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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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354635762 | https://github.com/ACEmulator/ACE/pull/583#issuecomment-354635762 | https://api.github.com/repos/ACEmulator/ACE/issues/583 | MDEyOklzc3VlQ29tbWVudDM1NDYzNTc2Mg== | spazmodica 4855786 | 2018-01-01T04:09:28Z | 2018-01-01T04:09:28Z | CONTRIBUTOR | Some items of note: 1. Memory usage increase Current Master - 229 MB initial. After 2 hours stays steady around 229-230 PR 583 - 269 MB initial. After 2 hours up to 289 MB Both versions the client logged in, teleported 10 times, then ran about 10 land blocks 2. BlockingCollection use Since the CompleteAdding() is never called, what was the reasoning for "while (!runningTasks.IsAddingCompleted"? Place holder? 3. Pulling and readding tasks. Have a server thread run the BlockingCollection then it can run the child tasks. Doing the pull and putting the same task back into the collection seems a strange approach. 4. Use the BlockingCollection enumerator - GetConsumingEnumerable(). It will get the next item in the collection and can be called in a Parallel.Foreach statement 5. Having everything run on its own thread does make a bit difficult. What about one thread per player, one for db, one for server, one for landblocks, etc. It may make the overhead to manage a bit more to code, but could make debugging easier. 6. Future change to have a server shutdown command send the CompleteAdding() to the worldqueue. 7. Did see bubbling up of exceptions. Both where nullable being referenced for a value. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Replace Explicit "Action" based event system with C#-style Task system 285128338 | |
354640159 | https://github.com/ACEmulator/ACE/pull/583#issuecomment-354640159 | https://api.github.com/repos/ACEmulator/ACE/issues/583 | MDEyOklzc3VlQ29tbWVudDM1NDY0MDE1OQ== | spazmodica 4855786 | 2018-01-01T07:18:55Z | 2018-01-01T07:18:55Z | CONTRIBUTOR | Like to call out the change to dropping "Handle" from many methods. *clap* Makes looking at the dropdown in VS much easier to find a method vs scrolling through so many Handle... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Replace Explicit "Action" based event system with C#-style Task system 285128338 | |
359687622 | https://github.com/ACEmulator/ACE/issues/231#issuecomment-359687622 | https://api.github.com/repos/ACEmulator/ACE/issues/231 | MDEyOklzc3VlQ29tbWVudDM1OTY4NzYyMg== | spazmodica 4855786 | 2018-01-23T06:17:02Z | 2018-01-23T06:17:02Z | CONTRIBUTOR | Resolved with https://github.com/ACEmulator/ACE/pull/596 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Teleporting players are not removed from client if player teleports to another dungeon 220811945 | |
361022992 | https://github.com/ACEmulator/ACE/pull/602#issuecomment-361022992 | https://api.github.com/repos/ACEmulator/ACE/issues/602 | MDEyOklzc3VlQ29tbWVudDM2MTAyMjk5Mg== | spazmodica 4855786 | 2018-01-27T23:08:04Z | 2018-01-27T23:08:04Z | CONTRIBUTOR | As this feature is for the Gem to be casting the spell, GameEventMagicUpdateEnchantment need to also have a casterGuid parameter to have the Gem's guid vs the player guid vs another player's guid who is casting the spell. Message for using Blackmoon Gem is "The gem casts Blackmoor�s Favor on yo". | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | UpdateEnchantment/Gem OnUse 291799764 | |
364713291 | https://github.com/ACEmulator/ACE/issues/287#issuecomment-364713291 | https://api.github.com/repos/ACEmulator/ACE/issues/287 | MDEyOklzc3VlQ29tbWVudDM2NDcxMzI5MQ== | spazmodica 4855786 | 2018-02-11T02:15:53Z | 2018-02-11T02:15:53Z | CONTRIBUTOR | Doesn’t seem a lot of action on this one. Quick item: while at Microsoft in a q&a with turbine we found they kept town land locks loaded at all times but ace currently does not. Is that worth doing to help some of this? I think this can also be resolved by reordering the tp process to put a layer in portal space load land lock if needs then update position. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Object streaming Issue 223894372 | |
376260061 | https://github.com/ACEmulator/ACE/pull/702#issuecomment-376260061 | https://api.github.com/repos/ACEmulator/ACE/issues/702 | MDEyOklzc3VlQ29tbWVudDM3NjI2MDA2MQ== | spazmodica 4855786 | 2018-03-26T18:10:57Z | 2018-03-26T18:10:57Z | CONTRIBUTOR | Closing for now until PTB decide on new model. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Item decay 308376844 |
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