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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 |
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204506877 | MDU6SXNzdWUyMDQ1MDY4Nzc= | 9 | Rework packet pipe | Rawaho 6111341 | closed | 0 | 3 | 2017-02-01T06:26:07Z | 2017-02-21T12:34:45Z | 2017-02-21T12:34:45Z | CONTRIBUTOR | Rewrite packet and fragment handling to delay and allow for combining outgoing fragments. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/9/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205040357 | MDU6SXNzdWUyMDUwNDAzNTc= | 12 | Converting ACE to run as a Windows service | mcreedjr 25518589 | closed | 0 | 3 | 2017-02-03T00:36:14Z | 2017-12-04T14:28:36Z | 2017-12-04T14:28:36Z | CONTRIBUTOR | Envisioning how this server will eventually be run and/or deployed, I suspect that most would like the opportunity to have the server run as a Windows service. This will allow automated starting of ACE at Windows startup. This will require a separate monitoring application to monitor any "console" output. I offer this only from a sysadmin point of view who has an aversion to having to interactively start applications which others use. I'm not sure what architectural changes will be required, but thought it would be worth mentioning early in the development process. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/12/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205646390 | MDU6SXNzdWUyMDU2NDYzOTA= | 44 | Add column to authenticationDB.account for access rights | LtRipley36706 11369233 | closed | 0 | LtRipley36706 11369233 | 3 | 2017-02-06T16:59:10Z | 2017-02-20T05:10:32Z | 2017-02-20T05:10:32Z | MEMBER | Need to add a column for access rights so to allow accounts to be able to create characters with IsAdmin or IsEnvoy bools set. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/44/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
208701617 | MDExOlB1bGxSZXF1ZXN0MTA2ODkyMzg3 | 77 | Add AccessLevel to Accounts | LtRipley36706 11369233 | closed | 0 | 3 | 2017-02-19T07:51:49Z | 2017-02-20T05:30:22Z | 2017-02-20T05:09:09Z | MEMBER | 0 | ACEmulator/ACE/pulls/77 | This addresses issue #44 and also contains some of PR #58 rolled in. Of note, CommandManager will now respect AccessLevels specified where previously it didn't care. Set-AccountAccess will set the account's accesslevel Set-CharacterAccess will set the character's accesslevel CommandManager only cares about character's accesslevel as of this PR. Per discussion with @Mogwai-AC I think we should code up a SUDO like command which then references to Account's AccessLevel for privileges. This way we emulate how it seemed to work on AC live (per character) in addition to then allowing accounts to self-promote characters, as they did with the admin button on character creation, as well as other admin functions on non-admin characters. Probably something along the lines of "SUDO set-characteraccess [mynewcharacter] sentinel" which just does a check back to session.accesslevel. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/77/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
210217148 | MDExOlB1bGxSZXF1ZXN0MTA3OTUwNDg4 | 90 | Rewrote network stack | Zegeger 12808515 | closed | 0 | 3 | 2017-02-25T07:06:09Z | 2017-02-27T11:28:37Z | 2017-02-27T11:28:37Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/90 | Rewrote network stack to support buffering messages and then dispatching as 1 or more combined or split packets. EncryptedChecksum seems to work across the board. Sending Packets with fragments from different groups does not seem to cause an issue. Packets are queued and sent based on calls from the Engine. Configurable delay (5ms currently) Reworked CachedPackets some, and now clear the list based on AckSeq packets from client. Sending AckSeq packets to the client seems to cause issues currently, need more testing. Moved some things around to fit this new model. Put message Group as a property on each message. And send this in fragment. Sounds now work again. Created new packet classes to encapsulate data in AuthenticationManager and CharacterManager and allow them to be send through the same model (though packets will never be manipulated). | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/90/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
211999671 | MDExOlB1bGxSZXF1ZXN0MTA5MTc0Mzc1 | 107 | Add DAT loading into main process | ghost 10137 | closed | 0 | 3 | 2017-03-06T00:43:14Z | 2017-10-18T14:07:36Z | 2017-03-07T01:30:51Z | NONE | 0 | ACEmulator/ACE/pulls/107 | Obtains the two DAT file locations from the config.json file. Code also handles file not found exceptions and prints out an error. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/107/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
213538178 | MDExOlB1bGxSZXF1ZXN0MTEwMjY0MDY3 | 119 | Level up on xp change, PropertyInt Message Types and skill credits | fantoms 37453 | closed | 0 | LtRipley36706 11369233 | 3 | 2017-03-11T16:08:42Z | 2017-05-23T15:53:44Z | 2017-03-18T13:59:42Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/119 | - Changed the Character.Level variable from an int to a uint. - Added leveling up on grantxp. Since we don't get XP anywhere else, this is the only way so far. - Added skill credits. You cannot spend them to add skills yet. AvailableSkillCredits. - Changed the /grantxp command to allow up too 999,999,999,999 xp. - Followed @Zegeger and created a Network Message Type for PropertyInt - Allow for Max Level locking, set from the XP chart. - Added effects on leveling up. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/119/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||
213657914 | MDExOlB1bGxSZXF1ZXN0MTEwMzI5MTQw | 121 | Landblocks, logging, object factory prep work | lurker-mcdoogle 26334665 | closed | 0 | Mogwai-TheFurry 25351661 | 3 | 2017-03-13T02:23:28Z | 2017-03-18T18:42:28Z | 2017-03-18T18:42:28Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/121 | there are a lot of // TODO comments all over this thing. here's what I know works: /telepoi town1 /createlifestone /telepoi town2 /telepoi town1 ... and the lifestone is still there. Features: * Landblock Management * Landblock Handoff of teleporting objects * Broadcasting of objects on a landblock based on existence * Update of objects in a landblock based on Movement * Landblock adjacency broadcasting * basic object factories * log4net - not having console output was killing me and we needed a logging framework anyway. nuget to the rescue. * moved "in front of" calculations to hang off the Position object for better reuse * PackedDWORD object * Delayed update of position after entering portal space seems to have helped porting stability. Known Issues * Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later. * local chat is untested and possibly/likely broken. Mag is showing up in the commit log because I squashed a commit with his name on it when attempting a rebase. Ended up just cherrypicking into a new branch. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/121/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||
214781043 | MDExOlB1bGxSZXF1ZXN0MTExMTIzMjg3 | 136 | Create Training Wand - Demo work for item creation. | ogmage78 25460553 | closed | 0 | 3 | 2017-03-16T17:28:59Z | 2017-03-16T23:29:47Z | 2017-03-16T23:29:38Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/136 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. God this was fun. I forgot how much I used to love coding. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/136/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
215282644 | MDExOlB1bGxSZXF1ZXN0MTExNDYwODg4 | 148 | Add a link to ace-db docker image in the README | maxc0c0s 8466632 | closed | 0 | 3 | 2017-03-19T18:11:02Z | 2017-03-21T03:14:49Z | 2017-03-20T05:14:00Z | NONE | 0 | ACEmulator/ACE/pulls/148 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/148/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
216282064 | MDExOlB1bGxSZXF1ZXN0MTEyMTU2MTQ2 | 167 | weenies weenies everywhere. object structure pass for review. | Mogwai-TheFurry 25351661 | closed | 0 | 3 | 2017-03-23T03:34:09Z | 2017-05-30T15:34:34Z | 2017-03-25T05:22:52Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/167 | yeah, so this works.... | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/167/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
218690610 | MDExOlB1bGxSZXF1ZXN0MTEzNzc2MTcz | 190 | Spawn creatures from DB | Lidefeath 26508216 | closed | 0 | 3 | 2017-04-01T11:45:45Z | 2017-04-20T20:04:16Z | 2017-04-04T17:49:56Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/190 | Introduces a basic creature generator table layout with a static spawn of a Drudge Sneaker near the Holtburg Lifestone as a Test. The static spawns are loaded via the LandBlockManager from the DB. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/190/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
219614446 | MDU6SXNzdWUyMTk2MTQ0NDY= | 209 | Character rotation | ogmage78 25460553 | closed | 0 | 3 | 2017-04-05T15:02:48Z | 2017-04-09T18:31:16Z | 2017-04-09T18:31:16Z | CONTRIBUTOR | I have not had a chance to look into it, but either on the save or the load, we are not saving or loading the character rotation (facing direction) correctly. You log out facing one way, you log back in in the same spot rotated 90 degrees. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/209/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
220811945 | MDU6SXNzdWUyMjA4MTE5NDU= | 231 | Teleporting players are not removed from client if player teleports to another dungeon | LtRipley36706 11369233 | closed | 0 | 3 | 2017-04-11T01:11:32Z | 2018-03-06T20:03:14Z | 2018-03-06T20:03:14Z | MEMBER | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/231/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||||
220952882 | MDU6SXNzdWUyMjA5NTI4ODI= | 234 | Create Test Script and add to project | ogmage78 25460553 | open | 0 | 3 | 2017-04-11T13:32:35Z | 2019-08-27T00:11:54Z | CONTRIBUTOR | As each of us is working on different parts at different times, it would be useful to have a document like our read me or change log where we could put tests and expected results for our areas. That way prior to submitting a PR you could run through the test to make sure your change did not break the world. Quick example: Test item pickup and drop 1. Log in on 2 characters ( we need to test what other clients are seeing) 2. On client 1 in the chat window type @ctw me 3. Take the wand and drop it to the ground. a. Did both clients see and here the drop? Do you see the wand on the ground from both clients. Did client 1 do the animation to set the wand on the ground. Is the item out of the backpack for client 1? 4. Pick up the wand. Is the wand gone for client 2 and in the backpack of client 1. Did you see the animation from both clients. Did you hear the pickup sound. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/234/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | ||||||||
222487087 | MDExOlB1bGxSZXF1ZXN0MTE2Mzc4Mjgz | 250 | Add Misc Object | LtRipley36706 11369233 | closed | 0 | 3 | 2017-04-18T17:20:40Z | 2017-04-21T03:48:40Z | 2017-04-19T06:53:58Z | MEMBER | 0 | ACEmulator/ACE/pulls/250 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/250/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
222587429 | MDU6SXNzdWUyMjI1ODc0Mjk= | 254 | Add support for vitals regeneration | Gordian3 1765994 | closed | 0 | 3 | 2017-04-19T01:04:44Z | 2017-07-31T18:52:32Z | 2017-07-31T18:52:32Z | CONTRIBUTOR | There is currently no support for a character to regenerate vitals to the current maximum values of the character. This issue is asking for a mechanism to be added for the server to periodically increment these values and pass them along to the client session owning the character. Mostly this would be visible after @grantxp and adding to any vital. TBD: Do we need to broadcast the vitals increases to other accounts on the landblock (or adjacent landblock)? This regen mechanism can have the actual formula for the amount of regen or that can be left as a TBD and just use a default value. If not done for this issue, then please create a new issue. On logout or other client disconnect, the periodic vital increases should stop. Do not increase beyond the current maximums (would account for debuffs or vitae if implemented) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/254/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
224988064 | MDExOlB1bGxSZXF1ZXN0MTE4MDg1Nzk4 | 301 | [WIP] feat: move project to dotnet core | delasteve 595925 | closed | 0 | 3 | 2017-04-28T06:05:14Z | 2017-05-09T13:10:14Z | 2017-05-09T13:10:14Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/301 | ### Status Work in progress ### Changes - Replaced `Source` directory with `src` and `test` - Moved respective projects into `src` and `test` directories - Updated code to handle .NET Core, mainly `System.Reflection` changes - Moved test projects to `Xunit` - Moved `Database` into `scripts` directory ### To Do - [ ] Re-enable `log4net` - [ ] Re-enable StyleCop - [ ] Fix MySql errors - [ ] Fix up `scripts` dir - [ ] Modify `appveyor.yml` to handle new build - [ ] Add `.travis.yml` for linux and unix builds | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/301/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
227499793 | MDU6SXNzdWUyMjc0OTk3OTM= | 336 | Network Issue: Network connections may stay connected indefinitely | fantoms 37453 | closed | 0 | Zegeger 12808515 | 3 | 2017-05-09T21:13:17Z | 2017-07-31T18:51:15Z | 2017-07-31T18:51:15Z | CONTRIBUTOR | ### Bug Report or Feature Request ``` - [ x ] bug report - [ ] feature request ``` ### Repro steps. Connect more than the `MaximumAllowedSessions` (default 128) of concurrent clients to a server; or send the correct amount of create session packets. ### The log given by the failure. ACE >> 2017-05-07 22:05:29,612 INFO : Creating new session for 192.168.7.7:61029 with id 0 2017-05-07 22:10:35,742 INFO : Creating new session for 192.168.7.7:65413 with id 1 2017-05-07 22:15:42,030 INFO : Creating new session for 192.168.7.7:57474 with id 2 2017-05-07 22:20:48,176 INFO : Creating new session for 192.168.7.7:58592 with id 3 2017-05-07 22:25:54,358 INFO : Creating new session for 192.168.7.7:60537 with id 4 2017-05-07 22:31:00,496 INFO : Creating new session for 192.168.7.7:59820 with id 5 2017-05-07 22:36:06,718 INFO : Creating new session for 192.168.7.7:64720 with id 6 2017-05-07 22:41:12,800 INFO : Creating new session for 192.168.7.7:51870 with id 7 2017-05-07 22:46:18,915 INFO : Creating new session for 192.168.7.7:62253 with id 8 2017-05-07 22:51:25,165 INFO : Creating new session for 192.168.7.7:53784 with id 9 2017-05-07 22:56:31,332 INFO : Creating new session for 192.168.7.7:58602 with id 10 2017-05-07 23:01:37,489 INFO : Creating new session for 192.168.7.7:64817 with id 11 2017-05-07 23:06:43,628 INFO : Creating new session for 192.168.7.7:63685 with id 12 2017-05-07 23:11:49,796 INFO : Creating new session for 192.168.7.7:54929 with id 13 2017-05-07 23:16:56,073 INFO : Creating new session for 192.168.7.7:65227 with id 14 2017-05-07 23:22:02,326 INFO : Creating new session for 192.168.7.7:58617 with id 15 2017-05-07 23:27:08,426 INFO : Creating new session for 192.168.7.7:56680 with id 16 2017-05-07 23:32:14,589 INFO : Creating new session for 192.168.7.7:50188 with id 17 2017-05-07 23:37:20,733 INFO : Creating new session for 192.168.7.7:57489 with id 18 2017-05-07 23:42:26,862 INFO : Creating new session for 192.168.7.7:52208 with id 19 2017-05-07 23:47:33,020 INFO : Cre… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/336/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
228506681 | MDExOlB1bGxSZXF1ZXN0MTIwNDY2NzU3 | 338 | Time-based updates to creature vitals | ddevec 5246554 | closed | 0 | 3 | 2017-05-13T23:22:44Z | 2017-05-17T11:07:42Z | 2017-05-17T11:07:42Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/338 | Trying to take a small piece for my first commit -- hopefully this is reasonable. Goal is to add basic functionality required for time based updates of creature's vitals (health, mana, stamina). This is a subset of the challenge for issue #254 . Current update rates do not reflect original game's update algorithm. Summary of changes: - Added setvital debug function -- sets a vital (hp mp stam) to a specified or relative value - Added per-creature update function to landblock main loop - Added vital update code per creature - Added UI notification messages to player, so UI updates when vitals are changed. I'm new to working on distributed teams via github, please let me know if there is anything I need to correct. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/338/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
229792138 | MDExOlB1bGxSZXF1ZXN0MTIxMzY4Mzk2 | 344 | Event Handling Restructure | ddevec 5246554 | closed | 0 | 3 | 2017-05-18T20:16:07Z | 2017-06-12T14:46:58Z | 2017-05-22T15:44:59Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/344 | Hello. My first commit was a small vital update change. I've now broken out of my shell, and am looking at the bigger picture! I hope this is useful, or inspires brainstorming future directions for this codebase! This is an experimental and pretty major restructuring of our current event handling system. This restructuring accomplishes several **goals**: - A consistent and easily followed synchronization mechanism for cross-landblock operations - A convenient mechanism to broadcast position based updates, without requiring objects maintain broadcast lists - A simplification of the rapidly growing and complicated state machines used to manage character actions. To achieve these goals I have restructured the **logical flow** of the code in the following ways: - I have removed the prior player event queues. - There is an ITickable interface, every landblock update loop all ITickables on the landblock are "Ticked" - It is the responsibility of the ITickable to manage any updates and broadcasts it needs within its tick. - To aid in the management of these updates, I introduce "ObjectActon" co-routines which allow a convenient way to structure the traditionally event-based code in an Object-Oriented (as opposed to event-based) manner. - I created a (hopefully) simple-to-follow synchronization pattern, which can allow complex behaviors within actions between objects. **Smaller Bits**: Flow of information: Network packets -> session.Player.RequestAction(action) - (on landblock tick) -> action() - On Tick() ITickables are given (lazy populating) broadcast lists, letting them know nearby players that need to be notified of global updates. - All ITickables are locked by the landblock before ticking. If they need to interact with another object, they must lock that object before using it (but the common-case self locking is handled by the landblock). Please take a look, try it out, tell me if you have any questions! Important Parts to look at: Actions are now handled much more s… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/344/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
237372335 | MDExOlB1bGxSZXF1ZXN0MTI2NjUwNTI1 | 401 | Equip and Unequip items | ogmage78 25460553 | closed | 0 | 3 | 2017-06-20T23:22:54Z | 2017-06-22T00:28:33Z | 2017-06-22T00:28:33Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/401 | * Added the ability to equip and unequip items and have it also update your visual appearance. * We have some data work to do - to add clothing table did values, but we have added 30 or so for testing out of 150+ needed. Thanks OptimShi for the script and the updates - also all the help on clothing! * I am adding the script to load those testing values - they are the permanent solution just incomplete. However, it properly goes in ace world. The prerequisite to running the script is to have data loaded. If you do it out of order, no harm, it just will not work. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/401/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
238350467 | MDExOlB1bGxSZXF1ZXN0MTI3MzQ3NTU1 | 413 | Rebased and synced SQL scripts. | LtRipley36706 11369233 | closed | 0 | 3 | 2017-06-24T23:58:50Z | 2017-07-08T23:55:16Z | 2017-06-26T12:06:51Z | MEMBER | 0 | ACEmulator/ACE/pulls/413 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/413/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
239007601 | MDExOlB1bGxSZXF1ZXN0MTI3ODEwOTU4 | 426 | Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge | ogmage78 25460553 | closed | 0 | 3 | 2017-06-27T23:01:29Z | 2017-06-28T20:17:22Z | 2017-06-28T19:25:28Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/426 | * Completed work on flattening Physics Data and Model Data * Did work to align names of properties on aceObject and World Object using unabbreviated names used by the client. * Put in comments for aclogviewer names * Cleaned up initialization code for various descendants of world Object. * Cleaned up redundant using statements. * Tested all of my pack work, equipping items, item drop and pick up, portal summoning, world portals, ci and cirand as well as The * item generator work. Could not test corpse. * TODO could not test corpse creation as kill was broken before I started. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/426/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
247238263 | MDExOlB1bGxSZXF1ZXN0MTMzNTk5MDM5 | 484 | Inventory - Ready for Merge | ogmage78 25460553 | closed | 0 | 3 | 2017-08-02T00:15:42Z | 2017-08-15T01:20:42Z | 2017-08-14T12:55:36Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/484 | ### 2017-08-01 [Og II] ## Refactored again on Mogwai's feedback This is getting so large, I need to stop here - this is a good spot - adds significant functionality but with a few known bugs. * Inventory will save with the container and load again in the correct positions. * Character Description Event is now wired up for inventory. * removed containers copy of aceObject Inventory - just make the list accessible. * Updated Clone so it you pass a new guid, it resets all the associated child tables. * implemented placement IntProperty 65 used to track slot in Container * Created supporting methods to manage pack order * Enhanced the debug log message for DBDEBUG * Small temp fix to stutter when attempting to shift walk or shift jump. We still need to really understand autonomous * Created new view vw_ace_inventory_object to expose ability to pull by container. * general clean up comments and whitespace * Inventory loading - working * TODO. * 1 Add in capacity checks * 2 bug still in picking up items off the ground and saving to database. * 3 bug with reloaded items saved in a secondary side pack. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/484/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
258986168 | MDExOlB1bGxSZXF1ZXN0MTQxOTczMjQ3 | 511 | Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE | ogmage78 25460553 | closed | 0 | 3 | 2017-09-19T22:40:02Z | 2017-09-30T06:25:34Z | 2017-09-29T23:26:08Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/511 | LATE UPDATE - all known bugs squashed via a workaround until we can enhance the ORM to deal with our inventory issue. **Update 9/27/2017 PM - I have tried everything - I must be missing something simple. I it looks like it should work - but it still crashes on second save after moves. I really need some help here - I have looked at this so much I am going to just trash on it - maybe a fresh set of eyes? Steps to reproduce. For simplicity's sake, I have a slimmed down set of test items, 1 wand and 1 pack. Make sure you start out with no items as it will make debugging much easier: 1. login clean - ie neckid 2. " at sign weapons" 3. " at sign save-now" 4. You can use the sql attached below to see what is going on in the db. You will need to rename, it will not take sql attachments 5. now move the wand to equipped and @save-now 6. check db the db is not updated correctly at this point. If you hit save again it works however, it is fubar from there.** [containerwieldedview.txt](https://github.com/ACEmulator/ACE/files/1338833/containerwieldedview.txt) UPDATE 9/27/2017 - Fixed all of Morwai's feedback. Bug progress - it looks like the duplicate key issue on save is that on a container to container move, the item still shows in both inventory lists. Not sure how that is happening. Still debugging. UPDATED: 9/26/2017 * Implemented persisting of wielded items. * Changed inventory to manage a list of world objects instead of ace objects. This was needed for sequence issues. * fixed combat animation that had been broken for a while due to prior refactoring. * fixed moving inventory from container to container with persistances which was broken due to prior refactoring. * implemented the response message to send object description. * cleaned up so code, aligned enums. * TODO. I have a dirty flag bug that causes issues when you do container to container moves and save. * I put in a hack to make this work, see around line 767 in Shard database. - it has change… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/511/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
279835071 | MDExOlB1bGxSZXF1ZXN0MTU2Nzg3OTg3 | 577 | Account name check at creation | Nalindar 14854251 | closed | 0 | 3 | 2017-12-06T17:12:53Z | 2018-01-26T17:51:00Z | 2018-01-26T17:51:00Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/577 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/577/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
285128338 | MDExOlB1bGxSZXF1ZXN0MTYwNTQxNjc0 | 583 | Replace Explicit "Action" based event system with C#-style Task system | ddevec 5246554 | closed | 0 | 3 | 2017-12-29T17:30:25Z | 2018-02-06T03:28:34Z | 2018-02-06T03:28:34Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/583 | This is a major overhaul to the event system used by our code (sorry its so large). Some of the highlights: - No longer use Actions/ActionChains, events are now managed with "coroutines", enabled through C#'s TPL Task class, and a custom TaskScheduler. - Database loads no longer block the main thread (this was trivial to do with the new task structure). - TODO: Manage Tasks based on loaded/unloaded entities (e.g. stop player-bound tasks automatically when the player is unloaded, or corpse-decay tasks when a landblock is unloaded). This is a huge change, that changes most of the files in the code... I couldn't really help it. I would recommend trying to check it out, and see how its working. IMO, its much cleaner, more efficient code than our prior system with more functionality. I'm still debugging some of our fringe use-cases, so some bug fixes may be forthcoming, but figured I would get this up to let people review. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/583/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
296161559 | MDU6SXNzdWUyOTYxNjE1NTk= | 635 | Purchasing a new skill throws Primary key violation inserting new skill row | spazmodica 4855786 | closed | 0 | 3 | 2018-02-11T05:10:47Z | 2018-03-06T20:03:09Z | 2018-03-06T20:03:09Z | 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. 1. Create character 2. Grant experience enough to get enough skill points to purchase a new skill 3. Spend skill points on new skill 4. Wait a bit 5. Server throws exception ### The log given by the failure. {MySql.Data.MySqlClient.MySqlException (0x80004005): Duplicate entry '1342177282-23' for key 'PRIMARY' at MySql.Data.MySqlClient.MySqlStream.ReadPacket() at MySql.Data.MySqlClient.NativeDriver.GetResult(Int32& affectedRow, Int64& insertedId) at MySql.Data.MySqlClient.Driver.NextResult(Int32 statementId, Boolean force) at MySql.Data.MySqlClient.MySqlDataReader.NextResult() at MySql.Data.MySqlClient.MySqlCommand.ExecuteReader(CommandBehavior behavior) at MySql.Data.MySqlClient.MySqlCommand.ExecuteNonQuery() at ACE.Database.Database.DatabaseTransaction.<>c__DisplayClass10_0.<Commit>b__0() in D:\Repos\spazmodica\ACE\Source\ACE.Database\Database.cs:line 200 at System.Threading.Tasks.Task`1.InnerInvoke() at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)} MySql.Data.MySqlClient.MySqlException ### Desired functionality. Purchasing new skill should not throw error. ### Mention any other details that might be useful. Exception is in Task so does not crash server Inserts vs Updates are determined by the IsDirty and HasEverBeenSavedToDatabase flags Skills are all added to db upon creation, but purchasing does not set above flags correctly triggering error | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/635/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
306328094 | MDExOlB1bGxSZXF1ZXN0MTc1ODAxMDk2 | 692 | Added NameFilter to Character Creation | CrimsonMage 32439087 | closed | 0 | 3 | 2018-03-19T04:12:09Z | 2018-04-08T00:01:30Z | 2018-04-08T00:01:29Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/692 | Created TabooTable.json (Easily altered by users) to house the names of the filter list. BannedWords.cs to handle the data of the json for the words CharacterHandler.cs now includes a NameBanned message that will appear when someone tries to use a name from the list. --Updated Changelog | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/692/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
316302961 | MDU6SXNzdWUzMTYzMDI5NjE= | 753 | We need a way to create/restore server gameplay/configuration options/values in the db | Mag-nus 10608427 | closed | 0 | 3 | 2018-04-20T15:01:58Z | 2018-06-23T16:58:52Z | 2018-06-23T16:58:52Z | MEMBER | As we make more progress on the code, we're constantly coming across things that we're developing to replicate retail, but we know a server operator would prefer to tweak. A couple examples: - Player logout doesn't have to take 5 seconds. It could be configured to be 1 second (Integer) - Bonus XP/Luminance (Float) - Message Of The Day (String) - Casting Impen/Bane on a player can act like an aura instead of affecting only equipped items. (Bool) There are many many more things that players might want to configure. It would be great if they could just change a database value on a running server to have the change take effect. We should have a DatabaseConfigurationManager (or similar) class that exposes all of these options. Perhaps this class periodically (every minute, 5 minutes, ...?) checks the database for updated values. We could even include an admin command to force resync of the variables. We could even include admin commands to modify the variables from the command line, and from in-game. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/753/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
321519680 | MDU6SXNzdWUzMjE1MTk2ODA= | 784 | Landblocks use a lot of memory | Mag-nus 10608427 | closed | 0 | gmriggs 8909245 | 3 | 2018-05-09T10:40:57Z | 2018-08-17T09:49:35Z | 2018-08-17T09:49:35Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` I added a debug command (can't forget what it is specifically) that loads all landblocks. Right now, on a 32GB machine, it's not possible to load all the landblocks. You'll run out of memory fast. Some of the data in the landblock physics code is being duplicated often. This should be shared when possible. Using Visual Studio memory profiler makes it easy to see what objects are the problem. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/784/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
324684458 | MDExOlB1bGxSZXF1ZXN0MTg5MjE5NzEy | 799 | Database Rebase and Table Rename | LtRipley36706 11369233 | closed | 0 | 3 | 2018-05-20T05:14:32Z | 2018-05-26T06:07:02Z | 2018-05-24T20:07:01Z | MEMBER | 0 | ACEmulator/ACE/pulls/799 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/799/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
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 | |||||
349725535 | MDU6SXNzdWUzNDk3MjU1MzU= | 944 | Melee attack penalty is not accurate for zero stamina | elrubaqur 42293969 | closed | 0 | gmriggs 8909245 | 3 | 2018-08-11T10:51:20Z | 2018-12-28T19:41:39Z | 2018-12-28T19:41:39Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Per discussion with gmriggs, attack penalty for zero stamina is capped at -50. ### The log given by the failure. None. ### Desired functionality. What would like to see implemented? The stamina penalty for melees is a defense penalty only, not attack. This is also true for archers. Like with Melees, the penalty is that the attack is equivalent to what it would be if you set your attack bar all the way to the left. For Archers, they lose accuracy, but no more than they would had they set the bar to the left themselves. They even shoot faster in this state (due to decreased accuracy), I know this to be true because I've done this in retail. What is the use case? Accurate Melee and Archer behavior for zero stamina, however edge of a case that may be. ### Mention any other details that might be useful. My assertion here is that there is no statistical difference in attack success rate for stamina and no stamina for melees. This is supported by my own experience and discussions with other melees on Discord. Zero stamina is a state that I often played in and is a tactic used by many shield-wielding melees. It is a known game mechanic to melees, but unfortunately there is mis-information stemming from a single ACWkiki article that has since migrated to ACPedia and copied by ACWikia. I have played melees since Beta and I know that this to attack penalty for zero stamina was never true, not even in Beta. Below is objective proof of these scenarios: Video: https://www.youtube.com/watch?v=CyzfhIgqsiU Time: 5:59 to 6:22 - Fights a Hollow mob. - 25 swings/6 misses = 76% success rate (Stamina) Time: 6:22 to 6:40 - Continues fighting the same mob. - 21 swings/8 misses = 61% success rate (No Stamina) I will note here that the sample size is small, but this will be clearer by the other videos below. Yes, it is lower fo… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/944/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
354147261 | MDExOlB1bGxSZXF1ZXN0MjEwOTgzMjA1 | 977 | Ace admin plugin changes | acriaf 33154637 | closed | 0 | 3 | 2018-08-27T01:08:26Z | 2018-09-03T22:23:38Z | 2018-09-03T22:23:38Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/977 | Some more changes for the plug-in. Including a new class/file for plug-in commands. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/977/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
376084064 | MDU6SXNzdWUzNzYwODQwNjQ= | 1084 | Items Dissapearing immediately when dropped | Warloxx01 38050842 | closed | 0 | gmriggs 8909245 | 3 | 2018-10-31T17:42:37Z | 2018-12-14T17:27:42Z | 2018-12-14T17:27:42Z | 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 --> Ok I noticed this issue when starting a new "Player" Character for testing. 1)Drop item, Logout 2) Log back in, pick up item. 3) Log out/Log in Drop item (item disappears immediately) ### 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/1084/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
376275136 | MDExOlB1bGxSZXF1ZXN0MjI3NTI5MTQx | 1086 | Fixes for Anniversary Event emotes | LtRipley36706 11369233 | closed | 0 | 3 | 2018-11-01T06:52:03Z | 2019-01-05T23:22:58Z | 2018-11-02T00:10:54Z | MEMBER | 0 | ACEmulator/ACE/pulls/1086 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1086/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
393689057 | MDU6SXNzdWUzOTM2ODkwNTc= | 1170 | Creature snuck into loot | MiachofTD 24981658 | closed | 0 | dgatewood 10187880 | 3 | 2018-12-22T17:14:50Z | 2019-01-28T20:54:56Z | 2019-01-28T20:54:56Z | 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 --> Only has happened once but I suspect if you loot long enough it will happen. Drudge Hideout in Holt in first largest room on corpse of recently killed Drudge. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> No log presented but client did produce a statement saying it could not be picked up. ### 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 --> Picture showing creature on corpse of Drudge http://aka-steve.com/oddloot.png | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1170/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
393715353 | MDU6SXNzdWUzOTM3MTUzNTM= | 1175 | Heavy Weapon movement and kill speed +weapon stats | MiachofTD 24981658 | closed | 0 | 3 | 2018-12-23T01:34:34Z | 2018-12-28T19:42:43Z | 2018-12-28T19:42:43Z | CONTRIBUTOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Create heavy weapon toon and kill something. If you get buffs on weapon the speed goes way down and the damage way to high. Also will see the creature die during your back swing long before you hit it. ### The log given by the failure. No log created. ### Desired functionality. Fix damage and speed as I think they are off and I suspect the speed reduction is what might be showing the death prior to the hit. But that's a guess. ### Mention any other details that might be useful. Please see attached video - https://youtu.be/VKmU7YtoV24 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1175/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
394923138 | MDExOlB1bGxSZXF1ZXN0MjQxNTIyMjM5 | 1204 | Character migrate/backup/import and Web API | fartwhif 3317737 | closed | 0 | 3 | 2018-12-31T03:17:10Z | 2019-01-28T00:41:05Z | 2019-01-28T00:41:04Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1204 | **Authentication**:<br> The Web API uses [basic access authentication](https://en.wikipedia.org/wiki/Basic_access_authentication) and requires a verified username and password to access some of the data resources. If a resource is marked Anonymous then authorization isn't needed. If you attempt to access a resource that isn't marked Anonymous without supplying valid credentials then you will get a 401 Unauthorized response. Authenticated requests assume the accesslevel of the account authenticated as a series of claims. If a resource is marked Requires: [Admin], that means unless your account includes the Admin claim then you won't be able to access the resource and you will get a 403 Forbidden response. If a resource is marked RequiresAny: [Admin,Advocate,Developer,Envoy,Player,Sentinel] then unless your authenticated account claims at least one of the required claims you won't be able to access the resource and you will get a 403 Forbidden response. **Web API**<br> [documentation](https://documenter.getpostman.com/view/6422801/RznLHGgq)<br> The Web API server listens at the base ACE port + 2, TCP, TLS, HTTPS, JSON, REST, depends on CryptoManager within ACE.Server project that Generates and saves a self-signed certificate for general purposes, when it can't find one in `C:\Users\<user>\AppData\Roaming\ACEmulator_<WorldName>\Certificates` on Windows or `/home/<user>/.config/ACEmulator_<WorldName>/Certificates` on Linux. Self-Hosting using NancyFX/OWIN/Kestrel in its own project that depends on and wraps around ACE.Server. WebSockets is a future possibility. To run ACE with web API capability start the batch file: `\Source\ACE.Server.WebApi\bin\x64\Debug\netcoreapp2.1\start_server+webapi.bat` **Warning**<br> If the world name in the server configuration is changed then the current transfers and certificate are lost unless the files are moved to the new location. To mitigate this move or copy the contents of `C:\Users\<user>\AppData\Roaming\ACEmulator_<OldWorldName>\` to `C:\Users\<user>\… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1204/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
395103560 | MDU6SXNzdWUzOTUxMDM1NjA= | 1212 | EmoteCategory.Refuse not performing linked action, such as a custom tell | ghost 10137 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-01T18:36:50Z | 2019-01-05T00:30:27Z | 2019-01-05T00:30:26Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. As, one example, create a new character and try to hand the "Letter from Home" to the Society Greeter. She should respond with "This is yours. Keep it if you like, ..." tell. In current master, the NPC merely states "[NPC name] doesn't know what to do with this item." Another, Samuel should have a custom response when handed the Restoring the Training Academies note from the room next to him. ### Desired functionality. Flavor text dialog should appear when items are handed to NPCs that are coded for EmoteCategory.Refuse | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1212/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
395756410 | MDU6SXNzdWUzOTU3NTY0MTA= | 1227 | Multiple Imbue / Tinker Bugs | someeodtech 46301668 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-03T23:05:53Z | 2019-01-12T21:05:56Z | 2019-01-12T21:05:56Z | NONE | ### 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 --> - Several Observed Functioning Salvage For Tinkering Fails to Apply Magical Affects on Armor, e.g. Agate Salvage fails to apply Minor Focus on Treasure-Generated Jewelry - The Above appears to apply for a majority of Minor Cantrip producing Salvage - Bludgeon Rending does not appear to be working correctly - tested on a treasure-generated Wand using Shock Wave III against wisps, undead, virindi, shadows ### 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/1227/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
396204589 | MDU6SXNzdWUzOTYyMDQ1ODk= | 1235 | Portal Gem Behaviour | KeithAC 25576333 | closed | 0 | 3 | 2019-01-05T22:11:10Z | 2019-01-11T00:38:14Z | 2019-01-11T00:38:14Z | NONE | - [x ] bug report -> please search issues before submitting - [x] feature request ### Repro steps: Purchase and use portal gems - single and stacked A couple of different issues I've noticed - the when activating the gems, portal appears to spawn at the same position as the character using the gem. Any player character and any movement activates the portal. Also, when using a stack, consumes all of the gems rather than just one from the stack. Only one portal is created. Portal is purple ### Desired functionality: Retail behaviour made the portal summon further in front of the character and would require activating by use only not on collision. Portals should be white. ### Mention any other details that might be useful. Tested with both single and stacks of Summoning gems: Yaraq, Yanshi, Shoushi, Samsur, Rithwic, Nanto, Lytelthorpe, Holtburg, Al-Arqas, Celdiseth | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1235/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
396212216 | MDU6SXNzdWUzOTYyMTIyMTY= | 1236 | Mattekar always evades high Missile attack | KeithAC 25576333 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-05T23:52:03Z | 2019-01-28T03:53:36Z | 2019-01-28T03:37:41Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Equip Missile Weapon - Attack Mattekar ### The log given by the failure. pcap attached ### Desired functionality. Mattekar should be able to be hit with Missile weapons using High Appears at this time they evade 100% of the time while using high attack Tested with: Dire, Great, Dread https://drive.google.com/open?id=1icDd3TXPtfglZkSJlu4Wa_B9NCgPNyy4 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1236/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
396609880 | MDU6SXNzdWUzOTY2MDk4ODA= | 1245 | Vendors do not respect "This item cannot be sold." | OptimShi 26606778 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-07T19:03:32Z | 2019-01-12T21:04:26Z | 2019-01-12T21:04:26Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting ``` ### Repro steps. @ci 305 100 // Create 100 Quarrels. Appraise the quarrels and note the "This item cannot be sold." in the description. Sell to an appropriate vendor. Profit. This item has PropertyBool.IsSellable = 0, which should prevent the vendor from purchasing it. ### Desired functionality. I am not sure exactly the process that retail handled this, especially if you also tried to sell other items that ARE able to be sold with it. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1245/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
398684179 | MDU6SXNzdWUzOTg2ODQxNzk= | 1269 | Patron-Vassal XP Passup Bugs | someeodtech 46301668 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-13T18:16:21Z | 2019-01-18T22:01:22Z | 2019-01-18T22:01:21Z | NONE | ### 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 a Vassal passes XP up to a Patron, it is at first only represented in game messages and within Total XP bar. Only raising a skill will commit the experience into Unassigned Experience. Further, the Total XP that was passed up will transform the Total XP of the Patron to a negative mirrored value of itself after XP is gained from any other methods ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- XP Passup that displays properly in the Allegiance & Skills screen, and that does not incur negative XP values --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> Screenshot in Discord | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1269/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
399521078 | MDU6SXNzdWUzOTk1MjEwNzg= | 1282 | Movement check on spellcasting | cyberkiller6 37782527 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-15T20:26:27Z | 2019-01-22T16:58:05Z | 2019-01-22T16:57:49Z | 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. Start to cast a spell. Move a large distance. Spell casts when wind up is done. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. When you start to cast a spell and move a certain amount of distance before the spell finishes, instead of the spell successfully casting you should receive an error saying you have moved too far and the spell doesn't cast. ### 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/1282/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
399592772 | MDU6SXNzdWUzOTk1OTI3NzI= | 1287 | Virindi Castaway NPC attacks you in Black Dominion dungeon | DrudgeRobber 46425530 | closed | 0 | 3 | 2019-01-16T00:16:00Z | 2019-01-16T04:22:16Z | 2019-01-16T04:22:16Z | 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 ``` The Virindi Castaway NPC in the Black Dominion Dungeon attacks. Still functions, though. ![castaway](https://user-images.githubusercontent.com/46425530/51218288-b428b200-18f9-11e9-82df-b9e7307026ac.png) ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Go into the final room of the Black Dominion dungeon and wait for him to attack you. ### 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? --> A pacifist lifestyle for this poor fellow. ### 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/1287/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
401592329 | MDU6SXNzdWU0MDE1OTIzMjk= | 1343 | Summon Primary Portal I is listed twice in spells book | cyberkiller6 37782527 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-22T04:12:01Z | 2019-01-22T10:42:02Z | 2019-01-22T10:42:02Z | 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. /addallspells ### The log given by the failure. ### Desired functionality. Summon Primary Portal I should be listed once, not twice in spell book. ### Mention any other details that might be useful. https://imgur.com/a/HiKTDT5 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1343/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 | |||||
403614766 | MDExOlB1bGxSZXF1ZXN0MjQ3OTkzNTU5 | 1390 | WIP: Character migrate/backup/import and Web API | fartwhif 3317737 | closed | 0 | 3 | 2019-01-28T00:40:24Z | 2019-03-12T01:21:51Z | 2019-03-12T01:21:51Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1390 | **Authentication**:<br> The Web API uses [basic access authentication](https://en.wikipedia.org/wiki/Basic_access_authentication) and to access some of the data resources requires a valid account username and password for the underlying ACEmulator server. If using CURL then the `-k` option is needed since certificates are self-signed. For authenticated resources CURL needs `-u myusername:mypassword`. If a resource is marked Anonymous then authorization isn't needed. If you attempt to access a resource that isn't marked Anonymous without supplying valid credentials then you will get a `401 Unauthorized` response. Authenticated requests assume the accesslevel of the account authenticated as a series of claims. If a resource is marked `Requires: [Admin]`, that means unless your account includes the `Admin` claim then you won't be able to access the resource and you will get a `403 Forbidden` response. If a resource is marked `RequiresAny: [Admin,Advocate,Developer,Envoy,Player,Sentinel]` then unless your authenticated account claims at least one of the required claims you won't be able to access the resource and you will get a `403 Forbidden` response. **Web API**<br> [documentation](https://documenter.getpostman.com/view/6422801/RznLHGgq)<br> The Web API server listens at the base ACE port + 2, TCP, TLS, HTTPS, JSON, REST, depends on CryptoManager within ACE.Server project that Generates and saves self-signed certificates when it can't find them. One for WebApi, and one for signing character transfers, in `C:\Users\<user>\AppData\Roaming\ACEmulator_<WorldName>\Certificates` on Windows or `/home/<user>/.config/ACEmulator_<WorldName>/Certificates` on Linux. Place or replace webapi.pfx with a "valid" web server certificate if needed. Self-Hosting using NancyFX/OWIN/Kestrel in its own project that depends on and wraps around ACE.Server. WebSockets is a future possibility. To run ACE with web API capability start the batch file: `\Source\ACE.Server.WebApi\bin\x64\Debug\netcoreapp2.1\start_ser… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1390/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
405537168 | MDU6SXNzdWU0MDU1MzcxNjg= | 1401 | Crash moving through Nanto | FireyJoe 47234227 | closed | 0 | gmriggs 8909245 | 3 | 2019-02-01T03:29:46Z | 2019-02-04T08:36:53Z | 2019-02-04T08:30:02Z | 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. Setup: New test character, no items picked up, nothing examined, no fighting, etc. Click world map from training academy and arrive directly at location in Nanto below: Drop location: Your location is: 0xE63E0001[10.000000 10.000000 95.171669] 0.678557 0.000000 0.000000 0.734548 Upon moving several steps west from the location above (on road inside Nanto), server consistently crashes with message in Crash Log. Could replicate this across all characters in account and two server/world file versions (listed below). Crash occurred similarly entering area from from different directions outside Nanto. ### The log given by the failure. 2019-01-31 21:19:58,713 [World Manager] ERROR (ACE.Server.Program) System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.Collections.Generic.List`1.get_Item(Int32 index) at ACE.Server.Physics.Common.LandblockStruct.ConstructVertices() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 337 at ACE.Server.Physics.Common.LandblockStruct.Generate(UInt32 landblockID, Int32 cellScale, Direction transAdj) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 392 at ACE.Server.Physics.Common.LandblockStruct..ctor(CellLandblock landblock) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 87 at ACE.Server.Physics.Common.Landblock..ctor(CellLandblock landblock) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\Landblock.cs:line 44 at ACE.Server.Physics.Common.LScape.get_landblock(UInt32 blockCellID) in D:\ACE-master 2019-01-31\ACE-master… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1401/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
414762401 | MDExOlB1bGxSZXF1ZXN0MjU2NDAyMzU2 | 1471 | Add created IP address and time data for accounts. | zegegerslittlesis 47994013 | closed | 0 | 3 | 2019-02-26T18:48:10Z | 2019-06-12T02:44:04Z | 2019-06-12T02:44:04Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/1471 | This adds the clients IP address and creation time to the Auth DB account table. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1471/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
426654930 | MDU6SXNzdWU0MjY2NTQ5MzA= | 1583 | Spell appraisal and activation on items | ghost 10137 | closed | 0 | gmriggs 8909245 | 3 | 2019-03-28T18:51:09Z | 2019-09-15T03:48:37Z | 2019-09-15T03:48:37Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Equip an item that was converted from LSD that has both a SpellDID (28) or ProcSpell (55) and the same spell listed in properties_spell_book but with a probablility of zero. ACE is casting all spells in properties_spell_book on the wielder. Additionally, spells defined as such are duplicated in the appraisal. ### The log given by the failure. No log of failure ### Desired functionality. Appraisal should only list unique spellIDs, if duplicated between those three properties. This change should be applied to more than just wielded items. Properties_spell_book listed spells with a probability value of zero should not be cast on the wielder. Even though possibly improper, as examples from PY16 data don't have spells from property DID 28 also listed in properties_spell_book, making this change would increase compatibility with LSD created weenie files. ### Mention any other details that might be useful. Royal Runed Slashing Baton (https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/51b6d017e931ff4f03558cca7929a7a3a34b29cc/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/Caster/33206%20Royal%20Runed%20Slashing%20Baton.sql) from Patches release 0.30 or earlier for an example of SpellDID duplication Royal Runed Flamberge (https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/51b6d017e931ff4f03558cca7929a7a3a34b29cc/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/MeleeWeapon/33212%20Royal%20Runed%20Flamberge.sql) from Patches release 0.30 or earlier for an example of ProcDID duplication | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1583/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 | |||||
430111046 | MDExOlB1bGxSZXF1ZXN0MjY4MDg1MTEy | 1662 | Contingent: consolidated the session collections | fartwhif 3317737 | closed | 0 | 3 | 2019-04-07T06:38:23Z | 2019-04-13T22:54:56Z | 2019-04-13T22:54:56Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1662 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1662/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
431666857 | MDU6SXNzdWU0MzE2NjY4NTc= | 1696 | couldn't find object & | kvnlod 49495995 | closed | 0 | 3 | 2019-04-10T19:09:29Z | 2020-08-28T17:52:13Z | 2020-08-28T17:52:13Z | NONE | 2019-04-10 11:54:40,816 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A65FFFFE in Cell 2019-04-10 11:54:40,816 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A660FFFE in Cell 2019-04-10 11:54:40,817 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A65EFFFE in Cell 2019-04-10 11:54:40,818 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A55FFFFE in Cell 2019-04-10 11:54:40,819 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A75FFFFE in Cell 2019-04-10 11:54:40,821 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A560FFFE in Cell 2019-04-10 11:54:40,821 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A760FFFE in Cell 2019-04-10 11:54:40,823 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A55EFFFE in Cell 2019-04-10 11:54:40,824 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A75EFFFE in Cell 2019-04-10 11:54:45,742 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(8602FFFF) 2019-04-10 11:54:52,506 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A65DFFFE in Cell 2019-04-10 11:54:52,507 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A55DFFFE in Cell 2019-04-10 11:54:52,507 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A75DFFFE in Cell 2019-04-10 11:55:09,722 [124] DEBUG (ACE.Server.Managers.WorldManager) Login Request from 83.216.125.227:55727 2019-04-10 11:55:09,722 [124] DEBUG (ACE.Server.Managers.WorldManager) Creating new session for 83.216.125.227:55727 with id 2 2019-04-10 11:55:09,728 [125] DEBUG (ACE.Server.Network.Handlers.AuthenticationHandler) new client connected: acservertracker:jj9h26hcsggc. setting session properties 2019-04-10 11:55:09,728 [World Manager] DEBUG (ACE.Server.Managers.WorldManager) Removing session for 83.216.125.227:55727 with id 2… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1696/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
438751195 | MDExOlB1bGxSZXF1ZXN0Mjc0NzA5NDQ5 | 1833 | Upgrade to .NET Core 2.2.1 (VS 2017 compatible) | Mag-nus 10608427 | closed | 0 | 3 | 2019-04-30T12:25:19Z | 2019-07-10T11:24:23Z | 2019-07-10T11:24:09Z | MEMBER | 0 | ACEmulator/ACE/pulls/1833 | This also updates all other nuget packages to latest. The EF database packages are updated to 2.2.0 because that is the latest pomelo (our database driver) currently supports. This is an effort to help fix the CE issues | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1833/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
446858263 | MDExOlB1bGxSZXF1ZXN0MjgwOTc2MDQ4 | 1924 | add god admin command | dirtyelf 26235642 | closed | 0 | 3 | 2019-05-21T22:48:47Z | 2019-06-09T05:35:01Z | 2019-06-09T02:14:12Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/1924 | add /god admin command functionality - sets level to 999 - specializes every skill - sets attributes to 9999 - level up and BZ particle effects | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1924/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
454260346 | MDU6SXNzdWU0NTQyNjAzNDY= | 1986 | Wield requirement checks aren't being enforced for equipping ammunition | ghost 10137 | closed | 0 | gmriggs 8909245 | 3 | 2019-06-10T16:40:27Z | 2019-06-11T14:33:23Z | 2019-06-11T14:33:23Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Player is able to equip Deadly Prismatic Arrow, /ci 43951, without satisfying the three wield requirement checks ### The log given by the failure. No log of failure ### Desired functionality. To match retail, wield requirement checks should probably be enforced for ammunition equipping | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1986/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
454827017 | MDExOlB1bGxSZXF1ZXN0Mjg3MjAwMTI2 | 1991 | [WIP] New player movement, advanced spellcasting | gmriggs 8909245 | closed | 0 | 3 | 2019-06-11T17:58:19Z | 2020-01-14T10:16:32Z | 2020-01-14T10:15:33Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1991 | - To enable detailed runtime state info, set DebugPlayerMoveToStatePhysics=true - All of the advanced spellcasting techniques should now be available (accurate slidecasting, fastcast, holdcast) - Server physics / motion system now has precise hooks into the current state, which should match up closely with the client (minus lag) - Server positioning should be more accurate, and should match the client closely at any given point in time - Fall damage should now be more accurate and consistent - Hotspot and pressure plate collision detection should now be more accurate | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1991/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
463984016 | MDU6SXNzdWU0NjM5ODQwMTY= | 2070 | Stuck in portal space on portal recall. | dirtyelf 26235642 | closed | 0 | gmriggs 8909245 | 3 | 2019-07-03T22:46:40Z | 2019-07-23T00:26:09Z | 2019-07-23T00:26:09Z | 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 ``` Character will occasionally get stuck in portal space when portal recalling. Just stays in the blue portal space indefinitely (e.g. it persisted for over 5 hours one night). Log off works, but the next time the character logs in it skips portal space and immediately shows up in the world, however the character is still _in_ portal space - can't enter combat mode or use items. A second relog will fix and return the character to normal. ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Don't have any hard repro steps yet. So far it seems to happen randomly when using secondary portal recall. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> Pcaps of the issue. I said "stuck" and "unstuck" in chat when I noticed. https://megaupload.nz/vbO7Odxfn2/pkt_2019-7-3_1562176100_log_pcap https://megaupload.nz/30GePcxen6/pkt_2019-7-3_1562190602_log_pcap https://megaupload.nz/GcMcQdx2n8/pkt_2019-7-3_1562212409_log_pcap https://megaupload.nz/z8D6fay3n2/pkt_2019-7-5_1562335790_log_pcap ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> Not get stuck? :-P ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> I can answer any questions in discord. I'll keep paying attention and try to pickup on a pattern. #2073 is an attempt to fix, ill continue to monitor when this goes live | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2070/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
470815490 | MDExOlB1bGxSZXF1ZXN0Mjk5NjU4OTg1 | 2145 | Remove attribute cantrips from jewelry. | dgarson 2904834 | closed | 0 | 3 | 2019-07-21T19:23:10Z | 2019-07-23T00:42:10Z | 2019-07-23T00:42:10Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/2145 | Further refining of the epic cantrips that are eligible for dropping on items to align with retail. Attributes should never be dropping on jewelry with the exception of rares. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2145/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
470835229 | MDExOlB1bGxSZXF1ZXN0Mjk5NjcyNTI1 | 2147 | Unattackable until exited from portal space | dgarson 2904834 | closed | 0 | 3 | 2019-07-21T23:04:29Z | 2019-07-23T00:42:23Z | 2019-07-23T00:42:23Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/2147 | Right now it is possible to attack players, and to gain aggro on mobs, while you are still in portal space. Retail behavior was that you were considered unattackable while in portal space, meaning nothing would aggro you and all attempts to attack would fail to do any damage. This PR adds a check for the Teleporting flag in a few places where we determine whether a target can be attacked, namely a player, since this is not applicable for mobs. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2147/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
471783019 | MDExOlB1bGxSZXF1ZXN0MzAwMzY2Mzcz | 2156 | Add busy checks for recall/PKL commands | dgarson 2904834 | closed | 0 | 3 | 2019-07-23T16:00:33Z | 2019-07-24T05:30:37Z | 2019-07-24T05:30:37Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/2156 | Right now it is possible to use multiple recall commands as well as the PKL command simultaneously. You can test on the master branch by typing /mp and then immediately typing /pkl. You will notice that you become PKL just before you teleport to marketplace. You can use these commands while teleporting in portal space which will begin the timer for the action concurrently with the current teleport/action. This PR adds a common check to determine whether a recall (or entering PKL) is possible at that time. It checks for whether the character is busy or is already teleporting. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2156/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
482603988 | MDExOlB1bGxSZXF1ZXN0MzA4ODQ0MTMy | 2261 | Limit database from taking all the threads | Mag-nus 10608427 | closed | 0 | 3 | 2019-08-20T01:50:30Z | 2019-09-08T21:27:27Z | 2019-09-08T21:27:02Z | MEMBER | 0 | ACEmulator/ACE/pulls/2261 | This adds limits to the database thread consumption. It also should allow the world to now consume threads easier. The way it is done is as follows. - We determine the number of available threads using Environment.ProcessCount - We allocate (int)Math.Max(Environment.ProcessorCount * .34, 1) to the World, and the remainder tothe database. It breaks down as follows 1 vCPU = ACE will not start 2 vCPU = 1 thread world, 1 thread database 3 vCPU = 1 thread world, 2 thread database 4 vCPU = 1 thread world, 3 thread database 5 vCPU = 1 thread world, 4 thread database 6 vCPU = 2 thread world, 4 thread database 7 vCPU = 2 thread world, 5 thread database 8 vCPU = 2 thread world, 6 thread database 9 vCPU = 3 thread world, 6 thread database 10 vCPU = 3 thread world, 7 thread database 11 vCPU = 3 thread world, 8 thread database 12 vCPU = 4 thread world, 8 thread database I'd like to get some feedback from this PR on various sized servers. What you may notice is that loading a player may take slightly longer (very slightly). What you will probably notice is no discernible difference in-game. What I want to make sure happens is that the world doesn't end up feeling more choppy due to the parallel processing of outbound network traffic. Hopefully the more fair thread distribution will help prevent thread starvation. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2261/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
515155110 | MDExOlB1bGxSZXF1ZXN0MzM0NjYwNjk2 | 2375 | Cleanup ActOnUse for Ammunition | LtRipley36706 11369233 | closed | 0 | 3 | 2019-10-31T04:29:01Z | 2020-01-15T04:49:19Z | 2019-10-31T17:32:05Z | MEMBER | 0 | ACEmulator/ACE/pulls/2375 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2375/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
523173039 | MDExOlB1bGxSZXF1ZXN0MzQxMjMwNDc2 | 2419 | adding Storage.Default_ChestResetInterval override | gmriggs 8909245 | closed | 0 | 3 | 2019-11-14T23:57:36Z | 2019-11-16T02:46:26Z | 2019-11-16T02:46:26Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2419 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2419/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
524123347 | MDExOlB1bGxSZXF1ZXN0MzQxOTU0OTEw | 2429 | Fix for Missile Weapons and Extendend Stats for Weapons | harliq 30803300 | closed | 0 | 3 | 2019-11-18T04:12:06Z | 2019-11-22T02:15:36Z | 2019-11-22T02:15:36Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2429 | **Missile Updates** If tier is 4 or 5 then a chance for non elemental missile weapon with wield reqs Tier 6 and up, Only elemental missile weapons are supposed to drop per retail. Added 10% varaiance for Damage Modifier. Full Modifier was rare in retail Added +19 Elemental (like retail) and readjusted odds (odds are approximate, no hard data). Made MeleeDefenseMod appropiate to Bow Reqs. Data is supports 375 wields should go upto +20, however I left them at +18 for now Added Class TestLootGenerationFactory.cs for finding cantrips **Added more stats for weapons in testlootgen command** Shows Most important Modifiers/Bonuses Example: -----Melee Weapons---- Wield Damage Variance DefenseMod 370 46 0.58 1.13 370 37 0.5 1.17 400 50 0.6 1.14 370 37 0.35 1.13 370 48 0.47 1.13 400 50 0.52 1.15 370 35 0.4 1.14 370 57 0.45 1.19 400 50 0.45 1.18 370 31 0.45 1.17 370 47 0.325 1.18 400 43 0.4 1.11 -----Missile Weapons---- Thrown Wield=335 Modifier=2.54 ElementalBonus=9 DefenseMod=1.1 Thrown Wield=335 Modifier=2.51 ElementalBonus=5 DefenseMod=1.11 Thrown Wield=375 Modifier=2.57 ElementalBonus=15 DefenseMod=1.15 Thrown Wield=335 Modifier=2.51 ElementalBonus=7 DefenseMod=1.1 Bow Wield=335 Modifier=2.39 ElementalBonus=6 DefenseMod=1.12 Thrown Wield=335 Modifier=2.59 ElementalBonus=8 DefenseMod=1.14 X Bow Wield=335 Modifier=2.56 ElementalBonus=7 DefenseMod=1.15 Bow Wield=360 Modifier=2.36 ElementalBonus=15 DefenseMod=1.13 Bow Wield=375 Modifier=2.34 ElementalBonus=16 D… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2429/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
526953607 | MDExOlB1bGxSZXF1ZXN0MzQ0MzIzNzU1 | 2451 | Caster update | harliq 30803300 | closed | 0 | 3 | 2019-11-22T02:42:19Z | 2019-12-02T00:47:09Z | 2019-12-02T00:47:09Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2451 | LootFactory CreateCaster refactored. Items now created via wields not tier. Updated values for the correct wields (values are based off of data from Optim and Magnus). PR has been tested on private server without issue. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2451/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
531996235 | MDExOlB1bGxSZXF1ZXN0MzQ4MzM4NTQy | 2491 | mana conversion mod tweaks | gmriggs 8909245 | closed | 0 | 3 | 2019-12-03T13:46:02Z | 2019-12-05T08:03:22Z | 2019-12-05T08:03:22Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2491 | The main purpose of this patch was to fix a bug where appraisal was showing Mana Conversion Bonus: +0% for a many casting items At first I thought this was a bug in the loot generator, but after discussing it with @harliq, it turns out there are actually many casting items with base weenies that have PropertyFloat.ManaConversionMod=0 in the data So to account for this, Appraisal is now checking if ManaConversionMod exists, but is 0, it removes it. I also noticed some possible bugs with Hermetic Void, which sounds like it is cast on the wand, similar to the other item debuffs. The logic for ManaConversionMod enchantments should be taking both auras and spells cast directly on the item into account for this. Update: it has been discovered from retail pcaps that retail also had this bug. Retail also didn't normalize ManaConversionMod on the items -- some of the base weenies have 0, some of them have null. The retail pcaps had ManaConversionMod=0 in many instances (even while unbuffed), but there were also a few rare instances of ManaConversionMod not being sent. The 'show_mana_conv_bonus_0' server option has been added, which defaults to true to match retail behavior. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2491/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
541482873 | MDExOlB1bGxSZXF1ZXN0MzU2MTA4Mjgx | 2563 | switch BiotaPropertiesInt to Composite Key | Mag-nus 10608427 | closed | 0 | 3 | 2019-12-22T17:54:38Z | 2020-01-13T13:56:06Z | 2020-01-13T13:53:14Z | MEMBER | 0 | ACEmulator/ACE/pulls/2563 | To use ShardDatabaseWIthoutCaching (not recommended unless you really really need this due to EF tracking memory consumption issues)... in DatabaseManager.cs change this: var shardDb = new ShardDatabase(); to this: var shardDb = new ShardDatabaseWithoutCaching(); | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2563/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
548626423 | MDExOlB1bGxSZXF1ZXN0MzYxODcwNTk2 | 2603 | remove network test helpers | fartwhif 3317737 | closed | 0 | 3 | 2020-01-12T21:01:14Z | 2020-01-19T17:52:59Z | 2020-01-19T17:52:58Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2603 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2603/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
561809561 | MDExOlB1bGxSZXF1ZXN0MzcyNTUwMDIz | 2697 | Change EmoteManager to use dictionary lookup for Emotes | LtRipley36706 11369233 | closed | 0 | 3 | 2020-02-07T18:49:13Z | 2020-07-16T17:34:09Z | 2020-02-26T19:05:41Z | MEMBER | 0 | ACEmulator/ACE/pulls/2697 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2697/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
568749860 | MDExOlB1bGxSZXF1ZXN0Mzc4MTE0ODU3 | 2728 | fix acclient skipping over ethereal animation hooks for known doors that are opened > 96 distance | gmriggs 8909245 | closed | 0 | 3 | 2020-02-21T05:47:04Z | 2020-02-23T19:00:46Z | 2020-02-23T19:00:46Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2728 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2728/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
598168976 | MDU6SXNzdWU1OTgxNjg5NzY= | 2906 | mansion_min_rank = 0 does not work with players not in allegiances | imamastermind 7961396 | closed | 0 | gmriggs 8909245 | 3 | 2020-04-11T02:15:27Z | 2020-04-12T11:44:01Z | 2020-04-12T11:44:01Z | NONE | Setting mansion_min_rank to 0 seems to mean that all players should be eligible to buy/maintain mansions. However, if a player has no patron or vassals (and would consequently have an allegiance rank of zero), HasRequirements() returns false because it requires player.Allegiance != null. https://github.com/ACEmulator/ACE/blob/75fc1ce23cd9d28bb3b1df844e025e676a820587/Source/ACE.Server/WorldObjects/SlumLord.cs#L161 https://github.com/ACEmulator/ACE/blob/75fc1ce23cd9d28bb3b1df844e025e676a820587/Source/ACE.Server/Managers/HouseManager.cs#L590 It looks like these code paths need to be updated for allegianceMinLevel <= 0 && player.Allegiance == null. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2906/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 | |||||
656009819 | MDExOlB1bGxSZXF1ZXN0NDQ4Mzg0Mzc2 | 3078 | Update Program_DbUpdates.cs | Argarok 65420758 | closed | 0 | 3 | 2020-07-13T17:13:31Z | 2020-08-08T20:02:01Z | 2020-08-08T20:02:01Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3078 | Adding a World Customization log to generate an error file when SQL errors are caught. First crack at this, been awhile since I have used C# if there is a cleaner way to do this. Let me know! | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3078/reactions", "total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
684198032 | MDExOlB1bGxSZXF1ZXN0NDcyMTM0OTY3 | 3160 | 4eyebiped lootgen updates #2 | gmriggs 8909245 | closed | 0 | 3 | 2020-08-23T14:54:42Z | 2020-10-03T05:16:49Z | 2020-10-03T05:16:49Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/3160 | Includes Hammer wcids from https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/603 From 4eyebiped: "Weapon damage overhaul and other corrections" | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3160/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
782718006 | MDExOlB1bGxSZXF1ZXN0NTUyMjA5Nzgx | 3416 | Update console title to show server name | FlaggAC 65846074 | closed | 0 | 3 | 2021-01-10T01:11:35Z | 2021-01-23T19:13:04Z | 2021-01-23T19:13:04Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3416 | This is very useful for anyone running multiple servers on the same machine (particularly windows servers). | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3416/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
1036365361 | I_kwDOBLalGM49xa4x | 3722 | Being able to debuff my cook/alchemist without being a PKer | Warloxx01 38050842 | closed | 0 | 3 | 2021-10-26T14:21:50Z | 2023-06-19T01:59:38Z | 2023-06-19T01:59:38Z | 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. Try and cast a Ineptitude Other on a NON-Player Killer and the reply is... You fail to affect Domestic Servant because you are not a player killer! ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. To be able to Debuff a character when you are not a PKer (but as I recall a NON PKer could not debuff a PKer and so on), I remember being able to debuff my Cook/Alchemist to fail so I could create a Pink Robe for people. I was never a PKer. ### 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/3722/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | not_planned | ACE 79078680 | issue | ||||||
1057186021 | I_kwDOBLalGM4_A2Dl | 3742 | not sure how to fix this | Warloxx01 38050842 | closed | 0 | 3 | 2021-11-18T10:26:12Z | 2021-11-26T18:51:53Z | 2021-11-26T18:51:53Z | 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. Cant really repo this, it happens only once in awhile. Ill go into an area or recall to the lifestone and it acts like its a new ( unexplored ) area and wants to download it. the the blue progress line appears for a few seconds then disappears but leaves the boarder. I have logged out and back in, tried a full new install, nothing works. Please help! I know this is not the place to post this but I cant remember my login for Discard and I cant post as a Guest. Thanks! ### 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. Im not sure how to fix this, I have had this happen to 4 Character over 3 servers. ColdEve, ThistelCrown and now IsparAC. I cant seem to find a command or anything that can help me. I have the most up to date cell, Portal and client that has been indicated to use. not sure what to do. ![Capture1](https://user-images.githubusercontent.com/38050842/142396617-57bdc3b0-f096-47ec-9f60-78020edaf457.JPG) ![Capture](https://user-images.githubusercontent.com/38050842/142396630-7a9c2b69-b0a0-47a1-909c-d5e8f5a47d37.JPG) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3742/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
1484798162 | PR_kwDOBLalGM5EzH4U | 3935 | Bump Newtonsoft.Json from 13.0.1 to 13.0.2 | dependabot[bot] 49699333 | closed | 0 | 3 | 2022-12-08T14:46:46Z | 2022-12-08T16:32:48Z | 2022-12-08T16:32:47Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3935 | Bumps [Newtonsoft.Json](https://github.com/JamesNK/Newtonsoft.Json) from 13.0.1 to 13.0.2. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/JamesNK/Newtonsoft.Json/releases">Newtonsoft.Json's releases</a>.</em></p> <blockquote> <h2>13.0.2</h2> <ul> <li>New feature - Add support for DateOnly and TimeOnly</li> <li>New feature - Add UnixDateTimeConverter.AllowPreEpoch property</li> <li>New feature - Add copy constructor to JsonSerializerSettings</li> <li>New feature - Add JsonCloneSettings with property to disable copying annotations</li> <li>Change - Add nullable annotation to JToken.ToObject(Type, JsonSerializer)</li> <li>Change - Reduced allocations by reusing boxed values</li> <li>Fix - Fixed MaxDepth when used with ToObject inside of a JsonConverter</li> <li>Fix - Fixed deserializing mismatched JToken types in properties</li> <li>Fix - Fixed merging enumerable content and validate content</li> <li>Fix - Fixed using $type with arrays of more than two dimensions</li> <li>Fix - Fixed rare race condition in name table when deserializing on device with ARM processors</li> <li>Fix - Fixed deserializing via constructor with ignored base type properties</li> <li>Fix - Fixed MaxDepth not being used with ISerializable deserialization</li> </ul> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/4fba53a324c445f06ee08e45a015c346000a7ef2"><code>4fba53a</code></a> Remove prerelease for 13.0.2</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/b15df4b50de66065711d5d613f2531e372297fcf"><code>b15df4b</code></a> Add missing headers</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/789bfd3bbcd3d5e567bcfb57a1d08fb8611adf96"><code>789bfd3</code></a> Update to 13.0.2-beta3</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/b13717a1c13b0747853568f11fc9e2aa0abf4649"><code>b13717a</code></a> Add JsonCloneSettings to disable copy annotations (<a href="https://github-… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3935/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
1596844687 | I_kwDOBLalGM5fLeqP | 3956 | Vendor Product List - Not Visible 100% Visible at Bottom of Window | KevGenJr 90426958 | closed | 0 | 3 | 2023-02-23T13:14:26Z | 2023-02-23T13:41:17Z | 2023-02-23T13:21:41Z | 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 --> 1. Vendor bar located at very bottom of screen. 2. Vendor with more than 4 product lists 3. When the vendor bar is in this location the user cannot select the bottom most option from the list of products. ### 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? --> 1. I would like the list to show in any case. ![VendorList](https://user-images.githubusercontent.com/90426958/220916525-7f3a87fd-c1c4-45c9-84ab-66d57153f3cb.png) ### 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/3956/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
1692736039 | PR_kwDOBLalGM5Pmmri | 3980 | Bump docker/build-push-action from 3 to 4 | dependabot[bot] 49699333 | closed | 0 | 3 | 2023-05-02T16:32:31Z | 2023-05-02T17:52:27Z | 2023-05-02T17:52:25Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3980 | Bumps [docker/build-push-action](https://github.com/docker/build-push-action) from 3 to 4. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/docker/build-push-action/releases">docker/build-push-action's releases</a>.</em></p> <blockquote> <h2>v4.0.0</h2> <blockquote> <p><strong>Note</strong></p> <p>Buildx v0.10 enables support for a minimal <a href="https://slsa.dev/provenance/">SLSA Provenance</a> attestation, which requires support for <a href="https://github.com/opencontainers/image-spec">OCI-compliant</a> multi-platform images. This may introduce issues with registry and runtime support (e.g. <a href="https://redirect.github.com/docker/buildx/issues/1533">Google Cloud Run and AWS Lambda</a>). You can optionally disable the default provenance attestation functionality using <code>provenance: false</code>.</p> </blockquote> <ul> <li>Revert disable provenance by default if not set by <a href="https://github.com/crazy-max"><code>@crazy-max</code></a> in <a href="https://redirect.github.com/docker/build-push-action/pull/784">docker/build-push-action#784</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/docker/build-push-action/compare/v3.3.1...v4.0.0">https://github.com/docker/build-push-action/compare/v3.3.1...v4.0.0</a></p> <h2>v3.3.1</h2> <ul> <li>Disable provenance by default if not set by <a href="https://github.com/crazy-max"><code>@crazy-max</code></a> (<a href="https://redirect.github.com/docker/build-push-action/issues/781">#781</a>)</li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/docker/build-push-action/compare/v3.3.0...v3.3.1">https://github.com/docker/build-push-action/compare/v3.3.0...v3.3.1</a></p> <h2>v3.3.0</h2> <blockquote> <p><strong>Note</strong></p> <p>Buildx v0.10 enables support for a minimal <a href="https://slsa.dev/provenance/">SLSA Provenance</a> attestation, which requires support for <a href="https://github.com/opencontainers/image-spec">OCI-compliant</a> multi-platform images. This may i… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3980/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
1692860778 | PR_kwDOBLalGM5PnBcV | 3997 | Bump Newtonsoft.Json from 13.0.2 to 13.0.3 in /Source | dependabot[bot] 49699333 | closed | 0 | 3 | 2023-05-02T18:03:22Z | 2023-05-03T03:57:06Z | 2023-05-03T03:57:04Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3997 | Bumps [Newtonsoft.Json](https://github.com/JamesNK/Newtonsoft.Json) from 13.0.2 to 13.0.3. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/JamesNK/Newtonsoft.Json/releases">Newtonsoft.Json's releases</a>.</em></p> <blockquote> <h2>13.0.3</h2> <ul> <li>Fix - Fixed parsed zero decimals losing trailing zeroes</li> <li>Fix - Fixed parsed negative zero double losing negative</li> <li>Fix - Fixed null string being reported as String rather than JTokenType.Null</li> </ul> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/0a2e291c0d9c0c7675d445703e51750363a549ef"><code>0a2e291</code></a> Remove prerelease for 13.0.3</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/4949c66c3a6e3824c1d3eed042a6742fb54d1b1f"><code>4949c66</code></a> Update to 13.0.3-beta1</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/57025815e564d36821acf778e2c00d02225aab35"><code>5702581</code></a> Fix: Null String being reported as String rather than JTokenType.Null (<a href="https://redirect.github.com/JamesNK/Newtonsoft.Json/issues/2796">#2796</a>)</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/c908de3017ee32278c5330f715cef0e9733ce9db"><code>c908de3</code></a> Fix not returning negative double from box cache (<a href="https://redirect.github.com/JamesNK/Newtonsoft.Json/issues/2777">#2777</a>)</li> <li><a href="https://github.com/JamesNK/Newtonsoft.Json/commit/2afdccdb6374c9452a9c82929e59967aab49b37f"><code>2afdccd</code></a> Fix parsed decimal losing trailing zeroes (<a href="https://redirect.github.com/JamesNK/Newtonsoft.Json/issues/2769">#2769</a>)</li> <li>See full diff in <a href="https://github.com/JamesNK/Newtonsoft.Json/compare/13.0.2...13.0.3">compare view</a></li> </ul> </details> <br /> [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=Newtonsoft.Json&package-manager=nuget&previous-version=13.… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3997/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull |
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