Closed Bug 878166 Opened 11 years ago Closed 11 years ago

1.2GB of parse nodes leaked in Epic Citadel demo

Categories

(Core :: JavaScript Engine, defect)

x86_64
Linux
defect
Not set
normal

Tracking

()

RESOLVED DUPLICATE of bug 878293

People

(Reporter: azakai, Unassigned)

References

(Blocks 1 open bug)

Details

(Keywords: regression, Whiteboard: [MemShrink][games:p1])

On Nightly, when I do

1. Load http://www.unrealengine.com/html5/
2. Press run
3. Wait until it finishes starting up (when you are in the market, there is a big popup dialogue, and user input can do stuff), then close the tab
4. Wait, minimize memory use in about memory, etc., then check memory use.

I then see

1,522.21 MB (100.0%) -- explicit
├──1,287.23 MB (84.56%) -- js-non-window
│  ├──1,256.79 MB (82.56%) -- runtime
│  │  ├──1,233.18 MB (81.01%) ── temporary
│  │  └─────23.62 MB (01.55%) ++ (11 tiny)
│  ├─────24.70 MB (01.62%) ++ zones
│  └──────5.74 MB (00.38%) ++ gc-heap

1.2GB is being held onto, even after the tab is closed. Are we leaking all the parse nodes or something like that?
Blocks: gecko-games
Whiteboard: [MemShrink]
"temporary" isn't very descriptive...
> "temporary" isn't very descriptive...

But, as usual, the tool-tip in about:memory for "temporary" is descriptive.  This is parse nodes.
Whiteboard: [MemShrink] → [MemShrink][games:p1]
Summary: 1.2GB of Epic Citadel demo is leaked → 1.2GB of parse nodes leaked in Epic Citadel demo
This is almost certainly a regression, because we looked carefully at memory use a few months ago around GDC, and would have seen this.
Keywords: regression
Does this still repro after the fix for bug 878293?  That bug could cause mark/release calls on the allocator used for parse nodes to be mismatched, which would break the checks used to immediately release the allocator's memory after a giant parse.
Flags: needinfo?(bhackett1024)
You're right, this no longer happens in today's nightly.
Status: NEW → RESOLVED
Closed: 11 years ago
Resolution: --- → DUPLICATE
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