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Memory Increase on Map change


Andy90
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Hello, when you change a map the usage memory increase but never decrease. This means there is something allive what should not be allive. You can reproduce it with this code. Just hit multiple times T and see how the memory increases every time.

 

#include "UltraEngine.h"
#include "ComponentSystem.h"
//#include "Steamworks/Steamworks.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    
#ifdef STEAM_API_H
    if (not Steamworks::Initialize())
    {
        RuntimeError("Steamworks failed to initialize.");
        return 1;
    }
#endif

    RegisterComponents();

    auto cl = ParseCommandLine(argc, argv);
    
    //Load FreeImage plugin (optional)
    auto fiplugin = LoadPlugin("Plugins/FITextureLoader");

    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Load the map
    WString mapname = "Maps/start.ultra";
    if (cl["map"].is_string()) mapname = std::string(cl["map"]);
    auto scene = LoadMap(world, mapname);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);

#ifdef STEAM_API_H
        Steamworks::Update();
#endif

        if (window->KeyHit(KEY_T)) {
            scene = LoadMap(world, mapname);
        }

    }

#ifdef STEAM_API_H
    Steamworks::Shutdown();
#endif

    return 0;
}

 

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I am guessing this is probably a circular reference in one of my components but will need to test more to find out...

My job is to make tools you love, with the features you want, and performance you can't live without.

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