{
trashCpy = new Array<Entity>(trash);
for(Entity entity : trashCpy)
{
trash.removeValue(entity, true);
entity.destroy(world.getPhysics());
entity = null;
}
}
Gdx.app.debug(this.getClass().getSimpleName(), "entity generation complete ------");
实体
public final void generate(World physics, AssetManager assetManager)
{
if(state != EntityState.GENERATED)
{
generatePhysics(physics);
generateGraphics(assetManager);
setState(EntityState.GENERATED);
}
else
Gdx.app.error(this.getClass().getSimpleName(), "entity couldn't be generated. It had allready been generated");
}
到目前为止,似乎只关注尖峰,而且大多数时候,一切运行顺利。剩下的时间,这是崩溃的部分:
冰钉
@Override
public void generatePhysics(World physics)
{
Gdx.app.debug(this.getClass().getSimpleName(), "generating physics");
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(this.position.cpy().scl(1 / PPM));
body = physics.createBody(bodyDef);
body.setBullet(true);
PolygonShape shape = new PolygonShape();
Vector2 vertices[] = new Vector2[3];
vertices[0] = new Vector2(-width/2,-height/2).scl(1f/PPM);
vertices[1] = new Vector2(0,height/2).scl(1f/PPM);
vertices[2] = new Vector2(width/2,-height/2).scl(1f/PPM);
shape.set(vertices);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1f;
fixtureDef.restitution = 1f;
fixtureDef.filter.categoryBits = CollisionManager.BIT_PROJECTILE;
fixtureDef.filter.maskBits = CollisionManager.BIT_PLAYER;
Fixture fixture = body.createFixture(fixtureDef);
fixture.setUserData(this);
shape.dispose();
Gdx.app.debug(this.getClass().getSimpleName(), "generated physics");
}
这表明这是由于 IceSpikes 的计时创建,这是在碰撞之后(在 world.step() 中)。然而,这正是我整个实体管理系统的重点。它在 world.step() 之外生成/移除物体,正如输出所证实的那样。
此外,复制的数组被设置为防止实体在循环通过时从生成和垃圾数组中删除。
我一定忽略了什么,但是什么?知道如何从那里开始吗?
【问题讨论】:
-
为什么这被否决了?我是新人,我至少知道为什么,所以下次我可以改进我的帖子......
-
libgdx 论坛上有人说这可能是因为误用了
.scl(1f/PPM)导致身体太小而爆炸。但是,我尝试将它们扩大一点,但我仍然有这个问题。我还在调查。