ANR, Crashes & slow rendering

ANR, Crashes & slow rendering
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#1

Hello Devs and Cocos Team,
My Android game on Google Play is suffering a lot. I’m seeing very bad reports even I recently updated my game with latest cocos2dx 3.16 and sdkbox/Admob is updated to the latest.


How do I solve these issues? Is there any tools or way out to check on which point these slow rendering or ANR is happening? PLEASE HELP!!! @walzer @nite @zhangxm @yinjimmy


#2

as I know, 3.14.1 is better.


#3

There is no need to tag a lot of people for attention. These forums are reviewed by engineering already. Or tag me so I can work out getting you help.


#4

ok I won’t do it from next time. What do you suggest on my above issues ?


#5

@jeevs I am not sure.

@yinjimmy are you saying that v3.16 doesn’t work with the current SDKBOX plugins and are suggesting the OP switch back to 3.14?


#6

Are there any useful anr/crash logs? What can you see behind the view details text?


#7


Yes there are hell lot of reports which I don’t understand. This is the screenshot of the ANR reports.
And below is the details of the first cluster(ANR).
If you would like to see I can send you the reports in csv or excel file in PM.
Can you figure it out what’s exactly going wrong?

“main” tid=1 Waiting
“main” prio=5 tid=1 Waiting
| group=“main” sCount=1 dsCount=0 obj=0x75b8c000 self=0xb4827800
| sysTid=22161 nice=-4 cgrp=default sched=0/0 handle=0xb6fa2bec
| state=S schedstat=( 0 0 0 ) utm=3179 stm=1027 core=0 HZ=100
| stack=0xbe67f000-0xbe681000 stackSize=8MB
| held mutexes=
at java.lang.Object.wait! (Native method)

  • waiting on <0x0cd95830> (a android.opengl.GLSurfaceView$GLThreadManager)
    at android.opengl.GLSurfaceView$GLThread.surfaceDestroyed (GLSurfaceView.java:1636)
  • locked <0x0cd95830> (a android.opengl.GLSurfaceView$GLThreadManager)
    at android.opengl.GLSurfaceView.surfaceDestroyed (GLSurfaceView.java:541)
    at android.view.SurfaceView.updateWindow (SurfaceView.java:594)
    at android.view.SurfaceView.onWindowVisibilityChanged (SurfaceView.java:246)
    at android.view.View.dispatchWindowVisibilityChanged (View.java:9152)
    at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1170)
    at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1170)
    at android.view.ViewGroup.dispatchWindowVisibilityChanged (ViewGroup.java:1170)
    at android.view.ViewRootImpl.performTraversals (ViewRootImpl.java:1350)
    at android.view.ViewRootImpl.doTraversal (ViewRootImpl.java:1093)
    at android.view.ViewRootImpl$TraversalRunnable.run (ViewRootImpl.java:6010)
    at android.view.Choreographer$CallbackRecord.run (Choreographer.java:767)
    at android.view.Choreographer.doCallbacks (Choreographer.java:580)
    at android.view.Choreographer.doFrame (Choreographer.java:550)
    at android.view.Choreographer$FrameDisplayEventReceiver.run (Choreographer.java:753)
    at android.os.Handler.handleCallback (Handler.java:739)
    at android.os.Handler.dispatchMessage (Handler.java:95)
    at android.os.Looper.loop (Looper.java:135)
    at android.app.ActivityThread.main (ActivityThread.java:5912)
    at java.lang.reflect.Method.invoke! (Native method)
    at java.lang.reflect.Method.invoke (Method.java:372)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:1405)
    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1200)

#8

No. It’s not about SDKBox, it’s about cocos2d-x.

I remember that cocos2d-x 3.14.1 is more stable than others, data from @energyy.


#9

what I can help is https://www.google.com/search?q=ANR+reports&oq=ANR+reports&aqs=chrome..69i57.507j0j7&sourceid=chrome&ie=UTF-8

it’s ok to PM me.


#10

Yes, we recommend to switch to cocos 3.14 or 3.15.1 - 3.16 by some unknown reason is disaster in production.


#11

Thanks for letting me know this. Let me talk to the engineering team.


#12

The SCREEN_ON/SCREEN_OFF intents or receiver aren’t in the cocos engine (or I’m to blind to find them). That’s weird.

Can you check your AndroidManifest.xml, if SDKBox adds them?


#13

I can’t find any related things added in the xml by SDKBOX.
Please see below the xml if you would like to see.


#14

You need to look into the merged manifest. Every (gradle) dependency is able to inject data into your AndroidManifest.xml file. What’s the packageName of your game, so I can install and check it by myself.


#15

Yes I checked the merged xml too and found no extra thing added. My game’s package id is com.js.ludo .


#16

Slow Rendering flag is because of ad sdks. You can read more about them here



https://groups.google.com/forum/#!topic/google-admob-ads-sdk/yPH7H3EWVBM


#17

For ads, I’m using Admob through SDKBOX only. Putting ad is the only option I’ve got for monetization. So no solution for this issue? :frowning: Or is there any thing SDKBOX can optimize on their part to minimize this issue?