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HunkMaster - HLDS memory filter


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Arkshine
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Old 12-31-2012 , 14:10   Re: HunkMaster - HLDS memory filter
Reply With Quote #11

@Backup : thanks for the explanation, though not sure to fully understand yet. . How you know you can discard things ? Why do you compare stack ?
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Old 01-01-2013 , 00:59   Re: HunkMaster - HLDS memory filter
Reply With Quote #12

Quote:
Originally Posted by Backup View Post
Neeeeeeeeeel.-:
Memory in HLDS isn't allocated dynamicly. It just allocates big chunk of memory (32MB by default). So if you want to see a difference, you need to set -heapsize, which modifies the size of this chunk. It's in kilobytes and the lowest possible value is 14336.
It seems like it didn't load correctly. Please run HLDS in console (-console). I'm afraid it failed to locate original functions. What HLDS version do you use?
I updated my hlds before start testing...

First, I ran hlds without the module:
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Then, I ran it with the module loaded:
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I changed the map:
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Like 30/40 seconds later (without do anything)
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Edit: I found mem.txt file...
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Edit2:
I added -heapsize 14336 . This may reduce my server performance?
Spoiler
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myusername
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Old 01-01-2013 , 05:47   Re: HunkMaster - HLDS memory filter
Reply With Quote #13

I cant understand this module. This module can reduce the memory usage of server?
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Old 01-01-2013 , 05:59   Re: HunkMaster - HLDS memory filter
Reply With Quote #14

Quote:
Originally Posted by myusername View Post
I cant understand this module. This module can reduce the memory usage of server?
Exactly...
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Backup
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Old 01-01-2013 , 07:48   Re: HunkMaster - HLDS memory filter
Reply With Quote #15

Quote:
Originally Posted by Arkshine View Post
How you know you can discard things ?
I've spent not a small amount of time on testing. And i've encountered many interesting bugs, like places in map where you can't hear any sound (corrupted PAS). Random crashes on mapchange were my nightmares (they were caused by overwriting cache's linked list pointers).
Quote:
Originally Posted by Arkshine View Post
Why do you compare stack ?
It's black magic. The point is you can't easily determine how many textures are in the map. I found out that when server is loading textures, ESP remains constant. So i took advantage of it.
Quote:
Originally Posted by Neeeeeeeeeel.- View Post
I added -heapsize 14336 . This may reduce my server performance?
I don't think so. This module pretty much allows you to use lower heapsize values. Try running hlds without this module on low heapsize and it will give you heapalloc error becouse of all the unnecessary stuff.
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Arkshine
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Old 01-01-2013 , 08:21   Re: HunkMaster - HLDS memory filter
Reply With Quote #16

Hmm, it's still confusing. How you can be sure the data is not needed ? I mean, I don't know well the engine, but at map parsing, it should load only what it needs, I don't see the engine loading random things. If I remember well, all the textures used are listed inside the bsp, do you mean some textures are not used even if listed ? Actually, it would be cool if you could show a concrete example, like de_dust2.
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Old 01-01-2013 , 08:47   Re: HunkMaster - HLDS memory filter
Reply With Quote #17

Quote:
Originally Posted by Backup View Post
I don't think so. This module pretty much allows you to use lower heapsize values. Try running hlds without this module on low heapsize and it will give you heapalloc error becouse of all the unnecessary stuff.
Here I'm using low heapsize (14336) without the module and I didn't get any error...
Spoiler
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Backup
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Old 01-01-2013 , 09:03   Re: HunkMaster - HLDS memory filter
Reply With Quote #18

Arkshine:
If some data i dropped was needed, it caused access violation on reading on writing. Dropping these data don't cause access violation -> engine do not use them.
Engine loads data which are used by client or listenserver, but they are worthless for dedicated server. There is no reason to load whole sprites or textures if you're running HLDS. Of course if you try to run listenserver or client with this module, it will crash. These data are used for rendering.

Neeeeeeeeeel.-:
dust is small, try inferno, chateau, torn...
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Last edited by Backup; 01-01-2013 at 09:11.
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Arkshine
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Old 01-01-2013 , 09:29   Re: HunkMaster - HLDS memory filter
Reply With Quote #19

Oh, I understand better, it makes sense. Sorry to bother you, just trying to understand and seeing if it can be done with more practical approach. So, the server would need what as informations ? Concretely, under a dedicated server, there is no need for the engine to parse/load resources ?
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Backup
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Old 01-01-2013 , 11:01   Re: HunkMaster - HLDS memory filter
Reply With Quote #20

No problem. Well, server still need to store things like entity data, vertexes, edges... hunk_print gives you memory addresses, so you can look what is allocated where.
There is a better approach then allocating a temporary space which i free afterwards. Finding pieces of code which call these alloc functions and preventing these calls would be much better, but also way way harder.
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