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some test about gamecache (discussion) #6
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Very interesting. Using a gamecache could eliminiate the need for the old-patch flag alltogether. I never intended this to be used to (re)load huge chunks so i never tested how many changes you can realistically do and by consequence i only added so many ability ids to suit my needs (or needs reported to me). But back to the topic at hand: i think i will do a PR using only GC with all the old-patch stuff removed etc. and you can have a look at it aswell. |
from what i see it seem that i personally would like to solve the allocation failures so i can keep editing and reload for a long time (let say 6 hour or longer without restart the map) was thinking about to not free-ing |
I like your goals. I will have to take a deeper look at the memory management. |
d24e65e
test trigger:
global variable integer udg_test = 0
on event do:
test result on 1.26a:
Jass VM reach op limit while processing 46th (running trigger once increase
udg_test
by 1 (98 times) + reach op limit)if disable Jass VM op limit:
no more free instances runtime/instruction.j
while processing 267th (running trigger once increaseudg_test
by 1 (910 times))test conclusion:
using
gamecache
instead ofGetPlayerTechMaxAllowed
andGetPlayerName()
- worksno longer a problem to load big-sized bytecode file
however there is another problem: Jass VM op limit and instances
debug info:
JHCR.txt
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