This has happened multiple times when I was in 4-men team fighting GR 125+, wearing the explosive palm build for my support monk, and there were too many adds. As many of you have experienced, the game became very very laggy due to server issue for a while, until the adds were either pulled away or died. During this laggy period of time, sometimes TurboHud just got frozen, the ThurboHud display overlay doesn't change anymore until the TurboHud process was killed using Windows Task Manager. For example, all the circles painted by TurboHud will remain on the exact spots on the screen even though the mobs have moved/died and my character changed location.
Meanwhile, there were thousands of exceptions displayed at the bottom left of the screen. Not sure if this can be called a "bug" or not though.
The following is what's in the logs:
exceptions.txt
Code:
2017.09.27 00:41:42.780 overlay paint notification (SharpDX.SharpDXException: HRESULT: [0x88990001], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_WRONG_STATE/WrongState], Message: 物件不是正確狀態,因此無法處理該方法。
於 SharpDX.Result.CheckError()
於 SharpDX.Direct2D1.RenderTarget.EndDraw()
於 Turbo.Basic.Overlay.*************())
2017.09.27 00:41:44.759 overlay paint notification (SharpDX.SharpDXException: HRESULT: [0x88990001], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_WRONG_STATE/WrongState], Message: 物件不是正確狀態,因此無法處理該方法。
於 SharpDX.Result.CheckError()
於 SharpDX.Direct2D1.RenderTarget.EndDraw()
於 Turbo.Basic.Overlay.*************())
2017.09.27 00:41:46.771 overlay paint notification (SharpDX.SharpDXException: HRESULT: [0x88990001], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_WRONG_STATE/WrongState], Message: 物件不是正確狀態,因此無法處理該方法。
於 SharpDX.Result.CheckError()
於 SharpDX.Direct2D1.RenderTarget.EndDraw()
於 Turbo.Basic.Overlay.*************())
2017.09.27 00:41:48.782 overlay paint notification (SharpDX.SharpDXException: HRESULT: [0x88990001], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_WRONG_STATE/WrongState], Message: 物件不是正確狀態,因此無法處理該方法。
於 SharpDX.Result.CheckError()
於 SharpDX.Direct2D1.RenderTarget.EndDraw()
於 Turbo.Basic.Overlay.*************())
[The above repeated hundreds of times.]
2017.09.27 00:42:06.438 collect exception (System.OutOfMemoryException: 已發生類型 'System.OutOfMemoryException' 的例外狀況。
於 Microsoft.Win32.NativeMethods.OpenProcess(Int32 access, Boolean inherit, Int32 processId)
於 System.Diagnostics.ProcessManager.OpenProcess(Int32 processId, Int32 access, Boolean throwIfExited)
於 System.Diagnostics.Process.GetProcessHandle(Int32 access, Boolean throwIfExited)
於 System.Diagnostics.Process.get_HasExited()
於 Infinity.WinAPI.MemoryReader.TryOpen()
於 Turbo.Collector.Collect.*************(Boolean ))
2017.09.27 00:43:16.381 overlay paint error (System.NullReferenceException: 並未將物件參考設定為物件的執行個體。
於 SharpDX.Direct2D1.RenderTarget.BeginDraw()
於 Turbo.Basic.Overlay.*************())
2017.09.27 00:43:16.396 overlay paint error (System.NullReferenceException: 並未將物件參考設定為物件的執行個體。
於 SharpDX.Direct2D1.RenderTarget.BeginDraw()
於 Turbo.Basic.Overlay.*************())
2017.09.27 00:43:16.412 overlay paint error (System.NullReferenceException: 並未將物件參考設定為物件的執行個體。
於 SharpDX.Direct2D1.RenderTarget.BeginDraw()
於 Turbo.Basic.Overlay.*************())
[The above repeated hundreds of times.]
plugin.txt
Code:
2017.09.27 00:12:54.819 too slow plugin action [Turbo.Plugins.Gigi.PartyBuffPlugin.PaintWorld] execution took 202.8ms total in the last second (89 invocations)
2017.09.27 00:12:54.835 too slow plugin action [Turbo.Plugins.Gigi.PartyBuffPlugin.PaintWorld] execution took 202.8ms total in the last second (89 invocations)
2017.09.27 00:12:54.840 too slow plugin action [Turbo.Plugins.Gigi.PartyBuffPlugin.PaintWorld] execution took 202.8ms total in the last second (89 invocations)
[The above repeated hundreds of times.
It's not just this plugin. Several other plugins which apparently also painted on screen during the laggy period of time
showed up in the log in the same manner as being too slow as well.]
2017.09.27 00:21:38.529 too slow plugin action [Turbo.Plugins.glq.GLQ_PlayerInfoPlugin.PaintTopInGame] execution took 110.0ms
2017.09.27 00:26:38.877 too slow plugin action [Turbo.Plugins.Default.DamageBonusPlugin.PaintTopInGame] execution took 121.0ms
2017.09.27 00:35:00.406 too slow plugin action [Turbo.Plugins.Default.OriginalSkillBarPlugin.PaintTopInGame] execution took 114.5ms
2017.09.27 00:36:40.573 too slow plugin action [Turbo.Plugins.glq.GLQ_PlayerInfoPlugin.PaintTopInGame] execution took 123.3ms
[End of log]
status.txt
Code:
2017.09.27 00:34:09.965 new run: Monk, Hidden Camp, Difficulty: t13
2017.09.27 00:41:42.797 create RenderTarget
2017.09.27 00:41:44.767 create RenderTarget
2017.09.27 00:41:46.773 create RenderTarget
2017.09.27 00:41:48.783 create RenderTarget
2017.09.27 00:41:50.797 create RenderTarget
2017.09.27 00:41:52.818 create RenderTarget
2017.09.27 00:41:54.838 create RenderTarget
[The above repeated hundreds of times.]
I wide guess is that when the Diablo III screen became very laggy, TurboHud tried to re-paint on the screen so many times without success, consuming too much memory until it's out of memory?
The problem didn't happen before. Only started to happen in the past couples weeks or so.
My PC has 16GB of RAM, GTX 980. Playing Diablo III on SSD drive.
OS is Windows 10.
Any suggestion how I may avoid the problem from happening? Thank you very much!