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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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204489878 | MDU6SXNzdWUyMDQ0ODk4Nzg= | 5 | ACE Chat System | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 4 | 2017-02-01T03:36:34Z | 2017-07-26T16:51:19Z | 2017-07-26T16:51:19Z | MEMBER | StackOverflow had something working in chat, perhaps submit a pull request. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/5/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
204489997 | MDU6SXNzdWUyMDQ0ODk5OTc= | 6 | Characters aren't saved or loaded properly yet from the DB | Mag-nus 10608427 | closed | 0 | TigrisOfGaul 25125434 | 4 | 2017-02-01T03:37:48Z | 2017-02-11T02:28:13Z | 2017-02-11T02:28:13Z | MEMBER | Per Rawaho. This needs looking into. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/6/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205361124 | MDExOlB1bGxSZXF1ZXN0MTA0NjY4MTI0 | 21 | Change password hashing to use scrypt | zbuc 570040 | closed | 0 | 4 | 2017-02-04T17:28:50Z | 2017-03-20T02:20:14Z | 2017-03-20T02:20:14Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/21 | I switched the password hashing over to use libsodium's scrypt implementation. This involved adding a new migration. I noticed that currently the password isn't checked. I started looking into how to implement password checking and it looks like we will probably need to have a launcher to do so. The reason the commit touches so many files is because it also cleans up the files with mixed line endings. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/21/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
205400067 | MDU6SXNzdWUyMDU0MDAwNjc= | 31 | Logs should go to separate window, and filesystem | zbuc 570040 | closed | 0 | 4 | 2017-02-05T04:33:21Z | 2017-05-01T15:13:20Z | 2017-05-01T15:13:20Z | CONTRIBUTOR | Logs should go in a separate window from the main `ACE >>` command prompt so admins aren't frustrated with information stomping commands as they're being typed. Might as well add a `Config.json` option to log them to the filesystem and set verbosity at the same time. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/31/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
218334549 | MDExOlB1bGxSZXF1ZXN0MTEzNTI5NzQ0 | 187 | World fix and fireball test | Forbiddenz 25387933 | closed | 0 | 4 | 2017-03-30T21:33:33Z | 2017-04-01T13:00:44Z | 2017-04-01T13:00:44Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/187 | World Object Fixes + My test Spell firewall - sorta.. so I could test it some more. New AceVector Object. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/187/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
222524134 | MDExOlB1bGxSZXF1ZXN0MTE2NDA1MjE1 | 251 | Added Folders to Project Structure to make maintaining and developing easier | Forbiddenz 25387933 | closed | 0 | 4 | 2017-04-18T19:43:51Z | 2017-05-03T19:10:42Z | 2017-04-19T11:41:56Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/251 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/251/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
236675578 | MDExOlB1bGxSZXF1ZXN0MTI2MTYzMzEz | 390 | Landlbock/Concurrency/Core Functionality Restructure | ddevec 5246554 | closed | 0 | 4 | 2017-06-17T18:09:03Z | 2017-06-20T02:00:12Z | 2017-06-20T01:54:25Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/390 | Note: This branch builds upon the "Player" name fix, and "CreatureVital" branches. If they're merged I'll rebase and recreate this pull. Note: This branch also includes Og's "MoveTo" operations. The overall goal of this branch is to restructure our main-game logic in a manner that safely allows parallelism, without complex locking schemes. The overall idea of this restructure can be summarized as follows: - Physics, Movement, and Game Logic updates are done in their own phases, each phase is executed to completion before the next begins. - Within the GameLogic phase, WorldObjects are updated in parallel, but updates lock-free operations with these mechanics: -- WorldObjects can only read/modify their own state on their own turn to "Act" -- Communication between WorldObjects is allowed by having the Landblock forward "Actions" between the WorldObjects. To facilitate this design I've added several classes (IActions, IActors, ActionChains) that encapsulate this functionality. A more detailed list of the behaviors is below. Overall summary: All work happens from UpdateWorld() thread in WorldManager Outline of framework for physics position updates. Added work managing infrastructure: Actions -- Remove busy-waiting/polling Parallelism handled as follows: - All motion (will be) calculated by the physics engine (based on requests done in the object update phase) - After calculated, all motion is updated sequentially in the UpdateWorld function - All landblocks update any objects within them through Actions on an ActionQueue -- Landblocks are acted on in parallel -- Objects within landblocks act sequentially - Any action on an object may only read/modify the object its acting on -- Exception - position information - guaranteed not to change by above points -- Any cross-object interactions must be done by queueing an action on the other object with data passed (This is currently handled by delegate/lambda functions within the action infrastructure, but could be co-routines, … | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/390/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
244731111 | MDExOlB1bGxSZXF1ZXN0MTMxODE5NjE4 | 472 | Changed Workmanship | LtRipley36706 11369233 | closed | 0 | 4 | 2017-07-21T17:14:56Z | 2017-07-23T02:31:11Z | 2017-07-22T06:04:48Z | MEMBER | 0 | ACEmulator/ACE/pulls/472 | Changed the way Workmanship is set to not always be 0. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/472/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
246659317 | MDExOlB1bGxSZXF1ZXN0MTMzMTc1MzEx | 482 | Add Cow object | LtRipley36706 11369233 | closed | 0 | 4 | 2017-07-31T06:44:19Z | 2018-02-10T19:56:22Z | 2017-08-06T21:27:04Z | MEMBER | 0 | ACEmulator/ACE/pulls/482 | * NOTE: The following changes require ACE-World database v0.1.8 or newer... * Added NpcLooksLikeObject check for Creature assessment profile fix provided by @OptimShi. * Moved Default do nothing UseDone to WorldObject and removed it from GenericObject. * Added Cow weenie object. * Added Cow, Creature, and Container to the WorldObjectFactory. * Say Hi to the cow in Holtburg. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/482/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
249430547 | MDExOlB1bGxSZXF1ZXN0MTM1MTg3NjE0 | 490 | Minor changes to Book weenie | LtRipley36706 11369233 | closed | 0 | 4 | 2017-08-10T18:08:11Z | 2018-02-10T19:56:21Z | 2017-08-11T18:43:53Z | MEMBER | 0 | ACEmulator/ACE/pulls/490 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/490/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
330991743 | MDExOlB1bGxSZXF1ZXN0MTkzODM5OTg3 | 820 | Add a configurable property storing database to resolve issue #753 | EvanMerlock 20762705 | closed | 0 | 4 | 2018-06-10T18:36:17Z | 2018-06-21T01:58:32Z | 2018-06-21T01:58:18Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/820 | This PR adds a fourth (optional) database that contains 4 tables - `bool_stat`, `int_stat`, `float_stat`, and `string_stat`, one for each type of property that can be implemented in the current model. The original issue ( #753 ) mentions a few options that could initially be configured. I have implemented properties for the vitae penalty on death, the minimum vitae value, a flat XP modifier applied to both `GainXP` and `EarnXP` and a flat luminance modifier applied to `GainLuminance`. The fourth database is completely optional, with the server warning an owner that they should use the SQL provided to create a new database but not forcing the server owner to deal with it. It pulls default values for properties from a `Dictionary` for each property type that is stored in the `DefaultPropertyManager` class. The server caches values from the database and updates them on a 5 minute timer, where it persists the variables modified from the console or in-game into the database before pulling variables from the database. This PR also adds admin commands and console commands `fetch<Type>` and `modify<Type>` to work with the properties while the server is running from the game, as well as `resyncvariables` which will pause the timer and resync the database and cached variables. Since I'm not completely well acquainted with the codebase yet, I put in the properties I thought were the easiest for me personally to implement, but the process for implementing new properties is: 1. Locate and extract the property into a `private` variable (preferably `static` as well) 2. Create a unique name for the property 3. In the `DefaultPropertyManager` class, add a tuple into the appropriate `ToDict` call for the datatype the property is that has the default value 4. Replace the `get` method on the property with one calling `PropertyManager.Get<Type>(propertyName)` The approach I used in developing this patch was to avoid user intervention temporarily, and as such there are tradeoffs involved. 1. The database is c… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/820/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
339985807 | MDExOlB1bGxSZXF1ZXN0MjAwNTA3MDM0 | 867 | Fix for using recipe items located in Packs | OptimShi 26606778 | closed | 0 | 4 | 2018-07-10T19:59:22Z | 2020-06-15T20:59:02Z | 2018-07-11T22:03:50Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/867 | This addresses Issue #779 To test: * /ci 8327 (Gold Pea) * /ci 8283 (Splitting Tool) * /ci 136 (Pack) * Place these items in the Pack. * Use the Splitting Tool on the Gold Pea in Pack. Gold Pea should be removed and Gold Scarabs placed in main backpack. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/867/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
348550681 | MDU6SXNzdWUzNDg1NTA2ODE= | 930 | Alter Shard Schema to avoid record caps based on uint32 | LtRipley36706 11369233 | closed | 0 | Mag-nus 10608427 | 4 | 2018-08-08T02:20:28Z | 2020-01-05T18:48:33Z | 2020-01-05T18:48:32Z | MEMBER | As of writing in ACE the following tables for characters have a cap of UINT32.MaxValue ``` CharacterPropertiesContract = new HashSet<CharacterPropertiesContract>(); CharacterPropertiesFillCompBook = new HashSet<CharacterPropertiesFillCompBook>(); CharacterPropertiesFriendList = new HashSet<CharacterPropertiesFriendList>(); CharacterPropertiesQuestRegistry = new HashSet<CharacterPropertiesQuestRegistry>(); CharacterPropertiesShortcutBar = new HashSet<CharacterPropertiesShortcutBar>(); CharacterPropertiesSpellBar = new HashSet<CharacterPropertiesSpellBar>(); CharacterPropertiesTitleBook = new HashSet<CharacterPropertiesTitleBook>(); ``` Each of these tables has the following first column ``` `id` int(10) unsigned NOT NULL AUTO_INCREMENT COMMENT 'Unique Id of this Property', ``` and that column is the primary key ``` PRIMARY KEY (`id`), ``` A way to avoid that problem, assuming Entity Framework supports it, is to change the primary key to a composite of multiple columns within the table that could be used as a unique record identifier For example, in contracts table ``` PRIMARY KEY (`character_Id`, `contract_Id`), ``` Ideally, any table in shard might want to convert to composite keys but the most critical to start with would be the enchantment registry table as that one as the most churn I believe. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/930/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
356595026 | MDExOlB1bGxSZXF1ZXN0MjEyODE1NTI5 | 998 | ActionQueue/Tick updates | Mag-nus 10608427 | closed | 0 | 4 | 2018-09-03T20:32:39Z | 2018-09-06T11:37:29Z | 2018-09-06T11:34:32Z | MEMBER | 0 | ACEmulator/ACE/pulls/998 | The global LandblockActionQueue has been removed from WorldManager. This ran almost every action queue for all World Objects. Landblocks are no longer IActors Now, Landblocks Tick, and in turn, Tick the World Objects that they own. WorldObjects contain their own ActionQueues. Previously, their action queue was a nested action queue. This just removes one of the layers. The WorldObject.Tick will run it's own actions, and also check and run it's heartbeat. Containers will propegate Ticks to it's contained items. Creatures will propegate Ticks to it's equipped items. Tick and Heartbeat are virtual. A player can add items to it's Heartbeat, then call it's base (creature), which calls its base (container) which calls it's base (world object). ** THIS IS A MAJOR CHANGE AND REQUIRES PLAY TESTING ** TODO in a following PR: Remove DelayManager from WorldManager | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/998/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
389076663 | MDU6SXNzdWUzODkwNzY2NjM= | 1128 | Floating NPC multiple clients | MiachofTD 24981658 | closed | 0 | 4 | 2018-12-09T23:20:13Z | 2018-12-23T22:30:48Z | 2018-12-23T22:30:48Z | 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. Not sure how to reproduce as it happens off and on so far. But what has shown the problem for me is to have two clients logged in (on same computer) and one will see the NPC just fine (standing and will face you when using) the other client will see the NPC floating as if just dropped onto the ground but just didn't finish. Also note that both clients have the one seeing the floating NPC not in the correct position. One player is viewing the other player in the wrong spot. See attached video. ### The log given by the failure. No logs created by the server ### Desired functionality. All clients should see the NPC on the ground and should rotate to face the person using the NPC. All clients should see the characters in the correct spots. ### Mention any other details that might be useful. Attached video for reference - https://youtu.be/2l5Plx-3pZA | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1128/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
393696449 | MDU6SXNzdWUzOTM2OTY0NDk= | 1173 | Server box rapid errors when attacking Crystal Spur | MiachofTD 24981658 | closed | 0 | 4 | 2018-12-22T19:11:22Z | 2018-12-28T19:42:20Z | 2018-12-28T19:42:20Z | 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 --> Attack a crystal spur on open landscape. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> Will add to comment as it is quite long. ### 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 --> Please see attached video - https://youtu.be/NHEnDA015yg | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1173/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
395707121 | MDU6SXNzdWUzOTU3MDcxMjE= | 1225 | Casting Magic that is on items | Warloxx01 38050842 | closed | 0 | gmriggs 8909245 | 4 | 2019-01-03T20:05:18Z | 2019-01-10T02:46:12Z | 2019-01-10T02:46:12Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. I found that trying to cast spells from items such as the Imp Staff like (Priest's Curse / ID 2814) that is built into the Staff crashes the server. ### The log given by the failure. Appears in the ACE_Log.txt file 2019-01-03 15:02:56,898 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id AAB2FFFE in Cell ### 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/1225/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
402462632 | MDU6SXNzdWU0MDI0NjI2MzI= | 1358 | War Magic Against Non Player Killers | cyberkiller6 37782527 | closed | 0 | gmriggs 8909245 | 4 | 2019-01-23T22:41:52Z | 2019-01-28T00:00:51Z | 2019-01-28T00:00:51Z | 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. Hit another non player kill character with war magic. ### The log given by the failure. ### Desired functionality. You should get a message saying you hit the person, but no damage was done because they are a non player killer. ### Mention any other details that might be useful. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1358/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
433055507 | MDU6SXNzdWU0MzMwNTU1MDc= | 1733 | Monsters fall off ledges when they should not. | fartwhif 3317737 | closed | 0 | 4 | 2019-04-15T00:54:46Z | 2019-11-16T01:03:51Z | 2019-11-16T01:03:51Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. - Enter OP BSD with any character. - Drill your way to the bottom - get to the end - destroy a horde of cats ### Expected result - Most if not all cats are to be restrained to their upper perches ### Actual result - A gigantic horde of cats all funnel towards you, either from bottom level or from top level, falling off their ledges, the ones on top level are not restrained by their upper level edges. ### Other details - i may be remembering wrong, don't remember fighting them, and mistook the virindi forbeing restrained, for the cats - i remember being relieved that some of them are restrained by the ledge - i could be mistaken about which crew was the restrained one, might have been the virindi | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1733/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
435988213 | MDExOlB1bGxSZXF1ZXN0MjcyNTc1NDkz | 1785 | network layer reduction | fartwhif 3317737 | closed | 0 | fartwhif 3317737 | 4 | 2019-04-23T04:01:32Z | 2019-04-23T23:11:35Z | 2019-04-23T23:11:35Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1785 | - [x] Combine as many classes as possible without violating KISS or "the pattern" - [x] Implement I/O queues - [ ] Test mass connections and correct shortcomings of the implementation during extreme conditions - [ ] To prevent flooding, Implement inbound session packet governor and find threshold - proportionate to number of sessions? - [ ] To prevent flooding, Implement `ProcessFragment` governor and find threshold - proportionate to number of sessions? - [ ] `ProcessFragment` needs to be a producer for game loop consumer, game loop consumer pull X number of messages to keep server loop tight (500? 1000? more?) - [ ] S2C Retransmission request fulfillment, or C2S NAK, needs to have complexity added - if the packet being retransmitted contains physics data, that physics data needs to be replaced with the latest version sent if the latest version is not the one in the original packet. - [ ] Outbound queue needs an independent consumer thread, there should be no reason to send via game loop in bursts every game iteration, outbound can be constant - process outbound messages to players - add messages to outbound packets until 484 size reached or every 66ms - continue creating packets until outbound cleared - Outbound fragment bundling needs to be reduced to a single collection, as it adds unnecessary complexity at the cost of readability, understandability, and changeability without actually adding any benefit or working towards a required specification or towards an architectural norm. Since outbound queue will be sent by the fluidity of the independent consumer thread combined with the capabilities of the average modern internet connection fragment prioritization by queue or any other need for grouping them together is probably not needed, but I could be mistaken. Comments about this are most welcome. - [ ] Sessions should only be created upon authentication success, reducing the abuse potential and increasing network layer fitness. - the cookie in the cookie ex… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1785/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||
446766312 | MDU6SXNzdWU0NDY3NjYzMTI= | 1922 | Item Proc'ing - Needs to be corrected for Alchemical Throwning Phials to work | ghost 10137 | closed | 0 | gmriggs 8909245 | 4 | 2019-05-21T18:38:51Z | 2019-06-25T22:49:45Z | 2019-06-25T22:49:45Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Use a weapon with a ProcSpell that is a debuff with a character that doesn't have the associated magic skill trained. Item ProcSpell will most likely be resisted, in current master. ### The log given by the failure. No server log given by the failure ### Desired functionality. wielder.TryCastSpell(spell, target, wielder) in TryProcItem() in WorldObject_Weapon.cs should be changed to TryCastSpell(spell, target, this) to allow the the proc'ed spell to be cast from the perspective of the item and its own ItemSpellCraft, rather than the item's wielder. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1922/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
470826635 | MDExOlB1bGxSZXF1ZXN0Mjk5NjY2NDY3 | 2146 | Added configurable 'player_save_interval' seconds property | dgarson 2904834 | closed | 0 | 4 | 2019-07-21T21:26:32Z | 2019-07-31T06:05:26Z | 2019-07-31T06:05:26Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/2146 | Adds a new configuration property for the number of minutes between the automatic save of player characters. This is in response to the the feature request in https://github.com/ACEmulator/ACE/issues/1621 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2146/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
482585037 | MDExOlB1bGxSZXF1ZXN0MzA4ODI5NjQx | 2260 | Add global configuration for SpellComponentsRequired | LtRipley36706 11369233 | closed | 0 | 4 | 2019-08-20T00:16:04Z | 2019-08-21T00:02:35Z | 2019-08-20T23:58:15Z | MEMBER | 0 | ACEmulator/ACE/pulls/2260 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2260/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
521293376 | MDExOlB1bGxSZXF1ZXN0MzM5Njk5Mzc4 | 2412 | Added NoAccess as an AccessLevel | TheKnobGoblin 51647865 | closed | 0 | 4 | 2019-11-12T02:37:57Z | 2019-11-12T14:22:06Z | 2019-11-12T14:22:06Z | NONE | 0 | ACEmulator/ACE/pulls/2412 | Accounts set to AccessLevel 0 will now be rejected. 0 - NoAccess 1 - Player 2 - Advocate 3 - Sentinel 4 - Envoy 5 - Developer 6 - Admin Useful for servers that require email validation before a player can login. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2412/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
532381289 | MDExOlB1bGxSZXF1ZXN0MzQ4NjQyMjE4 | 2492 | Null mana c | harliq 30803300 | closed | 0 | 4 | 2019-12-04T01:29:59Z | 2019-12-10T23:29:34Z | 2019-12-10T23:29:34Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2492 | Nulling ManaC for appraisal | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2492/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
540537311 | MDExOlB1bGxSZXF1ZXN0MzU1MzMyNDQx | 2551 | LootFactory Simulator | harliq 30803300 | closed | 0 | 4 | 2019-12-19T20:15:07Z | 2019-12-30T19:05:13Z | 2019-12-30T19:05:13Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2551 | This update now has a new command to simulate corpses based on a DID. New Command is ```testlootgencorpse <DID> <# of Corpses to generate>``` Example: ```testlootgencorpse 998 1099``` Following is a list of DeathTreasure DID's for all creatures in ACE database currently (thanks Optim) [DeathTreasureDIDs](https://github.com/harliq/AceWiki/blob/master/other/Monster%20DeathTreasure%20DIDs.txt) or here: [Optim's Death Treasure DID List](http://ac.yotesfan.com/loot/death_treasure_did.php) Also stats have a new format, and now the summary is below the weapons tables Example of Summary Table ``` Treasure Items ---- Armor=546 MeleeWeapon=321 Caster=157 MissileWeapon=259 Jewelry=441 Gem=370 Clothing=320 Generic Items ---- Food=520 SpellComps=70 Keys=75 ManaStones=50 Pets=179 EncapSpirits=21 Scrolls=128 Potions=220 Healing Kits=66 Level 8 Comps=107 DinnerWare=264 Misc=0 Other=252 NullCount=0 Total Found=4366 TotalGenerated=4366 Drop Rates ---- Armor= 12.50573% MeleeWeapon= 7.352267% Caster= 3.595969% MissileWeapon= 5.932203% Jewelry= 10.10078% Gem= 8.474577% Clothing= 7.329363% Other=5.771873% Pets Ratings Stats ---- Over 100 = 0 Over 90 = 0 Over 80 = 0 Over 70 = 1 Over 60 = 10 Total Pets Generated = 179 Mana capacity across all items Min=300 Max=14247 Avg Mana=8442 Min Items on a corpse = 2, Max Items on coprse = 7 LootFactory Simulator --------------------- Loot profile 228 (a Tier 7 profile) from DID 998 was used for creating 1000 corpses. A total of 4366 unique items were generated. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2551/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
551208587 | MDExOlB1bGxSZXF1ZXN0MzYzOTcxNjcz | 2625 | Switch delayed LogOut_Inner due to PKLogoutActive to PlayerManager.Tick | LtRipley36706 11369233 | closed | 0 | 4 | 2020-01-17T05:33:05Z | 2020-02-29T22:01:50Z | 2020-02-12T05:44:55Z | MEMBER | 0 | ACEmulator/ACE/pulls/2625 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2625/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
554255295 | MDU6SXNzdWU1NTQyNTUyOTU= | 2652 | Monster plants | Warloxx01 38050842 | closed | 0 | 4 | 2020-01-23T16:10:03Z | 2020-02-08T20:44:47Z | 2020-02-08T20:44:47Z | 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. When handing the "Stacked" seeds to Sara Sen in Mayoi she reads the stack as 1 seed. Add 5 Yellow Monster seeds (31686) and stack them and hand them to Sara. Works fine if you hand them to her one at a time. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. Either she reads that stack as 5 or like the ancient trinkets take one and hand the rest back till they are gone. 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/2652/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
560423217 | MDExOlB1bGxSZXF1ZXN0MzcxNDE1Nzky | 2691 | Step 1. Add new adapter classes and models | Mag-nus 10608427 | closed | 0 | 4 | 2020-02-05T14:51:39Z | 2020-02-14T14:10:55Z | 2020-02-14T14:10:34Z | MEMBER | 0 | ACEmulator/ACE/pulls/2691 | All classes and objects added are in new namespaces. This add has 0 interraction on existing ACE code. This sets the groundwork for Step 2. Moving World DB caching to the new models | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2691/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
583196681 | MDExOlB1bGxSZXF1ZXN0Mzg5OTkxMDIx | 2828 | [WIP -Debug] debugging bad weenie scrolls | harliq 30803300 | closed | 0 | 4 | 2020-03-17T17:59:34Z | 2020-03-23T17:10:03Z | 2020-03-23T17:10:02Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2828 | For catching bad scrolls/weenies | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2828/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
624472389 | MDExOlB1bGxSZXF1ZXN0NDIyODg2ODEw | 2998 | fix minor off-by-1 numbers | gmriggs 8909245 | closed | 0 | 4 | 2020-05-25T20:26:15Z | 2020-05-31T23:20:09Z | 2020-05-31T23:20:09Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/2998 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2998/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
800971195 | MDExOlB1bGxSZXF1ZXN0NTY3MzY3ODM0 | 3446 | Add support for servers to periodically communicate with external services | amoeba 563 | open | 0 | 4 | 2021-02-04T06:18:53Z | 2021-02-09T00:23:06Z | CONTRIBUTOR | 1 | ACEmulator/ACE/pulls/3446 | Hey all, I was talking about something I've built with @LtRipley36706 the other day and he thought other devs would be interested in seeing a PR so here it is: It would be really interesting if ACE servers could communicate with external services. There's been a ton of discussion about _how_ to do this, going back to https://github.com/ACEmulator/ACE/issues/718. Providing an HTTP API is a really powerful idea but presents a ton of problems such as rate limiting, running read-only replicas of the database, and so on. A lighter weight and simpler approach is to have ACE servers _send_ any information to external services periodically. The biggest downside here is that the feature only works if the external service stays available. What I've done here is created a new `*Manager` class called `HeartbeatManager` that based on code that already existed in ACE that sends a JSON payload to a configurable HTTP endpoint at a configurable interval. Think [webhook](https://en.wikipedia.org/wiki/Webhook). The immediate thing ACE servers could do with this is broadcast whether the server is up and how many players are online to services such as https://treestats.net. People are very interested in how many players are on each server but the TreeStats way of tracking [server populations](https://treestats.net/player_counts/) requires players on each server to run my Decal plugin. And even then, the temporal resolution of the population data depends on how many players are running the plugin. With my system here, ACE servers could send their `OnlineCount` to TreeStats at intervals and we'd all have much better data to look at. Some notes: 1. This PR isn't done, I'm having some issues figuring out default values in the config 2. The payload is hardcoded to send `WorldName` and `OnlineCount` but I think we could find some easy way to let users configure the Manager to send more info such as any config properties (xp rate, pk/npk, etc) or even information obtained from database queries such as total characters. 3… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3446/reactions", "total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
837301787 | MDU6SXNzdWU4MzczMDE3ODc= | 3509 | Rynthid Tentacle Bow (id: 51988) is not typed as a missile weapon. | BRhodes 15310563 | closed | 0 | 4 | 2021-03-22T04:26:21Z | 2021-03-26T04:14:38Z | 2021-03-26T04:14:38Z | 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. <!-- Please list the steps to reproduce a bug here --> Acquire any Rynthid Bow ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> No log, just a weird calculation issue occurs in DamageEvent.GetBaseDamage(Player attacker) ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> Rynthid Tentacle Bow has type of Missile Weapon. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> The query below should pull back all missile weapons that aren't correctly marked as such in the weenie DB. There appears to only be 1. On sever side, the typing on the bow as a generic object causes neither the DamageBonus or the ElementalDamageBonus to apply when dealing damage. select * from weenie as w join weenie_properties_float as wf on wf.object_id = w.class_id and wf.type = 63 // 63 is Damage mod, so *should pull back all missile weapons that are worth their salt where w.type != 3 // 3 is missile weapons, this ones are already labeled appropriately! and wf.value != 1; // Check to see if the damage mod isn't 1, a lot of odd weapons have a damage mod of 1 for some reason. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3509/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
1509861293 | PR_kwDOBLalGM5GJaDH | 3944 | Server setting to enable substituting legendary key rewards emotes | Gordian3 1765994 | open | 0 | 4 | 2022-12-23T23:57:20Z | 2023-07-15T16:30:00Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/3944 | This PR provides a server setting "award_wcid_for_legendary" that allows for substitution of legendary keys with the provided WCID. For instance, a server offering legendary keys for sale on a vendor for 1 MMD per pull may set this to 20630. This allows players to not have to deal with large numbers of unstackable legendary keys from Kill Tasks and other quests. Another option would be Promissory Notes (43901). The server operator can provide any WCID but generally it would be something stackable. This change only impacts emote based giving. It does not change any looting of legendary keys from corpses or chests such as at the casinos. The default option is "0" which is interpreted as disabled so there is no substitution. The actual rewards to users depend a bit on how the quest emotes are configured. If they offer 5 rewards, each of 1 Aged Legendary Key, then the player would get 5 different of the substituted item. You can see this in the Tou Tou KTs. For Frozen Valley Gurog, it is a singe reward of multiple keys. In this case the new items (promissory notes in this case) are stacked. At Hoshino's the Durable keys become stacks of 10 of the item. ![AgedLegendaries_grp_5](https://user-images.githubusercontent.com/1765994/209414274-24b34a21-ab7f-4838-baeb-87143fe3fbd7.png) ![AgedLegendaries_grp_5_log](https://user-images.githubusercontent.com/1765994/209414281-f149e9c3-ebca-45df-8d93-a9afd0d24e03.png) ![DurableKey_subst_reward](https://user-images.githubusercontent.com/1765994/209414291-5aa9c23e-2d14-4c4f-9d55-b86dba5d88aa.png) ![DurableKey_subst_reward_log](https://user-images.githubusercontent.com/1765994/209414298-ef95ec1e-d45e-4011-89ae-6dad5529f34a.png) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3944/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
1649369022 | I_kwDOBLalGM5iT1-- | 3962 | Dark Isle - Black Coral - Fail to Merge to inventory | KevGenJr 90426958 | closed | 0 | 4 | 2023-03-31T13:35:07Z | 2024-03-13T17:54:41Z | 2024-03-13T17:54:41Z | 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. Go to Dark Isle 2. Pick up Black Coral at beach 3. At some point > 1 when you try to pick the Black Coral up ![BlackCoral_Bug](https://user-images.githubusercontent.com/90426958/229133621-c804e523-c40c-43e3-877a-1070d30790bd.png) ### The log given by the failure. <!-- Normally this includes a stack trace and some other information about the failure. --> The Black Coral can't be merged Source stack not found! ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> If stack is = full, start new stack in inventory. NOTE: My inventory bar looks full but I have 4 empty slots at the bottom. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> I AM IN THE MIDDLE OF SOCIETY DAILYS, MAYBE SOMETHING TO DO WITH IT? If there is an issue with the image, shoot me a PM on Discord: Catastrophie#6212 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3962/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 | ||||||
1692999053 | PR_kwDOBLalGM5PnfSk | 4001 | Bump Microsoft.EntityFrameworkCore from 6.0.7 to 6.0.16 in /Source | dependabot[bot] 49699333 | closed | 0 | 4 | 2023-05-02T19:42:27Z | 2023-05-03T04:43:31Z | 2023-05-03T04:43:29Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/4001 | Bumps [Microsoft.EntityFrameworkCore](https://github.com/dotnet/efcore) from 6.0.7 to 6.0.16. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/dotnet/efcore/releases">Microsoft.EntityFrameworkCore's releases</a>.</em></p> <blockquote> <h2>EF Core 6.0.16</h2> <p>This is a <a href="https://www.nuget.org/packages/Microsoft.EntityFrameworkCore/6.1.16">patch release of EF Core 6.0</a> containing only updates to dependencies. There are no additional fixes in this release beyond those already shipped in EF Core 6.1.15.</p> <h2>EF Core 6.0.15</h2> <p>This is a <a href="https://www.nuget.org/packages/Microsoft.EntityFrameworkCore/6.1.15">patch release of EF Core 6.0</a> containing only updates to dependencies. There are no additional fixes in this release beyond those already shipped in EF Core 6.1.14.</p> <h2>EF Core 6.0.14</h2> <p>This is a <a href="https://www.nuget.org/packages/Microsoft.EntityFrameworkCore/6.1.14">patch release of EF Core 6.0</a> containing only updates to dependencies. There are no additional fixes in this release beyond those already shipped in EF Core 6.1.13.</p> <h2>EF Core 6.0.13</h2> <p>This is a <a href="https://www.nuget.org/packages/Microsoft.EntityFrameworkCore/6.1.13">patch release of EF Core 6.0</a> containing only updates to dependencies. There are no additional fixes in this release beyond those already shipped in EF Core 6.1.12.</p> <h2>EF Core 6.0.12</h2> <p>This is a <a href="https://www.nuget.org/packages/Microsoft.EntityFrameworkCore/6.0.12">patch release of EF Core 6.0</a> containing only <a href="https://github.com/dotnet/efcore/issues?q=is%3Aissue+milestone%3A6.0.12+is%3Aclosed">important bug fixes</a>:</p> <ul> <li><a href="https://redirect.github.com/dotnet/efcore/issues/29204">string.IndexOf throws NullReferenceException when applied on the result of a DbFunction </a></li> <li><a href="https://redirect.github.com/dotnet/efcore/issues/27954">Function StoreType is ignored for DateTime</a></li> <li><a href="https://redirect.github.com/do… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4001/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
1696586787 | PR_kwDOBLalGM5PzwKc | 4002 | Switch to System.Text.Json | LtRipley36706 11369233 | closed | 0 | 4 | 2023-05-04T19:34:48Z | 2023-12-21T19:15:38Z | 2023-12-21T19:15:38Z | MEMBER | 0 | ACEmulator/ACE/pulls/4002 | Removed Newtonsoft.Json and DouglasCrockford.JsMin Existing installs appear to be compatible. Need to test compatibility with importing and exporting JSON files, "out of the box" setup, and verify changes do not break shared projects such as aclogview, ACViewer, GDLCacheBinParser to the extent that they use any of the shared common projects. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4002/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
1708670657 | PR_kwDOBLalGM5QcRFK | 4003 | Mysqlconnector3919: Fix auto update issues that arise in newer versions of MariaDb | alissa0 7436154 | closed | 0 | 4 | 2023-05-13T16:12:31Z | 2023-07-01T07:58:57Z | 2023-07-01T07:58:56Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/4003 | When setting up a new dev environment recently I encountered the same issue described in #3919 Some cursory research lead me to a discussion about this on [Stack Overflow](https://stackoverflow.com/questions/74060289/mysqlconnection-open-system-invalidcastexception-object-cannot-be-cast-from-d) I decided to implement MySqlConnector as an alternative to MySql.Data, but it wasn't a drop-in replacement as it lacks support for the MySqlScript methods (including the StatementExecuted event) so some light refactoring had to be done. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4003/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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