我正在开发2.3版本的Android游戏,并开始在更多设备上进行测试,以便我可以发布它。
在某些情况下,并非所有4.0设备都会在最小化时崩溃。你可以锁定手机并将其解锁,然后游戏恢复并暂停。当您尝试返回主屏幕时发生崩溃。
错误日志如下所示:
07-18 14:33:44.839 E/AndroidRuntime(15542)FATAL EXCEPTION: Thread-662
07-18 14:33:44.839 E/AndroidRuntime(15542)java.lang.NullPointerException
07-18 14:33:44.839 E/AndroidRuntime(15542)at com.petronicarts.stormthecastle.MainThread.run(MainThread.java:55)
07-18 14:33:44.846 W/IInputConnectionWrapper(15542)showStatusIcon on inactive InputConnection
07-18 14:33:45.081 I/ActivityManager(178)No longer want com.android.packageinstaller (pid 15351): hidden #16
07-18 14:33:45.143 W/InputDispatcher(178)channel '41bb4d28 com.android.packageinstaller/com.android.packageinstaller.InstallAppProgress (server)' ~ Consumer closed input channel or an error occurred. events=0x8
07-18 14:33:45.143 E/InputDispatcher(178)channel '41bb4d28 com.android.packageinstaller/com.android.packageinstaller.InstallAppProgress (server)' ~ Channel is unrecoverably broken and will be disposed!
07-18 14:33:45.190 W/InputDispatcher(178)Attempted to unregister already unregistered input channel '41bb4d28 com.android.packageinstaller/com.android.packageinstaller.InstallAppProgress (server)'
07-18 14:33:45.190 I/WindowManager(178)WIN DEATH: Window{41bb4d28 com.android.packageinstaller/com.android.packageinstaller.InstallAppProgress paused=false}
07-18 14:33:45.198 I/WindowManager(178)WINDOW DIED Window{41bb4d28 com.android.packageinstaller/com.android.packageinstaller.InstallAppProgress paused=false}
07-18 14:33:47.268 D/dalvikvm(178)GC_EXPLICIT freed 338K, 20% free 22816K/28487K, paused 6ms+5ms
07-18 14:34:15.464 I/power (178)*** set_screen_state 0
07-18 14:34:15.471 D/SurfaceFlinger(115)About to give-up screen, flinger = 0x1822918
07-18 14:34:15.596 D/NfcService(403)NFC-C OFF, disconnect
我认为重要的是这个:
com.petronicarts.stormthecastle.MainThread.run(MainThread.java:55)
看第55行,就是这样:
canvas.setMatrix(matrix);
在我的运行线程中:
@Override
public void run()
{
boolean ScaleGame = true;
//boolean SkipFrame = false;
Bitmap screen = Bitmap.createBitmap(960, 540, Config.RGB_565);
Canvas canvas;
Canvas canvas2 = new Canvas(screen);
Paint paint = new Paint();
Matrix matrix = new Matrix();
matrix.preScale(gamePanel.getScaleX(), gamePanel.getScaleY());
if (gamePanel.getScaleX() == 1 && gamePanel.getScaleY() == 1)
ScaleGame = false;
long startTime, elapsedTime;
startTime = System.currentTimeMillis();
elapsedTime = System.currentTimeMillis() - startTime;
this.gamePanel.setScreenBitmap(screen);
while (running) {
if(!pleaseWait) {
canvas = null;
// try locking the canvas for exclusive pixel editing on the surface
try {
canvas = this.surfaceHolder.lockCanvas();
if (ScaleGame)
canvas.setMatrix(matrix);
synchronized (surfaceHolder) {
startTime = System.currentTimeMillis();
this.gamePanel.update((float)elapsedTime);
canvas.drawBitmap(screen, 0, 0, paint);
elapsedTime = System.currentTimeMillis() - startTime;
}
} finally {
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
else {
synchronized (this) {
try {
wait();
} catch (Exception e) { }
}
}
}
}
我不知道为什么我无法设置矩阵。似乎代码应该工作得很好。我认为这意味着我正在以一种仅适用于2.3的方式处理某些事情。
我的暂停,恢复和销毁事件如下所示:
public void pause() {
justPause = true;
pauseGame = true;
SharedPreferences fileStore = this.getContext().getSharedPreferences("userData", 0);
SharedPreferences.Editor editor = fileStore.edit();
editor.putInt("highscore", highscore);
editor.commit();
AudioService.StopMusic();
}
public void resume(Context context) {
if (gameState == 1)
AudioService.StartMusic();
//gold += 1000;
}
public void destroy() {
thread.setRunning(false);
if (thread != null)
{
Thread killThread = thread;
thread = null;
killThread.interrupt();
}
}
如果您有任何想法,我们将非常欢迎。感谢。
答案 0 :(得分:2)
我看到的一个问题是在调用“canvas = this.surfaceHolder.lockCanvas();”之后。你只在finally块中检查null。我会把它改成这样:
if(!pleaseWait) {
canvas = this.surfaceHolder.lockCanvas();
if (canvas != null) {
// try locking the canvas for exclusive pixel editing on the surface
try {
if (ScaleGame)
canvas.setMatrix(matrix);
synchronized (surfaceHolder) {
startTime = System.currentTimeMillis();
this.gamePanel.update((float)elapsedTime);
canvas.drawBitmap(screen, 0, 0, paint);
elapsedTime = System.currentTimeMillis() - startTime;
}
finally {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
如果未设置画布矩阵(当ScaleGame为false时),我还会询问是否应该运行synchronized块。我对问题或Canvas没有足够的洞察力来回答这个问题。如果答案为否,那么synchronized块应该包含在if语句中。
答案 1 :(得分:1)
您永远不应该对UI线程持锁定,因为它可以阻止UI线程并阻止用户与您的应用程序平滑交互。 lockCanvas
的文档建议与单独的绘图线程同步:
如果未返回null,
lockCanvas()
会在相应的unlockCanvasAndPost(Canvas)
调用内部保持锁定,从而阻止SurfaceView
在绘制曲面时创建,销毁或修改曲面。这比直接访问Surface
更方便,因为您不需要与Callback.surfaceDestroyed
中的绘图线程进行特殊同步。
Android 3.0+引入了StrictMode检查以确保开发人员不会滥用UI线程,因此您的应用在Android 2.3上运行并且在Android 4.0上运行并不奇怪。