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I'm trying to send a byte array which contains depth frame of kinect v2.
I'm sure, that memory leak isn't caused by the way how i'm working with byte array because before i was using SocketIoClientDotNet and ram usage was not exceeding even 100MB and GC was working constantly. After i have changed to WebSocket4Net i'm experiencing the issue.
On 247MB i have turned off sending and then resumed again. And you can see that interval between GC increases from the start.
Depth frame size is 512*424*2 (2 bytes per pixel) = 434176. Also i have depth frame quiality which simply ingnores every nth pixels. So the memory leak also appears even on capturing evey 8 pixel, 434176 / 8 = 54272. But much slower than on full frame.
GC starts to work after exceeding 600mb. .
However memory usage constantly increases.
Code is pretty simple.
I'm trying to send a byte array which contains depth frame of kinect v2.
I'm sure, that memory leak isn't caused by the way how i'm working with byte array because before i was using SocketIoClientDotNet and ram usage was not exceeding even 100MB and GC was working constantly. After i have changed to WebSocket4Net i'm experiencing the issue.
On 247MB i have turned off sending and then resumed again. And you can see that interval between GC increases from the start.
Depth frame size is 512*424*2 (2 bytes per pixel) = 434176. Also i have depth frame quiality which simply ingnores every nth pixels. So the memory leak also appears even on capturing evey 8 pixel, 434176 / 8 = 54272. But much slower than on full frame.
GC starts to work after exceeding 600mb.
.
However memory usage constantly increases.
Code is pretty simple.
Using latest version of WebSocket4Net - 0.15.1
SuperSocket.ClientEngine.Core - 0.9.0
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