- Joined
- Aug 16, 2019
- Messages
- 199
Info: The map is on the current Reforged patch. The triggers are in GUI, and I'm gradually rewriting them in JASS. The entire code doesn't involve complex calculations or manipulations; the map is in the altered melee style. Frames are not used.
- During network games, desynchronization occurs, and participants get kicked out of the game. How much leakage is there in GUI triggers, and what should I focus on first with such a problem? What should be avoided in the future?
- I've read about leaks in Warcraft. When translating code to JASS, I bring it to natives as much as possible, without calling functions within functions. I'm also cleaning up objects in local variables since they remain in memory even after the function exits (about 4 KB for each object). Is there anything else I need to consider that I might have missed?
- Globals variables — it's said that they are evil. But how should additional variables be stored that retain information throughout the game? (for the current Reforged patch).
- It's a bit late to switch to LUA, but still, if I backtrack and rewrite in LUA, will it be significantly more efficient and productive? Or should I just leave it as it is?
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