- 編集済み
spinlock

- 2015年3月24日
- 2014年9月19日に参加
Hi all,
I am just finishing my first app for kids - here is the preview of what I managed to do during the last months.
That probably would not happen without Spine. You all community-guys rock :yes: !
Yes, that is infinite loop. Thanks for hint. I will add some assertions and will get back with results.
regards
Shame on me, I found the problem on my side
thanks for help
Michal- 編集済み
Hi,
I am using Spine software - and I just feel I have to say it: it is great
Recently I am getting a deadlock in function binarySearch1. It happens usually at the very beginning. It started to happened after I've upgraded spine-runtimes to:
https://github.com/EsotericSoftware/spi ... c0b1f1551c
and also happens with last available version:
https://github.com/EsotericSoftware/spi ... it/5ffee20
My current version of Spine is 2.0.17.Here is the backtrace from the deadlock:
frame #0: 0x0018ab7c JuicyGlade`binarySearch1(values=0x18789fc0, valuesLength=1, target=NaN) + 104 at Animation.c:214 frame #1: 0x0018aa90 JuicyGlade`_spAttachmentTimeline_apply(timeline=0x18789f90, skeleton=0x18777240, lastTime=-1, time=NaN, firedEvents=0x1876e8b0, eventsCount=0x27d899ec, alpha=1) + 256 at Animation.c:481 frame #2: 0x001892b6 JuicyGlade`spTimeline_apply(self=0x18789f90, skeleton=0x18777240, lastTime=-1, time=NaN, firedEvents=0x1876e8b0, eventsCount=0x27d899ec, alpha=1) + 122 at Animation.c:107 * frame #3: 0x0018922e JuicyGlade`spAnimation_apply(self=0x18789f60, skeleton=0x18777240, lastTime=-1, time=NaN, loop=0, events=0x1876e8b0, eventsCount=0x27d899ec) + 242 at Animation.c:63 frame #4: 0x001d28a8 JuicyGlade`spAnimationState_apply(self=0x1876e880, skeleton=0x18777240) + 240 at AnimationState.c:136 frame #5: 0x001fcbea JuicyGlade`spine::SkeletonAnimation::update(this=0x1876e550, deltaTime=0.337050974) + 94 at SkeletonAnimation.cpp:126 frame #6: 0x000caa1e JuicyGlade`BoundedSkeleton::update(this=0x1876e550, deltaTime=0.337050974) + 34 at BoundedSkeleton.cpp:131 frame #7: 0x0019e08a JuicyGlade`cocos2d::CCScheduler::update(this=0x166680a0, dt=0.337050974) + 270 at CCScheduler.cpp:809 frame #8: 0x00196b3c JuicyGlade`cocos2d::CCDirector::drawScene(this=0x16667920) + 48 at CCDirector.cpp:256 frame #9: 0x00197cf8 JuicyGlade`cocos2d::CCDisplayLinkDirector::mainLoop(this=0x16667920) + 60 at CCDirector.cpp:1078 frame #10: 0x001cc47e JuicyGlade`-[CCDirectorCaller doCaller:](self=0x16668580, _cmd=0x00315afb, sender=0x16689040) + 22 at CCDirectorCaller.mm:94 frame #11: 0x006eca56 libglInterpose.dylib`-[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 270 frame #12: 0x30d87df2 QuartzCore`CA::Display::DisplayLinkItem::dispatch() + 98 frame #13: 0x30d87b9c QuartzCore`CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 344 frame #14: 0x33b2175c IOMobileFramebuffer`IOMobileFramebufferVsyncNotifyFunc + 104 frame #15: 0x2f58a450 IOKit`IODispatchCalloutFromCFMessage + 248 frame #16: 0x2e85fef8 CoreFoundation`__CFMachPortPerform + 136 frame #17: 0x2e86aab6 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 34 frame #18: 0x2e86aa52 CoreFoundation`__CFRunLoopDoSource1 + 346 frame #19: 0x2e869226 CoreFoundation`__CFRunLoopRun + 1398 frame #20: 0x2e7d3f0e CoreFoundation`CFRunLoopRunSpecific + 522 frame #21: 0x2e7d3cf2 CoreFoundation`CFRunLoopRunInMode + 106 frame #22: 0x336f9662 GraphicsServices`GSEventRunModal + 138 frame #23: 0x3111f16c UIKit`UIApplicationMain + 1136
Would you please take a look on that? If you need more data, please let me know - I will provide them.
thanks
Michal