Android ParticleSystem 平臺內(nèi)存泄露的排查過程

只有在Android平臺,才啟用了CC_ENABLE_CACHE_TEXTURE_DATA

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) 
    #define CC_ENABLE_CACHE_TEXTURE_DATA       1
#else
    #define CC_ENABLE_CACHE_TEXTURE_DATA       0
#endif

在CCParticleSystem中

 if( dictionary.find("textureImageData") != dictionary.end() ){
     // ...
     // For android, we should retain it in VolatileTexture::addImage which invoked in Director::getInstance()->getTextureCache()->addUIImage()
    image = new (std::nothrow) Image();
    bool isOK = image->initWithImageData(deflated, deflatedLen);
    CCASSERT(isOK, "CCParticleSystem: error init image with Data");
    CC_BREAK_IF(!isOK);
    auto texture = Director::getInstance()->getTextureCache()->addImage(image, _plistFile + textureName);// texture.ref=1
    setTexture(texture);// texture.ref=2

    image->release();// 無法釋放
}

注釋中也說明了,在Android平臺,Image會額外的retain一次,所以這個的image->release()是無法釋放的,所以這就造成了內(nèi)存泄露

image->release()無法釋放的原因:

CCTextureCache.cpp中

Texture2D* TextureCache::addImage(Image* image, const std::string& key){
    // ...
    #if CC_ENABLE_CACHE_TEXTURE_DATA
        VolatileTextureMgr::addImage(texture, image);
    #endif
}

std::list<VolatileTexture*> VolatileTextureMgr::_textures;

void VolatileTextureMgr::addImage(Texture2D* tt, Image* image)
{
    if (tt == nullptr || image == nullptr)
        return;

    VolatileTexture* vt = findVolotileTexture(tt);
    image->retain(); // retain
    vt->_uiImage = image;// 同一個plist,第二次創(chuàng)建是,tt都是同一個,但是image發(fā)生了變化,直接復(fù)制就讓之前的image變成了野指針
    vt->_cashedImageType = VolatileTexture::kImage;
}
VolatileTexture* VolatileTextureMgr::findVolotileTexture(Texture2D* tt)
{
    VolatileTexture* vt = nullptr;
    for (const auto& texture : _textures)
    {
        VolatileTexture* v = texture;
        if (v->_texture == tt)
        {
            vt = v;
            break;
        }
    }

    if (!vt)
    {
        vt = new (std::nothrow) VolatileTexture(tt);
        _textures.push_back(vt);
    }

    return vt;
}
VolatileTexture::VolatileTexture(Texture2D* t)
    : _texture(t) // 對應(yīng)的紋理
{
}
ParticleSystem::~ParticleSystem()
{
    _particleData.release();
    CC_SAFE_RELEASE(_texture);// texture.ref=2,無法釋放
}

Texture2D::~Texture2D()
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
    VolatileTextureMgr::removeTexture(this);// 導(dǎo)致這個無法釋放
#endif
}
void VolatileTextureMgr::removeTexture(Texture2D* t)
{
    for (auto& item : _textures)
    {
        VolatileTexture* vt = item;
        if (vt->_texture == t)// 對應(yīng)的紋理
        {
            _textures.remove(vt);
            delete vt;
            break;
        }
    }
}
VolatileTexture::~VolatileTexture()
{
    CC_SAFE_RELEASE(_uiImage);
}

Sprite為啥沒有這個問題呢?

Texture2D* addImage(Image *image, const std::string &key);// 有vt
Texture2D* addImage(const std::string &filepath, bool bSpriteFrame);// 沒有vt
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