Merge pull request #1585 from danielyxie/dev

remove memory leak
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hydroflame 2021-10-27 14:29:24 -04:00 committed by GitHub
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4 changed files with 4 additions and 26 deletions

@ -90,30 +90,6 @@ Here is a summary of all rules you need to follow when writing Netscript JS code
These global variables can be thought of as `C++ static class members <https://www.tutorialspoint.com/cplusplus/cpp_static_members.htm>`_, These global variables can be thought of as `C++ static class members <https://www.tutorialspoint.com/cplusplus/cpp_static_members.htm>`_,
where a NetscriptJS script is a class and a global variable is a static member within that class. where a NetscriptJS script is a class and a global variable is a static member within that class.
Warnings
--------
The NetscriptJS evaluation engine works by converting your code into a blob URL and then
using a dynamic import to load your code as a module. Every unique NetscriptJS script
is loaded as its own module. This means that
making a small edit to a NetscriptJS script results in a new module being generated.
At this point, we have been unable to find a method for deleting modules from browsers so that
they get garbage collected.
The result is that these modules from NetscriptJS scripts accumulate in your browser,
using memory that never gets released. Over time, this results in a memory-leak type
situation that can slow down your computer.
Therefore, there are two recommendations for those who decide to use NetscriptJS:
1. Every now and then, close and re-open the game. This will clear all of the modules.
To be safe, I recommend **completely** closing the game's tab and then re-opening it.
Depending on your browser, a refresh or page reload does not always clear the modules.
2. Only use NetscriptJS scripts when needed. It is very unlikely that NetscriptJS
is needed for very simple scripts. By doing this, you will reduce the number of modules
that are loaded.
Examples Examples
-------- --------

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@ -19,6 +19,8 @@ export function compile(script: Script, scripts: Script[]): void {
// by placing it inside an eval call. // by placing it inside an eval call.
script.markUpdated(); script.markUpdated();
const uurls = _getScriptUrls(script, scripts, []); const uurls = _getScriptUrls(script, scripts, []);
if (script.url) URL.revokeObjectURL(script.url); // remove the old reference.
if (script.dependencies.length > 0) script.dependencies.forEach((dep) => URL.revokeObjectURL(dep.url));
script.url = uurls[uurls.length - 1].url; script.url = uurls[uurls.length - 1].url;
script.module = new Promise((resolve) => resolve(eval("import(uurls[uurls.length - 1].url)"))); script.module = new Promise((resolve) => resolve(eval("import(uurls[uurls.length - 1].url)")));
script.dependencies = uurls; script.dependencies = uurls;