I guess we can set at least the "in and out of the tech tree" issue to "confirmed"?
I thought that was in relation to pushing notification windows, not memory leaks?
Yes that was a Research Window only test but it also happens when opening/closing the GE window, Continent Map Window, etc. multiple times as well as I'm sure you know but thought it worth mentioning. I don't know anything about this stuff but I can read simple numbers lol and it seems to me in laymans terms when we open these windows we get new information contained in ram then I would like to think when we close those windows the memory would release that info but seems to me stays in memory, then we opened up the window again and again get the same info added to memory and again not released when leaving the window until it finally builds up enough to crash.Hooray, the first time I have seen, that a CM tried and reproduced a memory leak issue!!
I guess we can set at least the "in and out of the tech tree" issue to "confirmed"?
Yes that was a Research Window only test but it also happens when opening/closing the GE window, Continent Map Window, etc. multiple times as well as I'm sure you know but thought it worth mentioning. I don't know anything about this stuff but I can read simple numbers lol and it seems to me in laymans terms when we open these windows we get new information contained in ram then I would like to think when we close those windows the memory would release that info but seems to me stays in memory, then we opened up the window again and again get the same info added to memory and again not released when leaving the window until it finally builds up enough to crash.
Wondering if you have reported your findings and if you have gotten any response that you can share with us.I just tried going in and out of the tech tree as well.
At 70 times I was at 3.995GB, on 71 Shockwave crashed.
Maybe this will be an answer for both Inno and players(when players can buy it of course);
Intel's new storage chip is 1,000 times faster than flash memory
https://www.theverge.com/2015/7/28/9058393/intels-micron-memory-3D-xpoint-speed
https://www.intel.com/content/www/u...tane-solid-state-drives-dc-p4800x-series.html
http://www.anandtech.com/show/11209...ep-dive-into-3d-xpoint-enterprise-performance
https://arstechnica.com/information...t-ssd-so-so-transfer-speed-awesome-random-io/
I'm willing to bet all my diamonds this is a game wide issue that affects everyone regardless of system software/hardware. As far as I understand memory leaks it can only be solved at the source which is the programming of the game. If anyone wants to test this simply open/close the Continent Map repeatedly and monitor your RAM, it will rise and eventually crash. Or you could do the same by opening/closing the Research window repeatedly and the same will happen. This tells me there's likely a universal solution, what that is I have no idea, maybe reprogramming, maybe html5, maybe a download client as opposed to browser.Here's a question for the developers...obviously yes, we all have different systems we play the game on so maybe there's no 'universal' solution, BUT! What systems do the developers use to test/play the game on? Specifically, do the Inno workstations also have memory issues with the game? If there's a problem even at the source, perhaps start from there with solving memory issues? This is me assuming there are even problems running the game on whatever systems the Inno developers use, but I'm curious if even the developers have problems playing their own game these days!
And for what it's worth I don't mean any ill will with my post, I'm genuinely curious if this issue really is isolated to specific hardware/software configurations or if it's actually the game as a whole that's in need of some code optimization/overhauling.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at de.innogames.strategycity.expeditions.view::GuildExpeditionMapContainer/dispose()
at starling.display::DisplayObjectContainer/dispose()
at starling.display::Sprite/dispose()
at starling.display::DisplayObjectContainer/removeChildAt()
at starling.display::DisplayObjectContainer/removeChild()
at GuildExpedition/dispose()
at de.innogames.strategycity.main.service::ModuleLoaderService/_disposeModule()
at de.innogames.strategycity.main.service::ModuleLoaderService/_onModuleRemovedFromStage()
at flash.display::DisplayObjectContainer/removeChild()
at de.innogames.strategycity.main.controller.modules::RemoveModuleCommand/execute()
at org.robotlegs.base::CommandMap/execute()
at org.robotlegs.base::CommandMap/routeEventToCommand()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Actor/dispatch()
at de.innogames.strategycity.main.service::ModuleLoaderService/unloadModule()
at de.innogames.strategycity.main.controller::StateActionCommand/execute()
at org.robotlegs.base::CommandMap/execute()
at org.robotlegs.base::CommandMap/routeEventToCommand()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.utilities.modular.mvcs::ModuleActor/dispatchToModules()
at de.innogames.strategycity.expeditions.view.hud::GuildExpeditionHud/handleHudClick()
at de.innogames.strategycity.shared.ui.hud::GameHudMediator/_handleGuildExpeditionsHudClick()
at de.innogames.strategycity.shared.ui.hud::GameHudMediator/_handleClick()
at Function/http://adobe.com/AS3/2006/builtin::apply()
at SetIntervalTimer/onTimer()
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at de.innogames.strategycity.main.controller.modules::RemoveModuleCommand/execute()
at org.robotlegs.base::CommandMap/execute()
at org.robotlegs.base::CommandMap/routeEventToCommand()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Actor/dispatch()
at de.innogames.strategycity.main.service::ModuleLoaderService/unloadModule()
at de.innogames.strategycity.main.service::ModuleLoaderService/loadModule()
at de.innogames.strategycity.main.controller::StateActionCommand/execute()
at org.robotlegs.base::CommandMap/execute()
at org.robotlegs.base::CommandMap/routeEventToCommand()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Command/dispatch()
at de.innogames.strategycity.shared.controller::OpenGuildExpeditionCommand/execute()
at org.robotlegs.base::CommandMap/execute()
at org.robotlegs.base::CommandMap/routeEventToCommand()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Mediator/dispatch()
at de.innogames.strategycity.main.view.cityhud.components.bottomLeft::MainButtonGroupMediator/_onGuildExpeditionClicked()
at de.innogames.strategycity.main.view.cityhud.components.bottomLeft::MainButtonGroupMediator/_onButtonClicked()
at org.robotlegs.base::EventMap/routeEventToListener()
at Function/<anonymous>()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at de.innogames.strategycity.shared.ui::ImageButton/_onMouseUp()
at de.innogames.strategycity.shared.ui.components.button::ResourceLoadingButton/_onMouseUp()
I have debuger version of flash.
And first try to get to expedition:
http://prntscr.com/fmyt6q
Code:TypeError: Error #1009: Cannot access a property or method of a null object reference. at de.innogames.strategycity.expeditions.view::GuildExpeditionMapContainer/dispose() at starling.display::DisplayObjectContainer/dispose() at starling.display::Sprite/dispose() at starling.display::DisplayObjectContainer/removeChildAt() at starling.display::DisplayObjectContainer/removeChild() at GuildExpedition/dispose() at de.innogames.strategycity.main.service::ModuleLoaderService/_disposeModule() at de.innogames.strategycity.main.service::ModuleLoaderService/_onModuleRemovedFromStage() at flash.display::DisplayObjectContainer/removeChild() at de.innogames.strategycity.main.controller.modules::RemoveModuleCommand/execute() at org.robotlegs.base::CommandMap/execute() at org.robotlegs.base::CommandMap/routeEventToCommand() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.robotlegs.mvcs::Actor/dispatch() at de.innogames.strategycity.main.service::ModuleLoaderService/unloadModule() at de.innogames.strategycity.main.controller::StateActionCommand/execute() at org.robotlegs.base::CommandMap/execute() at org.robotlegs.base::CommandMap/routeEventToCommand() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.robotlegs.utilities.modular.mvcs::ModuleActor/dispatchToModules() at de.innogames.strategycity.expeditions.view.hud::GuildExpeditionHud/handleHudClick() at de.innogames.strategycity.shared.ui.hud::GameHudMediator/_handleGuildExpeditionsHudClick() at de.innogames.strategycity.shared.ui.hud::GameHudMediator/_handleClick() at Function/http://adobe.com/AS3/2006/builtin::apply() at SetIntervalTimer/onTimer() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
After contiune and Back to City
Code:ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display::DisplayObjectContainer/removeChild() at de.innogames.strategycity.main.controller.modules::RemoveModuleCommand/execute() at org.robotlegs.base::CommandMap/execute() at org.robotlegs.base::CommandMap/routeEventToCommand() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.robotlegs.mvcs::Actor/dispatch() at de.innogames.strategycity.main.service::ModuleLoaderService/unloadModule() at de.innogames.strategycity.main.service::ModuleLoaderService/loadModule() at de.innogames.strategycity.main.controller::StateActionCommand/execute() at org.robotlegs.base::CommandMap/execute() at org.robotlegs.base::CommandMap/routeEventToCommand() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.robotlegs.mvcs::Command/dispatch() at de.innogames.strategycity.shared.controller::OpenGuildExpeditionCommand/execute() at org.robotlegs.base::CommandMap/execute() at org.robotlegs.base::CommandMap/routeEventToCommand() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at org.robotlegs.mvcs::Mediator/dispatch() at de.innogames.strategycity.main.view.cityhud.components.bottomLeft::MainButtonGroupMediator/_onGuildExpeditionClicked() at de.innogames.strategycity.main.view.cityhud.components.bottomLeft::MainButtonGroupMediator/_onButtonClicked() at org.robotlegs.base::EventMap/routeEventToListener() at Function/<anonymous>() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at de.innogames.strategycity.shared.ui::ImageButton/_onMouseUp() at de.innogames.strategycity.shared.ui.components.button::ResourceLoadingButton/_onMouseUp()
There is some another error if I get relic, but now I havent it. After I get relic I post it.
Similar but not likely the same. Event history had problem that loaded a lot of data before showing, "blocking" the game each time it was called to popup; here the problem is not that amount of data, the problem is that the same data it is loaded and kept in memory every time you repeat an action. Stack traces of @Silveralius shows that there is a problem while disposing the resources (since an exception is thrown in the "dispose" methods, some or all of those resources that should be cleared are kept in memory, hence why memory increases - and from those traces seems much more a bug in the FoE code than a bug in Flash)What I don't get is how can they fix this, what seems to me the same issue, with the Event History Window in 1.97
Yes, thank you. I wonder if if/when they switch to html5 if that will take care of the issue even if it's not a flash issue. I think Tribal Wars 2 is html5, maybe I'll run some similar stress tests like I did here and see.the problem is that the same data it is loaded and kept in memory every time you repeat an action
Yes, thank you. I wonder if if/when they switch to html5 if that will take care of the issue even if it's not a flash issue. I think Tribal Wars 2 is html5, maybe I'll run some similar stress tests like I did here and see.