Very high Handles count

kalee

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i say about 12, checking for kills, Multiboard, spells, etc .. i don't think the other periodic triggers leak cause i've disabled them and tryed to run the map and it had the same ID count grow, im gettint to think its some bug related to the migration from world editor Fr version to En version, not sure about that lol. the other periodic triggers beside the trigger posted above are similar to this one ( i mean, changing a variable in gui )
Trigger:
  • Gold Periodic
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer A))) slot status) Equal to (==) Is playing
            • Then - Actions
              • Player - Add 5 to (Player((Integer A))) Current gold
            • Else - Actions
 

kingkingyyk3

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JASS:
scope TimeLock initializer Init

    globals
        private constant integer abil_id = 'A00B'
        private constant integer stun_id = 'A00C'
    endglobals
    
    private struct Data
        effect eff
        unit targ
        integer tick
        unit cs
        player p
    endstruct
    
    private function Effects takes nothing returns boolean
        local Data d = KT_GetData()
        if d.tick > 0 then
            set d.tick = d.tick - 1
            call DestroyEffect(d.eff)
            set d.eff = AddSpecialEffectTarget("Abilities\\Spells\\Undead\\AbsorbMana\\AbsorbManaBirthMissile.mdl",d.targ,"chest")
            return false
        endif
        call PauseUnit(d.targ,false)
        call DestroyEffect(d.eff)
        set d.eff = null
        call d.destroy()
        return true
    endfunction
    
    private function Act takes nothing returns nothing
        local Data d = Data.create()
        set d.cs = GetEventDamageSource()
        set d.targ = GetTriggerUnit()
        set d.p = GetOwningPlayer(d.targ)
        set d.tick = 10
        set d.eff = AddSpecialEffectTarget("Abilities\\Spells\\Undead\\AbsorbMana\\AbsorbManaBirthMissile.mdl",d.targ,"chest")
        call PauseUnit(d.targ,true)
        call KT_Add(function Effects,d,.1)
    endfunction
    
    private function Cond takes nothing returns boolean
        return GetUnitAbilityLevel(GetEventDamageSource(),abil_id) > 0 and Damage_IsAttack() and GetRandomInt(0,100) <= 15
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger trig = CreateTrigger()
        call Damage_RegisterEvent(trig)
        call TriggerAddCondition(trig,Condition(function Cond))
        call TriggerAddAction(trig,function Act)
    endfunction
    
endscope
 

kalee

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Hi kingkingyyk3, is that as fast as making it with a bash aura ? i mean triggering the stun thingy :)
 

kingkingyyk3

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Yep, it will triggered when the unit is damaged.

The spell requires KT2 and Damage.
 

kalee

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Anachron i've sent you the map Via pm, didn't you get it ? there wont be enough place to send the triggers :s so i figured it'd be better if i send you the hole map. Thanks King, i'll try do the same spell without KT2 and damage though.
 

kalee

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bump, so any idea of some problems with maps that were created in 1.21 editor then modified after ? cause still having some big Handle counts.

Anachron, any news since i've sent you the map ? keep me updated please :)
 

Zwiebelchen

You can change this now in User CP.
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Do not forget to null local variables after destruction of the handle variable.

JASS:
private function Actions takes nothing returns nothing
local group G = CreateGroup()
    call ForGroup( Group, function EffectsEnd )
    set G = GetUnitsInRectMatching(GetPlayableMapRect(), Condition(function cond2))
    call ForGroupBJ( G, function effects )
    call GroupClear(G)
    call DestroyGroup(G)
endfunction

Leaks the group G - in two ways.
First: GetUnitsInRectMatching returns a group. The Group that was initialized with the variable G got lost. Remove the [ljass]CreateGroup[/ljass]
Second: It leaks a reference. Although it's not a handle leak, it is still a memory leak. You need to null the variable G after destruction.

Always remember this rule of thumb: If you create a local handle variable (everything except booleans, integers, reals and strings), you must null it at the end of your function.

Also, do not use ForGroupBJ as it's the same as ForGroup, but slower. GroupClear is useless in that situation - you destroy the group anyways.


You better learn not to use BJs (all functions that are marked red in TESH), as they usually have negative side effects you do not want, such as the recreation of groups, etc..
You use Newgen, don't you? If you use a function, always check what it returns. If it returns a group, but doesn't have a group in its input parameter, then it also creates a group.
 

Anachron

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In which editor did you open the map? :S I can't open it. And which patch did you use? I can't use the newest patch ):
 

kalee

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Thanks Zwiebelchen, you really explained quite well, i'll always null handles besides the (int, real, boolean) from now on.

Anachron, i use the JassnewGen with JassHelper 0.A.2.7, it uses its own worldeditor 1.21 for some reason but i can use the new functions ( hashtables and so forth ) cause my warcraft 3 version is 1.23c i don't why why you can't open it, what kind of error are you getting ? maybe i didn't upload it well ?

P.S : Anachron you P.M storage is full XD
 
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