GuideME Version: 26.1.12-beta
Keeping a guide page with a game scene open makes memory climb continuously, like a leak.
GuidebookLevelRenderer#renderContent calls FakeRenderEnvironment.create() every frame, per visible scene. That builds a new Connection, ClientPacketListener, ClientLevel, and LocalPlayer each time before close() throws it all away.
I've got a local mixing on my end with a fix. I cache it inside FakeRenderEnvironment itself: keep the built graph in a static field together with the RegistryAccess and on create() it rebuilds only when Platform.getClientRegistryAccess() returns a different instance, otherwise just do the existing player swap.
GuideME Version: 26.1.12-beta
Keeping a guide page with a game scene open makes memory climb continuously, like a leak.
GuidebookLevelRenderer#renderContentcallsFakeRenderEnvironment.create()every frame, per visible scene. That builds a newConnection,ClientPacketListener,ClientLevel, andLocalPlayereach time beforeclose()throws it all away.I've got a local mixing on my end with a fix. I cache it inside
FakeRenderEnvironmentitself: keep the built graph in a static field together with theRegistryAccessand oncreate()it rebuilds only whenPlatform.getClientRegistryAccess()returns a different instance, otherwise just do the existing player swap.