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Memory leak #42
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Found the cause. Asynchronous In theory, To fix it the proper way, we need to ditch maxrate completely and instead switch to a global queue with a max limit, so that only a certain number of tiles is processed at the same time, and a new tile doesn't start to be even loaded or parsed from MBTiles before we completed a previous tile. |
nice catch! |
I was wrong, |
Will be fixed by #46. |
When you're not accumulating results on
reduce
events, the memory consumption still creeps up so you can easily go out of memory on a large number of tiles. This doesn't look right — there's probably a big memory leak somewhere.The text was updated successfully, but these errors were encountered: