xlua崩溃
崩溃日志C:\Users\user\AppData\Local\Temp\Unity\Editor\Crashes
Unity Editor by Unity Technologies
Unity.exe received signal from system:0in module Unity.exe at 0033:8da5b6aa.
Error occurred at 2021-08-30_205944.
C:\Program Files\Unity Hub\Unity\Editor\Unity.exe, run by user.68%physical memory in use.16319 MB physical memory .2603 MB process peak paging file .3386 MB process peak working set.
System Commit Total/Limit/Peak: 13631MB/31679MB/13698MB
System Physical Total/Available: 16319MB/5103MB
System Process Count:214
System Thread Count:2913
System Handle Count:117331
Disk space data for 'C:\Users\user\AppData\Local\Temp\Unity\Editor\Crashes\Crash_2021-08-30_125935277\':65626095616 bytes free of 480101003264 total.
Context:
RDI:0x000000c753f2c3e8RSI:0x000000c753f2c540RAX:0x000000c753f2ba00
RBX:0x0000000000000020RCX:0x000000c753f2ba00RDX:0x0000000000000000
RIP:0x00007ff78da5b6aaRBP:0x000000c753f2ba10SegCs:0x0000000000000033
EFlags:0x0000000000000202RSP:0x000000c753f2b910SegSs:0x000000000000002b
R8:0x00000000000004d0R9:0x0000000000000000R10:0x000000c753f2b948
R11:0x000000c753f2ba00R12:0x00007ff78bd40000R13:0x000000c753f3fc60
R14:0x0000000000000000R15:0x000000c753f2cb40
Bytes at CS:EIP:488d85 c0 040000488d4d f0 ba 09000000
Mono DLL loaded successfully at 'C:\Program Files\Unity Hub\Unity\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'.
Stack Trace of Crashed Thread 10092:
ERROR: SymGetSymFromAddr64,GetLastError: '试图访问无效的地址。
' (Address: 00007FF78DA5B6AA)0x00007FF78DA5B6AA(Unity)(function-name not available)
ERROR: SymGetSymFromAddr64,GetLastError: '试图访问无效的地址。
' (Address: 00007FF78D893CC7)0x00007FF78D893CC7(Unity)(function-name not available)
ERROR: SymGetSymFromAddr64,GetLastError: '试图访问无效的地址。
' (Address: 00007FF790DFE342)0x00007FF790DFE342(Unity)(function-name not available)
ERROR: SymGetSymFromAddr64,GetLastError: '试图访问无效的地址。
' (Address: 00007FF7911C7379)0x00007FF7911C7379(Unity)(function-name not available)
ERROR: SymGetSymFromAddr64,GetLastError: '试图访问无效的地址。
' (Address: 00007FF790DCBF28)0x00007FF790DCBF28(Unity)(function-name not available)0x00007FFF484D217F(ntdll) _chkstk
0x00007FFF48481454(ntdll) RtlRaiseException
0x00007FFF484D0CAE(ntdll) KiUserExceptionDispatcher
0x00007FFF416261DB(xlua) lua_newthread
0x00007FFF4161651B(xlua) lua_setlocal
0x00007FFF4161137D(xlua) lua_callk
0x00007FFF41634B90(xlua) luaopen_utf8
0x00007FFF41616BE7(xlua) lua_setlocal
0x00007FFF41626D5A(xlua) lua_newthread
0x00007FFF4161651B(xlua) lua_setlocal
0x00007FFF4161137D(xlua) lua_callk
0x00007FFF41634B90(xlua) luaopen_utf8
0x00007FFF41616BE7(xlua) lua_setlocal
0x00007FFF41626D5A(xlua) lua_newthread
0x00007FFF4161651B(xlua) lua_setlocal
0x00007FFF4161137D(xlua) lua_callk
0x00007FFF41634B90(xlua) luaopen_utf8
0x00007FFF41616BE7(xlua) lua_setlocal
0x00007FFF41626D5A(xlua) lua_newthread
0x00007FFF4161651B(xlua) lua_setlocal
0x00007FFF4161137D(xlua) lua_callk
0x00007FFF41634B90(xlua) luaopen_utf8
0x00007FFF41616BE7(xlua) lua_setlocal
0x00007FFF41626D5A(xlua) lua_newthread
0x00007FFF4161651B(xlua) lua_setlocal
0x00007FFF41616EF5(xlua) lua_setlocal
0x00007FFF41616790(xlua) lua_setlocal
0x00007FFF41611F21(xlua) lua_pcallk
0x00007FFF4163E875(xlua) lua_pcall1.使用编译的64位的xlua.dll执行明文的lua文件,会崩溃
2.使用32位的xlua.dll会报错:
publicbyte[]SelfDefineLoader(refstring filepath){string file = filepath.Replace('.','/');string filePath = Application.streamingAssetsPath +"/lua/"+ file +".lua.txt";if(File.Exists(filePath)){return File.ReadAllBytes(filePath);}else{
UnityEngine.Debug.LogError(filePath);returnnull;}}#!/bin/bash
srcPath=$(pwd)/../Assets/Scripts/lua
destPath=$(pwd)/../Assets/StreamingAssets/lua
luaPath=$(pwd)/lua53/luac.exe
if[-d $destPath ]
then
rm -rf $destPath
fi
mkdir $destPath
functiongenluabytes(){for file in ` ls $1 `
doif[-d $1"/"$file ]then
srcDir=$1"/"$file
descDir=${srcDir/Scripts/StreamingAssets}
mkdir $descDir
genluabytes $1"/"$file
else
filename=$1"/"$file
if[[! $filename =~ \.meta$ ]];then
srcFile=$1"/"$file
destFile=${srcFile/Scripts/StreamingAssets}#echo $srcFile#echo $destFile
$luaPath -o $destFile $srcFile
fi
fi
done
}
genluabytes $srcPath
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