issues
Data license: AGPL · Data source: ACEmulator Project
31 rows where assignee = 10608427
This data as json, CSV (advanced)
Suggested facets: user, state, comments, updated_at, closed_at, author_association, created_at (date), updated_at (date), closed_at (date)
id ▼ | node_id | number | title | user | state | locked | assignee | milestone | comments | created_at | updated_at | closed_at | author_association | active_lock_reason | draft | pull_request | body | reactions | performed_via_github_app | state_reason | repo | type |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
204489878 | MDU6SXNzdWUyMDQ0ODk4Nzg= | 5 | ACE Chat System | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 4 | 2017-02-01T03:36:34Z | 2017-07-26T16:51:19Z | 2017-07-26T16:51:19Z | MEMBER | StackOverflow had something working in chat, perhaps submit a pull request. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/5/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205346915 | MDU6SXNzdWUyMDUzNDY5MTU= | 19 | Support logging off to the character selection screen. | TigrisOfGaul 25125434 | closed | 0 | Mag-nus 10608427 | 1 | 2017-02-04T13:07:05Z | 2017-06-22T07:59:06Z | 2017-06-22T07:59:06Z | CONTRIBUTOR | Currently the only way to log into the world with a different character is to restart the client. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/19/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
295860010 | MDU6SXNzdWUyOTU4NjAwMTA= | 630 | ACE.Entity.Position | Mag-nus 10608427 | open | 0 | Mag-nus 10608427 | 0 | 2018-02-09T12:48:29Z | 2019-04-01T17:58:06Z | MEMBER | I think LandCell and Frame should be sub properties of ACE.Entity, similar to how it's done in ACE.DatLoader. I haven't figured out the exact pattern yet, but this is something I'll be looking into. It may end up that what we have now is ideal. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/630/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | |||||||
310960494 | MDU6SXNzdWUzMTA5NjA0OTQ= | 719 | /grantxp | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 1 | 2018-04-03T19:08:41Z | 2018-04-03T23:25:13Z | 2018-04-03T23:25:13Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) `` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> login (new or old) character look at the needed XP to gain the next level, type in "/grantxp (amount needed - 1 ) and hit enter. the character will level and then type /grantxp 1 and they level again. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/719/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
320527081 | MDU6SXNzdWUzMjA1MjcwODE= | 779 | Splitting peas | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 0 | 2018-05-05T17:31:09Z | 2018-12-29T15:23:31Z | 2018-12-29T15:23:31Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> When splitting peas in the main pack no issue. when placing the pea say a (copper pea) in a secondary pack with the splitting tool and splitting the pea, you get the message that the pea was spit, and the content is placed in the main pack, but the pea is never deleted allowing you to split endlessly. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? the pea (after split) deleted What is the use case? 1x split each pea --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/779/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
321517937 | MDU6SXNzdWUzMjE1MTc5Mzc= | 782 | Shortcuts can cause db exceptions with foreign keys | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2018-05-09T10:34:56Z | 2018-05-24T20:07:02Z | 2018-05-24T20:07:02Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` 2018-05-09 05:57:07,618 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION) I think for the shortcut bar, it will make sense to remove the key constraint. It's not critical if an item is deleted but it's shortcut is not. if it's not critical, the key constraint is not required. Will have to test the scenario where a user adds a short cut, deletes the item, and relogs. Does the client still get sent the old item id? What does the client show? What happens to the shortcut list when a user drops a new item onto the bar? I have a theory that we won't even have to manage removal of shortcut items when an item is removed from inventory (or destroyed). I think the client handles this all safely. If that is the case (which I hope), we wouldn't have to check if an item exists as a shortcut at the time of inventory removal, which keeps this whole process very clean. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/782/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
321518868 | MDU6SXNzdWUzMjE1MTg4Njg= | 783 | Player specific tables need to be moved from biota into character_ | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 0 | 2018-05-09T10:38:05Z | 2018-05-24T20:07:02Z | 2018-05-24T20:07:02Z | MEMBER | There are a handful of tables that only populate for players, ie: shortcut bar, friends, spell bar, etc.. These tables shouldn't be in the biota. Instead they should be moved to the character_ tables. In addition, there are a few propertyints that were shoved into the PropetyInt list that only represent character info. These properties should also be moved to the character table. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/783/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
339960989 | MDU6SXNzdWUzMzk5NjA5ODk= | 864 | Inventory Functions Do Not Check for Burden | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T18:37:57Z | 2019-01-04T01:58:51Z | 2019-01-04T01:58:51Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. * Load up character to full 300% burden * Pick up more items. ### The log given by the failure. n/a ### Desired functionality. * Items should not be added/transferred. * Should generate WeenieError.YouAreTooEncumbered or WeenieErrorWithString._CannotCarryAnymore ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> Probably easiest to adjust inventory functions and let those handle all errors, as opposed to adding functionality within each system (e.g. Recipes, Loot, etc) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/864/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
339967268 | MDU6SXNzdWUzMzk5NjcyNjg= | 865 | Stacking Into Containers | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T18:57:47Z | 2019-01-04T01:58:54Z | 2019-01-04T01:58:54Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> * /ci 8327 (Gold Pea) * /ci 8327 (Gold Pea) * /ci 136 (Pack) * Place one Gold Pea into the Pack. * Place the other Gold Pea into the Pack Peas stack and are placed into main backpack. ### Desired functionality. The Gold Peas should be in the Pack, not the main backpack. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/865/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
339984691 | MDU6SXNzdWUzMzk5ODQ2OTE= | 866 | Picking Up Open Container | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T19:55:38Z | 2018-09-11T12:58:46Z | 2018-09-11T12:58:46Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. * /ci 136 (Pack) * Drop pack into world. * Open Pack * Pick up pack without closing. Packed will be placed into inventory, but is locked. If placed back on ground, user will be unable to open it. Not tested, but I assume you can also pick up a pack while another player is using it. YOINK! ### Desired functionality. * If player picking up the pack is the one with it open, the pack will remove/set to false the IsOpen flag when picking it up. * If another player has the pack open, generate error (Perhaps WeenieError.Frozen - "The item is under someone else's control!") | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/866/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
343401295 | MDU6SXNzdWUzNDM0MDEyOTU= | 884 | Database schema oddities | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-22T12:13:22Z | 2018-07-22T19:14:59Z | 2018-07-22T19:14:59Z | MEMBER | WeenieClassId: Are we using int or uint WeeniePropertiesEmoteAction.WeenieClassId is defined as a (int?) WeeniePropertiesCreateList.WeenieClassId is defined as a (uint) Properties that exist in PY16 source but not ACE EF models: Recipe.Unknown4 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/884/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
347501024 | MDU6SXNzdWUzNDc1MDEwMjQ= | 918 | Improve ObjectGUID allocation | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 3 | 2018-08-03T18:51:26Z | 2019-03-08T02:18:12Z | 2019-03-08T02:18:11Z | MEMBER | Here are some notes from Reefcull, thanks to Morosity. Reefcull uses the same system currently implemented in ACE where ID's are generated in n+1 fashion, starting from 0x80000000 with no reclaiming. Reefcull has been up for 8 months now, and used approximately 2.1 billion ID's. Reefcull has an average active online count of around 400. Reefcull consumes at peak about 125/s, and low times 50/s. Reefcull is about to run out of ID's. There are several possible solutions: 1. Use a specific small range for short lived (ephemeral) objects like arrows. - Can an arrow be picked up off the ground? - This still suffers from the eventual n+1 end of range issue 2. Recycle id's for ephemeral objects - Maybe on initial load, the server gathers a list of available id's from the database and enters these into a picker pool. If the pool gets used up, new id's will be generated adding to the n+1. - When an ephemeral item is destroyed, add it's id back into the pool. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/918/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
348550681 | MDU6SXNzdWUzNDg1NTA2ODE= | 930 | Alter Shard Schema to avoid record caps based on uint32 | LtRipley36706 11369233 | closed | 0 | Mag-nus 10608427 | 4 | 2018-08-08T02:20:28Z | 2020-01-05T18:48:33Z | 2020-01-05T18:48:32Z | MEMBER | As of writing in ACE the following tables for characters have a cap of UINT32.MaxValue ``` CharacterPropertiesContract = new HashSet<CharacterPropertiesContract>(); CharacterPropertiesFillCompBook = new HashSet<CharacterPropertiesFillCompBook>(); CharacterPropertiesFriendList = new HashSet<CharacterPropertiesFriendList>(); CharacterPropertiesQuestRegistry = new HashSet<CharacterPropertiesQuestRegistry>(); CharacterPropertiesShortcutBar = new HashSet<CharacterPropertiesShortcutBar>(); CharacterPropertiesSpellBar = new HashSet<CharacterPropertiesSpellBar>(); CharacterPropertiesTitleBook = new HashSet<CharacterPropertiesTitleBook>(); ``` Each of these tables has the following first column ``` `id` int(10) unsigned NOT NULL AUTO_INCREMENT COMMENT 'Unique Id of this Property', ``` and that column is the primary key ``` PRIMARY KEY (`id`), ``` A way to avoid that problem, assuming Entity Framework supports it, is to change the primary key to a composite of multiple columns within the table that could be used as a unique record identifier For example, in contracts table ``` PRIMARY KEY (`character_Id`, `contract_Id`), ``` Ideally, any table in shard might want to convert to composite keys but the most critical to start with would be the enchantment registry table as that one as the most churn I believe. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/930/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
349837464 | MDU6SXNzdWUzNDk4Mzc0NjQ= | 950 | Improve Player EnterWorld Process | Mag-nus 10608427 | open | 0 | Mag-nus 10608427 | 0 | 2018-08-12T19:27:44Z | 2019-04-01T17:58:06Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [X ] feature request ``` ### Repro steps. Currently, when a user clicks the enter button on the client to enter the world with a selected player, before the users player enters portal space, first the server must gather the character object and all inventory biotas from the database. While the recent improvements have improved this time greatly, there could still be observable latency in the future when the database is being used more heavily. ### Desired functionality. When a user clicks the Enter button, the server should: 1. Request the Character object from the databases 2. Send enough info back to the user to enter the selected player into portal space 3. Request the full list of owned biotas from the database 4. If the player enters the world before the biotas are received, the user should stay in pink bubble state. 5. Once all the biotas are received and sent to the user, the player should exit pink bubbles and be playable. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/950/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | |||||||
374027900 | MDU6SXNzdWUzNzQwMjc5MDA= | 1076 | Inventory items reapearing in Backpack after log out/in | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 8 | 2018-10-25T16:19:48Z | 2018-10-31T20:01:35Z | 2018-10-31T20:01:35Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> I got the latest ACE Build. deleted the old Database. Installed the latest 16PY v0.0.20. Created my Player account created my Charactor got teleported out to Holtburg with my started gear ( Academy coat, 2x oil, Starter wand, bread, Letter, book, and so on. I lifestoned and went to drop the junk on the Town Crier. Dropped the Bread, Coat, Oils Letter and so on on the Town Crier. I kept the Tapers, Scarab, ust and Blue Gem. Ran down and grabbed a Faran Robe and went back to the LS. Logged out and back in and I got the Bread, Calling Stone (Originally given to the Society Agent) letter and book back in my backpack. I did this experiment because I had the same issue appear with the last player I was working with testing things. It put the Harvester Pincer and the heal kits as well as the ring and C note back in my pack. Even though I had done the Quest the day before, Logged out wne tot work did my daily running and so on. ( I also had left the server running after the quest) I never shut it down. It was running for like 15 Hours straight. Sorry to babble. BTW it started with the Completed issue fix that stated something about and many more fixs. Sorry I can't remember what number it was, I think it was the one before the Lugian fix. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1076/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
375962769 | MDU6SXNzdWUzNzU5NjI3Njk= | 1083 | Able to drop Attune and Bonded items | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 1 | 2018-10-31T13:29:58Z | 2019-01-04T01:58:57Z | 2019-01-04T01:58:57Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> add a Attune, Bonded item... /ci 22080 (Imp Staff) Attempt to drop it from your inventory. (Can't) Equip the staff. Now drag and drop it to the ground (Have not tried to give to another character) you WILL be allowed to drop it to the ground. Another character CAN pick it up ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1083/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
387790815 | MDU6SXNzdWUzODc3OTA4MTU= | 1120 | ACE.Server.Entity.Fellowship will need thread safety | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2018-12-05T14:48:14Z | 2020-01-05T18:46:26Z | 2020-01-05T18:46:25Z | MEMBER | When we switch to a multi-threaded environment, fellowships will be able to exist with players that span multiple landblock groups, and thus, multiple threads. We'll have to add thread safety to the public fellowship functions. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1120/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
391531272 | MDU6SXNzdWUzOTE1MzEyNzI= | 1145 | Can't unselect spell categories | MiachofTD 24981658 | closed | 0 | Mag-nus 10608427 | 1 | 2018-12-17T01:56:32Z | 2018-12-28T17:51:40Z | 2018-12-28T17:51:40Z | CONTRIBUTOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Create character, log into server, go to the spells list tab and un-dot a magic type like creature, life, item, war, and so on. Server crashes. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> Unhandled Exception: System.FormatException: Format string can be only "G", "g", "X", "x", "F", "f", "D" or "d". at System.Enum.ToString(String format) at System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, Str ing format, ParamsArray args) at System.String.FormatHelper(IFormatProvider provider, String format, Params Array args) at ACE.Server.Network.Managers.InboundMessageManager.HandleGameAction(GameAct ionType opcode, ClientMessage message, Session session) in C:\Users\Administrato r\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Network \Managers\InboundMessageManager.cs:line 124 at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in C:\Users\Administra tor\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Entit y\Actions\ActionEventDelegate.cs:line 16 at ACE.Server.Entity.Actions.ActionQueue.RunActions() in C:\Users\Administrat or\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Entity \Actions\ActionQueue.cs:line 20 at ACE.Server.Managers.WorldManager.UpdateWorld() in C:\Users\Administrator\D esktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Managers\W orldManager.cs:line 372 at System.Threading.Thread.ThreadMain_ThreadStart() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionCo ntext, ContextCallback callback, Object state) --- … | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1145/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
394819147 | MDU6SXNzdWUzOTQ4MTkxNDc= | 1194 | EF key lookup bugs | gmriggs 8909245 | closed | 0 | Mag-nus 10608427 | 5 | 2018-12-29T19:27:15Z | 2019-01-12T21:04:47Z | 2019-01-12T21:04:47Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [* ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> create a new char, /addallspells, log out ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> 2018-12-29 14:26:18,371 ERROR: SaveBiota failed with exception: System.InvalidOperationException: The instance of entity type 'BiotaPropertiesSpellBook' cannot be tracked because another instance with the same key value for {'Id'} is already being tracked. When attaching existing entities, ensure that only one entity instance with a given key value is attached. Consider using 'DbContextOptionsBuilder.EnableSensitiveDataLogging' to see the conflicting key values. at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.IdentityMap`1.ThrowIdentityConflict(InternalEntityEntry entry) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.IdentityMap`1.Add(TKey key, InternalEntityEntry entry, Boolean updateDuplicate) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.StartTracking(InternalEntityEntry entry) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.InternalEntityEntry.SetEntityState(EntityState oldState, EntityState newState, Boolean acceptChanges) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.EntityGraphAttacher.PaintAction(EntityEntryGraphNode node, Boolean force) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.EntityEntryGraphIterator.TraverseGraph[TState](EntityEntryGraphNode node, TState state, Func`3 handleNode) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.NavigationFixer.NavigationCollectionChanged(InternalEntityEntry entry, INavigation navigation, IEnumerable`1 added, IEnumerable`1 removed) at Microsoft.EntityFramewo… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1194/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
398698756 | MDU6SXNzdWUzOTg2OTg3NTY= | 1270 | ACE server 'stop-now' doesn't fully log out players | ghost 10137 | closed | 0 | Mag-nus 10608427 | 6 | 2019-01-13T21:00:13Z | 2019-01-26T16:14:39Z | 2019-01-26T16:14:39Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Initiate a 'stop-now' process, while players are logged into the world, and they don't fully log out by themselves. The clients must be manually shutdown before stop-now completes the ordered server shutdown. ### Desired functionality. Fully log out the clients and terminate their sessions and connections to the server. ### Mention any other details that might be useful. The players will be stuck in a state that the character is gone, but any equipped weapons are still visible, and the server continues to wait for the player sessions to terminate. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1270/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
398699179 | MDU6SXNzdWUzOTg2OTkxNzk= | 1271 | Missile wielding players and mobs start with projectile visible is their rest/non-combat state | ghost 10137 | closed | 0 | Mag-nus 10608427 | 1 | 2019-01-13T21:04:57Z | 2019-01-16T04:20:54Z | 2019-01-16T04:20:54Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. On first entry into the world, a player or mob will start with their equipped projectile visible in the resting state. Once player or mob transitions to combat and back again, the projectile ceases to be visible. ### Desired functionality. Projectile should not be visible in the starting resting/non-combat state on first world entry | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1271/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
399520426 | MDU6SXNzdWUzOTk1MjA0MjY= | 1281 | Check inventory space before selling | cyberkiller6 37782527 | closed | 0 | Mag-nus 10608427 | 5 | 2019-01-15T20:24:27Z | 2019-02-21T00:50:48Z | 2019-02-21T00:50:48Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Create a character Use command /currency to get 100mmds Go to a NPC, sell those 100mmds. Instead of receiving the only pyreal you have pack space for, the NPC should not allow you to sell and display an error of some sort that say's you don't have enough pack space to sell all 100 mmds. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. Instead of receiving the only pyreal you have pack space for, the NPC should not allow you to sell and display an error of some sort that say's you don't have enough pack space to sell all 100 mmds. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1281/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
403263850 | MDU6SXNzdWU0MDMyNjM4NTA= | 1367 | NPCs save to shard database | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 3 | 2019-01-25T17:50:46Z | 2019-01-26T16:14:06Z | 2019-01-26T16:14:05Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting ``` ### Repro steps. With a clean database, create a new character. Log in around NPCs. Logout. Note Shard database now contains the NPCs. Assuming the starter area is populated with NPCs, this should be Training Master, Society Greeter, Samuel and Jonathan. ### Desired functionality. Don't save to the database. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1367/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
403345999 | MDU6SXNzdWU0MDMzNDU5OTk= | 1368 | Housing storage save - database error | gmriggs 8909245 | closed | 0 | Mag-nus 10608427 | 1 | 2019-01-25T21:46:57Z | 2019-01-26T16:14:13Z | 2019-01-26T16:14:13Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. 1. Drop an item into housing storage 2. /save-now ### The log given by the failure. 019-01-24 05:06:46,905 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Unknown column 'NaN' in 'field list' ---> MySql.Data.MySqlClient.MySqlException: Unknown column 'NaN' in 'field list' at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44 ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1368/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
410514492 | MDU6SXNzdWU0MTA1MTQ0OTI= | 1444 | Landblock persistence bug | gmriggs 8909245 | closed | 0 | Mag-nus 10608427 | 1 | 2019-02-14T22:07:54Z | 2019-02-17T00:42:41Z | 2019-02-17T00:42:41Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. /create tuskerguard /stop-now restart server and log in observe: the tusker guard is there (which is correct) /smite all /stop-now restart server and log in observe: the tusker guard is still there (incorrect) ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> The monster should not return alive after killing it and restarting server ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1444/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
427355461 | MDU6SXNzdWU0MjczNTU0NjE= | 1608 | Stacking items causes permanent hour glass | cyberkiller6 37782527 | closed | 0 | Mag-nus 10608427 | 3 | 2019-03-31T04:04:57Z | 2019-12-14T23:07:18Z | 2019-12-14T23:07:18Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Create a character in holtburg Go to archmage Buy hematites until pack is full Select hematite and press F repeatedly to stack it Permanent hourglass occurs ### The log given by the failure. ### Desired functionality. No permanent hourglass from stacking items ### Mention any other details that might be useful. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1608/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
427488149 | MDU6SXNzdWU0Mjc0ODgxNDk= | 1621 | Configurable Option For Character Save Time | cyberkiller6 37782527 | closed | 0 | Mag-nus 10608427 | 3 | 2019-04-01T02:51:29Z | 2020-01-05T18:44:33Z | 2020-01-05T18:44:33Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [X] feature request ``` ### Desired functionality. Would like to request a configurable option for character save time. Allow server operators to specify/change the default 5 minute character save time to x amount of minutes they choose. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1621/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
427976459 | MDU6SXNzdWU0Mjc5NzY0NTk= | 1627 | Stop-now should prevent players from being able to join | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2019-04-02T01:06:13Z | 2019-04-04T16:33:34Z | 2019-04-04T16:33:34Z | MEMBER | Players can still join after stop-now is run, this, causing stop-now to delay or fail. Also, verify that stop-now works with players in portal space as well. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1627/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
428957631 | MDU6SXNzdWU0Mjg5NTc2MzE= | 1639 | Unable to move to object error when trying to sell item to vendor | cyberkiller6 37782527 | closed | 0 | Mag-nus 10608427 | 2 | 2019-04-03T20:22:53Z | 2019-07-10T18:49:15Z | 2019-07-10T18:49:15Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Buy hematite from archmage in holtburg Try to sell back the hematite Get an unexpected Unable to move to object error in yellow at top of screen Decal Off ### The log given by the failure. ### Desired functionality. Should either be able to sell the item or get an error message saying the vendor doesn't purchase that item. ### Mention any other details that might be useful. Video demonstration https://megaupload.nz/wfz2p5Y4md/Asheron_s_Call_2019-04-03_16-14-37_mp4 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1639/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
432104614 | MDU6SXNzdWU0MzIxMDQ2MTQ= | 1705 | Add biota ID to shard exceptions to help tracking | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2019-04-11T16:03:41Z | 2019-04-12T01:25:49Z | 2019-04-12T01:25:49Z | MEMBER | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1705/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
599410112 | MDU6SXNzdWU1OTk0MTAxMTI= | 2931 | DoSaveBiota: Unknown column 'order' in 'field list' | eviosdelam 53102393 | closed | 0 | Mag-nus 10608427 | 3 | 2020-04-14T09:01:08Z | 2020-05-03T17:38:25Z | 2020-05-03T17:38:25Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Died. ### The log given by the failure. Not sure if this is me, or if others are encountering. 2020-04-14 00:55:48,896 ERROR: [DATABASE] DoSaveBiota 0x80000638:Corpse of [CHARNAME] failed first attempt with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'order' in 'field list' ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'order' in 'field list' at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 49 at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 111 at MySql.Data.MySqlClient.MySqlDataReader.NextResultAsync(IOBehavior ioBehavior, CancellationToken cancellationToken) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 91 at MySql.Data.MySqlClient.MySqlDataReader.NextResult() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 28 at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlConverterCommandBuilderFactory.MySqlConverterRelationalCommandBuilder.MySqlConverterRelationalCommand.MySqlConverterRelationalDataReader.MySqlConverterDataReader.NextResult() at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) --- End of inner exception stack trace --- at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader … | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2931/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue |
Advanced export
JSON shape: default, array, newline-delimited, object
CREATE TABLE [issues] ( [id] INTEGER PRIMARY KEY, [node_id] TEXT, [number] INTEGER, [title] TEXT, [user] INTEGER REFERENCES [users]([id]), [state] TEXT, [locked] INTEGER, [assignee] INTEGER REFERENCES [users]([id]), [milestone] INTEGER REFERENCES [milestones]([id]), [comments] INTEGER, [created_at] TEXT, [updated_at] TEXT, [closed_at] TEXT, [author_association] TEXT, [active_lock_reason] TEXT, [draft] INTEGER, [pull_request] TEXT, [body] TEXT, [reactions] TEXT, [performed_via_github_app] TEXT, [state_reason] TEXT, [repo] INTEGER REFERENCES [repos]([id]), [type] TEXT ); CREATE INDEX [idx_issues_repo] ON [issues] ([repo]); CREATE INDEX [idx_issues_milestone] ON [issues] ([milestone]); CREATE INDEX [idx_issues_assignee] ON [issues] ([assignee]); CREATE INDEX [idx_issues_user] ON [issues] ([user]);