Game Development Community

Multiple Instances

by Steve Bilton · in Torque Game Engine · 03/04/2008 (3:02 pm) · 6 replies

How well does Torque handle having multiple instances running on the same machine at the same time? I'm getting memory corruption that come to light on some dFree calls when I have more than one server running on the same machine - is this a known issue, or something specific to my code?

#1
03/05/2008 (4:09 pm)
Must be... I regularly run a dedicated server and multiple client instances all on the same machine (and sometimes two dedicated servers).

Before you go on a wild goose chase, though:

a) have you experience problems with any other apps randomly crashing?

b) might be worth running a memory tester like memtestx86 overnight on your machine

c) also might be worth using the Visual Leak Detector if you're on Windows, or, if you have the money, something like Bounds Checker or Purify
#2
03/05/2008 (4:34 pm)
Ah okay, I read somewhere it had some hardcoded memory locations but that may well have been incorrect / old. At any rate, you're probably right - I should have been running VLD and maybe Valgrind.
#3
03/05/2008 (7:56 pm)
Hard coded memory locations? That's not really possible on modern boxes, as each process has it's own virtual address space. Even if you hardcoded a memory location, it would either give you an access violation, or only muck up your space. I don't think anyone has programmed like that in last 15 years or more anyway.
#4
03/06/2008 (4:10 am)
I'd have thought you could hardcode a relative address, like on consoles where assets are fixed onto certain locations on cart.
#5
03/06/2008 (11:55 am)
Yeah, that's pretty darned old school.

You can't actually share a physical address easily on a modern OS (you can via shared memory, but that's still not the same thing as what you're talking about).

Consoles are a different monster...
#6
03/06/2008 (12:02 pm)
I've only worked low level on consoles ;)