MV - OliviaHorrorEffects potential memory leak?

● ARCHIVED · READ-ONLY
Started by connyx3 10 posts View original ↗
  1. Whenever any effect is applied to an event (potentially other things too, haven't tested), the game's RAM usage goes up until the game crashes. Discovered the bug when I sent my game for a friend to play and their game kept crashing.
    Tested this out on a completely new project too. Same results. The video below demonstrates the bug. Maybe I'm just doing something wrong ;-;

    [embedded media]

    Any help would be appreciated, thank you :)
  2. Well, we can't judge whether you're doing anything wrong without seeing how you set up the event.
  3. Hi, you're right, my bad.
    I feel like I'm just doing something wrong, but it feels like I've read the help file a hundred times and still haven't figured out what.

    Screenshot 2024-05-17 223151.png
  4. Please go to your project's js directory and use a text editor to open the rpg_core.js
    what version number is on the end of the title line?

    There were memory leaks in the early core version, but the last one was removed by 1.5.x or so iirc
    So with this you can check if there is any memory leak remaining in the official engine.

    However this does not count for plugins - those were the responsibility of their programmers.
    and it is very likely that at least some plugins were never tested for memory leaks either.
  5. Andar said:
    Please go to your project's js directory and use a text editor to open the rpg_core.js
    what version number is on the end of the title line?

    There were memory leaks in the early core version, but the last one was removed by 1.5.x or so iirc
    So with this you can check if there is any memory leak remaining in the official engine.

    However this does not count for plugins - those were the responsibility of their programmers.
    and it is very likely that at least some plugins were never tested for memory leaks either.
    hi, the version I'm running is 1.6.2.

    it is most definitely a plugin issue however, my regular game runs perfectly fine with a ton of plugins enabled and running, with no memory leak, as soon as I turn on even one effect, ram starts going up.

    a friend suggested I try paralleling the event so that it runs for a few seconds and then turns off, before enabling again.

    the ram stops rising during the time the effect is off, but it doesn't go down either, so enabling it back will make the ram rise again. :c
  6. ConnyState said:
    the ram stops rising during the time the effect is off, but it doesn't go down either, so enabling it back will make the ram rise again. :c
    please make the following test:

    enable the effects for a while to get up the RAM-use, but NOT high enough to cause the crash, just enough to be sure the memory leaks are active.

    then without the adding effects, continue to play for 45 minutes or so.

    The default garbage collector should triggert at least once in that time, and depending on what klind of memory leak it is it might clear up the RAM or not.

    If it does clear up the RAM, you might find a workaround by limiting the number of effects per 30 minutes. If it doesn't then the memory is deeply reserved and ignored by the garbage collector, and then only the original programmer can do anything to solve the issue.
  7. Andar said:
    please make the following test:

    enable the effects for a while to get up the RAM-use, but NOT high enough to cause the crash, just enough to be sure the memory leaks are active.

    then without the adding effects, continue to play for 45 minutes or so.

    The default garbage collector should triggert at least once in that time, and depending on what klind of memory leak it is it might clear up the RAM or not.

    If it does clear up the RAM, you might find a workaround by limiting the number of effects per 30 minutes. If it doesn't then the memory is deeply reserved and ignored by the garbage collector, and then only the original programmer can do anything to solve the issue.
    looks like a dead end.

    launched the game, turned on the effects, let the game's ram usage rise by about 700 megabytes, and then turned the effects off and set up a stopwatch, let it run for about an hour, no change.

    the ram usage also persists on map changes, even with srds game upgrade plugin garbage collection mode set on scene changes.
  8. then you'll have to ask Olivia for a bugfix - the memory is assigned in a way that the GC cannot detect it as abandoned, and the only way to remove that assignment is for the plugin itself to clear the RAM.
  9. Hi. I'm sorry that this is a bit late, but if you're still looking for a solution, here is a patch that will fix the the issue.
  10. Arthran said:
    Hi. I'm sorry that this is a bit late, but if you're still looking for a solution, here is a patch that will fix the the issue.
    hii, thank you so much, it's pretty funny another person had the same issue a few days later that got the fix going, works great too <3