Custom client by Latikai, building on Ender's client

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Re: Custom client by Latikai, building on Ender's client

Postby loftar » Sun Sep 21, 2014 3:35 pm

Kandarim wrote:a long-standing gripe I have with it myself, and I haven't found the cause yet.

I can recommend using VisualVM's heap-dump function to check what objects are consuming the heap and what points to them.
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Re: Custom client by Latikai, building on Ender's client

Postby jesi » Sun Sep 21, 2014 5:12 pm

I love the Latakai client, don't get me wrong. But everything Darwoth reports happens to me too - porting to boston several times in short order, going in and out of a mine, or switching characters on the same account more than twice - and the client freezes. Oppening two clients at once is a nightmare. I have none of these issues when running Enders. And as for the vanilla client - I cannot use it because I followed Colesie's advice and altered the command line to show shadows. Now it overloads my graphics card so bad nothing will move in real time.

I would love to get the Latakai client to run reliably. But I still get a refused access message every two or three times I access it. That combined with the crashes makes it frustrating.

If you managed to update Enders today then you truly are a God and deserve all the golden eggs I can find.
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Sun Sep 21, 2014 5:43 pm

I'll settle for you getting my name right ;)
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Sun Sep 21, 2014 6:44 pm

loftar wrote:
Kandarim wrote:a long-standing gripe I have with it myself, and I haven't found the cause yet.

I can recommend using VisualVM's heap-dump function to check what objects are consuming the heap and what points to them.



Thanks for the hint, I think I managed to figure it out. I have no clue why the other clients don't suffer from this though. For those who know what I'm talking about (right now, I suppose that's just loftar), there were leftover pointers to the GameUI in the CharWnd obs. Same for the console PrintWriter and the MenuGrid reference in UI.

Testing tonight for any undue crashes and then this will get updated :)
Last edited by Kandarim on Sun Sep 21, 2014 8:25 pm, edited 1 time in total.
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Re: Custom client by Latikai, building on Ender's client

Postby Feone » Sun Sep 21, 2014 7:16 pm

Darwoth wrote:i'm on a 30 mb cable connection. it has to be client related as i do not have the same issues with enders or the default client and the client is the only changed variable.


I can confirm this issue.
Switching characters or teleporting on the Latikai client will cause swift lag issues for me as well.

I definitely don't have this on enders. It's a pitty because the features on this one are nice.
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Re: Custom client by Latikai, building on Ender's client

Postby loftar » Sun Sep 21, 2014 9:50 pm

Kandarim wrote:there were leftover pointers to the GameUI in the CharWnd obs. Same for the console PrintWriter and the MenuGrid reference in UI.

True as that may be, it doesn't sound as if that should retain more than a few kB of heap. :)

It wouldn't accumulate, either, since each new GameUI would replace the old one in the console printwriter.
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Sun Sep 21, 2014 10:39 pm

loftar wrote:
Kandarim wrote:there were leftover pointers to the GameUI in the CharWnd obs. Same for the console PrintWriter and the MenuGrid reference in UI.

True as that may be, it doesn't sound as if that should retain more than a few kB of heap. :)

It wouldn't accumulate, either, since each new GameUI would replace the old one in the console printwriter.


hmm. as far as I could see, the gameui kept the mcache from unloading. Anyway, might have to do with me manually emptying the mcache on character switch :roll: Kind of forgot about that line of code.

Incidentally, that should also get rid of those terrain glitches with huge depth jumps.
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Re: Custom client by Latikai, building on Ender's client

Postby loftar » Sun Sep 21, 2014 10:50 pm

Kandarim wrote:hmm. as far as I could see, the gameui kept the mcache from unloading.

As long as you're just switching characters, the same UI/Session/Glob/[MO]Cache are reused anyway, so that shouldn't change anything.

Kandarim wrote:Incidentally, that should also get rid of those terrain glitches with huge depth jumps.

Nah, that's because the server sometimes fails to properly re-randomize the coordinates such that the old and new map viewport coordinates overlap; it shouldn't have anything with character switching to do.
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Re: Custom client by Latikai, building on Ender's client

Postby Kandarim » Sun Sep 21, 2014 10:59 pm

well, I seem to have done *something* right :D

loftar wrote:Nah, that's because the server sometimes fails to properly re-randomize the coordinates such that the old and new map viewport coordinates overlap; it shouldn't have anything with character switching to do.


ah right that was only after a port.
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Re: Custom client by Latikai, building on Ender's client

Postby JohnCarver » Sun Sep 21, 2014 11:03 pm

Nerds ¦]
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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