Trigger operation limits?

thorhunter

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I recently had issue with trigger which wouldn't finish, it just stopped somewhere in the middle.

Perhaps the reason were 4 loops inside each other which caused the trigger to stop running. The loop integers vary, so I could say the number of 'if' statements (only arithmetic and string comparitions) would be like this:

12*(25-30)*(5-16)*(1-52), tho the 5-16 border is 5 most of the time, loop reached 52 border half of the time and 25 was constant, so:
12*(25)*(~5-6)*(~42) is ~75600 checks.
I noticed my trigger stops when first loop reaches 12 and second loop reaches 10, so
75600 - 1920 = ~73500 checks

I managed to reduce fourth loop average to about 26, so the number of checks is about 37000 and the trigger finishes all actions properly, tho I'm afraid I will need to increase that number someday.

Does anyone know details about what causes the trigger to stop working at some point?
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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You are hitting the op-limit (it probably stands for operation limit) for that trigger.

You can't execute infinite(a lot) amount of operations in just a single "thread/trigger action", because the game will "think" it's trapped in an infinite loop and it will instead of wasting processor time it will just crash/stop/ this thread.

You will have to reduce your calculations or execute them in more then one thread.

You can use the void ExecuteFunc(string function_name) function to start a new thread and to execute functions defined below the calling function.
 

thorhunter

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I noticed I failed my math tho.

Do you happen to know what is the operation limit then?
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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Well I don't but after some tests:

JASS:

function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
    loop
        set udg_Oplimit = udg_Oplimit + 1
        exitwhen false
    endloop
endfunction

//===========================================================================
function InitTrig_Untitled_Trigger_001 takes nothing returns nothing
    set gg_trg_Untitled_Trigger_001 = CreateTrigger(  )
    call TriggerRegisterPlayerEventEndCinematic( gg_trg_Untitled_Trigger_001, Player(0) )
    call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions )
endfunction


[gui]
Untitled Trigger 002
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Game - Display to (All players) the text: (String(Oplimit))
[/gui]

The udg_Oplimit var reaches 33 333 (rofl value) but I am not sure if this is system specific(my machine is quite old).

If we add for example to the above loop a call DoNothing() call the udg_Oplimit reaches only 25 000.
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
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Sorry for double post but I am curious.

@Solmyr
>In WC3, each instance of the virtual machine (new one on event, TriggerExecute(), TriggerEvaluate(), ExecuteFunc() and TriggerSleepAction()) has a limit of 300000 operation at continuous execution, at which point the VM returns.

I don't get it then why does this:
JASS:

    loop
        set udg_Oplimit = udg_Oplimit + 1
        exitwhen false
    endloop


Goes only to 33 333 istead of 100 000 I see only 3 operations (addition, assignment and exitwhen false thingy)

Edit: It seams I am missing some 6 more operations (300 000 / 9 = 33 333.3333(3))
 

thorhunter

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Thanks for help, I think I'll be able to solve the problem since I know where the issue lies.
 

Solmyr

Ultra Cool Member
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JASS:
loop
/*  Nothing */

  set udg_Oplimit = udg_Oplimit + 1
  /*  1. Look up udg_Oplimit
      2. Push
      3. Literal 1
      4. Push
      5. Addition
      6. Set udg_Oplimit */

  exitwhen false
  /*  7. Comparison
      8. Conditional jump */

endloop
/*  9. Jump */

This should be it. It may not be 100% correct as I don't have an old version of WC3 to use war3err. Well, even if I did, I'm quite unlucky and couldn't get it to work last time I tried. :thup:
 
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