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Getting issues with Google Pixel 4 #200
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Hello, I'm a maintainer of the Android port. I don't have Pixel 4 on my side but maybe I can test in Redmi Note 9 pro. If that,s fine, can you send me the APK or give me an access? Maybe I'm able to reproduce the error. |
I've PMed you a code but I do have a Redmi Note 9s and it works perfectly there. |
Alright I'll give you an update when I finished testing. |
Hmm, I seem can't reproduce this in Redmi Note 9 Pro. However I have several questions
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I don't have access to the device, I can only tell you what multiple users have told me. |
I think the best bet is to wait for Android 11 to come into my phone so I can re-test it. |
I can confirm this bug exists. I have a Pixel 4a running Android 11, and a Pixel 1 running Android 8.1. After compiling a brand new, unmodified, APK from a clone of this repo:
Launching Also, an old APK I compiled using this method a couple months ago did run on Android 11, so I'm wondering if the bug is related to new code, or something about how I am configuring Android Studio. I would be happy to help debug using my 4a, but I've never used |
So looks like the regression introduced by recent changes in |
Issue love2d/love-android#200 Original patch was sent by slime in Discord. Modified a bit to add code that checks for 64-bit lightuserdata support.
Hi, we already having the same issue. I don't have any devices to reproduce this issue but I'm using a Pixel 4 in AWS Device Farm to reproduce that. I'm using a custom Love engine (11.2 version) with a lot of changes and features, but I think that this problem was not caused by our modifications. The main error message in logcat is: To catch the complete crash backtrace I had to run our app a lot of times. Follow the crash log below: 01-07 17:06:16.261 3695 3695 E libEGL : call to OpenGL ES API with no current context (logged once per thread) I already use the address2line to get the stack trace but the main problem cause isn't the function that reports error, but the fact is that the openGL cannot be called without a context. In some crash logs I got the error in I know that this error occurs in some Pixel 4 and some Galaxy s20 devices, with Android 11, but there are some another Android 11 and even some another Pixel 4 (with Android 11 too) that this error doesn't occurs. I received a report from OPPO (chinese devices factory) that this error are occurring with the last Android 11 kernel build, so in Pixel 3 (Android11, kernel 4.9.223) this error doesn't occurs but with Pixel 4 (Android11, kernel 4.14.19) this error are occurring. --------- beginning OPPO report ------- Issue information: --------- ending OPPO report ------- I already tested update NDK and remove a lot of app features (ex: Firebase, GoogleStoreAPI, ...) but with no positive results. If you need more informations, I can send a e-mail with my completed logcat files from our tests and from OPPO test too. I'll continue investigating this issue and I hope return with a solution soon. |
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To OP (and other people who have same issue), can you test if the recent APKs generated by the GitHub Actions artifacts fixes the issue? You can get it here: https://github.com/love2d/love-android/actions/runs/474243323 |
Hi, I tested your last debug apk (build 26) with Pixel 4 and the crash still occurs. The logcat file: https://drive.google.com/file/d/1wMzTFwVTR7ueskav6E6ZmdJ2D7qLQ2Pm/view?usp=sharing If you need more informations, just tell me. |
Checking the logcat looks like there's no problem as I don't see any crash logs related to the app. The log is kinda large so I only did "search" the relevant lines. Protip: Run I checked the video and the balloon image shows up for a second then black screen. That means the no-game screen bootup properly at least. However it then followed by black screen. There's known issue about black screen for "normal" APK builds if you exit the game then open it again, but fixing this black screen issue requires refactoring the Android-specific code and upstream code. That's being said, it normally doesn't happen when someone finally "fuse" their game inside the APK. |
I did more tests and I founded that the Pixel 4 (Android 11) works fine if I build the Android project without arm64-v8a architecture. Now I will find the arm64-v8a arch problem. I think that the normal Love apk go to the black screen before the crash. With some logs in my app, I founded that the app crashs after render 10/15 frames, but as I said, I'm using the AWS device farm to automatically run my tests, so I can't interact with the device and I can't confirm if the Love apk crashs or not. |
ARM64 arch is required to comply with Play Store requirements so that can't be removed. Anyway could you try the latest "master" artifacts? I reapply some patches which may workaround the black screen problem. |
I tested the build 27 and I got the same results. The funny thing is that the black screen problem only occurs in Pixel 4 device. I uploaded the video and the logcat from the Pixel 3a XL (Android 11) and the Pixel 4 (Android 11) to you see the diff. Both devices uses ARMv8+ architecture but as in my apps, the Pixel 3a XL works fine but the Pixel 4 doesn't work. Pixel 3a XL - Android 11 Pixel 4 - Android 11 I already tested rebuild LuaJIT with the new NDK version and escape Tagged Pointers (https://source.android.com/devices/tech/debug/tagged-pointers) but without any positive results. |
I founded the same issue in Unity too, in this forum: https://forum.unity.com/threads/android-11-il2cpp-arm64-crash-in-unity-lts-2019-4-12f1.986883/ The Unity maintainer said: User: Maintainer: Nevertheless, it seems due allocator changes in Android 11 to Scudo, even without using HWAsan, the 16GB error occurs. Our QA currently trying to reproduce this on factory Android builds, once this done, we'll be sure that our fix will apply both for factory and aosp builds. Our preliminary fix most likely be to switch to a different internal Unity allocator which doesn't use high bits, but it also uses a different way of allocating memory, by using blocks. That also means that HWAsan might not be able to correctly show the origin of allocation at least for internal Unity allocations, it will still continue to work fine for external allocations though. |
HWAsan is something I just know. That explains why previously LOVE bail out because it sees the high pointer is being set. However, this HWAsan-related problem should be fixed in love2d/love@4f491c2. @nequals30 even contacted me in Discord and we both do testing patches, and that commit (along with LuaJIT/LuaJIT@e9af1ab) is enough to fix the problem. In your Pixel 4 logcat, I can't find any |
Sorry, my mistake. I uploaded the right video but the wrong logcat. The test run in the 2 devices simultaneously. This is the real logcat file: https://drive.google.com/file/d/1G2AEfx189i1D6KZ_4gJ6MbJcnYoQTlwO/view?usp=sharing |
Looks like it's not really crashing, but it receives endless amount of
That event is treated as LOVE to forcefully kill the program then start it back, thus you keep seeing black screen because the game never really runs(?) . On the other hand, I also saw lots of Is it because the input tester keep pulling the status bar every single time? I'm not sure what's going on at that device farm. Someone is probably needs to test this in real device without any input tester or something like that. |
Facing same issue on Galaxy S20 5G and S20 FE (both Android 11). Installs fine but crashes. I was wondering if it is related to storage permission because Android 11 has changed storage permissions i guess. But I am not sure. Desperately need help. Please fix this. |
Did you try AuahDark's suggestion of using updated APKs he linked? If yes and the crash still happens, can you provide more info such as logcat files? Depending on the specifics of your crashes it might (or might not) be better suited for a separate issue report. |
I can see many apks in the link that AuahDark shared... but i am not sure how to make my apk work in Android using the apks that he shared. Could you please explain the process a bit? That would be great. Thanks. |
Sideload |
Are there any updates on this issue? Our games run on an engine built on top of Love2D and we are having the same problem. |
Yes: #200 (comment) Do you still have issues after using the latest code or APKs? |
Apk works |
Can someone point me to which code change actually solved the problem? |
You need to update LuaJIT to at least LuaJIT/LuaJIT@e9af1ab then apply love2d/love@4f491c2. Since latest APK is proven to works, I'll close this issue now. |
I have built the APK using the updated repository and it solved issues like Android 11 launch crash and black screen issue. Changes made to the repository on January 21st (and a few before this date) worked perfectly for me. |
I’ve recently released my game on the play store and I’ve gotten 6 separate instances of people reporting that the game never launches specifically on Google Pixel 4. (Google Pixel 4, Google Pixel 4 XL and another one with Google pixel 4a). It works perfectly on other devices.
I don’t have a Google Pixel 4 so I can only tell you what they reported to me - “For me it's auto-closing immediately after launch. I see a black screen flash briefly before returning to the screen from which I attempted to launch the app. Is this my issue or the app? I'm using an up-to-date pixel 4a.”
Link to the app if you need it: https://play.google.com/store/apps/details?id=com.dominaxisgames.android.labyrinthoflegendaryloot&hl=en . It’s not free so if you want I can give you access as a tester. I could also send you the apk, love or source code. But considering it doesn't start up at all I don't think the issue is related to the app itself.
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