我的SpriteKit游戏现在有三个场景; Menu.m
,LevelSelect.m
和Level.m
。当我启动应用程序时,内存使用量为35MB。从主菜单转换到关卡选择场景后,它几乎保持在35MB左右。从关卡选择场景移动到关卡本身,它最高可达150MB。当然,在创建关卡时会涉及更多精灵和类。但是,当我通过我作为精灵的叠加菜单重新加载关卡时,每次重新加载时内存使用量会继续增加约2MB。这可能是保留周期问题吗?如果我切换回水平选择场景然后重新进入水平本身,记忆继续攀爬和爬升,情况也是如此。我担心我的状态机的实现。我将在下面发布一些骨架代码:
LevelScene.m
-(void)didMoveToView:(SKView *)view {
...
[self initGameStateMachine];
...
}
...
//other methods for setting up the level present
...
-(void) initGameStateMachine {
LevelSceneActiveState *levelSceneActiveState = [[LevelSceneActiveState alloc] initLevelScene:self];
LevelSceneConfigureState *levelSceneConfigureState = [[LevelSceneConfigureState alloc] initLevelScene:self];
LevelSceneFailState *levelSceneFailState = [[LevelSceneFailState alloc] initLevelScene:self];
LevelSceneSuccessState *levelSceneSuccessState = [[LevelSceneSuccessState alloc] initLevelScene:self];
NSMutableDictionary *states = [[NSMutableDictionary alloc] initWithObjectsAndKeys:
levelSceneActiveState, @"LevelSceneActiveState",
levelSceneConfigureState, @"LevelSceneConfigureState",
levelSceneFailState, @"LevelSceneFailState",
levelSceneSuccessState, @"LevelSceneSuccessState",
nil];
_gameStateMachine = [[StateMachine alloc] initWithStates:states];
[_gameStateMachine enterState:levelSceneActiveState];
}
-(void)update:(CFTimeInterval)currentTime {
//update the on screen keyboard with notes that are being played
[_gameStateMachine updateWithDeltaTime:[NSNumber numberWithDouble:currentTime]];
}
-(void) willMoveFromView:(SKView *)view {
[self removeAllChildren];
}
StateMachine.m
#import "StateMachine.h"
#import "GameState.h"
@interface StateMachine()
@property NSMutableDictionary *states;
@end
@implementation StateMachine
-(instancetype)initWithStates:(NSMutableDictionary*)states {
if (self = [super init]) {
for (id key in [states allValues]) {
if (![key conformsToProtocol:@protocol(GameState)]) {
NSLog(@"%@ does not conform to @protocol(GameState)", key);
return nil;
}
}
_states = states;
}
return self;
}
//this method will be used to start the state machine process
-(bool)enterState:(id)nextState {
if (!_currentState) {
_currentState = [_states objectForKey:[nextState className]];
[[NSNotificationCenter defaultCenter] addObserver:_currentState selector:@selector(keyPressed:) name:@"KeyPressedNotificationKey" object:nil];
return YES;
}
else if ([_currentState isValidNextState:nextState]) {
[_currentState performSelector:@selector(willLeaveState)];
_currentState = [_states objectForKey:[nextState className]];
[[NSNotificationCenter defaultCenter] addObserver:_currentState selector:@selector(keyPressed:) name:@"KeyPressedNotificationKey" object:nil];
return YES;
}
return NO;
}
-(void)updateWithDeltaTime:(NSNumber*)currentTime {
[_currentState performSelector:@selector(updateWithDeltaTime:) withObject:currentTime];
}
@end
LevelSceneActiveState //这是4个州之一
#import "LevelSceneActiveState.h"
#import "LevelSceneConfigureState.h"
#import "LevelSceneSuccessState.h"
#import "LevelSceneFailState.h"
#import "StateMachine.h"
#import "LevelScene.h"
#import "SSBitmapFontLabelNode.h"
@interface LevelSceneActiveState()
@property LevelScene *levelScene;
@end
@implementation LevelSceneActiveState
-(instancetype)initLevelScene:(LevelScene *)levelScene {
if (self = [super init])
_levelScene = levelScene;
return self;
}
-(void)updateWithDeltaTime:(NSNumber*)currentTime {
//game variables created here
....
//state machine needs to be set here...if set in init, it does not have a value in the LevelScene yet
if (_gameStateMachine == nil)
_gameStateMachine = _levelScene.gameStateMachine;
//game logic performed here
...
//check for timer finishing
if (!_levelScene.timer.isValid) {
//success
if (_levelScene.score >= 7) {
[_gameStateMachine enterState:LevelSceneSuccessState.self];
}
else { //failure
[_gameStateMachine enterState:LevelSceneFailState.self];
}
}
}
//another class is used to trigger notifications of key presses
-(void) keyPressed:(NSNotification*)notification {
NSNumber *keyCodeObject = notification.userInfo[@"keyCode"];
NSInteger keyCode = keyCodeObject.integerValue;
if (keyCode == 53)
[self escapePressed];
}
-(void) escapePressed {
[_gameStateMachine enterState:LevelSceneConfigureState.self];
[_levelScene childNodeWithName:@"timer"].paused = YES;
}
-(bool)isValidNextState:(id)nextState {
if ([[nextState className] isEqualToString:@"LevelSceneConfigureState"])
return YES;
...
return NO;
}
//this makes sure that we're not notifying an object that may not exist
-(void) willLeaveState {
[[NSNotificationCenter defaultCenter] removeObserver:self
name:@"KeyPressedNotificationKey"
object:nil];
}
@end
在状态之间切换时,我不希望LevelScene
场景消失。我知道这很难诊断,尤其是当你没有坐在整个项目前面时。我可以做些什么来自我诊断?任何有用的提示/技巧都会很棒。
[更新]我尝试了Product-> Profile-> Instruments->分配的事情,但我不知道如何处理它。记忆显示它继续上升。
答案 0 :(得分:3)
仪器教程文章
对于那些在使用Xcode乐器方面和我一样无能为力的人来说,这里有一个来自 Ray Wenderlich 的amazing article,真是愚蠢了!
我在项目中发现了很多问题,因为那篇文章我甚至认为不是问题。我并不感到惊讶,没有人就这个问题发表了答案,因为当你遇到这些类型的问题时,他们对你正在进行的项目非常个人化并且很难调试。
我的问题+解决方案
我的问题很常见。当我的场景重新加载时,我正在加载一组资源,在这种情况下是一个.sf2(声音字体)文件,一遍又一遍。我老实以为我已经把所有精灵都摆脱了这个问题。
以下是我使用仪器发现它的方法:
Product
- > Profile
,然后选择Allocations
此窗口应弹出:
red circle
按钮(这将启动您的应用)Mark Generation
Mark Generation
Mark Generation
此时会获取应用的快照,以便您可以看到内存中的更改
显示为AVAudioUnitSampler
的我的采样器(SamplerState
对象)正在分配一堆内存
我点击SamplerState
右侧的小箭头,它将我带入此视图(显示了大量分配内存的项目)
单击其中一个并单击extended details
按钮将允许您查看此项目的堆栈跟踪
我双击了我认为会成为问题的方法
双击该方法后,会显示另一个视图,其中包含您的代码以及代码行分配最多内存的百分比(非常有用!)
注意:在我的情况下,罪魁祸首是每次重新加载关卡时分配大约1.6MB!忽略注释掉的代码,我在修复问题后拍摄了已保存会话的屏幕截图。
修复我的代码后,不再有任何主要的内存分配了......尽管我还有一些东西可以清理!级别重新加载之间只有33KB,这要好得多!