xlua重启虚拟机处理

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 

  1. 在同一个方法中释放了delegate的引用,但又立即调用了LuaEnv.Dispose().
  2. 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

 

统一处理UI的方法代码

function UIAddListenerIndirect(uiEnlement,eventType,func)
    if uiEnlement[eventType] then
        local callInfo = {
            uiEnlement = uiEnlement,
            eventType = eventType,
            callBackFunc = func
        }
        uiEnlement[eventType]:AddListener(func)
        table.insert(D.UIListenerDelegate,callInfo)
    end
end

function UIRemoveListenerIndirect(uiEnlement,eventType,func)
    if uiEnlement[eventType] then
        uiEnlement[eventType]:RemoveListener(func)
    end
end

function UIRemoveAllListener()
    for k,v in pairs(D.UIListenerDelegate) do
        local callInfo = v
        --callInfo.uiDelegate:RemoveListener(callInfo.callBackFunc)
        if callInfo.uiEnlement[callInfo.eventType] then
            callInfo.uiEnlement[callInfo.eventType]:RemoveAllListeners()
            callInfo.uiEnlement[callInfo.eventType]:Invoke("",0)
        end
    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 注意自己写的检查方法最初好用,最后 print_func_ref_by_csharp方法好用 可以两个同时使用

参考链接 https://www.jianshu.com/p/58d20d46560a

https://www.cnblogs.com/ghl_carmack/p/7350530.html

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