Problem Description
Hi guys
I'm encounting a crash due to resource issues when previewing my game in Chrome. I have thousands of frames of images all up in maybe a hundred sprites.
I'm not sure if it's a bug with the way requests are sent via Chrome or not, so apologies if this is in the wrong part of the forum.
In order to test the issue, I've created a blank layout with no events. I created a single sprite and have loaded a random picture into the frames via the sprite strip import as a quick and easy way of creating lots of individual images. I've created 10k frames for this test in case it's a system specific resources issue - my current game throws up the error when there are approx. 5500 images being loaded.
When previewing, I receive a red loading percentage - viewing the console I can see the following errors thrown:
GET http://localhost:50000/sprite-default-6238.png net::ERR_INSUFFICIENT_RESOURCES
This repeats for every image onwards up to 10,000.
I then get the following error reported:
Error loading image 'http://localhost:50000/sprite-default-6238.png': Event {clipboardData: undefined, path: NodeList[1], cancelBubble: false, returnValue: true, srcElement: img…}
This also repeats for every image onwards up to 10,000.
After doing a lot of research and troubleshooting, I came across another post on the bug forum with a similar issue that was closed due to not being able to replicate the issue:
r178-game-crash-in-preview_t112992?start=3 (The same error is reported in the Chrome console in that post)
Researching the Chrome specific error came up with the following 'bug fix' made to Chromium:
https://codereview.chromium.org/18541
[quote:2zkdt5ks]Add a constraint on how many requests can be outstanding for any given render process (browser-side).
Once the constraint is reached, subsequent requests will fail with net::ERR_INSUFFICIENT_RESOURCES.
The bound is defined as "25 MB", which represents the amount of private bytes we expect the pending requests to consume in the browser. This number translates into around 6000 typical requests.
Note that the upload data of a request is not currently considered part of the request's in-memory cost -- more data is needed on the average/maximum upload sizes of users before deciding what a compatible limit is.
Here's another link discussing the issue:
https://code.google.com/p/chromium/issu ... il?id=5688
I don't know if this is a bug with the way that Construct 2 compiles the page requests, hence why I thought it might fit into the bug reporting forums. I'm hoping it's possible to work around this limit somehow, or whether this is a hard coded limit that cannot be worked around within Construct 2 code.
Thanks
Chris
Attach a Capx
https://dl.dropboxusercontent.com/u/143 ... Issue.capx
Description of Capx
Sample file with 10,000 frames loaded into 1 sprite, no events.
Steps to Reproduce Bug
- Step 1: Load capx with latest version of Construct 2.
- Step 2: Preview in Chrome.
- Step 3: View console.
Observed Result
Error messages preventing preview from loading.
Expected Result
Game loads successfully without errors.
Affected Browsers
- Chrome: YES - v38.0.2125.104 m (64-bit)
- FireFox: NO
- Internet Explorer: NO
Operating System and Service Pack
Windows 7 Professional SP1 x64
Construct 2 Version ID
Latest stable: v184 (Built 15:42:21 on Oct 9 2014)