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Wc3 crashing after game

04-13-2008, 10:30 PM#1
cleeezzz
I have this really annoying problem. In my map, after around 30 mins, if you leave the game, you will freeze at the score screen. I have cleaned out many leaks but the problem is still there. anyone know whats going on?
04-14-2008, 03:18 AM#2
DioD
"Weak" PC may be, if you run out of memory wc3 freeze and bsod after some time.
04-14-2008, 03:32 AM#3
Strilanc
You still have memory leaks. This is the most common symptom. Keep looking.
04-14-2008, 03:33 AM#4
Tide-Arc Ephemera
Quote:
Originally Posted by cleeezzz
I have this really annoying problem. In my map, after around 30 mins, if you leave the game, you will freeze at the score screen. I have cleaned out many leaks but the problem is still there. anyone know whats going on?
I don't intend to belittle you, but the common leaks that may be easily spotted can also be easily missed. Look out mainly for unit groups and points.
04-15-2008, 03:36 AM#5
cleeezzz
but ive checked my triggers, (also with leak check by im_on_56k), removed about 20 additional leaks (all player group leaks) since my first post. the problem still occurs and leak check says im leak free (i know you cant trust programs but ive checked my triggers too)

another note, my fps in game drops while using sfx heavy abilities, but it is able to climb back to normal. even at the end of the game, there is no lag, running smoothly at normal speed.


also, its not just weak pc, EVERYONE freezes (who played of course)
04-15-2008, 05:00 PM#6
DioD
post your map.
04-15-2008, 08:47 PM#7
Toadcop
we want also see freezing your PC's ^^
04-15-2008, 10:42 PM#8
Tide-Arc Ephemera
Quote:
Originally Posted by cleeezzz
but ive checked my triggers, (also with leak check by im_on_56k), removed about 20 additional leaks (all player group leaks) since my first post. the problem still occurs and leak check says im leak free (i know you cant trust programs but ive checked my triggers too)

another note, my fps in game drops while using sfx heavy abilities, but it is able to climb back to normal. even at the end of the game, there is no lag, running smoothly at normal speed.


also, its not just weak pc, EVERYONE freezes (who played of course)
Well... anything that's not a string, boolean (true/false), integer or real pretty much leaks... so... yeah.

The symptom of having more SPFX on an ability is usually having more momentary lag.

Go through a game, type /fps at the start. Watch the frame rate and make a note of it every 5 minutes or something. If it's gradually dropping, then there's still existing memory leaks.
04-16-2008, 01:21 AM#9
cleeezzz
i did, my old post tells you about my fps staying constant except when using spells, but it rises back to normal.


just a blank map with all the triggers, dont mind if the objects in the trigger editor are wrong (i didnt import objects). leaks dont consist of the objects anyway. so if anyone can point out a leak, please tell me
Attached Files
File type: w3xMap.w3x (224.3 KB)
04-16-2008, 05:02 AM#10
Tide-Arc Ephemera
As far as I know, Timers leak. I don't use them often, so you'll have to ask someone else how to fix them...
04-16-2008, 05:03 AM#11
cleeezzz
i dont know cuz leak checker didnt pick up, i asked people and they said local timers leak but global timers dont. im guessing user defined global timers dont leak?
04-16-2008, 10:36 AM#12
DioD
Well...

I checked map provided, results are:

Code:
    call DestroyTrigger( GetTriggeringTrigger() )

Static objects do not leak "cleaning" trigger may ruin stack also triggeraction and trigger variable still used, soo its useless.

There is need of cleaning only inside massrun (more then 100 times per game) triggers.

leaking massrun functions are:

Code:
function Trig_Tornado_Pull_Func002A takes nothing returns nothing
    set udg_Picked_Tornado = GetEnumUnit()
    set udg_Temp_Point11 = GetUnitLoc(GetEnumUnit())
    set udg_Archer_Group = GetUnitsOfTypeIdAll('E000')
    call ForGroupBJ( udg_Archer_Group, function Trig_Tornado_Pull_Func002Func004A )
    call RemoveLocation(udg_Temp_Point11)
endfunction
Group, 20per second

Code:
function Trig_Tornado_Func003A takes nothing returns nothing
    set udg_Random_Point = GetRandomLocInRect(GetCurrentCameraBoundsMapRectBJ())
    call IssuePointOrderLocBJ( GetEnumUnit(), "move", udg_Random_Point )
    call RemoveLocation(udg_Random_Point)
endfunction
rect 1 per 2 seconds

Code:
function Trig_Wind_Func002A takes nothing returns nothing
    set udg_Archer_Loc = GetUnitLoc(GetEnumUnit())
    set udg_Temp_Point6 = PolarProjectionBJ(udg_Archer_Loc, ( udg_Wind_Speed / 20.00 ), udg_Wind_Degree)
    call SetUnitX(GetEnumUnit(), RMaxBJ(GetRectMinX(bj_mapInitialPlayableArea), RMinBJ(GetRectMaxX(bj_mapInitialPlayableArea), GetUnitX(GetEnumUnit())+Cos(bj_DEGTORAD * AngleBetweenPoints(GetUnitLoc(GetEnumUnit()),udg_Temp_Point6))*udg_Wind_Speed/50.0)))
    call SetUnitY(GetEnumUnit(), RMaxBJ(GetRectMinY(bj_mapInitialPlayableArea), RMinBJ(GetRectMaxY(bj_mapInitialPlayableArea), GetUnitY(GetEnumUnit())+Sin(bj_DEGTORAD * AngleBetweenPoints(GetUnitLoc(GetEnumUnit()),udg_Temp_Point6))*udg_Wind_Speed/50.0)))
    call RemoveLocation(udg_Archer_Loc)
    call RemoveLocation(udg_Temp_Point6)
endfunction
locations 40 per second (2x20)

Well 60.5 leaks per second...

Code checked for "TriggerRegisterTimerEventPeriodic" only.
04-16-2008, 10:55 AM#13
Malf
What a whopping 108,900 leaks in 30 minutes!
04-17-2008, 12:28 AM#14
cleeezzz
ok sorry, i forgot to mention, i dont even turn those triggers on.

other than the weather folder of triggers, is my map 100% leak free?
04-17-2008, 06:31 AM#15
DioD
100% leak free with gui is not possible.