I got a big problem

unju

New Member
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Need help!
I have worked on a 1v1 map for 4 months, and everytime I try it online the player who is not hosting is disconnected after 3-5 minutes. Why?
I have fixed most -if not all- of the triggers that could cause memory leaks -still I got some 450 triggers, so I could be missing something.

So, first a question: If you reference a specific unit in the editor -such as "Move Ogre Commander 005<> to ...." does that leak?

Also, anyone here with good reputation and experience would be willing to go through my code and see what might be wrong with it?

I have spent many hours into it, please help me make it playable!!
Many thanks!
 

lh2705

Just another Helper
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111
Its a server split i guess, Bnet is unstable these days, mass DCs are common.

Might not be, Could be leaks too, are you sure you fixed all the leaks?
450 triggers is too much...
I had a 5 person hero arena and it barely had 75 triggers
 
I

IKilledKEnny

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unju

New Member
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Thanks for the fast replies =)

It is my first map, so many of the triggers could be grouped into a lot less of them. But this shouldn´t be an actual problem that causes disconnection, right?
Anyway I should have probably started with a more simple mod.

clear all groups possible.
Hmmm I do have a bunch of unit groups, but most are global and used throughout the game. Is this a problem also -the fact that I cannot clear them to prevent losing data-?

Also, one more thing: I have a bunch of heroes preplaced on the map. When a player chooses one to start, it is moved to another point in the map. I do use call RemoveLocation at the point where the hero is moving to, but I am NOT doing anything about the first point -where the hero starts. Does that leak?

EDIT: one more question: Say my map disconnects a player after 3 minutes because some triggers leak? Do the triggers have to be "triggered" -hmm- in order to cause the disconnect, or even if the event has not ocurred, a leaking trigger could cause the problem?
 

lh2705

Just another Helper
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What do you means you cannot clear the groups?

Custom Script : call DestroyGroups (udg_UnitGroup)
 

AceHart

Your Friendly Neighborhood Admin
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Leaks is something that happens to data that gets lost.

If you have, for example, some unit group which keeps, at all times, the Heroes used by your players, that's not a problem.
Neither is it a leak.

Constantly reassigning new groups to that variable without removing the previous group is a problem.


The only problem with 450 triggers is the simple fact that it's very difficult to find the one that causes the problem...
 

Sooda

Diversity enchants
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318
>It is my first map, so many of the triggers could be grouped into a lot less of them. But this shouldn´t be an actual problem that causes disconnection, right? No, it could be problem.
>Anyway I should have probably started with a more simple mod.
Mod, no wonder you got disconnections, have you messed with something what should not been ?

Don' t activate your 450 triggers at same time.
I don' t want to know how many variables you have used.
What mod takes 450 triggers ?
 

unju

New Member
Reaction score
3
>It is my first map, so many of the triggers could be grouped into a lot less of them. But this shouldn´t be an actual problem that causes disconnection, right? No, it could be problem.
>Anyway I should have probably started with a more simple mod.
Mod, no wonder you got disconnections, have you messed with something what should not been ?

Don' t activate your 450 triggers at same time.
I don' t want to know how many variables you have used.
What mod takes 450 triggers ?
I haven´t messed with anything I should not have, at least that I know of.

Should I try doing lots of "Trigger- Turn on" and "Trigger- Turn off"?

As I said, ok it is a big project, but many of the triggers surely could be grouped or aren´t needed. For instance, my "Choose hero" system is pretty ordinary and requires some 30 triggers, when I coulda put all of them in a tavern etc.

If I don´t find the problem, would you Acehart or someone trustworthy take a look at the code / most important triggers ijust in case that I am messing up big time?

EDIT: I have some 250 variables.

Thanks guys!!
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> Should I try doing lots of "Trigger- Turn on" and "Trigger- Turn off"?

Not really, no.

What you should try is find out what trigger(s) exactly are running at that time.
Or, what triggers have the most runs til then.

And, no, a trigger that never runs, doesn't leak anthing, regardless of how badly it might be done.
A couple leaks isn't something anyway that's going to kill your map.
A couple 1000+ might...


Just for the record, I've seen maps with 3000+ events on one trigger.
And I've seen maps with 100+ triggers that all went "a unit starts the effect of an ability", followed by "(ability being cast) equal to ...".
And they just work fine.


Now, 3-5 minutes...
Might be leaks.
Might be some combination of triggers that somehow end up in an endless loop.
Might be the one trigger that has some fatal error that only happens to run at that time.


Usually, I'd suggest to turn them all off.
And test them back one by one. Or, at least, group by group.
Now, of course, with 400+ of them... well... :p
 
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