Total Handle on a Map

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
JASS:
scope HandleMadeMapLag

globals
    private leaderboard HandProg 
    private timer t = CreateTimer()
    private integer HandNum = 0
endglobals

private function tAct takes nothing returns nothing
local timer t = CreateTimer()
call DestroyTimer(t)

set HandNum = HandNum + 1
call LeaderboardSetItemValue(HandProg,LeaderboardGetPlayerIndex(HandProg, Player(0)),HandNum)
call LeaderboardResizeBJ(HandProg)
endfunction

private function Trig_Test_How_much_Handle_Made_Map_lag_Actions takes nothing returns nothing
call TimerStart(t,.001,true,function tAct)
set HandProg = CreateLeaderboard()
call LeaderboardSetLabel(HandProg,"Handle Creating Progress")
call LeaderboardResizeBJ(HandProg)
call PlayerSetLeaderboard(Player(0),HandProg)
call LeaderboardDisplay(HandProg,true)
call LeaderboardSetStyle(HandProg,true,true,true,true)
call LeaderboardAddItem(HandProg,"Handle Created", HandNum, Player(0))
endfunction

//===========================================================================
function InitTrig_Test_HandleLag takes nothing returns nothing
    set gg_trg_Test_HandleLag = CreateTrigger()
    call TriggerAddAction( gg_trg_Test_HandleLag, function Trig_Test_How_much_Handle_Made_Map_lag_Actions )
    call TriggerRegisterTimerEvent(gg_trg_Test_HandleLag,1,false)
endfunction

endscope

With this code, I don't even get a bit of lag even after 18190...
 

Cohadar

master of fugue
Reaction score
209
JASS:
//==============================================================================
//  JERK - handle leak test by Cohadar
//
//  PURPOUSE:
//  	* Testing how handle increase affects the lag
//      * This test is not leaking objects, only handles
//
//  HOW TO IMPORT:
//       * Just create a trigger named Jerk
//         convert it to text and replace the whole trigger text with this one
//       * type -jerk in game to start the test.
//       * type -off in game to pause the test.
//==============================================================================
//! textmacro TEST takes NUMBER
globals
    private location array L$NUMBER$
endglobals 

//==============================================================================
private function FillL$NUMBER$ takes nothing returns nothing
    local integer i = 0
	loop
		exitwhen i >= TEST_SIZE
		set L$NUMBER$<i> = GetRandomLocInRect(GetPlayableMapRect())
        call RemoveLocation(L$NUMBER$<i>)
		set i = i + 1
	endloop
	//call BJDebugMsg(&quot;Last Handle Index: &quot; + I2S(H2I(L$NUMBER$[TEST_SIZE-1])-0x100000))
endfunction

//! endtextmacro

//==============================================================================
scope Jerk

globals
    private constant integer TEST_SIZE = 4096 // 8192 causes op limit break
    private timer Timer = null
    private integer Counter = 0
endglobals

//! runtextmacro TEST(&quot;0&quot;)
//! runtextmacro TEST(&quot;1&quot;)
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//===========================//

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//===========================//

//===========================================================================
private function TimerActions takes nothing returns nothing
    if Counter&lt;256 then
        call ExecuteFunc(SCOPE_PRIVATE+&quot;FillL&quot;+I2S(Counter))
		set Counter = Counter + 1
	else
        set Counter = 0
    endif
endfunction


//===========================================================================
private function JerkActions takes nothing returns nothing
    call BJDebugMsg(&quot;|c0000FF00STARTED&quot;)
    if Timer == null then
        set Timer = CreateTimer()
    endif

    call TimerStart(Timer, 0.5, true, function TimerActions)
endfunction

//===========================================================================
private function OffActions takes nothing returns nothing
	call BJDebugMsg(&quot;|c00FF0000PAUSED&quot;)
    call PauseTimer(Timer)
endfunction


//===========================================================================
public function InitTrig takes nothing returns nothing
    local trigger trig 
    
    set trig = CreateTrigger()
    call TriggerRegisterPlayerChatEvent( trig, Player(0), &quot;-jerk&quot;, true )
    call TriggerAddAction( trig, function JerkActions )
    
    set trig = CreateTrigger()
    call TriggerRegisterPlayerChatEvent( trig, Player(0), &quot;-off&quot;, true )
    call TriggerAddAction( trig, function OffActions )    
endfunction

endscope
</i></i>


JASS:
library HandleCounter initializer InitTrig

globals
    private leaderboard Leaderboard = null
    
    private integer MaxHandleIndex = 0
    private location loc
    
    string GAME_TIME_STRING = &quot;Game  Time:        &quot;
    
    // leaderboard dummy players
    private constant player LDP_TIME = Player(11)
    private constant player LDP_HNUM = Player(8)
    
    integer GAME_SECONDS = 0
    integer GAME_MINUTES = 0
    integer GAME_HOURS   = 0
endglobals

//===========================================================================
private function H2I takes handle h returns integer
    return h
    return 0
endfunction

//===========================================================================
private function LeaderboardTimeTick takes nothing returns nothing
    call LeaderboardSetPlayerItemLabelBJ( LDP_TIME, Leaderboard, GAME_TIME_STRING + I2S(GAME_HOURS) + &quot;:&quot; + I2S(GAME_MINUTES))
    call LeaderboardSetPlayerItemValueBJ( LDP_TIME, Leaderboard, GAME_SECONDS)
endfunction


//===========================================================================
private function Actions takes nothing returns nothing
    set Leaderboard = CreateLeaderboard()
    
    //call BJDebugMsg(&quot;Leaderboard Created&quot;)
    
    call LeaderboardSetLabel(Leaderboard, &quot;&quot;)
    call ForceSetLeaderboardBJ(Leaderboard, bj_FORCE_ALL_PLAYERS)

    call LeaderboardAddItemBJ( LDP_TIME, Leaderboard, GAME_TIME_STRING , 0 )    
    call LeaderboardAddItemBJ( LDP_HNUM, Leaderboard, &quot;Handle Count:&quot;, 0 )

    call LeaderboardSetPlayerItemLabelColorBJ( LDP_TIME, Leaderboard, 0xFF, 0xCC, 0x00, 0 )
    call LeaderboardSetPlayerItemValueColorBJ( LDP_TIME, Leaderboard, 0xFF, 0xCC, 0x00, 0 )

    call LeaderboardSetPlayerItemLabelColorBJ( LDP_HNUM, Leaderboard, 0xCC, 0x00, 0xFF, 0 )
    call LeaderboardSetPlayerItemValueColorBJ( LDP_HNUM, Leaderboard, 0xCC, 0x00, 0xFF, 0 )

    call LeaderboardDisplay(Leaderboard, true)
    call LeaderboardResizeBJ(Leaderboard)    

endfunction

//===========================================================================
private function UpdateHandleCount takes nothing returns nothing
    set loc = Location(0,0)
    set MaxHandleIndex = IMaxBJ(MaxHandleIndex, H2I(loc)-0x100000)
    call RemoveLocation(loc)
    call LeaderboardSetPlayerItemValueBJ( LDP_HNUM, Leaderboard, MaxHandleIndex )
endfunction

//===========================================================================
private function Tick takes nothing returns boolean
    set GAME_SECONDS = GAME_SECONDS + 1
    if GAME_SECONDS &gt;= 60 then
        set GAME_SECONDS = 0
        set GAME_MINUTES = GAME_MINUTES + 1
    endif
    if GAME_MINUTES &gt;= 60 then
        set GAME_MINUTES = 0
        set GAME_HOURS = GAME_HOURS + 1
    endif
  
    call LeaderboardTimeTick()
    return false    
endfunction

//===========================================================================
public function InitTrig takes nothing returns nothing
    local trigger trig = CreateTrigger()
    call TriggerRegisterTimerEventSingle( trig, 0.00 )
    call TriggerAddAction( trig, function Actions )

    set trig = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic( trig, 1.00 )
    call TriggerAddCondition( trig, Condition(function Tick) )
    
    set trig = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic( trig, 1.00 )
    call TriggerAddAction( trig, function UpdateHandleCount )  
endfunction

endlibrary
 

SFilip

Gone but not forgotten
Reaction score
634
> This will leak locations, but it will not leak any handles.
What are you talking about?
Code:
    loop
        set udg_loc = Location(0, 0)
        call BJDebugMsg(I2S(H2I(udg_loc)))
        call TriggerSleepAction(0.1)
    endloop
Always displays a different integer (the previous+1).
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
So what does your test work like? No leaderboard showing... no message showing hows the progress going on...

When I start the test, I just feel a bit a bit of lag, but no idea what is going on.

As you would say, read the code, but I am too noob to read your pro code. :/

>>> This will leak locations, but it will not leak any handles.
Locations?! no no, I want it to leak handles...
 

Cohadar

master of fugue
Reaction score
209
> This will leak locations, but it will not leak any handles.
What are you talking about?
Code:
    loop
        set udg_loc = Location(0, 0)
        call BJDebugMsg(I2S(H2I(udg_loc)))
        call TriggerSleepAction(0.1)
    endloop
Always displays a different integer (the previous+1).

Seems I was wrong.
So I guess you cannot leak objects without leaking handles,
but you can leak handles without leaking objects...


~Gals~ said:
So what does your test work like? No leaderboard showing... no message showing hows the progress going on...
You are using old jasshelper.

~Gals~ said:
>>> This will leak locations, but it will not leak any handles.
Locations?! no no, I want it to leak handles...
No wait, that is a separate stuff, it has nothing to do with big code I posted.
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>You are using old jasshelper.
False, I tried your code with 9.7 and 9.8. Same result.
 

Cohadar

master of fugue
Reaction score
209
Strange, I know for sure that it works on 0.9.9.7 because Karawasa is also using it in his map for testing...

So I guess it is your problem :p
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>So I guess it is your problem :p
So I won't be getting my answer in here, The Helper?
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
Okay, it work once I remove the public and rewrite the function name manually.

Now, I tried a combination of my trigger with handle count trigger. Handle count is increasing and ... surprizingly, not even lagging once it reach 60k...
 

Cohadar

master of fugue
Reaction score
209
What creates the lag is not the amount of handles.
You can have 10000000 handle leaks and still have no lag.

What creates lag is when you have a big handle index and then you try to cast a spell that temporarily creates a lot of handles.
(most 0.04 spells)
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>You can have 10000000 handle leaks and still have no lag.
Why don't you say that earlier?

>>What creates lag is when you have a big handle index and then you try to cast a spell that temporarily creates a lot of handles.
(most 0.04 spells)

Don't understand.
 

Cohadar

master of fugue
Reaction score
209
You don't need to understand.
Just don't leak anything and you will have no lag, simple as that.
 

emjlr3

Change can be a good thing
Reaction score
395
ever discern why Ele TD leaks so many handles? even when seemingly nothing is going on...
 

Cohadar

master of fugue
Reaction score
209
ever discern why Ele TD leaks so many handles? even when seemingly nothing is going on...

Well 80% of triggers there are GUI, what more do you need...

Btw I think I fixed that strange spawning bug.
He was using RemoveUnit 5 sec after unit dies (instead of using gameplay constants)

Using a wait in a creep dies function == a lot of sleeping threads as well.
 
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