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Hello Alan! Thanks for your work)
Sorry for my english(
Call a WriteBuffer for an array[2048] allocate 10.5 kb memory.
So when i tryied to send a message to a client every client.SendPayload allocated about 30 kb,
30 kb * 30 times/second * 100 players = 87 mb per second.
After changing ByteArrayReaderWriter to Array.copy and creating a broadcast method for a client allocating 1.7 kb or 3.7 kb(idk why, packets is identical). But it still allocating 8 mb per second.
Unity3d 2017, memory check in profiler
The text was updated successfully, but these errors were encountered:
You are correct - I've already noticed the allocations happening within BouncyCastle and resolved them, have just been too busy to actually upload them.
A push to fix this should be available today. Based on my profiling, it should eliminate all but one allocation (and that one remaining allocation is in Socket.SendTo and cannot be fixed)
Hello Alan! Thanks for your work)
Sorry for my english(
Call a WriteBuffer for an array[2048] allocate 10.5 kb memory.
So when i tryied to send a message to a client every client.SendPayload allocated about 30 kb,
30 kb * 30 times/second * 100 players = 87 mb per second.
After changing ByteArrayReaderWriter to Array.copy and creating a broadcast method for a client allocating 1.7 kb or 3.7 kb(idk why, packets is identical). But it still allocating 8 mb per second.
Unity3d 2017, memory check in profiler
The text was updated successfully, but these errors were encountered: