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https://github.com/genxium/DelayNoMore
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Updated trouble shooting doc.
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@ -135,3 +135,11 @@ __Windows__
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```
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netstat -ano | grep <your_port>
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```
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### 2.6 Checking native code crash on non-rooted Android phone
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```
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DeveloperOs> adb bugreport ./logs.zip
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# The file "logs.zip" will be automatically pulled to current folder of the DeveloperOS, copy "logs/FS/data/tomestones" out of the zip, then use the binary "$NDK_ROOT/ndk-stack" to analyze whichever tombstone you're interested in, for example, I often use the following
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DeveloperOs> ${NDK_ROOT}/ndk-stack.cmd -sym \path\to\DelayNoMore\frontend\build\jsb-link\frameworks\runtime-src\proj.android-studio\app\build\intermediates\ndkBuild\debug\obj\local\arm64-v8a\objs-debug -dump \path\to\tombstones\tombstone_03
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# The param "-sym \path\to\objs" tells "ndk-stack" to decode "tombstone_03" with symbols provided by all the files inside that "\path\to\objs".
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```
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@ -32,26 +32,31 @@ void _onRead(uv_udp_t* req, ssize_t nread, const uv_buf_t* buf, const struct soc
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memset(gameThreadMsg, 0, gameThreadMsgSize);
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memcpy(gameThreadMsg, buf->base, nread);
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CCLOG("UDP read %d bytes from %s:%d, converted to %d bytes for the JS callback", nread, ip, port, strlen(gameThreadMsg));
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free(buf->base);
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//uv_udp_recv_stop(req);
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cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread([=]() {
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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se::Value onUdpMessageCb;
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se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
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// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
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se::AutoHandleScope hs;
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se::ValueArray args = { se::Value(gameThreadMsg) };
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if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
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// Temporarily assume that the "this" ptr within callback is NULL.
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bool ok = onUdpMessageCb.toObject()->call(args, NULL);
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if (!ok) {
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se::ScriptEngine::getInstance()->clearException();
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if (6 != nread) {
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// Non-holepunching
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CCLOG("UDP received %d bytes from %s:%d, converted to %d bytes for the JS callback", nread, ip, port, strlen(gameThreadMsg));
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cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread([=]() {
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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se::Value onUdpMessageCb;
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se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
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// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
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se::AutoHandleScope hs;
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se::ValueArray args = { se::Value(gameThreadMsg) };
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if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
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// Temporarily assume that the "this" ptr within callback is NULL.
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bool ok = onUdpMessageCb.toObject()->call(args, NULL);
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if (!ok) {
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se::ScriptEngine::getInstance()->clearException();
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}
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}
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}
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free(gameThreadMsg);
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});
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free(gameThreadMsg);
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});
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} else {
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CCLOG("UDP received hole punching from %s:%d", ip, port);
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}
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}
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static void _allocBuffer(uv_handle_t* handle, size_t suggested_size, uv_buf_t* buf) {
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@ -66,7 +71,9 @@ void _onUvStopSig(uv_async_t* handle) {
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}
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void _onSend(uv_udp_send_t* req, int status) {
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CCLOG("UDP send about to free req for status:%d...", status);
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free(req); // No need to free "req->base", it'll be handled in each "_afterXxx" callback
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CCLOG("UDP send freed req for status:%d...", status);
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if (status) {
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CCLOGERROR("uv_udp_send_cb error: %s\n", uv_strerror(status));
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}
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@ -92,8 +99,10 @@ void _punchServerOnUvThread(uv_work_t* wrapper) {
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uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&destAddr, _onSend);
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}
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void _afterPunchServer(uv_work_t* wrapper, int status) {
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CCLOG("UDP send about to free PunchServerWork for status:%d...", status);
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PunchServerWork* work = (PunchServerWork*)wrapper->data;
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delete work;
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CCLOG("UDP freed PunchServerWork for status:%d...", status);
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}
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class PunchPeerWork {
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@ -128,8 +137,10 @@ void _punchPeerOnUvThread(uv_work_t* wrapper) {
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}
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}
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void _afterPunchPeer(uv_work_t* wrapper, int status) {
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CCLOG("UDP send about to free PunchPeerWork for status:%d...", status);
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PunchPeerWork* work = (PunchPeerWork*)wrapper->data;
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delete work;
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CCLOG("UDP send freed PunchPeerWork for status:%d...", status);
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}
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class BroadcastInputFrameUpsyncWork {
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