My server has been running continuously for many days without a restart. When I used c_dumpentities() to check the entity count, I found that there were hundreds of residual instances of the "fused_shadeling_bomb_death_fx" effect, and there were also a considerable number of residual instances of "fused_shadeling_bomb", approximately one-fourth the number of the effects.
Usually, effects that are not meant to be reused are scheduled for deletion using functions like inst:ListenForEvent("animover", inst.Remove) or inst:DoTaskInTime(100*FRAMES, inst.Remove).
Both of these prefabs are defined in the "fused_shadeling_bomb.lua" script file. However, I did not find similar code for scheduled deletion related to "fused_shadeling_bomb_death_fx". As for "fused_shadeling_bomb", I discovered that it executes inst:RemoveFromScene() after the explosion, which seems intentional as it waits for some scheduled tasks to be executed. However, in line 134 of "fused_shadeling_bomb.lua", the code inst:DoTaskInTime((EXTRA_QUICKFUSE_BOMBS + 1) * EXTRA_QUICKFUSE_TIMEPERBOMB) doesn't seem to pass the function that needs to be executed for this task (I assume it should be inst.Remove). This might be the reason why "fused_shadeling_bomb" is left behind.
If I have mentioned any oversights, I kindly request them to be fixed.
To reproduce the issue in-game, please follow these steps:
- Execute the command c_spawn("fused_shadeling") to spawn the creature.
- Kill the fused_shadeling.
- Wait for the fused_shadeling_bomb dropped by the creature to explode.
- Count the number of "fused_shadeling_bomb" and "fused_shadeling_bomb_death_fx" by using c_countprefabs()
You will notice that these entities continue to remain in the game world even after the completion of their life cycle.
- 2
- 1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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