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:
- 进程留在内存中,必须手动终止
- 游戏崩溃
我不确定这两个是相关的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。
至于崩溃,我做了一个转储,它说崩溃发生在 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);
}
据我所知,消息处理例程每次循环迭代最多处理 10 条消息。崩溃是否可能是消息队列溢出的结果?留在内存中的进程是“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,这里是转储的调用堆栈:
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() 第 229 行 + 0x12 字节 C++ SchoolBus.exe!wWinMain(HINSTANCE__ * form =0x00400000, HINSTANCE * form =0x00400000, HINSTANCE * form =0x00400000, HINSTANCE * form=0x00400000) 第 61 行 C++ SchoolBus .exe!__tmainCRTStartup() 第 578 行 + 0x1c 字节 C kernel32.dll!@BaseThreadInitThunk@12() + 0x12 字节
ntdll.dll!RtlUserThreadStart@8() + 0x27 字节
ntdll.dll!_RtlUserThreadStart@8() + 0x1b 字节