Our android game crashes when device language is set to Japanese. Here’s the stack trace:
********** Crash dump: ********** Build fingerprint: 'htc_europe/htc_saga/saga:4.2.2/JDQ39/87995:user/release-keys ' pid: 8636, tid: 8668, name: Thread-1485 >>> com.home.myapp <<< signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad Stack frame #00 pc 0000f12c /system/lib/libc.so Stack frame #01 pc 00011ed3 /system/lib/libc.so (dlfree+1458) Stack frame #02 pc 0000d0a1 /system/lib/libc.so (free+12) Stack frame #03 pc 001f1d0d /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCImage::~CCImage()+20): Routine ~CCImage in D:/dev/GoblinDefende rs/proj.android/../../cocos2dx/platform/CCImageCommon_cpp.h:95 Stack frame #04 pc 001f1d29 /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCImage::~CCImage()+4): Routine ~CCImage in D:/dev/GoblinDefender s/proj.android/../../cocos2dx/platform/CCImageCommon_cpp.h:96 Stack frame #05 pc 001ceac9 /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCObject::release()+16): Routine release in D:/dev/GoblinDefender s/proj.android/../../cocos2dx/cocoa/CCObject.cpp:86 Stack frame #06 pc 00204d9f /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCTexture2D::initWithString(char const*, cocos2d::_ccFontDefiniti on*)+334): Routine initWithString in D:/dev/myapp/proj.android/../../c ocos2dx/textures/CCTexture2D.cpp:568 Stack frame #07 pc 001dd0f1 /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCLabelTTF::updateTexture()+44): Routine updateTexture in D:/dev/ myapp/proj.android/../../cocos2dx/label_nodes/CCLabelTTF.cpp:318 Stack frame #08 pc 001dd569 /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCLabelTTF::setString(char const*)+40): Routine setString in D:/d ev/myapp/proj.android/../../cocos2dx/label_nodes/CCLabelTTF.cpp:182 Stack frame #09 pc 001dcd09 /mnt/asec/com.home.myapp-1/lib/libgam e.so (cocos2d::CCLabelTTF::initWithString(char const*, char const*, float, cocos 2d::CCSize const&, cocos2d::CCTextAlignment, cocos2d::CCVerticalTextAlignment)+1 36): Routine initWithString in D:/dev/myapp/proj.android/../../cocos2d x/label_nodes/CCLabelTTF.cpp:143
it happens on very first scene with CCLabelTTFs after most of them is loaded. Deleting of “unsuccessful” strings is not help, it crashes on next scene anyway. It represents on every device (that we have). It works fine with all other languages. I store texts in plist file, game locale is sets as device’s locale automatically on startup. What interesting, rarely, the game starts ok!
I’d be glad if someone could help me with that…
I’m using cocos2d-x-2.1.5.