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fix crash when create too many spine animations at a time cause a cra… #20683

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12 changes: 12 additions & 0 deletions cocos/editor-support/spine/v4/SkeletonBatch.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,7 @@ USING_NS_CC;
#define EVENT_AFTER_DRAW_RESET_POSITION "director_after_draw"
using std::max;
#define INITIAL_SIZE (10000)
#define VETEXT_BUFF_SIZE (64000)

#include "renderer/ccShaders.h"
#include "renderer/backend/Device.h"
Expand Down Expand Up @@ -103,6 +104,17 @@ void SkeletonBatch::update (float delta) {

cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) {
if (_vertices.size() - _numVertices < numVertices) {
//Creating a large number of different spine animations at the same time
//results in the allocation of vertex vector(large than 1.4 billion)
//Then run out of memory and crash.
if (_vertices.size() > VETEXT_BUFF_SIZE)
{
//CCLOG("SkeletonBatch::allocateVertices _vertices size:%d, clear here...", _vertices.size());
reset();
_vertices.resize(VETEXT_BUFF_SIZE);
}
//CCLOG("SkeletonBatch::allocateVertices _vertices vector size:%d, _numVertices:%d, add vertics:%d", _vertices.size(), _numVertices, numVertices);

cocos2d::V3F_C4B_T2F* oldData = _vertices.data();
_vertices.resize((_vertices.size() + numVertices) * 2 + 1);
cocos2d::V3F_C4B_T2F* newData = _vertices.data();
Expand Down