Reputation: 351
As iOS13 release, there are more and more mapKit VectorKit crashes on the app which we are working on. We can not reproduce the crash internally and there are over 200 crashes collected by our own crash reporter everyday.
From all the information we have got, the crash always happens when the application come to active from background, and at that time, the ViewController view has a MKMapView
subview. Maybe something wrong when the system rendering the map UI.
This problem seems a long-lasting iOS problem since iOS11 or even earlier. Now, The crash related iOS13 system version includes 13.0
, 13.1
, 13.1.1
, 13.1.2
. I have reported the problem on the Apple bug report system, but no any response from Apple until now.
Any advice or hint will be greatly appreciated.
FYI. The crash stack as below.
Exception Type: SIGABRT
Exception Codes: #0 at 0x1a8530ebc
Crashed Thread: 0
Thread 0 Crashed:
0 libsystem_kernel.dylib __pthread_kill + 8
1 libsystem_c.dylib abort + 100
2 libsystem_c.dylib __assert_rtn + 204
3 Metal MTLIOAccelCommandBufferStorageGrowSegmentList.cold.1 + 0
4 Metal MTLReportFailure + 476
5 Metal -[MTLTextureDescriptorInternal validateWithDevice:] + 2124
6 AGXMetalA11 0x00000001a85f93e8 + 64
7 VectorKit ggl::MetalResourceManager::newTexture(ggl::Texture const*) + 596
8 VectorKit ggl::MetalRenderer::prepareTexture(ggl::MetalResourceManager*, ggl::Texture const*) + 44
9 VectorKit ggl::MetalRenderer::_processQueue(ggl::RenderTarget*, ggl::RenderQueue*, id<MTLCommandBuffer>) + 3220
10 VectorKit ggl::MetalRenderer::_processQueue(ggl::RenderTarget*, ggl::RenderQueue*, id<MTLCommandBuffer>) + 96
11 VectorKit invocation function for block in ggl::MetalRenderer::frame(ggl::RenderTarget*, ggl::RenderQueue*, std::__1::function<void ()>, std::__1::function<void ()>) + 56
12 VectorKit invocation function for block in geo::TaskQueue::sync(std::__1::function<void ()>) + 60
13 libdispatch.dylib _dispatch_client_callout + 16
14 libdispatch.dylib _dispatch_async_and_wait_invoke_and_complete_recurse + 228
15 libdispatch.dylib _dispatch_async_and_wait_f + 100
16 VectorKit ggl::MetalRenderer::frame(ggl::RenderTarget*, ggl::RenderQueue*, std::__1::function<void ()>, std::__1::function<void ()>) + 544
17 VectorKit ggl::RenderFrame::execute(ggl::RenderTarget*, ggl::RenderQueue*, std::__1::function<void ()>, std::__1::function<void ()>) + 120
18 VectorKit -[MDDisplayLayer drawToTexture:withRenderQueue:completionHandler:] + 348
19 VectorKit -[MetalLayer _onTimerFired:withPresent:] + 280
20 VectorKit md::MapEngine::renderScene(double, std::__1::function<void ()>) + 104
21 VectorKit md::MapEngine::onRenderTimerFired(double) + 328
22 VectorKit ggl::DisplayLink::onTimerFired(double) + 40
23 VectorKit -[_GGLDisplayLinkTarget displayLinkFired:] + 84
24 QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 632
25 QuartzCore display_timer_callback(__CFMachPort*, void*, long, void*) + 264
26 CoreFoundation __CFMachPortPerform + 172
27 CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 56
28 CoreFoundation __CFRunLoopDoSource1 + 444
29 CoreFoundation __CFRunLoopRun + 2168
30 CoreFoundation CFRunLoopRunSpecific + 464
31 GraphicsServices GSEventRunModal + 104
32 UIKitCore UIApplicationMain + 1936
33 homebrew main (main.m:16)
34 libdyld.dylib start + 4
Upvotes: 4
Views: 1936
Reputation: 568
Check your CPU utilization on iOS12 vs iOS13.
I noticed that my app was crashing because I was adding and removing polylines to the map too frequently (although this problem only manifested in iOS13, not iOS12).
See my SO post about this here.
Look at your crash logs and see if you spot something like this:
Event: cpu usage
Action taken: Process killed
CPU: 48 seconds cpu time over 54 seconds (88% cpu average), exceeding limit of 80% cpu over 60 seconds
CPU limit: 48s
Limit duration: 60s
CPU used: 48s
Duration: 54.45s
Steps: 15
My app stopped crashing in iOS13 if I reduced the frequency for redrawing the map overlays.
Upvotes: 1