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This connection is never disconnected unless you manually setup a runservice connection and invoke Vide.step yourself. This would normally be fine in a live game but in environments like plugins (ui-labs is where I encountered this issue) this leads to the runservice connection never being cleaned and becoming a memory leak.
I'll be filing an issue with ui-labs to get this case fixed but it might be worth adding some way to destroy all the connections setup by a running vide instance.
The text was updated successfully, but these errors were encountered:
That's not the issue, this event is never connected to a scope or any cleanup behavior outside of calling .step yourself, which should not be required because it forces plugins like ui-labs to call .step, which removes the ability for the sandboxed story environments to call .step themselves.
Culprit Code
This connection is never disconnected unless you manually setup a runservice connection and invoke
Vide.step
yourself. This would normally be fine in a live game but in environments like plugins (ui-labs is where I encountered this issue) this leads to the runservice connection never being cleaned and becoming a memory leak.I'll be filing an issue with ui-labs to get this case fixed but it might be worth adding some way to destroy all the connections setup by a running vide instance.
The text was updated successfully, but these errors were encountered: