my LibGDX Android game crashes randomly during loading. I guess it has something to do with Android killing my app because of a long running task in the main thread or memory problems.
In this regard I'd like to understand the meaning of those lines in my log:
03-12 10:00:18.444 5522 5540 W com.asdfasdf: JNI critical lock held for 38.485ms on Thread[13,tid=5540,Runnable,Thread*=0x9d711000,peer=0xa3e40000,"GLThread 248"]
03-12 10:00:18.498 5522 5540 W com.asdfasdf: JNI critical lock held for 18.423ms on Thread[13,tid=5540,Runnable,Thread*=0x9d711000,peer=0xa3e40000,"GLThread 248"]
03-12 10:00:20.236 5522 5540 W com.asdfasdf: JNI critical lock held for 136.530ms on Thread[13,tid=5540,Runnable,Thread*=0x9d711000,peer=0xa3e40000,"GLThread 248"]
03-12 10:00:20.321 5522 5540 W com.asdfasdf: JNI critical lock held for 59.744ms on Thread[13,tid=5540,Runnable,Thread*=0x9d711000,peer=0xa3e40000,"GLThread 248"]
03-12 10:00:20.700 5522 5540 W com.asdfasdf: JNI critical lock held for 49.684ms on Thread[13,tid=5540,Runnable,Thread*=0x9d711000,peer=0xa3e40000,"GLThread 248"]
I couldn't find much on this topic. The log lines are classified as warnings, but I'm not quite sure what they want to tell me.
The game then finishes with these lines and provide me with a tombstone (hurray..):
03-12 10:00:27.631 5522 5532 F libc : Fatal signal 6 (SIGABRT), code -6 (SI_TKILL) in tid 5532 (FinalizerDaemon), pid 5522 (com.asdfasdfe)
03-12 10:00:27.839 5618 5618 F DEBUG : pid: 5522, tid: 5532, name: FinalizerDaemon >>> com.asdfasdfe <<<
03-12 10:00:28.769 1944 5625 W ActivityManager: Force finishing activity com.asdfasdfe/.AndroidLauncher
03-12 10:00:28.809 1944 2026 W InputDispatcher: channel '5f19156 com.asdfasdfe/com.asdfasdfe.AndroidLauncher (server)' ~ Consumer closed input channel or an error occurred. events=0x9
03-12 10:00:28.810 1944 2026 E InputDispatcher: channel '5f19156 com.asdfasdfe/com.asdfasdfe.AndroidLauncher (server)' ~ Channel is unrecoverably broken and will be disposed!
There's a memory-intensive operation in one of your internal libraries. Do a trace to find what library is using the memory for read / write operations or background tasks. To solve the problem, you might need to increase the buffer and add some checks to prevent too much memory allocation.
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