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Check memory leaks

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Level 10
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Mar 17, 2012
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582
Hi everyone.

I've been making a small hero defence game for a few weeks and I have faced a problem with bad FPS in the mid game. It's weird as I have made everything clear enough with all cleanups necessary.
And also I have noticed that the most lags I get on big units and not on all of them.

Is there any sophisticated way to check if my triggers have leaks?

P.S. Checking 6k+ lines is not very pleasant, so there should be an automatised way. I'm counting on you :)
 
Level 13
Joined
Oct 12, 2016
Messages
769
If you're using GUI, I can spot any problems right away for you.
If it's JASS, I'll have to see where you have point/unitgroup/playergroup/SFX/tempregions/etc. used as globals.

If you got a LOT of dummy units that aren't being removed, this could cause FPS drops over time, too.
 
Level 10
Joined
Mar 17, 2012
Messages
582
If you're using GUI, I can spot any problems right away for you.
If it's JASS, I'll have to see where you have point/unitgroup/playergroup/SFX/tempregions/etc. used as globals.

If you got a LOT of dummy units that aren't being removed, this could cause FPS drops over time, too.

I use GUI so you could spot it right away, but I have way too many triggers. I mean, yeah, it's okay to check every single trigger, but it's a last resort :)

About dummy units: if I use a trigger that removes a unit when it dies, is it considered a cleanup?

P.S. Should I give you my map for checking? :)
 
Level 13
Joined
Oct 12, 2016
Messages
769
Yea, I can give it a glance over and see what's up.
Usually for dummy units in spells, I just use an expiration timer. Basically converts the unit into a summoned unit and it automatically is removed after the timer expires.

Checking thousands of lines is easy to do when it's sorted properly and you know what to look for.
 
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