Ios Spritekit在进入后台时崩溃

Ios Spritekit在进入后台时崩溃,ios,crash,nsmutabledictionary,sprite-kit,skaction,Ios,Crash,Nsmutabledictionary,Sprite Kit,Skaction,好了,伙计们,我一直在开发一个应用程序,其中有一个NSMutableDictionary,里面有一个SKAction对象。 这个动作是用来播放声音的 这一切都很好,除了。。。应用程序在进入具有以下堆栈跟踪的后台时崩溃: * thread #1: tid = 0x187d7, 0x3461b932 libGPUSupportMercury.dylib`gpus_ReturnNotPermittedKillClient + 10, queue = 'com.apple.spritekit.rende

好了,伙计们,我一直在开发一个应用程序,其中有一个NSMutableDictionary,里面有一个SKAction对象。 这个动作是用来播放声音的

这一切都很好,除了。。。应用程序在进入具有以下堆栈跟踪的后台时崩溃:

* 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
因为它说EXC_BAD_访问,我怀疑是僵尸对象,但在方案中启用它们无助于理解这次崩溃

这甚至发生在MyScene.m中最简单的项目设置(字面上是两行代码)中:

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


您可以从我的github页面下载此项目:

好的,我发现了问题

在幕后,Spritekit对[SKAction PlaySoundFileName:]使用音频会话(这很有意义)

当应用程序处于后台时,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ApplicationIdentinterBackground中使用这段代码来禁用音频会话:

[[AVAudioSession sharedInstance] setActive:NO error:nil];
要再次启用,请在applicationWillEnterForeground中使用此选项:

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

这还不够,而setActive:NO经常以错误结束(没有有效的停用),这仍然会导致崩溃


我在这里描述的完整解决方案:

可能与我有相同的问题,但没有任何声音。我暂停了背景上的SKScene视图。但是你的stacktrace说它是OpenGL(“EAGLContext presentRenderbuffer”),那么它怎么可能是音频呢?