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Make single link node pool unlimited #3986
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Make single link node pool unlimited #3986
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Okay, I see that memory pieces have to be persistent and we cannot use swap and pop ideom here. |
This crash is exceedingly rare on MTA (measured by the latest build with a high spread; crash stats) so to judge the PR's feasability it would be good to know if it's worth it, as in: are there no negative/side effects at play, like a global increase of RAM usage as the pool allocates more? Is it dynamically expanding and going back down depending on a servers' usage of map and buildings, so that as long the usage isn't huge, there are no negative effects? In the latter case it wouldn't be too bad to have it in. If it has no negative effects, proportionality to what it aims to fix isn't a thing. @TheNormalnij If you could please make a list of any effects you expect from this change? |
This crash is rare because developers use createObjects instead of createBuilding when their map crashes. The pool implementation is very universal. I plan to use it in future fixes too. |
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I feel like that a traditional linked list of these "part"s would be better than having a vector of them, especially when allocating a free-list is much better in terms of performance than a basically O(N) lookup.
The performance cost for allocating |
The |
Fixes crash with offset 0x00133606.
The crash related to the high density of buildings.