I wrote:
It's just that the UI becoming unresponsive for several seconds is scary, as you never know what's happening...
Well, since I've just had DROD suck up a full CPU core for over a minute when leaving a level (~30 seconds before the end level text, and the same after hitting a key), I used Process Explorer to look at the stack dump of the thread that was eating my CPU for breakfast, and this is the result:
ntoskrnl.exe!ExReleaseResourceLite+0x2b4
ntoskrnl.exe!IoPageRead+0xd8a
hal.dll!HalClearSoftwareInterrupt+0x342
ntdll.dll!RtlReAllocateHeap+0xe96
ntdll.dll!RtlReAllocateHeap+0x83b
ntdll.dll!RtlInitializeCriticalSection+0x149
msvcrt.dll!free+0x1ae
msvcrt.dll!free+0x1cc
msvcrt.dll!operator new+0xf
drod.exe+0x6ac07
I made a new stackdump every few seconds, but it was always the same... could it be that the last optimizations, while saving on memory use, hurt normal operation a bit much?
(I mean, it's always suspended in operator new - what causes so many objects to be created when leaving a level? Also, just leaving a room I've already solved and entered again sometimes causes the same half-minute pause...)
np: Monolake - Deadbeat Remix (Plumbicon Versions)
____________________________
"
I'm not anti-anything, I'm anti-everything, it fits better."
- Sole
R.I.P. Robert Feldhoff (1962-2009)
[Last edited by Briareos at 08-19-2006 11:43 AM]