在swift中,如何在删除SKScene后让内存恢复正常?

Fan*_*ang 12 memory sprite-kit skscene swift

我使用SpriteKit创建了一个简单的游戏,但是每次运行游戏时,模拟器中的内存使用量增加约30mb,但在游戏结束时不会减少.

当我运行游戏超过十次时,模拟器变得越来越慢并最终崩溃.

在这个简单的游戏中,我有两个控制器和一个gamecene:

MainController通过触发按钮调用GameViewController

在GameViewController中,gamescene以这种方式初始化:

class GameViewController: UIViewController
{

  var skView:SKView!

  var scene:GameScene!

  override func viewDidLoad() {

      super.viewDidLoad()
      scene = GameScene(size: view.bounds.size)
      skView = view as SKView
      skView.ignoresSiblingOrder = true
      scene.scaleMode = .ResizeFill

      scene.viewController = self
      skView.presentScene(scene)

  }

//with a prepareForSegue deinitialises the scene and skview:
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {

    if segue.identifier == "GameFinished"{

        scene.removeAllActions()
        scene.removeAllChildren()
        scene.removeFromParent()
        scene = nil

        skView.presentScene(nil)
        skView = nil

        let target = segue.destinationViewController as MainController
    }
  }
}
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在GameScene中,viewController是一个属性

var viewController:GameViewController? = GameViewController()
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segue被触发:

self.viewController!.performSegueWithIdentifier("GameFinished", sender: nil)
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我也试过在GameScene中将remove方法放入deinit:

  deinit{
    self.removeAllActions()
    self.removeAllChildren()
  }
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仍然行不通

Epi*_*yte 9

GameViewController有很强的参考资料GameScene.而你GameScene的强烈参考你的GameViewController.这导致强大的参考周期,这意味着两个对象都不会被释放.

你需要声明你的viewController属性GameScene为弱.

weak var viewController:GameViewController? = GameViewController()
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