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cocos2d-x的CCDirector::replaceScene(CCScene *pScene) 使用注意

 
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昨晚在捕鱼切换场景时发现会出现内存不足的现象,看了下代码发现了个问题。我们先看看代码

[[CCDirector sharedDirector] runWithScene:[ SceneA scene]];
[[CCDirector sharedDirector] replaceScene:[ SceneB scene]];

假设CCDirectorSceneA为起始场景,现在要替换为SceneB。那么:

将会触发一系列的方法被调用,如下:
1. scene:<wbr><wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr></wbr></span><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></span></wbr></wbr></wbr></wbr>
SceneB
2. init:<wbr><wbr><wbr><wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr></wbr></span><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr></wbr></span><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></span></wbr></wbr></wbr></wbr></wbr></wbr>
SceneB
3. onEnter:<wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr>SceneB
4. Transition发生.
5. onExit:<wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></span><span style="word-wrap:normal; word-break:normal; line-height:22px"><wbr></wbr></span></wbr></wbr>
SceneA
6. onEnterTransitionDidFini<wbr><wbr>sh:</wbr></wbr><wbr>SceneB</wbr>

7. dealloc:<wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr>SceneB

<wbr></wbr>

当一个scene被搬上台面,它会收到onEnterSceneB会收到onExit,最后交替完成在台面上的SceneA收到onEnterTransitionDidFini<wbr><wbr>sh</wbr></wbr>。从中我们可以看出,只有当登台的SceneA完全加载完成,下场的SceneB才会被释放。两个scene在某一帧是同时处在内存里的,内存自然会表示压力山大。


再看看cocos2d-x的源代码

void CCDirector::replaceScene(CCScene *pScene)
{
       assert(pScene != NULL);
 
       unsigned int index = m_pobScenesStack->count();
 
       m_bSendCleanupToScene = true;
       m_pobScenesStack->replaceObjectAtIndex(index - 1, pScene);
 
       m_pNextScene = pScene;
 // replaceScene赋值m_pNextScene,以致drawScene会触发setNextScene函数。
}
 
void CCDirector::setNextScene(void)
{
       ···;
       if (! (newSceneType & ccTransitionScene))
       {
         if (m_pRunningScene)
         {
           m_pRunningScene->onExit(); //即 5. onExit:    SceneA
         }    
       }
         ···;
}

释放一些new出来的对象,应该在onExit()里面delete掉。之前不知道原理,new出来的对象在destroy()里面delete,结果就是运行时弹窗口了

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