Tool placed here: https://hofgamingclan.com/forums/viewto ... =502#p3365
Author: sektor2111
Automatically merged
original post
sektor2111 wrote: ↑Tue Jun 15, 2021 5:59 am MapGarbage was capable to find duplicated actors but... in this map Editor is crashing in runaway loop as long as it will iterate to the death.
However... concerning discussion with UT limits,
viewtopic.php?f=5&t=14671#p130078
the good news is that some of these can be passed and things can be oriented different.
ReachSpecs can be enlarged making for real Patroling Titans (perhaps up to 255 not 70 UU), interations limit at least for Editor can be passed/suppressed too making MapGarbage to hunt all sort of borked actors from heavy loaded maps. This one is a sample:Indeed it takes time, CPU cooler starts going crazy but... it works. And then certain pathing tweaks and fixes which I could do but I quit thinking at them now can be resumed. Yes, it takes time for details but CPU it's faster than a human being...Code: Select all
Duplicated: Panel95 was found 2 times. Duplicated: Panel96 was found 2 times. Duplicated: Actors might be removed by using subsequent bTryFixDuplicates set to True. Duplicated: Operation recommended in another clean editing session with both values set True. Duplicated: Panel136 was found 2 times. Duplicated: Panel137 was found 2 times. Duplicated: Panel138 was found 2 times. Duplicated: Panel139 was found 2 times. Duplicated: Panel148 was found 2 times. Duplicated: Panel149 was found 2 times. Duplicated: Panel159 was found 2 times. Duplicated: Panel160 was found 2 times. Duplicated: Found 10 duplicated Actors. Processed: UScript count: 57709724 iterations. //Added Duplicated: Duplicated Actors scanning is being finished.
The Solution - this is my batch command firing Editor - no, I don't launch it directly as it works faster this way:It won't be any trash file called "Running.ini" left in System because Editor has a dumb exit - even "Exit" is bugged in UT436...Code: Select all
@echo off echo Start Unreal Editor 440 + XC with higher priority start "Unreal Editor 440 + XC" /WAIT /ABOVENORMAL /MAX UnrealEd.exe -norunaway del Running.ini exit
Either way I think I'm not recommending suppressing "runaway" in dedicated servers. Reason: some script "good timings" might lock-down server, won't crash and restart, it simply loops permanently.
This dumb solution might solve issue with MapVoteLAv2 when server it's crashing because of sorting iterations when maps count goes to 1700 1800 maps. Server will need to be restarted with "runaway" removed, maps loaded and generated a list, then stopped server and added back the "runaway". This way maps are getting sorted and wrapped in a list file. This is not answer for poorly codes from MapVoteLAv2 but at least I believe it will solve maps-loading-sorting issues. MVU3 doesn't have problems here, it is based on a state code - slower but operational.
2. Look like you doing duplicate search very wrong.
Code: Select all
ScriptLog: Duplicated: Panel95
ScriptLog: Duplicated: Panel96
ScriptLog: Duplicated: Panel136
ScriptLog: Duplicated: Panel137
ScriptLog: Duplicated: Panel138
ScriptLog: Duplicated: Panel139
ScriptLog: Duplicated: Panel148
ScriptLog: Duplicated: Panel149
ScriptLog: Duplicated: Panel159
ScriptLog: Duplicated: Panel160
ScriptLog: Checked 15251 actors. Found 10 duplicates.
Code: Select all
local Actor Actor;
local string buf, tmp;
local int i, k, n;
buf = " ";
foreach LevelInfo.AllActors(class'Actor', Actor) {
i++;
tmp = Actor.Name $ " ";
n = InStr(buf, " " $ tmp);
if (n == -1) {
buf = buf $ tmp;
continue;
}
Log("Duplicated: " $ tmp);
k++;
}
tmp = "Checked" @ i @ "actors. Found" @ k @ "duplicates.";
Log(tmp);
return BadParameters(tmp);
I suspect iteration usage less from 10*ActorsCount.
For 15 000 actors less from 150 000.
So limit of 10 000 000 - is fine there.