Hi all I know this question has been asked many times and I've googled it myself as well before asking but I just cannot seem to figure it out.
I've only just started learning C# through a half-built application by someone else and ran into this memory leak issue. I ran the .NET memory profiler (software from red-gate) and narrowed it down to a particular block of code in the application.
It is a small 2D based game, each monster lives in a map which is a list of Tiles. Each monster "Think()s" every second where to move next.
Think() gets a walkpath (List of Tiles) to a target.
Here's Monster.cs
public class Monster
{
NavMesh NavMesh;
public List<World.Tile> WalkPath;
public void Think(long tick) {
LastWalk = ctick;
var rndMoveTile = Position.CurrentTile.Neighbours[Dice.Random(Position.CurrentTile.Neighbours.Count - 1)];
WalkPath = FindPath(NavMesh.Tiles[Position.CurrentTile.X,Position.CurrentTile.Y], NavMesh.Tiles[rndMoveTile.X, rndMoveTile.Y]); // <- culprit called here
DoMove();
}
}
NavMesh.cs
public class NavMesh
{
public World.Tile[,] Tiles;
public NavMesh(World.Map map)
{
Tiles = map.CopyTiles; //<- this is causing trouble i think
}
}
Tile.cs
public class Tile : IAStarNode<Tile>
{
public int X;
public int Y;
public int WalkFlags;
public Portal Portal;
public bool Occupied;
public enum E_WalkFlags
{
Walkable = 1,
Projectile = 2,
Flyable = 4,
}
public List<Tile> Neighbours { get; set; }
public double Cost { get; set; }
public Tile ParentNode { get; set; }
public bool inopenlist { get; set; }
public bool inclosedlist { get; set; }
// public long runindex { get; set; }
public Tile()
{
this.Neighbours = new List<Tile>();
}
public Tile(int x, int y, int WalkFlags)
{
X = x;
Y = y;
this.WalkFlags = WalkFlags;
this.Neighbours = new List<Tile>();
}
}
And finally the culprit (I think..)
Map.cs
public Tile[,] CopyTiles
{
get
{
var ret = new Tile[sizeX, sizeY];
for (int xx = 0; xx < sizeX; xx++)
{
for (int yy = 0; yy < sizeY; yy++)
{
var oldtile = Tiles[xx, yy];
ret[xx, yy] = new Tile(xx, yy, oldtile.WalkFlags, oldtile.Occupied);
}
}
for (int xx1 = 0; xx1 < sizeX; xx1++)
{
for (int yy1 = 0; yy1 < sizeY; yy1++)
{
var oldtile = Tiles[xx1, yy1];
var newtile = ret[xx1, yy1];
for (int x = 0; x < oldtile.Neighbours.Count; x++)
{
var oldnei = oldtile.Neighbours[x];
newtile.Neighbours.Add(ret[oldnei.X, oldnei.Y]);
}
}
}
}
}
I've read that I have to implement IDisposable to dispose unmanaged resources which I did on Tile.cs and tried to do using(Tile[,] Tiles = new Tiles[,])
but I got a compiler error saying Tile[,]
doesn't have IDisposable interface, I am not sure what that [*,*]
type is though.
Can anyone please suggest how I can improve memory performance on this?