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Memory leak in version 2.3 - extention.c malloc
I'm using the latest runtime C (2.3) with SpriteKit ios and Swift
(https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
I verified the code after getting some crashes using Apple's instruments tool to detect leaks and it keeps showing a leak on:
extention.c - line 43 :
void* _malloc (size_t size, const char* file, int line) {
if(debugMallocFunc)
return debugMallocFunc(size, file, line);
return mallocFunc(size);
}
Any idea how to solve this issue? it basically leaks every time I upload a skeleton which eventually causes the app to run out of memory and crash...
Thanks for your help!
Hi dynamonyu
How did you get along using the official C runtime with SpriteKit?
Previously we used Starling/contributing to the official runtime, however now we are using SpriteKit/SWIFT including TVos. Hence, I am trying to find the latest recommendations from the communities experience/efforts in this area/platform (avoiding duplicate work/combined efforts) given issues I believe in using the C runtime within TvOS directly.
Nate: Not sure if you have any updated views on SpriteKit official roadmap? (appreciate your core focus/limited time) Happy to help if we can.
YSC_SpineSwiftTest
//This seems a great 'unofficial' start, having run tests (without meshes)
https://github.com/nikki2pro/YSC_SpineSwiftTest.
Ideally we would like to support combine efforts towards an 'official' (all be it sub set feature/restricted?) SWIFT/SpriteKit version'.
thanks all in advance, really great project.
The _malloc
function is used by all allocation in spine-c. If there is a leak, you'd have to look at what calls to _malloc
are never freed.
I know there are a number of Swift/SpriteKit users, so have an official runtime would be great. We are expanding the team and will have a lot more bandwidth to work on the runtimes in June.
@Nate. Thanks for the heads up Keep up the great work, you have truly delivered a great project!
Feel free to PM me for any supporting SWIFT/SpriteKit elements, we're kinda of at a cross roads after digging a little deeper on 'current SWIFT/SpriteKit unofficial' runtimes... Happy to help (if we can) with Sprite Kit knowledge for considerations in completing a port your existing runtime to SpriteKit.