- Sep 8, 2019
- 535
- 912
From what I remember, it was caused by the game repeatedly allocating massive arrays during the endTurn() method (which is called every time the player moves or performs a combat action). I seem to remember seeing it iterating through an array, allocating and abandoning other large arrays with each pass, which caused an immense amount of allocations and, in turn, a whole ton of GC pressure.What! 48 gb?.... You know, i'd say i don't know how that's possible, but i might now how that's possible.
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hmmmm....
you know what, i don't know how that's possible but i'll tell everyone what i was thinking anyways.
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This can't be from all the string replace. Damn! This game amazes me.
I didn't really dig into it too deep at that point. Maybe I'll get inspired enough to delve into it again at some point. I do love a challenge.