我有一个cocos2d v2.x应用程序,它有一个场景,有很多精灵,节点,配置,数据等......加载非常昂贵,以至于在将场景添加到导演时,暂停1/2到1秒,导致当前运行的动画冻结,直到加载场景。我描述了最慢的方法,并尝试在后台线程中异步执行它们,并在加载时显示进度微调器。
我的实现是这样的:
-(void)performAsyncLoad {
self.progressSpinner.visible = YES;
self.containerForLoadedStuff.visible = NO;
self.mainContext = [EAGLContext currentContext];
NSOperationQueue *queue = [NSOperationQueue new];
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self
selector:@selector(loadDependencies)
object:nil];
[queue addOperation:operation];
}
-(void)loadDependencies {
@autoreleasepool {
glFlush();
EAGLSharegroup *shareGroup = [[(CCGLView*)[[CCDirector sharedDirector] view] context] sharegroup];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:[[EAGLContext currentContext] API] sharegroup:shareGroup];
[EAGLContext setCurrentContext:context];
// ... expensive stuff here
// [self.containerForLoadedStuff addChild:sprites, etc...]
[self performSelectorOnMainThread:@selector(done) withObject:nil waitUntilDone:NO];
}
}
-(void)done {
glFlush();
[EAGLContext setCurrentContext:self.mainContext];
self.progressSpinner.visible = NO;
self.containerForLoadedStuff.visible = YES;
}
不幸的是,这不起作用,一旦调用该操作,它就会在CCTextureAtlas的第523行与EXC_BAD_ACCESS崩溃
glDrawElements(GL_TRIANGLES, (GLsizei) n*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) );
,控制台日志显示数十亿:
OpenGL错误0x0502 in - [CCSprite draw] 530
我做错了什么?
更新
我改变了我的代码:
dispatch_queue_t queue = dispatch_queue_create("myqueue", NULL);
CCGLView *view = (CCGLView*)[[Director sharedDirector] view];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:[[view context] sharegroup]];
dispatch_async(queue, ^{
[EAGLContext setCurrentContext:context];
// expensive calls
glFlush();
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
它停止了崩溃,所有都可以,但是我仍然有十亿:
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
为什么会发生这些错误以及如何阻止它们?
再次更新
这没有任何意义......显然这些错误来自于向CCSpriteBatchNode添加精灵。如果我将它们放在常规CCNode上,那么一切正常。什么地狱!?!?!?!?!
以及最后一次最终更新*
似乎有很多废话,我只是不明白。我设法使这些错误消失了98%,但它们似乎仍然间歇性地随机发生。我做了大量的调试和试用&错误测试,发现这段代码:
-(void)loadDependencies {
dispatch_queue_t queue = dispatch_queue_create("myqueue", NULL);
CCGLView *view = (CCGLView*)[[Director sharedDirector] view];
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:[[view context] sharegroup]];
dispatch_async(queue, ^{
[EAGLContext setCurrentContext:context];
[self.myObject doExpensiveStuff];
glFlush();
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
}
-(void)done {
[self.delegate completedAsyncStuff];
}
导致随机崩溃 - 通常是cocos removeFromParent尝试删除无效索引处的四元组...所以我尝试暂停该对象然后再对其进行处理..
//... background thread stuff:
[self.myObject pauseSchedulerAndActions];
[self.myObject doExpensiveStuff];
[self.myObject resumeSchedulerAndActions];
然后它不再崩溃,但在日志中放入了那些OpenGL错误0x0502 - [CCSprite draw] 530 ......
然后我做了一些极端的日志记录,试图找出这些错误发生的地方......
... // previous code above... etc
NSLog(@"gl flush...");
glFlush();
NSLog(@"after gl flush...");
[self performSelector:@selector(done) onThread:[[CCDirector sharedDirector] runningThread] withObject:nil waitUntilDone:NO];
[EAGLContext setCurrentContext:nil];
});
}
-(void)done {
NSLog(@"done scheduling notify delegate");
[self scheduleOnce:@selector(notifyDelegate) delay:1];
}
-(void)notifyDelegate {
NSLog(@"about to notify delegate");
[self.delegate completedAsyncStuff];
}
在我的日志中,我看到:
gl flush
after gl flush
done scheduling notify delegate
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
OpenGL error 0x0502 in -[CCSprite draw] 530
about to notify delegate
因此,当cocos等待计划选择器的激活时会发生这些错误????我勒个去!?我不能忍受这个了,没有人能够帮助我,所以现在是获得赏金的时候了。
答案 0 :(得分:4)
你能告诉我为什么你做你想做的事情很难吗?
如果我是你,我会做以下事情,加载场景异步。
立即使用GCD。相信我,你真的不想在装载时画出你的场景。