View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019011 | AI War 2 | Bug - Gameplay | Mar 4, 2017 11:51 am | May 26, 2017 3:07 pm | |
Reporter | BadgerBadger | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.104 | ||||
Fixed in Version | 0.300 - Welcome Early Access Kickstarter Backers! | ||||
Summary | 0019011: Leaving the game paused overnight prevents you from unpausing | ||||
Description | I had AI War running on my linux system, and I left the game paused overnight. In the morning the game is unusable; some of the GUI icons are clickable, but they spawn blank buttons. The "unpause" button definitely doesn't work. Also the process seems to be taking up a lot of CPU and memory: PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 10687 user 20 0 5142868 1.293g 70308 R 55.1 8.4 686:33.25 AIWar2Linux.x86 Normally I see values like PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 21217 user 20 0 4337240 381848 69688 R 185.4 2.4 0:41.82 AIWar2Linux.x86 Some sort of memory leak? | ||||
Tags | No tags attached. | ||||
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I believe this is related to an issue I've been attempting to gather info on, but it's been a bit slow. It turns out performance on my machine is even better than I had reported on the forum, but after a certain amount of gameplay time both the graphics framerate and the underlying simulation rate slow down massively. I've gotten about to the point of having the simulation run at half speed, and framerates drop to 10-15 fps after a couple of hours. I think your unresponsiveness may be an extreme case. On my machine a save and reload does not improve the situation, but simply restarting the game brings framerates back to 60 and the underlying sim speed back to normal. |
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i have noticed a little something like this on my windows 10 i ignored it not really noticing, just assuming the game was unfolding behind the scenes, i start a game with 200+ frames, by 30 mins in 80~ by 1 hour 30~ the frame degradation i have seen seems to level off, this is why i assumed i was just the game unfolding (AI making more actions to react to my aggression), lowest i have seen the Frame rate hit is 15 FPS (using Steams FPS overlay, i see the green well) |
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If any of you have saves that demonstrate this, could you attach them? Thanks :) |
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The issue is more that the problem shows up after leaving the program on for many hours. Would a save file capture that? I suspect closing the game and reloading it would remove the issue. |
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I ran an example this morning. I conquered the first planet, upped the AI progress a bit then spawned a wave (so there would be more things in the galaxy), then paused the game. I saved the game about 2 minutes after pausing it, which I have uploaded. Just in case, I have a few mods in there (a Give Science button, and my Ark is set to be extra strong). Here is my memory usage over an hour: Mon Mar 6 09:27:05 EST 2017 USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND user 3416 106 2.4 4349316 400980 pts/0 Sl+ 09:22 4:21 ./AIWar2Linux.x86_64 Mon Mar 6 10:29:06 EST 2017 USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND user 3416 84.8 2.9 4377212 482024 pts/0 Sl+ 09:22 56:06 ./AIWar2Linux.x86_64 Observe that it's using 80MB more memory. If it was left on overnight, that would be nearly a GB if the usage continues at the same rate. |
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Here is the memory usage when I ended my experiment: Mon Mar 6 10:51:06 EST 2017 USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND user 3416 85.1 3.1 4387144 515836 pts/0 Rl+ 09:22 75:01 ./AIWar2Linux.x86_64 So in 90 minutes of being paused, AI War 2 used 100MB more memory. |
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This is something we should defer investigating until after we upgrade to a later version of Unity 3D. There is quite likely a very slow memory leak in unmanaged memory there. If this was managed memory (aka Keith's data), then it would crash a lot sooner, I'd think. We can run tests to see if there's a general growth in managed memory inside the game, though, and if there is we can find out some things from there. But for now, let's table this until a later version of Unity. I don't want it to fall off the table in terms of things to investigate, though, so let's leave it open for sure. |
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That's fine. Post here when you want this issue to be examined again |
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Will do! Thanks for reporting it. |
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I happened to leave a game paused overnight, and observed the memory usage climb steadily, and the game was hiccuping when I unpaused it. An overall improvement though, it wasn't as bad. This was version .201 |
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* Fixed a teeny tiny little typo that was causing huge performance degradation for creation of pooled objects in general, as well as a memory leak every time an object was pulled from the pool. Thanks! If you still see a memory leak later, please do let us know. Probably worth a separate issue at that point, since at least this leak (which was huge) is fixed now. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 4, 2017 11:51 am | BadgerBadger | New Issue | |
Mar 4, 2017 12:34 pm | gavin144 | Note Added: 0045887 | |
Mar 5, 2017 12:30 am | bladeravinger | Note Added: 0045888 | |
Mar 6, 2017 8:05 am | keith.lamothe | Note Added: 0045892 | |
Mar 6, 2017 8:05 am | keith.lamothe | Assigned To | => keith.lamothe |
Mar 6, 2017 8:05 am | keith.lamothe | Status | new => assigned |
Mar 6, 2017 9:20 am | BadgerBadger | Note Added: 0045895 | |
Mar 6, 2017 10:20 am | BadgerBadger | Description Updated | |
Mar 6, 2017 10:32 am | BadgerBadger | Note Added: 0045896 | |
Mar 6, 2017 10:33 am | BadgerBadger | File Added: NewSave_2.save | |
Mar 6, 2017 10:52 am | BadgerBadger | Note Added: 0045897 | |
Mar 6, 2017 4:01 pm | Chris_McElligottPark | Note Added: 0045909 | |
Mar 6, 2017 4:01 pm | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |
Mar 6, 2017 4:01 pm | Chris_McElligottPark | Status | assigned => feedback |
Mar 6, 2017 4:03 pm | BadgerBadger | Note Added: 0045910 | |
Mar 6, 2017 4:03 pm | BadgerBadger | Status | feedback => assigned |
Mar 6, 2017 4:07 pm | Chris_McElligottPark | Note Added: 0045912 | |
Mar 6, 2017 4:07 pm | Chris_McElligottPark | Status | assigned => feedback |
May 20, 2017 9:50 am | BadgerBadger | Note Added: 0046196 | |
May 20, 2017 9:50 am | BadgerBadger | Status | feedback => assigned |
May 26, 2017 3:07 pm | Chris_McElligottPark | Note Added: 0046200 | |
May 26, 2017 3:07 pm | Chris_McElligottPark | Status | assigned => resolved |
May 26, 2017 3:07 pm | Chris_McElligottPark | Fixed in Version | => 0.300 - Welcome Early Access Kickstarter Backers! |
May 26, 2017 3:07 pm | Chris_McElligottPark | Resolution | open => fixed |