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PhotonSocketServer.exe's memory increase repidly

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When using Loadbalancing, steps to reproduce:
1.Loadbalancing Start as application
2.One client join a room(it means connected gameserver and join a game)
3.Generate multiple unity gameobjects with PhotonView, make them instantiate, move and destroy, keep the number of active gameobjects above 30, and PhotonView synchronizes these changes.
4.Stay in step 3 for 5 minutes.In my case, PhotonSocketServer.exe's memory increase from 157MB to 260MB.

Because only one client in the room, so there is no other clients accept PhotonView synchronous message. So that, the network pressure is basically in the client's PhotonView synchronization message sending part. If the number of the active gameobject is reduced to less then 6, the memory will remain in a certain size soon.
The default sync frequency for PhotonView is 10 times per second.The size of a sync message, 30 PhotonViews, is about 5 times larger than 6 PhotonViews.

Larger message bodies, with more memory growth, are supposedly correct.But why hasn't the memory stabilized after 5 minutes?After 24 hours, memory doesn't come down, it's still 260MB. Why?
How does this memory growth relate to the number of clients, constant or proportional?Unfortunately, how can I solve, mitigate, or limit this memory growth if it's proportional?

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