Yes! I managed to obtain them in my zombie map Corpses and I don't know how...
If you reach wave 8-9 and you quit the game it requires 1 minutes to go out, it seems clearly a memory leak bug as in WC3.
So my question is:
anyone found how memory leaks can happen in SC2?
Here are the global variables I use:
SpawnPointsIndex = 0 <Integer>
SpawniPoints = No Point <Point[100]>
HeroesGroup = (Empty unit group) <Unit Group>
HeroesUnits = No Unit <Unit[4]>
HeroesLightsArea = No Region <Region[4]>
ZombiesToKill = 0 <Integer>
Leaderboard = No Leaderboard <Leaderboard>
I always suspected that your lighting system was region based. I also suspect that's the issue here. Try just removing the light system entirely and giving yourself full map view, try a game and see if the same leak occurs?
I often use the while action in triggers so I don't use timer periodic events or recursive callings... That could be the problem.
If the trigger is never closed the variables are not cleared from the memory, right?
Maybe is unfixable, since they made it "without leaks".
It can be just a hole in whole editor. That maybe can be patched, maybe not. I find GE quite limited and maybe worse than Wc3.
Yes you can do lots of things, but when connecting those things all together, functionality isnt that good.
If the trigger is never closed the variables are not cleared from the memory, right?
Correct, but since you're constantly using these variables it doesn't matter.
Also you needs more than a couple of hundred "lost" variables to make a map lag.
There's probably a different reason for that.
Maybe you can do some testing. Disable certain systems, play the game, check if it still "leaks".
Also, check your RAM usage in the task manager at this stage. If SC2's usage is abnormally high then we really got leaks here.
This is from the native script inside the base mpq:
// -- Complex types and automatic deletion --// // Many native types represent "complex" objects (i.e. larger than 4 bytes). The script language// automatically keeps track of these objects and deletes them from memory when they are no longer// used (that is, when nothing in the script references them any longer). The types which benefit// from automatic deletion are://// abilcmd, bank, camerainfo, marker, order, playergroup, point,// region, soundlink, string, text, timer, transmissionsource, unitfilter, unitgroup, unitref,// waveinfo, wavetarget//// Other object types must be explicitly destroyed with the appropriate native function when you// are done using them.
Yeah the group type variables among other types are now handled by the garbage collector in the sc2 script engine. So unless theres an explicit definition of a function that removes a certain type of variable, the map makers will have no control over when to remove these types. They will be removed when they are no longer needed, according to the script engine. But my guess is that you don't have to worry about it that much.
I think there deffinetly is some leak issues. Iv tried spamming my spells but it causes lagg after a while. In wc3 that never happened since I could remove those leaks myself (custom/trigger spell ofc)....dunno if garbage collector is too slow to pick leaks when you spam something or Is there some bug in my triggers...
When alt tabbing out and then back in the back in part takes a minute for sc2 to refresh my screen..... who knows why but its annoying as hell and this is from the menu screen.
secondly if its a "memory leak" you should be able to notice your ram usage go out of control in task manager but considering ive seen SC2 running at 2 gig of ram normally .. any leak you do create is going to be unnoticable. Secondly a ram leak more then likely will not cause a delay when exiting the map it is more then likely caused by B.net
TRY THIS
set your map to run the test document in a window'd mode with the Trigger Moniter window open. Look for exsessive triggering going on and then when your done looking at that ...... try restarting and exiting your game(I mean using the ingame option to restart your map)......... do you get the same delay issue when restarting or leaving your map in the windowed test mode of your map....
Couldn't it just be that by the end of the game, more models have been loaded into memory? Models don't load into memory until they appear in the map unless you tell them to.
When alt tabbing out and then back in the back in part takes a minute for sc2 to refresh my screen..... who knows why but its annoying as hell and this is from the menu screen.
secondly if its a "memory leak" you should be able to notice your ram usage go out of control in task manager but considering ive seen SC2 running at 2 gig of ram normally .. any leak you do create is going to be unnoticable. Secondly a ram leak more then likely will not cause a delay when exiting the map it is more then likely caused by B.net
TRY THIS
set your map to run the test document in a window'd mode with the Trigger Moniter window open. Look for exsessive triggering going on and then when your done looking at that ...... try restarting and exiting your game(I mean using the ingame option to restart your map)......... do you get the same delay issue when restarting or leaving your map in the windowed test mode of your map....
I didn't have this problem while testing, as I said i tested all zombie waves in local and I've come out from the game in a couple of seconds. I tried to spawn the amount of zombies you would find in a 4 players game.
However the light system does his job 4 times if there are 4 players in game so I could not test in the same online conditions.
@ Vexel
There are only 3 type of zombies and 4 heroes models + the doodads around. I don't think its a models problem.
Yes! I managed to obtain them in my zombie map Corpses and I don't know how...
If you reach wave 8-9 and you quit the game it requires 1 minutes to go out, it seems clearly a memory leak bug as in WC3.
So my question is:
anyone found how memory leaks can happen in SC2?
Here are the global variables I use:
SpawnPointsIndex = 0 <Integer>
SpawniPoints = No Point <Point[100]>
HeroesGroup = (Empty unit group) <Unit Group>
HeroesUnits = No Unit <Unit[4]>
HeroesLightsArea = No Region <Region[4]>
ZombiesToKill = 0 <Integer>
Leaderboard = No Leaderboard <Leaderboard>
The rest is all local :|
I always suspected that your lighting system was region based. I also suspect that's the issue here. Try just removing the light system entirely and giving yourself full map view, try a game and see if the same leak occurs?
yea i also want to know it.
i think there are as in wc3 location leaks; effect leaks; (player and unit) group leaks and may sound leaks. but i have no idea how to fix it
The region is always the same and is moved each time! So I don't think it's the problem.
I often use the while action in triggers so I don't use timer periodic events or recursive callings... That could be the problem.
If the trigger is never closed the variables are not cleared from the memory, right?
Maybe is unfixable, since they made it "without leaks".
It can be just a hole in whole editor. That maybe can be patched, maybe not. I find GE quite limited and maybe worse than Wc3.
Yes you can do lots of things, but when connecting those things all together, functionality isnt that good.
Correct, but since you're constantly using these variables it doesn't matter.
Also you needs more than a couple of hundred "lost" variables to make a map lag.
There's probably a different reason for that.
Maybe you can do some testing. Disable certain systems, play the game, check if it still "leaks".
Also, check your RAM usage in the task manager at this stage. If SC2's usage is abnormally high then we really got leaks here.
Ok it's not the spawning system, I tried to spawn all 10 waves and I've come out from the game in a couple of seconds.
Now I've left the light system to check :|
This is from the native script inside the base mpq:
but how? in wc3 it was for exaple Custom Script - call DestroyGroup(udg_VarName) (udg = user definted global or someting like that)
@HellGateSc2: Go
Yeah the group type variables among other types are now handled by the garbage collector in the sc2 script engine. So unless theres an explicit definition of a function that removes a certain type of variable, the map makers will have no control over when to remove these types. They will be removed when they are no longer needed, according to the script engine. But my guess is that you don't have to worry about it that much.
2 minutes to come out from the map and I should not worry about? :P
I don't know what the problem could be, help :O
You said there's just the light system left to check - did that bring any results?
I think there deffinetly is some leak issues. Iv tried spamming my spells but it causes lagg after a while. In wc3 that never happened since I could remove those leaks myself (custom/trigger spell ofc)....dunno if garbage collector is too slow to pick leaks when you spam something or Is there some bug in my triggers...
I have posted the trigger inside this post... it seems ok so I don't know what to fix :|
Me thinks its just SC2 being slow....
When alt tabbing out and then back in the back in part takes a minute for sc2 to refresh my screen..... who knows why but its annoying as hell and this is from the menu screen.
secondly if its a "memory leak" you should be able to notice your ram usage go out of control in task manager but considering ive seen SC2 running at 2 gig of ram normally .. any leak you do create is going to be unnoticable. Secondly a ram leak more then likely will not cause a delay when exiting the map it is more then likely caused by B.net
TRY THIS
set your map to run the test document in a window'd mode with the Trigger Moniter window open. Look for exsessive triggering going on and then when your done looking at that ...... try restarting and exiting your game(I mean using the ingame option to restart your map)......... do you get the same delay issue when restarting or leaving your map in the windowed test mode of your map....
@Bibendus: Go
Couldn't it just be that by the end of the game, more models have been loaded into memory? Models don't load into memory until they appear in the map unless you tell them to.
I didn't have this problem while testing, as I said i tested all zombie waves in local and I've come out from the game in a couple of seconds. I tried to spawn the amount of zombies you would find in a 4 players game.
However the light system does his job 4 times if there are 4 players in game so I could not test in the same online conditions.
@ Vexel
There are only 3 type of zombies and 4 heroes models + the doodads around. I don't think its a models problem.