View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0011943 | AI War 1 / Classic | Crash/Exception | Jul 7, 2013 3:54 pm | Jul 13, 2013 1:33 pm | |
Reporter | LordSloth | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | open | ||
Product Version | 7.001 | ||||
Summary | 0011943: Unhandled Errors Related to Reinforcement Logging | ||||
Description | Edit: if I do nothing, the unhandled errors get thrown in at exactly 23:12:18. If I kill enough ships, I avoid said errors. If I turn off reinforcement logging before or during the unhandled errors, problem avoided. I had a singleplayer game of AI War going on, when I got these unhandled errors. I'm not certain, but I believe it is related to Samuva- NGF. I have an incoming CPA, but decided to throw a spire city hub up on Hacedre. While this was going on, the command station on Samuva went down. I have a save from before the errors, and one after. The one after immediately resumes throwing errors. I'm attempting to recreate Step 1: Take colony ship on Hacedre, and put up the Spire City Hub near the Command Station there. Assign the twenty MK3 engineers on control group 3. Step 1 Alternate: Do not assign engineers Step 2: Ignore the incoming retaliation until they're already on Samuva. Then gather all the transports on Bihagyi and send them in to Samuva. Activating golems or not doesn't seem to matter. Step 3: Unhandled Errors do not occur. Step 4: Zipping save from before, after, and log. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Yep, more memory issues. |
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The integers, she cannae take any more, captain. Reinforcement Logging. Turning off reinforcement logging prevents the unhandled errors. Should I open another ticket and close this one? |
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Reinforcement logging shouldn't be actually causing the memory problem so much as highlighting it (by pushing it just over the edge), but yea, it's not something you necessarily want on all the time or on in heavy-on-the-computer situations. You can leave this ticket open and maybe amend the title to say (related to reinforcement logging). |
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Hmm, considering how many short lived objects logging tends to produce, think maybe the reinforcement logging is fragmenting the memory so much that it is slowing down garbage collections so much that the "Too much GC, start freaking out" thing starts getting triggered (OutOfMemoryExceptions, or worse, just a runtime environment crash)? Yea, a good GC should be able to deal with fragmented memory caused by lots of short lived object allocation, but I think we established that the version of Mono this version of Unity comes with doesn't have a good GC. ;) |
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logging isn't actually creating short-lived objects, and it reuses its own buffers, but when the buffer needs to expand that causes a new allocation (the old one should be GC'd, but you know how that goes) and the new one can be pretty large in a case like this. |
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Ever consider taking and examining a heap dump at times memory usage is high? I have a strong feeling you have already, but I just want to check, as heap dumps are so useful. ;) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 7, 2013 3:54 pm | LordSloth | New Issue | |
Jul 7, 2013 3:54 pm | LordSloth | File Added: Uploads.7z | |
Jul 8, 2013 4:31 pm | keith.lamothe | Note Added: 0033087 | |
Jul 8, 2013 4:31 pm | keith.lamothe | Assigned To | => keith.lamothe |
Jul 8, 2013 4:31 pm | keith.lamothe | Status | new => assigned |
Jul 13, 2013 12:11 am | LordSloth | Note Added: 0033110 | |
Jul 13, 2013 12:13 am | LordSloth | Description Updated | |
Jul 13, 2013 10:25 am | keith.lamothe | Note Added: 0033113 | |
Jul 13, 2013 12:00 pm | TechSY730 | Note Added: 0033114 | |
Jul 13, 2013 12:42 pm | LordSloth | Summary | Unhandled Errors => Unhandled Errors Related to Reinforcement Logging |
Jul 13, 2013 12:54 pm | keith.lamothe | Note Added: 0033115 | |
Jul 13, 2013 1:33 pm | TechSY730 | Note Added: 0033116 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - Crash or Exception => Crash/Exception |