Sve*_*hev 8 javascript memory-leaks node.js express
嘿,我在 heroku 中托管的 nodejs 服务器上遇到了奇怪的内存泄漏。我尝试找到泄漏两天,在我一项一项删除我的功能后,我发现这是导致问题的原因,但我仍然不确定问题到底出在哪里。我可以清楚地看到我从 heroku 指标中出现了内存泄漏。
有人知道为什么这个 func 会产生内存泄漏。谢谢
completeTicTacToeGame: function (game, winnerIndex, reasonForFinish, userId) {
if (userId) {
User.findOne({
_id: userId
}, function (err, user) {
if (err || user == null) {
}
else {
userLivesController.removeUserHeartWithoutResponeAndSaving(user, 'ticTacToeHearts', function (user, canPlay) {
if (canPlay) {
dateFormatterController.checkIfDateIsToday(user.lastCompitedTicTacToeGame, function (isToday, isPrevious) {
var earnCredits = 0
if (winnerIndex == 0) { earnCredits = 1 }
if (winnerIndex == 1) { earnCredits = 4 }
user.credits = user.credits + earnCredits
user.lifetimeCredits = user.lifetimeCredits + earnCredits
//increase ad today counter
user.lastCompitedTicTacToeGame = (new Date()).getTime().toString()
userBadgesController.checkIfUserNeedToWinBadgeForCredits(user, function (user) {
user.save(function (err, user) {
if (err) {
errorHandlingController.generalSendErrorWithMessage(req, res, 'serverError')
}
else {
var canPlayMoreGames = user.ticTacToeHearts > 0
if (earnCredits > 0) {
notificationController.sendNotificationToUserForNewTicTacToeGame(user, earnCredits)
rankingController.updateRankings(user, earnCredits, 'ticTacToe')
}
var canWatchAdToDoubleCredits = false
if (user.gamesWithoutAd >= ConfigParams.numberOfGamesForAd() && earnCredits > 0) {
canWatchAdToDoubleCredits = true
}
var timeLeftToNextHeart = (((ConfigParams.minutesForHeart() * 60000)) + parseInt(user.lastGivenHeart)) - ((new Date()).getTime())
var haveMaxHearts = user.mathGameHearts == ConfigParams.maxHearts() && user.memoryHearts == ConfigParams.maxHearts() && user.ticTacToeHearts == ConfigParams.maxHearts()
var canWatchVideoForHeart = true && haveMaxHearts == false
if (user.lastWatchedVideoForHeart) {
var canWatchVideoForHeart = (((ConfigParams.minutesForHeartWatchedAd() * 60000)) + parseInt(user.lastWatchedVideoForHeart)) - ((new Date()).getTime()) < 0 && haveMaxHearts == false
}
module.exports.sendMessageToSocketForComlitedGame(game, user._id.toString(), user.credits, earnCredits, canPlayMoreGames, canWatchAdToDoubleCredits, reasonForFinish, user.ticTacToeHearts, ConfigParams.maxHearts, null, user.gamesWithoutAd >= ConfigParams.numberOfGamesForAd() - 1, timeLeftToNextHeart, canWatchVideoForHeart)
}
})
})
})
}
else {
var timeLeftToNextHeart = (((ConfigParams.minutesForHeart() * 60000)) + parseInt(user.lastGivenHeart)) - ((new Date()).getTime())
var haveMaxHearts = user.mathGameHearts == ConfigParams.maxHearts() && user.memoryHearts == ConfigParams.maxHearts() && user.ticTacToeHearts == ConfigParams.maxHearts()
var canWatchVideoForHeart = true && haveMaxHearts == false
if (user.lastWatchedVideoForHeart) {
var canWatchVideoForHeart = (((ConfigParams.minutesForHeartWatchedAd() * 60000)) + parseInt(user.lastWatchedVideoForHeart)) - ((new Date()).getTime()) < 0 && haveMaxHearts == false
}
module.exports.sendMessageToSocketForComlitedGame(game, user._id.toString(), user.credits, 0, false, false, reasonForFinish, user.ticTacToeHearts, ConfigParams.maxHearts, null, user.gamesWithoutAd >= ConfigParams.numberOfGamesForAd() - 1, timeLeftToNextHeart, canWatchVideoForHeart)
}
})
}
})
}
},
Run Code Online (Sandbox Code Playgroud)
就像其他人在这里评论一样,通过查看代码很难找到明显的原因。
您应该查看的一件事可能是在您的应用程序中调用此函数的频率。您呼叫User.findOne. 是否可以通过某种方式进行限制,即由于连接池大小限制而排队或阻止请求。
如果函数调用多于可用资源/连接,您将开始看到内存使用量逐渐增加。
并不是说这是原因,但这绝对是我要开始寻找的地方。
| 归档时间: |
|
| 查看次数: |
366 次 |
| 最近记录: |