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Data license: AGPL · Data source: ACEmulator Project
15 rows where "updated_at" is on date 2019-07-25
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id ▼ | html_url | issue_url | node_id | user | created_at | updated_at | author_association | body | reactions | performed_via_github_app | issue |
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514887588 | https://github.com/ACEmulator/ACE/pull/2124#issuecomment-514887588 | https://api.github.com/repos/ACEmulator/ACE/issues/2124 | MDEyOklzc3VlQ29tbWVudDUxNDg4NzU4OA== | LtRipley36706 11369233 | 2019-07-25T04:09:07Z | 2019-07-25T04:09:07Z | MEMBER | CE running this, no impact on perf | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | adding RemainingLifespan 469517923 | |
514887718 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-514887718 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNDg4NzcxOA== | LtRipley36706 11369233 | 2019-07-25T04:09:57Z | 2019-07-25T04:09:57Z | MEMBER | CE running this has no impact on perf. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
514904029 | https://github.com/ACEmulator/ACE/issues/1733#issuecomment-514904029 | https://api.github.com/repos/ACEmulator/ACE/issues/1733 | MDEyOklzc3VlQ29tbWVudDUxNDkwNDAyOQ== | gmriggs 8909245 | 2019-07-25T05:38:15Z | 2019-07-25T05:38:15Z | COLLABORATOR | This would be determined by the AllowEdgeSlide bool in the data for that monster AllowEdgeSlide = false (default), monsters can jump down from ledges AllowEdgeSlide = true, monsters slide along ledges | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Monsters fall off ledges when they should not. 433055507 | |
514904506 | https://github.com/ACEmulator/ACE/issues/1500#issuecomment-514904506 | https://api.github.com/repos/ACEmulator/ACE/issues/1500 | MDEyOklzc3VlQ29tbWVudDUxNDkwNDUwNg== | gmriggs 8909245 | 2019-07-25T05:40:34Z | 2019-07-25T05:40:34Z | COLLABORATOR | This was a bug in the loot generator, and should be fixed | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Items show +0% Mana Conversion 418551755 | |
514904786 | https://github.com/ACEmulator/ACE/issues/1608#issuecomment-514904786 | https://api.github.com/repos/ACEmulator/ACE/issues/1608 | MDEyOklzc3VlQ29tbWVudDUxNDkwNDc4Ng== | gmriggs 8909245 | 2019-07-25T05:41:52Z | 2019-07-25T05:41:52Z | COLLABORATOR | Have been trying to repro this one for many months, so far have not been able to repro it locally or on CE I think it might have something to do with packet reordering, and the client receive packets in a different order in which the server sent them Any chance of getting a pcap of this bug in action? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Stacking items causes permanent hour glass 427355461 | |
514905119 | https://github.com/ACEmulator/ACE/issues/1583#issuecomment-514905119 | https://api.github.com/repos/ACEmulator/ACE/issues/1583 | MDEyOklzc3VlQ29tbWVudDUxNDkwNTExOQ== | gmriggs 8909245 | 2019-07-25T05:43:31Z | 2019-07-25T05:43:31Z | COLLABORATOR | I can look at preventing this at the code level, but technically this is a data bug. In the original PY16 data, if an item had a SpellDID, it did not appear in the spellbook. This data should be fixed ideally. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spell appraisal and activation on items 426654930 | |
515007005 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515007005 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTAwNzAwNQ== | Mag-nus 10608427 | 2019-07-25T11:27:11Z | 2019-07-25T11:27:11Z | MEMBER | Both the rx and tx saves should be conditional based on the bool property gmriggs mentioned. That will keep the system 1:1 in both configurations and still optional. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515052577 | https://github.com/ACEmulator/ACE/issues/1583#issuecomment-515052577 | https://api.github.com/repos/ACEmulator/ACE/issues/1583 | MDEyOklzc3VlQ29tbWVudDUxNTA1MjU3Nw== | ghost 10137 | 2019-07-25T13:53:36Z | 2019-07-25T13:53:36Z | NONE | I would agree that the ideal fix would be to change the data; however, until those items are found, reported, and fixed, they cause bugged spell casts for players. It might help the process along if a debug warning message was added that posts a message to the server console and in the log. That was how I found a good portion of the loot gen weenies that were missing their TsysMutationData. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spell appraisal and activation on items 426654930 | |
515082205 | https://github.com/ACEmulator/ACE/issues/1583#issuecomment-515082205 | https://api.github.com/repos/ACEmulator/ACE/issues/1583 | MDEyOklzc3VlQ29tbWVudDUxNTA4MjIwNQ== | gmriggs 8909245 | 2019-07-25T15:05:59Z | 2019-07-25T15:19:52Z | COLLABORATOR | Yep, that can definitely be added | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spell appraisal and activation on items 426654930 | |
515145233 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515145233 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE0NTIzMw== | LtRipley36706 11369233 | 2019-07-25T17:48:20Z | 2019-07-25T17:51:14Z | MEMBER | I actually disagree with the optional nature you propose. The purpose of the save is to prevent issues relating to crashes which can't always be prevented/anticipated, where as throughout the code SaveBiotaToDatabase is used to force saves to ensure states are preserved, and not optionally, just for such occasions. player_receive_immediate_save was added at some point and actually is more expensive because its doing a full player save instead of just the item saves needed in current use cases. The PR code actually negates the need to save entire players because on both outgoing and incoming items, the item with significantly less properties/dictionaries is saved vs the three instances of this code: ```cs if (PropertyManager.GetBool("player_receive_immediate_save").Item) player.RushNextPlayerSave(5); ``` If SaveBiotaToDatabase is required to be executed on outgoing items to prevent issues, it is also then required to be executed on create to ensure proper states are saved since it cannot be assumed the interval save will occur | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515155642 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515155642 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE1NTY0Mg== | Mag-nus 10608427 | 2019-07-25T18:13:09Z | 2019-07-25T18:13:09Z | MEMBER | A server operator should be able to chose if they want to incur the additional overhead with ACID-like behavior, or, are ok with a rollback of approx 0-5m (which is similar to how retail operated) | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515157487 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515157487 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE1NzQ4Nw== | LtRipley36706 11369233 | 2019-07-25T18:17:32Z | 2019-07-25T18:17:32Z | MEMBER | this isn't a rollback. The item is lost to the void because of the nature of saves. It saved in the item with null owner/container because that save is "required" and then subsequently lost because the update to add owner/container is no longer required? a true rollback is better because the previous full state is preserved, given that isn't the case here, you can't say its an acceptable outcome | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515163878 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515163878 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE2Mzg3OA== | Mag-nus 10608427 | 2019-07-25T18:35:43Z | 2019-07-25T18:35:43Z | MEMBER | The concern here is player to player/chest item transfers right? If so, we can solve this in a much more database-efficient manner. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515164999 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515164999 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE2NDk5OQ== | LtRipley36706 11369233 | 2019-07-25T18:38:44Z | 2019-07-25T18:38:44Z | MEMBER | concern here is player to player, player to npc, npc to player, player to container, container to player | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 | |
515168078 | https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515168078 | https://api.github.com/repos/ACEmulator/ACE/issues/2137 | MDEyOklzc3VlQ29tbWVudDUxNTE2ODA3OA== | Mag-nus 10608427 | 2019-07-25T18:47:26Z | 2019-07-25T18:47:26Z | MEMBER | If you comment out the save on RemoveItemFromContainer, what issues remain that need to be solved? Here is the reason why I originally added that: Notes: Landblocks are each on their own independent 5m save intervals Players all have their own independent 5m save intervals Bob is saved Bob gives sword to Jim Bob is saved Server crashes, Jim was not saved. The sword is still recorded as being possessed by Bob. When Bob relogs, what happens if his inventory is full? Any excess items should be moved into any available slot, or, dropped on the ground. I don't believe this logic is implemented. Currently, as implemented, if items are being saved without containers while they are being transitioned between containers, that's a problem that we should fix. We shouldn't then be saving the item again after it's received by the container to bring the item back out of the void. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Item to DB in TryCreateInInventoryWithNetworking 470632471 |
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