关闭或进程停留在内存时,游戏有时会崩溃
我的问题是,有时在关闭游戏时,可能会出现以下两种情况之一:
我不确定这两者是相关还是完全独立的问题。 这两种情况都很少发生,但我必须消除这些情况。
至于这次崩溃,我做了一个转储,它表示崩溃发生在PeekMessage()函数中。 代码如下所示:
bool running = true;
/// Reset timer
Timer.Reset();
MSG msg;
ZeroMemory(&msg, sizeof(msg));
/// message pump
while(running)
{
int msg_count = 10;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) && msg_count-->0)
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
{
running = false;
break;
}
}
if (ApplicationActive)
{
PrepareFrame();
RenderFrame();
}
else
Sleep(1);
Sleep(1);
}
从我看到的情况来看,消息处理例程每循环迭代最多处理10条消息。 崩溃是否可能是消息队列溢出的结果? 而进入内存的进程是“未到达”退出消息的结果,因为它在队列中太远了? 如果有帮助,以下是来自dump的调用堆栈:
ntdll.dll!_KiFastSystemCallRet@0()
ntdll.dll!_ZwWaitForSingleObject@12() + 0xc bytes
ntdll.dll!_RtlpWaitOnCriticalSection@8() + 0xc8 bytes
ntdll.dll!_RtlEnterCriticalSection@4() - 0x4b84 bytes
ntdll.dll!_LdrLockLoaderLock@12() + 0x6b bytes
ntdll.dll!_LdrLoadDll@16() + 0xd8 bytes
kernel32.dll!_LoadLibraryExW@12() + 0xf7 bytes
user32.dll!___ClientLoadLibrary@4() + 0x60 bytes
ntdll.dll!_KiUserCallbackDispatcher@12() + 0x2e bytes
user32.dll!_NtUserPeekMessage@20() + 0xc bytes
user32.dll!__PeekMessage@24() + 0x2d bytes
user32.dll!_PeekMessageA@20() + 0x572 bytes
SchoolBus.exe!VCasualApp :: Run()Line 229 + 0x12 bytes C ++ SchoolBus.exe!wWinMain(HINSTANCE__ * formal = 0x00400000,HINSTANCE * formal = 0x00400000,HINSTANCE * formal = 0x00400000,HINSTANCE * formal = 0x00400000)Line 61 C ++ SchoolBus .exe!__ tmainCRTStartup()第578行+ 0x1c字节C kernel32.dll!@ BaseThreadInitThunk @ 12()+ 0x12字节
ntdll.dll中! RtlUserThreadStart @ 8()+ 0x27字节
ntdll.dll!_RtlUserThreadStart@8()+ 0x1b字节
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