Elvas Tower: Potential memory leak - Elvas Tower

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Potential memory leak

#1 User is offline   engmod 

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Posted 28 May 2020 - 11:33 PM

Gents,

I have isolated a potential memory leak.

Problem started with 2020.04.29.1321.

go to http://www.elvastowe...g/page__st__610

for more information.

#2 User is offline   Csantucci 

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Posted 29 May 2020 - 12:44 AM

Hi Derek,
thank you for your analysis. I have checked what was modified in Unstable release 2020.04.29.1321.
Here it is
Attached File  windowssize.diff.txt (2.09K)
Number of downloads: 28
It is difficult to me to understand how this change could affect memory, but everything is possible. Before generating a test version without that change, could you please check again that you get the problem with that Unstable release and don't get it with the preceding release, that is U2020.04.29-0706 ?

#3 User is offline   engmod 

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Posted 29 May 2020 - 04:18 AM

start (figures from hud)

U2020.4.24-0936 mem 225MB gcs 450
15 minutes
U2020.4.24-0936 mem 225MB gcs 1220

Change version

U2020.4.29-1321 mem 231MB gcs 435
15 minutes
U2020.4.29-1321 mem 478MB gcs 1250

#4 User is offline   Csantucci 

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Posted 29 May 2020 - 04:23 AM

Thanks, but that does not confirm that the problem has started with U2020.4.29-1321. There are many versions between U2020.4.29-1321 and U2020.4.24-0936. Maybe you don't have access to them?

#5 User is offline   engmod 

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Posted 29 May 2020 - 09:44 AM

I don't, that is all I can see.

I can test them if they are available!!

#6 User is offline   Csantucci 

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Posted 29 May 2020 - 10:58 AM

Derek,
you have a PM.

#7 User is offline   engmod 

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Posted 29 May 2020 - 04:13 PM

It won't start, and nothing in the log?

#8 User is offline   Eldorado.Railroad 

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Posted 29 May 2020 - 07:17 PM

If this is what I think it is...then this is not a new problem. I would not call this a "leak"..but more of a memory management problem. As proof, rerun your activity in the non-Monogame, older XNA 32 bit versions of Open Rails. When you study the debug HUD, you will notice that the memory use goes up and down as your camera (train) travels through world tiles. Things get loaded and unloaded. I have tested ORMG 54.1 tonight, looking at Mullan Pass activity and there is NO memory management. I have older versions of ORMG that I can test, but I feel confident that I well get the same results.

As a matter of personal opinion and personal preference, the older XNA version behaves very nicely with a limited memory space. ORMG performs better, but does not have memory management. Hiding behind the 64 bit version does not work for me as there is annoying flickering triggered by either multiple freight animations or different shaders, that is a real shame. The 32 bit version does not suffer from this flickering! Time and time again, TSRE included, there has been a reluctance to grasp memory management firmly and make sure it is the top priority.

Search my posts and you will find I have written about this numerous times, and will not waste your time re-writing what I have written multiple times over the years. The workaround for this not simple, as it depends on the route you are using, but you will find that severely limiting your activities in terms of rolling stock and the variety of rolling stock helps. You cannot hope to sit on a tile and see a bunch of different rolling stock go by you without running into your memory "leak".

I have observed this problem some many months back, but have been reluctant to bring it up "again", thank you for doing exactly that!,

Steve

#9 User is offline   engmod 

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Posted 29 May 2020 - 07:41 PM

Hi Steve,

I don't think you can count 6GB of ram usage in any way normal.

What more do we need other than garbage collection?
https://stackify.com...age-collection/

#10 User is offline   Csantucci 

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Posted 29 May 2020 - 11:21 PM

View Postengmod, on 29 May 2020 - 04:13 PM, said:

It won't start, and nothing in the log?

That's strange, i tried downloading and unzipping from the link I provided to you, and it works here.

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