2.0.10,大厅子游戏模式,进入子游戏场景报错

2.0.10,大厅子游戏模式,下载子游戏资源都正常,场景也切换也执行了,但是报了一个错,怎么都排查不出来


我子游戏的load,star都注释了,子游戏单独都能运行,但是用大厅子游戏模式一直报这个错
顺便问一下,如果用大厅子游戏,大厅注册socket.io在子游戏里能监听到吗

这是我子游戏的入口main
(function () {
‘use strict’;

if (window.jsb) {
    /// 1.初始化资源Lib路径Root.
    var subgameSearchPath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/')+'ALLGame/local_ddz/';

    /// 2.subgame资源未映射,则初始化资源映射表,否则略过映射.
    if(!cc.HallAndSubGameGlobal){
        cc.HallAndSubGameGlobal = {}
    }
    if(!cc.HallAndSubGameGlobal.subgameGlobal){
        cc.HallAndSubGameGlobal.subgameGlobal = {};

        /// 加载settings.js
        window.require(subgameSearchPath + 'src/settings.js');
        var settings = window._CCSettings;
        window._CCSettings = undefined;

        if ( !settings.debug ) {
            var uuids = settings.uuids;

            var rawAssets = settings.rawAssets;
            var assetTypes = settings.assetTypes;
            var realRawAssets = settings.rawAssets = {};
            for (var mount in rawAssets) {
                var entries = rawAssets[mount];
                var realEntries = realRawAssets[mount] = {};
                for (var id in entries) {
                    var entry = entries[id];
                    var type = entry[1];
                    // retrieve minified raw asset
                    if (typeof type === 'number') {
                        entry[1] = assetTypes[type];
                    }
                    // retrieve uuid
                    realEntries[uuids[id] || id] = entry;
                }
            }

            var scenes = settings.scenes;
            for (var i = 0; i < scenes.length; ++i) {
                var scene = scenes[i];

                if (typeof scene.uuid === 'number') {
                    scene.uuid = uuids[scene.uuid];
                }
            }

            var packedAssets = settings.packedAssets;
            for (var packId in packedAssets) {
                var packedIds = packedAssets[packId];
                for (var j = 0; j < packedIds.length; ++j) {
                    if (typeof packedIds[j] === 'number') {
                        packedIds[j] = uuids[packedIds[j]];
                    }
                }
            }
        }

        /// 加载project.js
        var projectDir = 'src/project.js';
        if ( settings.debug ) {
            projectDir = 'src/project.dev.js';
        }
        console.log('>>>导入project文件《《《')
        require(subgameSearchPath + projectDir);

        /// 如果当前搜索路径没有subgame,则添加进去搜索路径。
        var currentSearchPaths = jsb.fileUtils.getSearchPaths();
        if(currentSearchPaths && currentSearchPaths.indexOf(subgameSearchPath) === -1){
            jsb.fileUtils.addSearchPath(subgameSearchPath, true);
            console.log('subgame main.js 之前未添加,添加下subgameSearchPath' + currentSearchPaths);
        }

        cc.AssetLibrary.init({
            libraryPath: 'res/import',
            rawAssetsBase: 'res/raw-',
            rawAssets: settings.rawAssets,
            packedAssets: settings.packedAssets,
            md5AssetsMap: settings.md5AssetsMap
        });

        cc.HallAndSubGameGlobal.subgameGlobal.launchScene = settings.launchScene;

        /// 将subgame的场景添加到cc.game中,使得cc.director.loadScene可以从cc.game._sceneInfos查找到相关场景
        for(var i = 0; i < settings.scenes.length; ++i){
            cc.game._sceneInfos.push(settings.scenes[i]);
        }
    }

    /// 3.加载初始场景
    var launchScene = cc.HallAndSubGameGlobal.subgameGlobal.launchScene;
    cc.director.loadScene(launchScene, null
        // function () {
        //     console.log('subgame main.js 成功加载初始场景' + launchScene);
        // }
    );
}

})();

有没有人

大哥,解决了么,我也遇到一样的问题,应该是子游戏之间冲突了