edited October 2012
I am not sure why, but if I call:
PhotonPeer.getInstance().opRaiseEventWithCode(GameConstants.EV_SENDPOS, _dic, 0);
every second, I get an huge memory leak, like 1MB/s that is never collected
it turned out to be an issue related to the debug output :shock:
once I set the flag doDebug of the LoadBalancePeer to false, the memory leak disappeared :roll:
Ah, ok. Thanks for the update.
That should be a good pointer to something. Maybe it's just the debug out itself but maybe we can improve memory usage for that case.