Memory Leaks, Problem?

Samurai Legends
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Chirus - nooK - Lyncor - Forbidden - tegeus-Cromis
  • Forum: Samurai Legends
  • Forenbeschreibung: Official forums
  • aus dem Unterforum: Ideas
  • Antworten: 9
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: Memory Leaks, Problem?
  • Letzte Antwort: vor 17 Jahren, 6 Monaten, 12 Tagen, 1 Stunde, 14 Minuten
  • Alle Beiträge und Antworten zu "Memory Leaks, Problem?"

    Re: Memory Leaks, Problem?

    Chirus - 18.10.2006, 08:13

    Memory Leaks, Problem?
    Just recently I played the map of which this forum is so obviously based, and although the gameplay seemed alright, there was one big problem. Lag. And not just any lag, cumulative lag from memory leaks. I was directed here by Lyncor (Azeroth).

    Memory leaks are a problem with Blizzard's way of triggering that leave empty codes in the memory, which build up and eventually cause lag. They are often caused by positioning functions (move unit to location, create special effect at location).

    So how do you know what a memory leak is? I use a nifty program called "Leak Check" (available in the tools section of www.wc3sear.ch) in which you copy the GUI text into the a .txt file, and run the program on the file. It tells you whats written in the file, and the leaks and how you should fix them. Then you just create the functions for fixing them in your World Editor.

    If you use JASS, try making a trigger in GUI with one of the functions I mentioned, then checking it for leaks. Once you get to know the system of avoiding leaks (set variable, use variable, remove variable/object of variable) its pretty straightforward, and you probably won't need to use the program. You should run the Leak Check for every trigger in your map and fix the leaks. It should dramatically decrease the lag, making your map a lot more appealing to public.

    I hope the maker of this map reads this message and takes the time to fix the memory leaks. It will help you in future maps to come, as memory leaks are a repeated problem. If you're having trouble finding or using the Leak Check program, you can send me an email to chirusfire@hotmail.com

    -Chirus Highwind



    Re: Memory Leaks, Problem?

    nooK - 18.10.2006, 12:55


    1. Map doesn`t build up lag, I guess you just had a bad host or something else.

    2. You really think a map with those custom spells has tons leaks? ...

    3. Leaks are very easy to fix, if you need LeakChecker you are nub :P Also it doesn`t even get all of them...

    Sorry for sounding pissed, but i think it`s quite funny that a guy who uses LeakCheck wants to tell me what leaks are and how to prevent them.

    Nothing against you but if you are a bit experienced in mapping you know that you can`t make such an map if you don´t even know about leaks, because the game would start lagging like hell after 1-2 minutes.



    Re: Memory Leaks, Problem?

    Lyncor - 18.10.2006, 13:29


    Well... while 0.7 didn't build up lag.. I've noticed that 0.82 actually does. I don't know about 0.8.

    In a long game, the lag gets worse and worse. A few times now, the HOST has started to lag. That is generally bad.

    I don't know the technical side of it, but that's an observation.



    Re: Memory Leaks, Problem?

    Forbidden - 18.10.2006, 14:42


    Yup I have noticed the same thing. And actually I'm pretty sure it is because of whatchamacallit-leaks.

    I can host SL, at the end it lags alot for everyone. And as far as I know hosts don't usually have 2-3 seconds delays. Then if I rehost without restarting or anything the lag is always gone, but it returns the further the game advances.

    As proud as you (and all the rest of us) are of Samurai legends nooK, I actually think Chirus is correct. At least try checking it out. No harm done there.



    Re: Memory Leaks, Problem?

    nooK - 18.10.2006, 15:01


    Read what I wrote Forb.. I never said there is no single leak in this map..

    Chirus method isn´t anything new or what isn`t done before in SL or other maps...

    Seeking for the bug.



    Re: Memory Leaks, Problem?

    tegeus-Cromis - 18.10.2006, 20:57


    No need to be so defensive, nooK. I read Chirus's post as coming from a player giving advice from his (limited or not, I wouldn't know) own knowledge of mapping in the hope of improving a map he likes, not as coming from a mapper who wants to criticise you for the sake of it. :?

    And to be honest, there do seem to be leaks. SL has never lagged for me in the past (except when playing with hosts from the other side of the planet, of course :P), but it often does now towards the end of the game. Good thing the end comes faster now.



    Re: Memory Leaks, Problem?

    nooK - 18.10.2006, 21:18


    If you aren´t a mapper you don`t understand this, everyone who knows a bit about mapping knows that you never could make such a map without knowing about leaks.

    I had two games with omerta too (in 0.82) where the game lagged and after 2 players quit everything was fine again. I already went through the changes and I don´t see anything which could cause this, I even fixed polar offset leaks I had in 0.7.

    It must be something big, small stuff like one overseen leak don´t cause things like that (as 0.7 had some minor leaks and ran fine).

    Could you please test if this leaks occur in 0.8 too?



    Re: Memory Leaks, Problem?

    Forbidden - 18.10.2006, 22:30


    NooK Said:
    Quote: I had two games with omerta too (in 0.82) where the game lagged and after 2 players quit everything was fine again.

    Yup I had such a game today too. Some players left :arrow: lag was gone. Spooky :)



    Re: Memory Leaks, Problem?

    Chirus - 19.10.2006, 00:02

    Negative Response
    Lyncor was hosting the game, for starters, and if you think the lag was host related, speak to him. Memory leaks are cumulative, they build up over time, causing more and more delay, so yes, maps do build up lag. I recognized this because there was no delay at the beginning of the game, but by the end there was about three and half to four seconds of delay from actions.

    Custom spells like the ones in your map are generally the cause of leaks, from what I've seen. Like I said before, just bits of positioning information that aren't deleted. I've created dynamic movement systems for projectiles and such and seen how memory leaks work.

    I'm the "nub" and you're the one with delay in your map. Don't expect me to know the level of mapmaking skill you possess. I was telling about the program as more of a guideline to understanding leaks.

    I was making a suggestion for your map based on what I saw in the game I played and what I know. I have significant knowledge of the Map Editor and the functions of the Trigger Editor, as well as what leaks are. Please don't criticize me for making a suggestion to benefit your map.

    -Chirus Highwind



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