Yeah, rom likes to recycle the memory used unless it's not available, so
when you free_string or free_char or whatever, it just strips all the
values and assigns it to the free pool linked list, then when another is
requested it gets assigned from that pool unless it's not available, in
which case it allocates a new one... so the first time it does those
messages it would most likely allocate for them... on my mud I have an
ascii mapper that recursively checks surrounding rooms in a 5x5 grid,
and because of the method I use to draw the map, the first 'look'
allocates 65 units of space :D after that it's fine...

Richard Lindsey.

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sandi
Fallon
Sent: Wednesday, April 06, 2005 10:19 AM
To: [email protected]
Subject: Re: Memory issues.

> I opened up a duplicate copy of my mud on our dev port and logged in.
While
> running "top" at the shell, to watch the mem usage of the process, I
went 
> and killed one of our high level mobs, using mortal weapons and
spells.

When the game starts, memory will be allocated the first time certain
things are done. Dam messages, etc. If you let the mob repop and kill
it again, and THEN see an increase, you might indeed have a problem.

At least, this is my understanding of it.


Sandi

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