SDL_GetWindowSize crash on android

hi, im getting a few reports of a crash on android devices that i couldn’t reproduce.

sdl version 2.0.9
crash in SDL_GetWindowSize_REAL - signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)

maybe im not getting the screen size the proper way?

this is the short version of init sdl,window,gl

if(SDL_Init(SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS) == 0)
{
    window = SDL_CreateWindow("game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL)
    glcontext = SDL_GL_CreateContext(window);
}

this is part of the call stack where i get the screen size:

Vector2 Game::GetScreenSize()
{
    int w = 0;
    int h = 0;
    SDL_GetWindowSize(window, &w, &h);

    return Vector2(w, h);
}

the first line in this void (CHECK_WINDOW_MAGIC) is where addr2line points to in the first line of the call stack as the crash source:
line 2033 in SDL_video.c

void
SDL_GetWindowSize(SDL_Window * window, int *w, int *h)
{
    CHECK_WINDOW_MAGIC(window,);
    if (w) {
        *w = window->w;
    }
    if (h) {
        *h = window->h;
    }
}

the crash log in google play console:
backtrace:

#00  pc 0000000000085ab6  /data/app/package.name-1/lib/arm/libSDL2.so (SDL_GetWindowSize_REAL+13)
#01  pc 0000000000076c9f  /data/app/package.name-1/lib/arm/libmain.so (_ZN4Game13GetScreenSizeEv+30)
#02  pc 000000000008f863  /data/app/package.name-1/lib/arm/libmain.so (_ZN6Sprite6RenderEv+130)
#03  pc 00000000000777cb  /data/app/package.name-1/lib/arm/libmain.so (_ZN4Game6renderEv+930)
#04  pc 0000000000078c9b  /data/app/package.name-1/lib/arm/libmain.so (SDL_main+106)
#05  pc 0000000000029375  /data/app/package.name-1/lib/arm/libSDL2.so (Java_org_libsdl_app_SDLActivity_nativeRunMain+356)
#06  pc 00000000006907ed  /data/app/package.name-1/oat/arm/base.odex

Try to use the latest SDL source code (https://hg.libsdl.org/SDL), there are lot of thread synchronization issues fixed for Android.

Create window and renderer as soon as the app starts.
Check that you get a valid window and renderer.
Start also to poll events quickly and don’t use the gl context or SDL renderer beetween the events SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERFOREGROUND.