起因
xlua重启虚拟机时,需要调用Env.Dispose();
但会抛出异常"try to dispose a LuaEnv with C# callback!"
if (!translator.AllDelegateBridgeReleased())
{
throw new InvalidOperationException("try to dispose a LuaEnv with C# callback!");
}
这是因为C#端还持有lua的方法没有被释放,所以想要重启虚拟机必须要先把所有的C#委托清空
还需要注意
- 在同一个方法中释放了delegate的引用,但又立即调用了LuaEnv.Dispose().
- 在Lua端调用了Env.Dispose();
解决方法
UI部分的事件监听是大头,比如
self._btnMapShift.onClick:AddListener(CT.MainCityCtrl.OnBtnMapShift)
我们可以使用正则表式式 把这种监听替换成统一的方法里处理,然后在方法,把所有的监听都记录下来,需要重启时统一释放
正式表达示
查找 AddListener:ag '^(\s*)([a-zA-Z0-9_.\[\]]+):AddListener\(\s*([a-zA-Z0-9_.\[\]]+\s*)\)'
替换:ag -l '^(\s*)([a-zA-Z0-9_.\[\]]+):AddListener\(\s*([a-zA-Z0-9_.\[\]]+\s*)\)' | xargs perl -pi -e 's/^(\s*)([a-zA-Z0-9_.\[\]]+):AddListener\(\s*([a-zA-Z0-9_.\[\]]+\s*)\)/$1AddListenerIndirect($2, $3)/g'
shell版脚本
遍历aaa文件夹下所有文件替换AddListener方法
#!/bin/sh
path=aaa
for file in `ls $path`
do
echo $file
ag -l '^(\s*)([a-zA-Z0-9_.\[\]]+):AddListener\(\s*([a-zA-Z0-9_.\[\]]+\s*)\)' | xargs perl -pi -e 's/^(\s*)([a-zA-Z0-9_.\[\]]+):AddListener\(\s*([a-zA-Z0-9_.\[\]]+\s*)\)/$1AddListenerIndirect($2, $3)/g' $path/$file
done
统一处理UI的方法代码
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function UIAddListenerIndirect(uiDelegate,func)
local callInfo = {
uiDelegate = uiDelegate,
callBackFunc = func
}
uiDelegate:AddListener(func)
table.insert(D.UIListenerDelegate,callInfo)
end
function UIRemoveListenerIndirect(uiDelegate,func)
uiDelegate:RemoveListener(func)
end
function UIRemoveAllListener()
for k,v in pairs(D.UIListenerDelegate) do
local callInfo = v
callInfo.uiDelegate:RemoveListener(callInfo.callBackFunc)
--callInfo.uiDelegate:RemoveAllListeners()
callInfo.uiDelegate = nil
end
D.UIListenerDelegate = {}
end
此外还有两个方法查看C#端没被清空的委托 便于我们单独处理
1 xlua提供了一个lua方法(该方法位于XLua/Resources/xlua/util.lua.txt中): print_func_ref_by_csharp()
function print_func_ref_by_csharp()
local registry = debug.getregistry()
for k, v in pairs(registry) do
if type(k) == 'number' and type(v) == 'function' and registry[v] == k then
local info = debug.getinfo(v)
print(string.format('%s:%d', info.short_src, info.linedefined))
end
end
end
2 修改ObjectTranslator.cs 在注入委托时 记录Lua栈信息,在AllDelegateBridgeReleased时打印出来
Dictionary<int, WeakReference> delegate_bridges = new Dictionary<int, WeakReference>();
#if UNITY_EDITOR
// 保存weakReference的hash
private List<int> bridgeLuaRefs = new List<int>();
// 保存对应的lua stack info
private List<string> bridgeLuaRefs2 = new List<string>();
// 开关
public bool debugDelegateBridgeRelease = false;
#endif
public object CreateDelegateBridge(RealStatePtr L, Type delegateType, int idx)
{
WeakReference weakRef = null;
#if UNITY_EDITOR
object obj;
if (this.debugDelegateBridgeRelease)
{
string luaStack = this._GetLuaStack(L);
obj = this._CreateDelegateBridge(L, delegateType, idx, out weakRef);
if (weakRef != null)
{
bridgeLuaRefs.Add(weakRef.GetHashCode());
bridgeLuaRefs2.Add(luaStack);
}
}
else
{
obj = this._CreateDelegateBridge(L, delegateType, idx, out weakRef);
}
return obj;
#else
return this._CreateDelegateBridge(L, delegateType, idx, out weakRef);
#endif
}
#if UNITY_EDITOR
private string _GetLuaStack(RealStatePtr L)
{
var oldTop = LuaAPI.lua_gettop(L);
// @see https://www.lua.org/pil/25.2.html
int debug = LuaAPI.xlua_getglobal(L, "debug");
// LuaAPI.xlua_pushasciistring(L, "getinfo");
// LuaAPI.xlua_pgettable(L, -2); // 获取getinfo function
// LuaAPI.xlua_pushinteger(L, 2); // 传入getinfo()第1个参数
// LuaAPI.xlua_pushasciistring(L, "Sl"); // 传入getinfo()第2个参数
// var strIndex = LuaAPI.lua_pcall(L, 2, 1, 0); // 执行函数,此时在栈上的结果是一个table
// // @see https://www.lua.org/pil/25.1.html
// LuaAPI.lua_pushstring(L, "source"); // 要获取一个table某个key下的值, 要先传入key的值='source'
// LuaAPI.xlua_pgettable(L, -2); // 获取table[key]返回的值,此时是一个string
// var luasource = LuaAPI.lua_tostring(L, -1);
// LuaAPI.lua_pop(L, 1); // 弹出结果
// LuaAPI.lua_pushstring(L, "currentline");
// LuaAPI.xlua_pgettable(L, -2);
// var currentline = LuaAPI.lua_tostring(L, -1);
// LuaAPI.lua_pop(L, 1);
// LuaAPI.lua_settop(L, oldTop);
// string luaStack = luasource + ":" + currentline;
// 修改为使用traceback()的信息
LuaAPI.xlua_pushasciistring(L, "traceback");
LuaAPI.xlua_pgettable(L, -2);
var strIndex = LuaAPI.lua_pcall(L, 0, 1, 0);
string luaStack = LuaAPI.lua_tostring(L, -1);
LuaAPI.lua_pop(L, 1);
LuaAPI.lua_settop(L, oldTop);
return luaStack;
}
#endif
private object _CreateDelegateBridge(RealStatePtr L, Type delegateType, int idx, out WeakReference weakRef)
{
LuaAPI.lua_pushvalue(L, idx);
LuaAPI.lua_rawget(L, LuaIndexes.LUA_REGISTRYINDEX);
if (!LuaAPI.lua_isnil(L, -1))
{
int referenced = LuaAPI.xlua_tointeger(L, -1);
LuaAPI.lua_pop(L, 1);
weakRef = delegate_bridges[referenced];
if (weakRef.IsAlive)
{
if (delegateType == null)
{
return weakRef.Target;
}
DelegateBridgeBase exist_bridge = weakRef.Target as DelegateBridgeBase;
Delegate exist_delegate;
if (exist_bridge.TryGetDelegate(delegateType, out exist_delegate))
{
return exist_delegate;
}
else
{
exist_delegate = getDelegate(exist_bridge, delegateType);
exist_bridge.AddDelegate(delegateType, exist_delegate);
return exist_delegate;
}
}
}
else
{
LuaAPI.lua_pop(L, 1);
}
LuaAPI.lua_pushvalue(L, idx);
int reference = LuaAPI.luaL_ref(L);
LuaAPI.lua_pushvalue(L, idx);
LuaAPI.lua_pushnumber(L, reference);
LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX);
DelegateBridgeBase bridge;
try
{
#if (UNITY_EDITOR || XLUA_GENERAL) && !NET_STANDARD_2_0
if (!DelegateBridge.Gen_Flag)
{
bridge = Activator.CreateInstance(delegate_birdge_type, new object[] { reference, luaEnv }) as DelegateBridgeBase;
}
else
#endif
{
bridge = new DelegateBridge(reference, luaEnv);
}
}
catch (Exception e)
{
LuaAPI.lua_pushvalue(L, idx);
LuaAPI.lua_pushnil(L);
LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX);
LuaAPI.lua_pushnil(L);
LuaAPI.xlua_rawseti(L, LuaIndexes.LUA_REGISTRYINDEX, reference);
throw e;
}
if (delegateType == null)
{
weakRef = new WeakReference(bridge);
delegate_bridges[reference] = weakRef;
return bridge;
}
try
{
var ret = getDelegate(bridge, delegateType);
bridge.AddDelegate(delegateType, ret);
weakRef = new WeakReference(bridge);
delegate_bridges[reference] = weakRef;
return ret;
}
catch (Exception e)
{
bridge.Dispose();
throw e;
}
}
public bool AllDelegateBridgeReleased()
{
#if UNITY_EDITOR
var _bridgeLuaRefs = this.bridgeLuaRefs;
var _bridgeLuaRefs2 = this.bridgeLuaRefs2;
this.bridgeLuaRefs = new List<int>();
this.bridgeLuaRefs2 = new List<string>();
#endif
bool haveDelegate = false;
foreach (var kv in delegate_bridges)
{
if (kv.Value.IsAlive)
{
#if UNITY_EDITOR
if (this.debugDelegateBridgeRelease)
{
var hash = kv.Value.GetHashCode();
for (int i = 0; i < _bridgeLuaRefs.Count; i++)
{
if (_bridgeLuaRefs[i] == hash)
{
UnityEngine.Debug.Log("未释放lua引用: " + _bridgeLuaRefs2.Count + " : " + _bridgeLuaRefs2[i]);
break;
}
}
}
#endif
haveDelegate = true;
}
}
return !haveDelegate;
}
public void ReleaseLuaBase(RealStatePtr L, int reference, bool is_delegate)
{
if (is_delegate)
{
LuaAPI.xlua_rawgeti(L, LuaIndexes.LUA_REGISTRYINDEX, reference);
if (LuaAPI.lua_isnil(L, -1))
{
LuaAPI.lua_pop(L, 1);
}
else
{
LuaAPI.lua_pushvalue(L, -1);
LuaAPI.lua_rawget(L, LuaIndexes.LUA_REGISTRYINDEX);
if (LuaAPI.lua_type(L, -1) == LuaTypes.LUA_TNUMBER && LuaAPI.xlua_tointeger(L, -1) == reference) //
{
//UnityEngine.Debug.LogWarning("release delegate ref = " + luaReference);
LuaAPI.lua_pop(L, 1);// pop LUA_REGISTRYINDEX[func]
LuaAPI.lua_pushnil(L);
LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); // LUA_REGISTRYINDEX[func] = nil
}
else //another Delegate ref the function before the GC tick
{
LuaAPI.lua_pop(L, 2); // pop LUA_REGISTRYINDEX[func] & func
}
}
LuaAPI.lua_unref(L, reference);
WeakReference weakRef = null;
delegate_bridges.TryGetValue(reference, out weakRef);
delegate_bridges.Remove(reference);
#if UNITY_EDITOR
if (this.debugDelegateBridgeRelease && weakRef != null)
{
var hash = weakRef.GetHashCode();
for (int i = 0; i < this.bridgeLuaRefs.Count; i++)
{
if (bridgeLuaRefs[i] == hash)
{
bridgeLuaRefs.RemoveAt(i);
bridgeLuaRefs2.RemoveAt(i);
break;
}
}
}
#endif
}
else
{
LuaAPI.lua_unref(L, reference);
}
}
在使用var luaEnv = new LuaEnv()的地方设置luaEnv.translator.debugDelegateBridgeRelease = true, 打开开关,当进行luaEnv.Dispose()时,如果lua侧有未释放的引用,则会打印出lua的对应堆栈信息.
所有UI我们使用统一方法来处理清空
其它部分,我们通过打印日志来单独处理