Hey guys.
So want to find out if anyone has experience this.
Every 10 seconds rust consumes an extra 1mb of memory. So every minute 6mb, 360mb every hour. I found this out after viewing my task manager and saw that rust was sitting on 17gb memory usage. Could this be because I haven't set limitations or just a bad memory leak?
Extreme memory leak?
Discussion in 'Rust Discussion' started by Pho3niX90, Jul 13, 2015.
-
object building doesn't come cheap, try decay buildings quicker and delete corpses quicker, where do you think all the build information is going lol, and just to put it out there the game is in alpha
-
As a popular server the decay plugins and corpse removed is a must right now. Not only do we have limitations in game due to entity issue but we also have the fact that corpses don't respawn.
At present we are wiping weekly to keep on top of degrading server performance. -
i can write something up that clears corpses no matter what if its a needs be like a second remover currently rust defaulty removes them after around 22 minutes i believe it was, i can make something that checks when someone dies and identity's the corpse and then will run a cleanup on it after 25 minutes to make sure it actually got deleted cause i noticed sometimes bodies dont disappear
-
-
Wulf Community Admin
-
-
Wulf Community Admin
-
its not just this using r-anticheat will make you use 35% more ram usage as every building block saved in rust is saved in r-amtcheat to, not to mention the constant posistion checks on every player online, correct me if im mistaken it was almost 6 - 7 months ago i helped the developer clean the code abit and clean out some useless built up data that was only needed to be checked once and never cleared
best thing you can do is try to determine if you get this issue with some other scripts as it all depenends on what functionabilty there doing weather its constantly checking players or just simply storing and iterating through data, unload some see if ram drops ect
i programmed a lot to do with antihacks back deving gunz in c++, and i know how performance will effect the clients but with this case we are checking for hacks server side means pulling a load more data to process causing more cpu and ram in order to do so as we do not have direct access to modifying the clientLast edited by a moderator: Jul 14, 2015 -
I have a total of 4 sleepers and 15000 entities. Server isn't busy at all and just a test server. So basically I am the only user logging in and out and not even moving
-
then add image another 100 instances of running each script, but how many corpses do u normally have on main server ?
-