I won't bore you retelling my tale again, the quick recap is just that in my project the MBs keep climbing, and any version of the map where the MBs reach 800 by 30min will probably reach 1GB by the first hour and then crash long before it reaches the second hour. But even in the best versions, the MBs are climbing, just more slowly (rarely shrinking).
I have been leak hunting, and I cannot figure out what could still leak. I always delete points and unit groups and regions, and that's in the cases where I don't just use constant groups and "move region" (something I try to do as much as possible).
But now I remember someone once told me that ANY function that forces the machine to "think" (say, calculate a random number, count number of units in a group, etc.) will leak.
Is that true?
If so, that could be an angle here, because my project rather heavily relies on different outcomes depending on "dice rolls" like "If random number between 1 and 10 less than or equal to..."
1) So are functions like that inherently problematic, and are there alternatives?
2) Is there a more likely explanation you could think of? I suppose my map spawns a rather large number of units (large number of players training units, AI players get extra units with triggers, creeps killed in one location respawn at another part of the map, so overall population always at least slighlty grows rather than declines over the course of a game), but it's not either like I create like 1000 units with a periodic trigger or anything like that.
I have been leak hunting, and I cannot figure out what could still leak. I always delete points and unit groups and regions, and that's in the cases where I don't just use constant groups and "move region" (something I try to do as much as possible).
But now I remember someone once told me that ANY function that forces the machine to "think" (say, calculate a random number, count number of units in a group, etc.) will leak.
Is that true?
If so, that could be an angle here, because my project rather heavily relies on different outcomes depending on "dice rolls" like "If random number between 1 and 10 less than or equal to..."
1) So are functions like that inherently problematic, and are there alternatives?
2) Is there a more likely explanation you could think of? I suppose my map spawns a rather large number of units (large number of players training units, AI players get extra units with triggers, creeps killed in one location respawn at another part of the map, so overall population always at least slighlty grows rather than declines over the course of a game), but it's not either like I create like 1000 units with a periodic trigger or anything like that.











