Player Group Leaks

Curo

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So I just went through my map and decided to try and remove all the player group leaks. Now, none of my player group triggers will run. What was my mistake?

Here is my first trigger that deals with a player group:
Trigger:
  • instructions
    • Events
      • Time - Elapsed game time is 0.50 seconds
    • Conditions
    • Actions
      • Set TempPlayerGroup = (All players)
      • Game - Display to TempPlayerGroup for 10.00 seconds the text: Type |cffffcc00-inf...
      • Game - Display to TempPlayerGroup for 5.00 seconds the text: Player 1 (Red/Host)...
      • Player Group - Pick every player in TempPlayerGroup and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Curo <gen>)
      • Custom script: call DestroyForce (udg_TempPlayerGroup)

Neither of the text lines display, and the vision modifier is not added.
 
I'm fairly certain that preset playergroups doesn't leak at all, just like the region (Playable map area) doesn't.

You can just refer to All Players in those messages, no need to set a group.

- Baltazhar
 
I'm fairly certain that preset playergroups doesn't leak at all, just like the region (Playable map area) doesn't.

You can just refer to All Players in those messages, no need to set a group

Presets don't leak, eh? Interesting. Player group (Triggering player) will leak though, right?

I'd still like to know why using my custom variable instead of "All players" is causing the trigger to fail.
 
"All Players" does not leak because that function refers to a global force variable containing all the players.
 
Playergroup (Triggering Player) will leak - But you can do a Convert Index to Player, that won't leak either.

In your trigger, does the visibility modifier get set as it should?
 
> I'd still like to know why using my custom variable instead of "All players" is causing the trigger to fail.

Simple really,
> Set TempPlayerGroup = (All players)

This does not create a copy of that group.
But makes your variable point to the very global group.

As such, once destroyed... it's gone. You're destroying "All players".
 
Ace that doesn't make a lot of sense. He's displaying the messages before he destroys the group, so it should work at least once?
 
Playergroup (Triggering Player) will leak - But you can do a Convert Index to Player, that won't leak either.

Oh really? So when referring to a single player, I can convert the player index to the player, then convert that to a group, and it will never leak. I've never heard that before

In your trigger, does the visibility modifier get set as it should?

No, it didn't.

I am reverting back to the All Players references now.

And thanks for the answer, Ace. +rep to both
 
> so it should work at least once?

If this were the only trigger, yes.

However,
> ... remove all the player group leaks. Now, none of my player group triggers will run

It was already gone by the time this trigger was supposed to run...


> ... then convert that to a group

Well, no.
The player as such is fine, but you're still creating a group.
 
I haven't seen any leak issues with Indexing Player, so that's one way to refer to a player as a player group if needed.

I have used it several times, because you sometimes just can't select a single player.

AceHart usually knows everything, so I'll let him have the final call about if Indexing Player leaks. If it does, I have a LOT of fixing to do :D
 
If you're using single player groups rather often, why not store / create them once, and never worry about anything?

Events:
- Map init
Conditions:
Actions:
Pick every player in (All players) and do
- Set SinglePlayerGroup[Player number of (Picked player)] = PlayerGroup(Picked player)

In JASS this is even simpler as that group array already exists...
 
I think Baltazhar is trying to say that the following does not leak:

Code:
Game - Display to (Player group((Player((Player number of (Triggering player)))))) the text: text

I think it does leak, however, and I think that Ace would agree with me. Would you two care to clarify?
 
> (Triggering player)

No problem.

> (Player number of (Triggering player))

No problem.

> (Player((Player number of (Triggering player))))

No problem.

> Player group((Player((Player number of (Triggering player)))))

Here we have a new group... where does it go when the "display" line ends?
 
The first 3 cause no problem because they are just references to players, and not player groups, correct?
 
The first 3 don't create anything. Basically, they just "have a look".
The last one though creates a new group, puts whatever player in and returns that group.


On a related note, "(Player((Player number of (Triggering player))))" is the same as simply using "Triggering player"...
 
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