Dar*_*ski 9 memory-leaks objective-c game-physics sprite-kit skphysicsbody
在创建具有自定义形状的Sprite Kit物理主体时,我有一个奇怪的内存泄漏.这就是我的实现的样子:
CGFloat offsetX = self.frame.size.width * self.anchorPoint.x;
CGFloat offsetY = self.frame.size.height * self.anchorPoint.y;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 4 - offsetX, 3 - offsetY);
CGPathAddLineToPoint(path, NULL, 66 - offsetX, 3 - offsetY);
CGPathAddLineToPoint(path, NULL, 35 - offsetX, 57 - offsetY);
CGPathCloseSubpath(path);
self.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path];
CGPathRelease(path);
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内部SKSpriteNode方法一切都在进行中.在创建这样的实体后,Instruments会告诉我几个内存泄漏:
Leaked object:
Malloc 32 Bytes
Size:
32 Bytes
Responsible Library:
PhysicsKit
Responsible Frame:
std::__1::__split_buffer<PKPoint, std::__1::allocator<PKPoint>&>::__split_buffer(unsigned long, unsigned long, std::__1::allocator<PKPoint>&)
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这CGPathRelease(path);条线是必要的 - 没有它我会得到更多的内存泄漏,CGPath这是可以理解的.当我使用此实现时(用于测试目的):
CGFloat radius = MAX(self.frame.size.width, self.frame.size.height) * 0.5f;
self.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:radius];
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......一切运行良好,没有内存泄漏.我想知道这是否是Sprite Kit bug或者我做错了什么.
如果您执行以下操作,会有什么变化吗?
CGPathRef pathCopy = CGPathCreateCopy(path);
CGPathRelease(path);
self.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:pathCopy];
CGPathRelease(pathCopy);
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