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Okay, that's odd. The code for MakeFriends didn't change much at all since 1.4.4.1, I think. Though I'm not 100% up on my MF versioning.
Do you have any more info that can help me out there, yoda?
Do you have any more info that can help me out there, yoda?
Yes, I can tell you that I am wrong. It still happens with MF, it just seems to take a lot longer (5 hours before I noticed lag this time)
Sounds to me like a table size limit. The time frame will prob vary according to the pc it's ran on. If a table grows to large it will start causing problems like this, i.e. chat logs. Only solution I found so far is set up a ring buffer so the buffers will not consume all of the system resources.
Has anyone tried using gcinfo() to see how much memory is being used and garbage collected? something like:
local memory, gc = gcinfo()
print (Memory: "..memory.."K, GC: "..gc.."K")
That information during a loss of fps would be helpful.
local memory, gc = gcinfo()
print (Memory: "..memory.."K, GC: "..gc.."K")
That information during a loss of fps would be helpful.
That's interesting, BlackNet. I'll keep an eye out for that when rewriting MF and write back telling my results(I'll be starting the MF rewrite on Friday, since I'm a terribly boring person and do nothing better than code lua then.)
Edit: Something that would be helpful to help me track this down; when the framerate starts going in the shitter due to MF(I'm not surprised it's the culprit, but anyway), does switching sectors seem to fix it? Does it go worse at a faster rate when you stay in, say, a BS sector for a million years? Is there anything you know of that accelerates the path into framerate hell?
As Scottso suggested, do that as well, but I'm not as confident it'll produce any useful information. I have not done any optimization of the code in any way in any version of TCS/PTK.
Edit: Something that would be helpful to help me track this down; when the framerate starts going in the shitter due to MF(I'm not surprised it's the culprit, but anyway), does switching sectors seem to fix it? Does it go worse at a faster rate when you stay in, say, a BS sector for a million years? Is there anything you know of that accelerates the path into framerate hell?
As Scottso suggested, do that as well, but I'm not as confident it'll produce any useful information. I have not done any optimization of the code in any way in any version of TCS/PTK.
Doesn't seem like vo has/lets us use this function.
Yeah, does not seem we can use that function. Some more information though, today I was botting for a while, in the same sector, for over 4 hours. No framerate lag at all. After the botting was over, I started to trade my faction up, this is when the problem occured, so I guess its something to do with the amount of targets encountered (do you cache them?) rather than time left running.
I suspect it has to do with targets encountered, but I haven't even looked at anything but the main radar modification code of MF in a long while. I don't recall caching anything to that extent, but I'll double check. Thanks for the info Yoda; that'll help quite a bit.
I think I might be able to do some testing on this sometimes this week or weekend. Will post what I find.
If it interests anyone, I believe I've figured out where the issue is springing up at. MakeFriends keeps a tally of who has hit you in order to properly mark those people as enemies when the option to do so is enabled. Which is all well and fine, but it never cleans up the table. So if you get hit by a lot of enemies over a long period of time, you'll end up with a very very large table, which could cause the memory issues that are springing up. I'll be adding some code to clean up the table to prevent this from happening.
In the meantime, if you just uncheck the "Flag hostiles red for [ ]" option, you should be able to avoid framerate hell. I think.
In the meantime, if you just uncheck the "Flag hostiles red for [ ]" option, you should be able to avoid framerate hell. I think.
I played for over 6 hours, without a client restart today with the suggested quick fix and noticed no framerate of doom. Some frames dropped every-now-and-again, but I notice that sometimes even when plugin free.
Any news on an update Steve? I miss my hostiles:)
Uhh, I didn't forget about this entirely, honest. Really.
Azumi, contact me on irc(Go through Miharu, Lemming, or Iry to get my current location) about this, if you could. I suddenly got busy with stuff and forgot entirely about what I was doing, so I'm going to have some questions.
Azumi, contact me on irc(Go through Miharu, Lemming, or Iry to get my current location) about this, if you could. I suddenly got busy with stuff and forgot entirely about what I was doing, so I'm going to have some questions.
omg... now I need to figure how to use IRC. The evils that I must go through for this:)
Az, there's a middleman you can go through to get to me on IRC, I think you know who I'm talking about. ;) (And no, I'm not talking about the relay.)
miha, did you have an interim solution?
ALL HAIL THE SCUBA STEVE
ALL HAIL THE SCUBA STEVE
<Retractile> Scuba Steve by Order of CLM halt your vessel and negotiate passage!
forget i even posted here, i fixed it.
Periodic checkin. Does this thing still work? Do people still use it?
Please stop using it :(
(Not really though, just let me know if something is broke and I can fix it)
Please stop using it :(
(Not really though, just let me know if something is broke and I can fix it)
Works beautifully. No complaints here!