View Issue Details

IDProjectCategoryLast Update
0024920AI War 2Graphical BugJul 13, 2021 5:32 pm
ReporterZeroTheHero Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version2.909 The Hunt Intensifies 
Fixed in VersionBeta 3.310 Engineering Intelligence Injection 
Summary0024920: ZO - Lines left on screen
DescriptionStrategic Sage requested save after posting on alpha testing
TagsNo tags attached.

Activities

ZeroTheHero

May 15, 2021 8:58 am

reporter  

Lines.save (271,954 bytes)
Lines.savemet (74 bytes)

Chris_McElligottPark

May 15, 2021 10:31 am

administrator   ~0061594

Thank you! I'll see if I can duplicate it.

Chris_McElligottPark

Jul 13, 2021 4:25 pm

administrator   ~0062372

Is this still something anyone can duplicate in the new 3.010 build that is coming out tonight? I fixed the beams not appearing, so I wonder if that also gets them hanging around too long.

Chris_McElligottPark

Jul 13, 2021 5:32 pm

administrator   ~0062381

Actually, this should do it:

* Found an issue where we were resetting our line IDs back to zero at various points making indexing them a massive problem.
** This in turn was probably what was leading to some lines getting left over on the screen from time to time.

* ArcenGameObjectResourcePools now keep explicit track of every item they have ever created. These are in both managed and unmanaged memory, so that's kind of a wise idea.
** Added a DoForEveryIArcenGameObjectResourcePoolable() on that class for us to be able to iterate these from code.
** There is now a DeactivateAndReturnToPoolAnyIArcenShipToShipLineIfActiveAndMistakenlyEnabled() that is run every frame, looking for invalid lines.
*** Overall it should be pretty efficient, because there's only a pool of a thousand or so lines to begin with, and almost all of them are dormant most of the time.
*** We have tested this and found that it is actively clearing some lines, potentially those that were not quite yet to the point of clearing themselves from some other context (since this particular action can only happen on the main thread). The CPU impact is negligible, and this should make it impossible for lines to hang around even a single frame longer than they are supposed to be.

Thanks!

Issue History

Date Modified Username Field Change
May 15, 2021 8:58 am ZeroTheHero New Issue
May 15, 2021 8:58 am ZeroTheHero File Added: Lines.save
May 15, 2021 8:58 am ZeroTheHero File Added: Lines.savemet
May 15, 2021 10:31 am Chris_McElligottPark Note Added: 0061594
Jul 13, 2021 4:25 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 13, 2021 4:25 pm Chris_McElligottPark Status new => feedback
Jul 13, 2021 4:25 pm Chris_McElligottPark Note Added: 0062372
Jul 13, 2021 5:32 pm Chris_McElligottPark Status feedback => resolved
Jul 13, 2021 5:32 pm Chris_McElligottPark Resolution open => fixed
Jul 13, 2021 5:32 pm Chris_McElligottPark Fixed in Version => Beta 3.310 Engineering Intelligence Injection
Jul 13, 2021 5:32 pm Chris_McElligottPark Note Added: 0062381