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Android Libyoyo error? High crash rate on Google Play reports

Discussion in 'GameMaker Studio 2 Community Tech Support' started by Pushloop, Jan 23, 2019.

  1. Pushloop

    Pushloop Member

    Joined:
    Jun 22, 2016
    Posts:
    138
    Hi,

    I've got an high crash rate in the Android Vitals with my latest game update, but I can't find the problem. It seems related to textures. Anyone can point me in the right direction please? How can I fix this?
    These are the top 3 crash messages, they're from android 7 and 8 devices.

    Code:
    backtrace:
      #00  pc 0000000000276f30  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z23GR_Texture_Create_BytesiiP18DynamicArrayOfByte+124)
      #01  pc 00000000001ccb00  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_ZN7CFontGM11InitTextureEv+68)
      #02  pc 00000000001d0430  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z17Font_InitTexturesv+60)
      #03  pc 0000000000371f14  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z12InitGraphicsv+220)
      #04  pc 00000000002500c0  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z10BeginToEndv+304)
      #05  pc 00000000002535f8  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Startup+4800)
      #06  pc 00000000000806fc  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/oat/arm64/base.odex
    
    backtrace:
      #00  pc 0000000000276f30  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z23GR_Texture_Create_BytesiiP18DynamicArrayOfByte+124)
      #01  pc 00000000001ccb00  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_ZN7CFontGM11InitTextureEv+68)
      #02  pc 00000000001d0430  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z17Font_InitTexturesv+60)
      #03  pc 0000000000371f14  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z12InitGraphicsv+220)
      #04  pc 00000000002500c0  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (_Z10BeginToEndv+304)
      #05  pc 00000000002535f8  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/lib/arm64/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Startup+4800)
      #06  pc 00000000000806fc  /data/app/xxxxxxxxxxxxxxxx-HwL4xABUoxhdN08gBlBC9g==/oat/arm64/base.odex
    
    backtrace:
      #00  pc 0000000000276f30  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (_Z23GR_Texture_Create_BytesiiP18DynamicArrayOfByte+124)
      #01  pc 00000000001ccb00  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (_ZN7CFontGM11InitTextureEv+68)
      #02  pc 00000000001d0430  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (_Z17Font_InitTexturesv+60)
      #03  pc 0000000000371f14  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (_Z12InitGraphicsv+220)
      #04  pc 00000000002500c0  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (_Z10BeginToEndv+304)
      #05  pc 00000000002535f8  /data/app/xxxxxxxxxxxxxxxx-1/lib/arm64/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Startup+4800)
      #06  pc 00000000004cc0b8  /data/app/xxxxxxxxxxxxxxxx-1/oat/arm64/base.odex
     
  2. Andrey

    Andrey Member

    Joined:
    Jun 21, 2016
    Posts:
    245
  3. Pushloop

    Pushloop Member

    Joined:
    Jun 22, 2016
    Posts:
    138
    Thnx, i guess there is no solution if it's been over a year
     
  4. Andrey

    Andrey Member

    Joined:
    Jun 21, 2016
    Posts:
    245
    I would like to understand the problem and narrow the search. I don't know at what exact moments these crashes occur (when the app starts or in the process).
    Do you have data when exactly this crash occurs?
     
  5. Andrey

    Andrey Member

    Joined:
    Jun 21, 2016
    Posts:
    245
    In the ticket there was a record from Russell (2019-01-24):
    I suspect the device is just running out of memory.. these are all pretty low end devices...”

    However, this does not explain the fact that the greater number of failures I see on Samsung devices with memory more than 1500 mb (although perhaps this is due to the prevalence of these devices in the my region - 80% of players).
    Maybe on devices in the background a lot of applications are open and the new application has no memory…
     
  6. Pushloop

    Pushloop Member

    Joined:
    Jun 22, 2016
    Posts:
    138
    I can't tell when the crashes occur, and the phones aren't necessarily low end. I see Galaxy S6, A5 and Huawei p10 for instance. Strangely i've got a similar game that's based on the same engine but with different graphics that has way less crashes. Also, the crash rate went up after a game update in the store, with no changes to the graphics.
     
  7. Andrey

    Andrey Member

    Joined:
    Jun 21, 2016
    Posts:
    245
    That's interesting! And is there any difference in the dimensions of texture maps (512×512, 1024x1024, 2048×2048) in these games? Do you use any "specific" functions in these games when displaying sprites (texts)? Are you using a texture groups?


    I have failures have several options:

    Code:
    backtrace №1:
    _ZN7CSprite11InitTextureEv
    
      #00  pc 00000000005a0858  /data/app/com.game.game/lib/arm/libyoyo.so (_ZN7CSprite11InitTextureEv+152)
      #01  pc 00000000005a9e10  /data/app/com.game.game/lib/arm/libyoyo.so (_Z19Sprite_InitTexturesv+72)
      #02  pc 0000000000566e3c  /data/app/com.game.game/lib/arm/libyoyo.so (_Z12InitGraphicsv+204)
      #03  pc 0000000000434cf8  /data/app/com.game.game/lib/arm/libyoyo.so (_Z10BeginToEndv+312)
      #04  pc 0000000000438fa4  /data/app/com.game.game/lib/arm/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Startup+5124)
      #05  pc 0000000000501c95  /data/app/com.game.game/oat/arm/base.odex
    
    
    backtrace №2:
    CSprite::InitTexture()
    
      #00  pc 00000000005a0858  /data/app/com.game.game/lib/arm/libyoyo.so (CSprite::InitTexture()+152)
      #01  pc 00000000005a9e10  /data/app/com.game.game/lib/arm/libyoyo.so (Sprite_InitTextures()+72)
      #02  pc 0000000000566e3c  /data/app/com.game.game/lib/arm/libyoyo.so (InitGraphics()+204)
      #03  pc 0000000000434cf8  /data/app/com.game.game/lib/arm/libyoyo.so (BeginToEnd()+312)
      #04  pc 0000000000438fa4  /data/app/com.game.game/lib/arm/libyoyo.so (Java_com_yoyogames_runner_RunnerJNILib_Startup+5124)
      #05  pc 0000000000013449  /data/app/com.game.game/oat/arm/base.odex
    
     
    Last edited: Jan 26, 2019
  8. Pushloop

    Pushloop Member

    Joined:
    Jun 22, 2016
    Posts:
    138
    Both games have 1024x1024 textures maps, 3 images each. No special functions other then draw_text for text, with draw_set_align, action_font and action_color. For objects I use draw_self. Basically the games are a bit old and imported from 1.4. Didn't check any redundancy in code and afaik i don't use texture groups. Unfortunately my knowledge of code is a bit limited, the games are pretty much drag and drop and very simple, but this crash rate isn't good for the ranking in google :)
     
  9. Andrey

    Andrey Member

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    Jun 21, 2016
    Posts:
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    Thanks for the information!
    Yeah, no ideas yet.
     
  10. Nocturne

    Nocturne Friendly Tyrant Forum Staff Admin

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    Apr 13, 2016
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    6,298
    Can I suggest that you both file bug reports with the Helpdesk about this, and if possible include a download link to the project that gives the issue. Also link to this topic and the previously closed bug report and give as much information as possible abot the devices this happens on, frequency, etc...
     
  11. Andrey

    Andrey Member

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    Jun 21, 2016
    Posts:
    245
    I already filed a report a year ago. Unfortunately, it is impossible to highlight the problem and reproduce it specifically. It is not even clear when it occurs (when you start the application, after a pause or during the game). The problem seems random, but at the same time it is the most common in GooglePlay reports.
    Therefore, I would like to narrow the search area to submit a more specific report.
     
  12. Nocturne

    Nocturne Friendly Tyrant Forum Staff Admin

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    Apr 13, 2016
    Posts:
    6,298
    Yep, I understand that... but a lot can change in a year, and obviously if this is something affecting more than one user then it should be dealt with as a higher priority issue. Even if you don't get more concrete information, please file a report anyway.
     
  13. Andrey

    Andrey Member

    Joined:
    Jun 21, 2016
    Posts:
    245
    You're right.
    I will collect the data that is at the moment, I will send the report again.
     
    Nocturne likes this.
  14. SnoutUp

    SnoutUp Member

    Joined:
    Jun 20, 2016
    Posts:
    279
    Good luck with this. I've had these crashes for years, in both standard and YYC builds, despite my games running well on potato phones. Never gotten an answer or a hint what could be the problem and if there are workarounds or ways to lower chances of this happening, so I assumed that it's just an inevitability of making mobile games with GM. It's weird that there are so few threads about these issues, so either many devs don't care/check Google Play vitals, lost hope or it does depend on project settings. Helpdesk replies to related reports are not hinting that this is or will be investigated either.
     
    Andrey likes this.
  15. ZigZag

    ZigZag Member

    Joined:
    Jun 20, 2016
    Posts:
    22
    This is something I also would love to see further investigated, I have tried to investigate this for quite a while without any real accomplishment, google is taking this quite seriously and crashes are part of their evaluation of app quality behind the scenes, and thus the ranking and success of apps.
    So yes, this has to be taken seriously.
     
    Andrey likes this.

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