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TickHandler / Callable memory leak #1283

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sfPlayer1 opened this issue Apr 14, 2015 · 0 comments
Closed

TickHandler / Callable memory leak #1283

sfPlayer1 opened this issue Apr 14, 2015 · 0 comments

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@sfPlayer1
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@sfPlayer1 sfPlayer1 commented Apr 14, 2015

The system mentioned above can leak memory when worlds unload if the callable references a world object, even though it's using a WeakHashMap. MeteoriteWorldGen.MeteoriteSpawn is where I've noticed it.

I'd replace Callable with a custom interface that passes the World object with the invocation, removing the need to store it at the target, e.g. void call(World).

yueh added a commit to yueh/Applied-Energistics-2 that referenced this issue Aug 6, 2015
yueh added a commit to yueh/Applied-Energistics-2 that referenced this issue Aug 6, 2015
yueh added a commit to yueh/Applied-Energistics-2 that referenced this issue Aug 20, 2015
@thatsIch thatsIch added the fixed label Aug 22, 2015
@yueh yueh closed this in #1776 Aug 22, 2015
yueh added a commit that referenced this issue Aug 22, 2015
Closes #1283: Add custom Callable to prevent memory leaks
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