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caused my server to have memory leaks twice :/
I have shield name "{MEB} Large Shield Generator" and LCD "{MEB} LCD [Shield]"
p.s. I just tested this script on 0.188, and it is working right. But becuse thi is a mod, i thin you shod to turn on "experimental mode" in game's "game options"
You can find this version here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1511373604
Fixes:
1. order of algorithm changed from XY to X+Y where x is shields count and Y is lcd count.
2. Script no longer needs to be recompiled/run manually on start.
3. Script now accounts for shields being added and removed correctly including connecting/disconnecting grids.
@scad.luncher If you find these changes satisfactory please feel free to incorporate into the main thread for the script as you are original author.
Basically, i moved blocks detector into new container, which called only once, during init. Than script works with this index, just parsing and formatting shield data.
Also this script can self-update now, so timer no longer needed and even can mess up now. So if you wan to test it, remove associated timer from your grid, and update & recompile this script. Than run it, and check your ups.
On my test server it became much higher than with previous version of my script.
Maybe there are other good script for shield genertors, written by more experienced C# coder, then me. My main specialaty -- Delphi\FPC, and maybe I didn't see some hidden errors in my algorithm.
My script depend on "Energy Shields" mod. If you don't have any mods on your server, except this mod and my script, and you still crushing, contact with @[XpL] Cython, the authtor of original mod, and ask him, what acan cuase server scrushes. My script desn't do nothing, except parsing text data, provided by shield blocks, and ouputting it in fancy way.