Comments to justify GC.Collect calls, compact LOH during load.

This commit is contained in:
RoosterDragon
2020-10-11 11:58:55 +01:00
committed by abcdefg30
parent 8d3cec5bea
commit c23efea402

View File

@@ -17,6 +17,7 @@ using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Runtime;
using System.Threading;
using System.Threading.Tasks;
using OpenRA.Graphics;
@@ -170,11 +171,13 @@ namespace OpenRA
worldRenderer = new WorldRenderer(ModData, OrderManager.World);
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
using (new PerfTimer("LoadComplete"))
OrderManager.World.LoadComplete(worldRenderer);
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
if (OrderManager.GameStarted)
@@ -189,6 +192,14 @@ namespace OpenRA
worldRenderer.RefreshPalette();
Cursor.SetCursor("default");
// Now loading is completed, now is the ideal time to run a GC and compact the LOH.
// - All the temporary garbage created during loading can be collected.
// - Live objects are likely to live for the length of the game or longer,
// thus promoting them into a higher generation is not an issue.
// - We can remove any fragmentation in the LOH caused by temporary loading garbage.
// - A loading screen is visible, so a delay won't matter to the user.
// Much better to clean up now then to drop frames during gameplay for GC pauses.
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect();
}
@@ -257,6 +268,8 @@ namespace OpenRA
public static RunStatus InitializeAndRun(string[] args)
{
Initialize(new Arguments(args));
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
return Run();
}