EXC_BAD_ACCESS 来自 textureFromNode 的 SKTexture 错误 Swift 1.2

EXC_BAD_ACCESS Error for SKTexture from textureFromNode With Swift 1.2

我刚刚遇到一个我无法解决的错误。当我的 SpriteKit 场景正在加载时,我遇到 EXC_BAD_ACCESS (code=1, address=0x30) 失败。

在 viewWillAppear(...) 中,我的游戏视图控制器调用 loadGame(...) 函数:

private func loadGame()
{  
    let gameSceneFile = getRelevantGameScene()
    skView.ignoresSiblingOrder = true

    if (skView.scene == nil)
    {
        scene = GameScene.unarchiveFromFile(gameSceneFile) as! GameScene
        scene.scaleMode = .AspectFit

        skView.presentScene(scene)

        scene.load(....)     
    }
}

在我的游戏场景中,加载函数存储传递给它的变量,然后我在后台线程中加载游戏资源:

override func didMoveToView(view: SKView)
{
    let backgroundQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0)
    dispatch_async(backgroundQueue)
    {
        self.loadPauseMenu()
        self.loadCompleteMenu()
        self.loadBoard(self.boardSize)
        self.play()
    }
}

我在 loadBoard(...) 函数期间收到错误,主要是在以下几行:

   if let labelTexture = view?.textureFromNode(charNodeRefLabel!)
   {
            let convertedLabel = SKSpriteNode(texture: labelTexture)
            convertedLabel.name = "labelTexture"
            convertedLabel.zPosition = 1
            pieceNode.addChild(convertedLabel)
   }

View 和 charNodeRefLabel 被确认为非零。 charNodeRefLabel 是一个简单的 SKLabelNode。此外,我尝试在 scene.load(...) 之前和之后放置 presentScene(...) 调用,但它仍然以相同的方式崩溃。

如果我注释掉 dispatch_async(...) 那么它不会崩溃,但是 UI 变得缓慢且没有响应,因为它正在加载很多。直到我将我的项目升级到 Swift 1.2.

之后我才遇到这个错误

更令人费解的是它并不总是发生,有时 EXC_BAD_ACCESS 在线出现:

class AppDelegate: UIResponder, UIApplicationDelegate

这个问题我真的很困惑,谁能帮我解决一下,如果有明显的错误,请告诉我?这两天我一直在尝试修复它,但没有任何进展。

如果我可以提供任何额外的信息来帮助您,请告诉我。

非常感谢,


AppDelegate 崩溃跟踪:

* thread #1: tid = 0xcc0d2, 0x000000018ee965cc IOAccelerator`IOAccelResourceGetDataSize, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x28)
    frame #0: 0x000000018ee965cc IOAccelerator`IOAccelResourceGetDataSize
    frame #1: 0x000000018e06ef88 libGPUSupportMercury.dylib`gpusSubmitDataBuffers + 244
    frame #2: 0x0000000188e111f4 GLEngine`gliPresentViewES_Exec + 196
    frame #3: 0x0000000188e110f8 GLEngine`gliPresentViewES + 84
    frame #4: 0x0000000188e1fc58 OpenGLES`-[EAGLContext presentRenderbuffer:] + 72
    frame #5: 0x00000001004b5200 libglInterpose.dylib`EAGLContext_presentRenderbuffer(EAGLContext*, objc_selector*, unsigned long) + 372
    frame #6: 0x0000000189967620 SpriteKit`-[SKView renderContent] + 228
    frame #7: 0x00000001899644f8 SpriteKit`__29-[SKView setUpRenderCallback]_block_invoke + 64
    frame #8: 0x00000001899906e8 SpriteKit`-[SKDisplayLink _callbackForNextFrame:] + 272
    frame #9: 0x00000001004b47fc libglInterpose.dylib`-[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 168
    frame #10: 0x000000018948a29c QuartzCore`CA::Display::DisplayLinkItem::dispatch() + 32
    frame #11: 0x000000018948a134 QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 324
    frame #12: 0x0000000186265470 IOKit`IODispatchCalloutFromCFMessage + 376
    frame #13: 0x0000000185056dc4 CoreFoundation`__CFMachPortPerform + 180
    frame #14: 0x000000018506ba54 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
    frame #15: 0x000000018506b9b4 CoreFoundation`__CFRunLoopDoSource1 + 436
    frame #16: 0x0000000185069934 CoreFoundation`__CFRunLoopRun + 1640
    frame #17: 0x0000000184f952d4 CoreFoundation`CFRunLoopRunSpecific + 396
    frame #18: 0x000000018e7b36fc GraphicsServices`GSEventRunModal + 168
    frame #19: 0x0000000189b5afac UIKit`UIApplicationMain + 1488
  * frame #20: 0x0000000100102c04 WS`main + 164 at AppDelegate.swift:12
    frame #21: 0x0000000196f06a08 libdyld.dylib`start + 4

为了防止其他人遇到此问题,只需在 dispatch_get_main_queue() 上使用 dispatch_async(...) 即可解决(尽管不尽如人意)。这样做之后问题还没有出现