• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account, you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation into English is provided if your post is not in English and to respect your fellow players when posting.
  • We are looking for you!
    Always wanted to join our Support or Forum Team? We are looking for enthusiastic moderators!
    Take a look at our recruitment page for more information and how you can apply:
    Apply
  • Forum Contests

    Won't you join us for out latest contest?
    You can check out the newest one here.

Processor load

Status
Not open for further replies.

DeletedUser

Hi, guys.
Good effort with this game, but there is one big issue: the processor load. I tried it under various browsers and the result is the same: in 2 minutes of running the processor goes to 100% of load and stays there. The fans are working like mad.

Screen Shot 2012-05-24 at 6.24.36 PM.jpg

The image shows the processor load map after the start of the game. I cannot see any reason for that, as there are no serious calculations happening - no real time 3-D rendering, no fancy geometry or transformations. They are just sequences of bitmaps.

The game is basically unusable as one cannot keep it running for more than 5 min without fear of permanently damaging the computer.
I myself have been an AS3 developer for the past 10+ years with projects surpassing 1.5 million lines of code. I can assure you it is not the Flash player that is causing it - it is a wrongly written code.

Please fix it.

Tested on 17" MacBookPro (8GB of RAM) Flash Player 11.2 Debug Version

P.S. And a lot of errors... which I can attribute to the Beta version.
 

Attachments

  • Screen Shot 2012-05-24 at 5.55.45 PM.jpg
    Screen Shot 2012-05-24 at 5.55.45 PM.jpg
    20.7 KB · Views: 135
Last edited by a moderator:

DeletedUser

I did not find any memory leaks as such, but, mind, I cannot run it for log enough )))

The way the project is structured and the way the files are loaded is quite poor. Each image is loaded twice (see attachement),
Screen Shot 2012-05-24 at 8.58.38 PM.png
no RSLs, no proper caching, no components. To me it looks like a Flash application some 6-7 years ago. Ever thought of re-structuring & re-compiling it in Flex?

No wonder some hot heads say HTML5 is our future.

Just tested World Golf Tour (Flash) which is way more complex in graphics and calculations - the processor was steady at 22-25% as it should be.

Contemporise, people.
 

DeletedUser17

"The game can be very resource heavy at times. We will try to optimize this issue in the future. This will be an ongoing process."
 

DeletedUser

It funny how same things seem to become important for several ppl at te same time. I just yesterday was checking processor load and memory usage. From what i noticed at a time memory load is more or less fixed (doesnt take 1gb+ as it did before) but processor is constantly running at 90-95%. As i understand devs are working on performance problem and hope they fix it soon.
 

DeletedUser

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at de.innogames.strategycity.main.view.cityhud::CityHudNotificationTooltip/get y()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/cityhud/CityHudNotificationTooltip.as:34]
at com.greensock::TweenLite/init()[D:\_Flash\_AS3\src\com\greensock\TweenLite.as:379]
at com.greensock::TweenMax/init()[D:\_Flash\_AS3\src\com\greensock\TweenMax.as:424]
at com.greensock::TweenMax/renderTime()[D:\_Flash\_AS3\src\com\greensock\TweenMax.as:627]
at com.greensock.core::SimpleTimeline/renderTime()[D:\_Flash\_AS3\src\com\greensock\core\SimpleTimeline.as:93

Franky, I was not able to see what you need the tweens for. All motions are simple. Simple ENTER_FRAME event can cure lots of headaches there.
 
Last edited by a moderator:

DeletedUser

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at de.innogames.strategycity.shared.ui.quests::ActiveQuestsPanel/_findQuestPanelItem()[/www/foe/Frontend/client/src/de/innogames/strategycity/shared/ui/quests/ActiveQuestsPanel.as:132]
at de.innogames.strategycity.shared.ui.quests::ActiveQuestsPanel/updateQuest()[/www/foe/Frontend/client/src/de/innogames/strategycity/shared/ui/quests/ActiveQuestsPanel.as:47]
at de.innogames.strategycity.shared.ui.quests::ActiveQuestsPanelMediator/_applyQuestList()[/www/foe/Frontend/client/src/de/innogames/strategycity/shared/ui/quests/ActiveQuestsPanelMediator.as:103]
at de.innogames.strategycity.shared.ui.quests::ActiveQuestsPanelMediator/_onQuestModelUpdate()[/www/foe/Frontend/client/src/de/in
 

DeletedUser

The search option through this forum would have pulled up a thread about this discussion. This is something I have trouble with as well, and it does not matter which browser either, but the devs do know about it, and I am positive they are trying to fix it.
 

DeletedUser

Well. The new version. The processor is still overloaded - no fix there. The number of errors has increased dramatically:

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at de.innogames.strategycity.main.view.citysector.entities.modebehavior.enterstate::SetMilitaryIconBehavior/_determineIcon()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/modebehavior/enterstate/SetMilitaryIconBehavior.as:32]
at de.innogames.strategycity.main.view.citysector.entities.modebehavior.enterstate::SetMilitaryIconBehavior/resume()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/modebehavior/enterstate/SetMilitaryIconBehavior.as:28]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/resume()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:178]

After the errors, some buildings stop responding to clicks, some respond from the third-fourth attempt.

Yes, you have change the number of points and some interface presentations, but it did not get any better - I think, it is much worse.
 

DeletedUser

TypeError: Error #2007: Parameter text must be non-null.
at flash.text::TextField/set text()
at de.innogames.strategycity.shared.ui.hud::GameHudMediator/_onVisitOtherPlayer()[/www/foe/Frontend/client/src/de/innogames/strategycity/shared/ui/hud/GameHudMediator.as:98]
at org.robotlegs.base::EventMap/routeEventToListener()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/EventMap.as:181]
at Function/<anonymous>()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/EventMap.as:107]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Actor/dispatch()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/mvcs/Actor.as:98]
at de.innogames.strategycity.main.service::OtherPlayerService/_onRequestSuccessful()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/service/OtherPlayerService.as:83]
at de.innogames.shared.networking::AmfGateway/_resultCallback()[/www/foe/Frontend/client/src/de/innogames/shared/networking/AmfGateway.as:132]
at de.innogames.shared.networking::AmfGateway/_processCallbacks()[/www/foe/Frontend/client/src/de/innogames/shared/networking/AmfGateway.as:120]
at de.innogames.shared.networking::AmfGateway/_onRequestSuccessful()[/www/foe/Frontend/client/src/de/innogames/shared/networking/AmfGateway.as:80]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at de.innogames.shared.networking.providers::AmfNetConnectionProvider/_onResult()[/www/foe/Frontend/client/src/de/innogames/shared/networking/providers/AmfNetConnectionProvider.as:83]


I have won a battle and cannot retur to my city. (((
 

DeletedUser

Yes, I've noticed that they are not as responsive to clicks as prior to this last updated version. However, if you allow it to focus on the particular building then it's responsive on the first try. You have to wait for it to highlight that particular building. Although, as stated it was much more responsive, or the area of response for each building was much more liberal.
 

DeletedUser

Guys, errors are getting more frequent and nastier.

Error: Error #1023: Stack overflow occurred.
at de.innogames.strategycity.main.view.cityhud.components.buffsdebuffs::BaseBuffInfoPanel/_buildBuffs()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/cityhud/components/buffsdebuffs/BaseBuffInfoPanel.as:109]
at de.innogames.strategycity.main.view.cityhud.components.buffsdebuffs::BaseBuffInfoPanel/updateBuffs()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/cityhud/components/buffsdebuffs/BaseBuffInfoPanel.as:105]
at de.innogames.strategycity.main.view.cityhud.components.buffsdebuffs::BuffPanel/handleBuffUpdate()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/cityhud/components/buffsdebuffs/BuffPanel.as:60]
at de.innogames.strategycity.main.view.cityhud.components.buffsdebuffs::BuffPanelMediator/_onBuffUpdate()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/cityhud/components/buffsdebuffs/BuffPanelMediator.as:22]
at org.robotlegs.base::EventMap/routeEventToListener()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/EventMap.as:181]
at Function/<anonymous>()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/EventMap.as:107]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Command/dispatch()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/mvcs/Command.as:57]
at de.innogames.strategycity.main.controller.buffdebuff::MoodBuffCommand/_updatePopulationMood()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/buffdebuff/MoodBuffCommand.as:54]
at de.innogames.strategycity.main.controller.buffdebuff::MoodBuffCommand/execute()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/buffdebuff/MoodBuffCommand.as:31]
at org.robotlegs.base::CommandMap/execute()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/CommandMap.as:182]
at org.robotlegs.base::CommandMap/routeEventToCommand()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/CommandMap.as:232]
at Function/<anonymous>()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/base/CommandMap.as:98]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at org.robotlegs.mvcs::Actor/dispatch()[/Development/Projects/Robotlegs/robotlegs-framework/src/org/robotlegs/mvcs/Actor.as:98]
at de.innogames.strategycity.main.model::CityResourcesModel/updateHappiness()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/model/CityResourcesModel.as:125]
at de.innogames.strategycity.main.view.citysector.entities.modebehavior.enterstate::UpdateHappinessBehavior/_getBlimp()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/modebehavior/enterstate/UpdateHappinessBehavior.as:34]
at de.innogames.strategycity.main.view.citysector.entities.modebehavior.enterstate::UpdateHappinessBehavior/_updateHappiness()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/modebehavior/enterstate/UpdateHappinessBehavior.as:59]
at de.innogames.strategycity.main.view.citysector.entities.modebehavior.enterstate::UpdateHappinessBehavior/pause()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/modebehavior/enterstate/UpdateHappinessBehavior.as:44]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/pause()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:170]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:105]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/leaveState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:106]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/update()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:112]
at de.innogames.strategycity.main.view.citysector.entities::BaseCityEntityState/enterState()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/view/citysector/entities/BaseCityEntityState.as:90]
 

DeletedUser10336

Months later, in 2013, I get the same errors, so I guess it hasn't been fixed.


TypeError: Error #1009: Cannot access a property or method of a null object reference.
at de.innogames.strategycity.main.controller::playAddonSoundsCommand/_getURL()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/PlayAddonSoundsCommand.as:115]
at de.innogames.strategycity.main.controller::playAddonSoundsCommand/_getRandomURL()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/PlayAddonSoundsCommand.as:110]
at de.innogames.strategycity.main.controller::playAddonSoundsCommand/_playAddonSound()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/PlayAddonSoundsCommand.as:88]
at de.innogames.strategycity.main.controller::playAddonSoundsCommand/onTimer()[/www/foe/Frontend/client/src/de/innogames/strategycity/main/controller/PlayAddonSoundsCommand.as:84]
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()
 

DeletedUser

This has been answered on page 1 by Community Manager Checkered Jester.

Also, in this thread where I left the following reply: Source
I went to Chrome but it is being extremely laggy and crashing often.
I moved back to Firefox about a week ago and I can practically run the game all day with only 1 or 2 refreshes (if even that).

As for this not being 'fixed' yet:
The game can be very resource heavy at times. We will try to optimize this issue in the future. This will be an ongoing process. I will set this issue to reported. Thanks for your posts everyone.

Remember this is a Beta and Blacksmith has announced a lot of new stuff is coming, so things need to stay in the scaffolds, which causes things to be slow.
"That old excuse again, how long is this game going to stay in Beta?"
Blacksmith also posted a long while ago that INNOgames' games usually stay in beta for about a year.

With a project as big as this, it might be a bit longer, since major game changing features are still coming.
How'd it look if this game was announced officially released, while still making game changing features and having numerous bugs that have to be tended to?
It can't be taken out of beta before it's out of beta..

- L
 
Status
Not open for further replies.
Top