Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-11 Thread Mark Wedel
On 3/11/20 11:08 AM, Kevin Zheng wrote: On 3/10/20 9:56 PM, Mark Wedel wrote:  Not sure if still the case, but at one time, performance of allocating thousands of new objects individually increased lag (when loading new maps).  So doing it in blocks of 500 or whatever was faster.  At one point

Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-11 Thread Kevin Zheng
On 3/10/20 9:56 PM, Mark Wedel wrote: >  Not sure if still the case, but at one time, performance of allocating > thousands of new objects individually increased lag (when loading new > maps).  So doing it in blocks of 500 or whatever was faster.  At one > point I had put in option to do

Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-10 Thread Kevin Zheng
Thanks, Mark, for the review. On 3/10/20 9:56 PM, Mark Wedel wrote: >> The object allocator allocates OBJ_EXPAND objects at a time and manages >> its own free list. It is faster at allocating many objects at once, but >> defeats memory debuggers and mitigation techniques. It also does not >>

Re: [crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-10 Thread Mark Wedel
On 3/9/20 11:24 PM, Kevin Zheng wrote: Hi there, After experiencing MAX_OBJECTS-related excessive swapping on Invidious that allowed Saromok's souped-up goblins to poison and kill my character, I've decided to take another look at memory management. I may be missing some historical context for

[crossfire] Proposal: retire MAX_OBJECTS and object allocator

2020-03-10 Thread Kevin Zheng
Hi there, After experiencing MAX_OBJECTS-related excessive swapping on Invidious that allowed Saromok's souped-up goblins to poison and kill my character, I've decided to take another look at memory management. I may be missing some historical context for why things are the way they currently