#luaram garbage collection (leak?)
1 messages · Page 1 of 1 (latest)
replay if that helps
i got hit with another garbage collection after like 5 mins since this one
do you use any custom widgets?
@pulsar crater none
if i were to guess issue i would say its the slowdown + team switching? Ive done that a lot though through the years so it would then be a new phenomenon
you can see your current lua mem use with /debug
somewhere at the top of bottom left
usually it should be at 200-300 MB
see if you can turn on/off or do certain things and see if that will creep uplua mem use (over time)
did you turn on a non-default enabled widget/ui?
oh ok. Well ill do a trial run then see what comes up. No not using anything special at all. The settings i use now is no different from before the newest patch that dropped. But ill test it again with debug see what makes the mem creep up @pulsar crater
what "patch" are you talking about?
the one that dropped a few days ago, which caused the FPS issues, memory leak
yeah but that stuff was fixed as far as i'm concerned
400 to 900, rising steadily
all ive done is slowed it to x0.1 , i can retry in regular speed though
the issue seems gone when i launch a skirmish game without any inactive bots and not changing game speed
it starts increasing when i slow it down to x0.1
when i go back to normal game speed it lowers again
so the issue seems to be related to slowing down game speed
more units on map doing stuff seems to increase it a lot faster, while its rather slow with just a single commander on the map
ive never run x0.1 this long so never encountered it before
ok i can reproduce it just lowering teh gamespeed seems to do it, i cant see why yetthough
👌
if you bring back the gamespeed up for a minute or so the lua mem use will correct itself again
I can try guess: Maybe garbage collector frequency depends on sim speed (by code)?
@narrow river @stuck reef
it does depend on the sim speed
Since the 0.1 playing speed is not typical and the memory got collected eventually, this doesn't look like an emergency
I think we can fix the collection algorithm to operate with thresholds and such, but it's hard to make this a priority, unless you will find someone else in the engine team to be interested in this
Does opposite true: high speed sim makes garbage collector being run called more frequently?
Emergency collector will kick in at this 0.1 speed edge case. No other action required, gc params already optimized for most common use case
I think so
The sim speed affects the garbage accumulation rate, but I don't think the rate of collection should be dependent on the sim speed
I wouldn't have done it this way, but it's what it is