Osu: Osu Lazer Won't start on Android

Created on 19 Dec 2019  路  9Comments  路  Source: ppy/osu

Describe the bug:
When I open osu!lazer, it shows a blank screen then it crashes.
Screenshots or videos showing encountered issue:
N/A
osu!lazer version:
2019.1219.0
Logs:
performance.log
runtime.log

framework-fix-required android crash

Most helpful comment

I didn't intend to suggest reverting entirely, just at most hacking the code together somehow to get the old code path back on Android, as this is all temporary anyways indeed.

All 9 comments

Relevant error:

2019-12-19 13:31:28: An unhandled error has occurred.
2019-12-19 13:31:28: System.NotImplementedException: The method or operation is not implemented.
2019-12-19 13:31:28: at osuTK.GameViewBase.get_Bounds () [0x00000] in <7484b4753167456b82f11e78c0669d25>:0
2019-12-19 13:31:28: at osu.Framework.Platform.GameWindow.get_Bounds () [0x00000] in <e18e737b2cc541c4a021200f3c60500e>:0
2019-12-19 13:31:28: at osu.Framework.Platform.GameWindow.get_CurrentDisplay () [0x00000] in <e18e737b2cc541c4a021200f3c60500e>:0
2019-12-19 13:31:28: at osu.Framework.Platform.GameHost.<SetupConfig>b__131_1

Quite strange that it hasn't popped up before to my knowledge.

Describe the bug:
When I open osu!lazer, it shows a blank screen then it crashes.
Screenshots or videos showing encountered issue:
N/A
osu!lazer version:
2019.1219.0
Logs:
performance.log
runtime.log

same actually

performance.log
Another log from my side of story

Please do not post "+1" comments under this issue. Either you're having the same issue, in which case your comments are not needed (you can use reactions if you so desire instead), or you're not, in which case you should open a new issue instead.

Regressed with ppy/osu-framework#3117; should probably fall back to the old method wherever the new one is unsupported.

Regressed with ppy/osu-framework#3117; should probably fall back to the old method wherever the new one is unsupported.

Falling back to the old method is exactly what will break the macOS menu focus on the SDL branch, and is the primary reason I made the change. The better solution is to correctly implement CurrentDisplay on Android and iOS, but this will require changes to osuTK.

In the meantime, rather than reverting the PR, we could put a platform check on it to assume 60hz for mobile targets. Ultimately it would be better to implement this properly, but that's non-trivial, and I'd honestly like to avoid as many changes to osuTK as possible given we are dropping it entirely.

Edit: Overridden through GameWindow subclasses instead.

I didn't intend to suggest reverting entirely, just at most hacking the code together somehow to get the old code path back on Android, as this is all temporary anyways indeed.

mine just doesn't start at all. it just instantaneously closes

The build has been pulled. Please use the previous build.

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