Spritekit在进入后台时崩溃

所有的人,我一直在开发一个应用程序,其中我有一个SKMction对象的NSMutableDictionary。 SKAction是用来播放声音的。

这一切运作良好,除了…应用程序崩溃后进入后台堆栈跟踪:

* thread #1: tid = 0x187d7, 0x3461b932 libGPUSupportMercury.dylib`gpus_ReturnNotPermittedKillClient + 10, queue = 'com.apple.spritekit.renderQueue, stop reason = EXC_BAD_ACCESS (code=1, address=0x1) frame #0: 0x3461b932 libGPUSupportMercury.dylib`gpus_ReturnNotPermittedKillClient + 10 frame #1: 0x3461c3d0 libGPUSupportMercury.dylib`gpusSubmitDataBuffers + 104 frame #2: 0x2eafc4a4 IMGSGX554GLDriver`SubmitPackets + 124 frame #3: 0x31f83cb0 GLEngine`gliPresentViewES + 168 frame #4: 0x31f8e136 OpenGLES`-[EAGLContext presentRenderbuffer:] + 62 frame #5: 0x002622e6 libglInterpose.dylib`EAGLContext_presentRenderbuffer(EAGLContext*, objc_selector*, unsigned int) + 370 frame #6: 0x323f9064 SpriteKit`-[SKView _renderContent] + 1220 frame #7: 0x3a90b0ae libdispatch.dylib`_dispatch_client_callout + 22 frame #8: 0x3a90f8f2 libdispatch.dylib`_dispatch_barrier_sync_f_invoke + 26 frame #9: 0x323f8b72 SpriteKit`-[SKView renderContent] + 82 frame #10: 0x323f651a SpriteKit`__29-[SKView setUpRenderCallback]_block_invoke + 130 frame #11: 0x32418c86 SpriteKit`-[SKDisplayLink _callbackForNextFrame:] + 254 frame #12: 0x002615fe libglInterpose.dylib`-[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 270 frame #13: 0x321d7ad2 QuartzCore`CA::Display::DisplayLinkItem::dispatch() + 98 frame #14: 0x321d787c QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 344 frame #15: 0x34dd476c IOMobileFramebuffer`IOMobileFramebufferVsyncNotifyFunc + 104 frame #16: 0x30a5ebe4 IOKit`IODispatchCalloutFromCFMessage + 248 frame #17: 0x2fd3cb80 CoreFoundation`__CFMachPortPerform + 136 frame #18: 0x2fd47776 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 34 frame #19: 0x2fd47712 CoreFoundation`__CFRunLoopDoSource1 + 346 frame #20: 0x2fd45ede CoreFoundation`__CFRunLoopRun + 1406 frame #21: 0x2fcb0470 CoreFoundation`CFRunLoopRunSpecific + 524 frame #22: 0x2fcb0252 CoreFoundation`CFRunLoopRunInMode + 106 frame #23: 0x349b72ea GraphicsServices`GSEventRunModal + 138 frame #24: 0x32565844 UIKit`UIApplicationMain + 1136 frame #25: 0x000bd1bc SpritekitCrash`main(argc=1, argv=0x27d4dc5c) + 116 at main.m:16 

既然它说EXC_BAD_ACCESS,我怀疑僵尸对象,但在计划中启用它们并没有帮助理解这个崩溃的事情。

这甚至发生在MyScene.m中最简约的项目设置(字面上2行代码):

 self.arrSounds = [[NSMutableDictionary alloc] init]; [self.arrSounds setObject:[SKAction playSoundFileNamed:[NSString stringWithFormat:@"70.caf"] waitForCompletion:NO] forKey:[NSString stringWithFormat:@"1"]]; 

这怎么可能?

你可以从我的github页面下载这个项目: https : //github.com/SabatinoMasala/SpritekitCrash

好吧,我发现了这个问题。

在幕后,Spritekit使用AVAudioSession (这是合理的)[SKAction playSoundFileNamed:]

当应用程序在后台时,AVAudioSession不能处于活动状态,因此我们必须在进入后台时停止它,并在进入前台时重新激活它。

在applicationWillResignActive和applicationDidEnterBackground中使用这段代码来禁用AVAudioSession:

 [[AVAudioSession sharedInstance] setActive:NO error:nil]; 

要再次启用它,请在applicationWillEnterForeground中使用它:

 [[AVAudioSession sharedInstance] setActive:YES error:nil]; 

这是不够的,而setActive:NO通常以错误结束(没有停用有效),仍然导致崩溃。

我在这里描述的完整解决scheme: Sprite Kit和播放声音导致应用程序终止