html_url,issue_url,id,node_id,user,created_at,updated_at,author_association,body,reactions,performed_via_github_app,issue https://github.com/ACEmulator/ACE/pull/121#issuecomment-287252812,https://api.github.com/repos/ACEmulator/ACE/issues/121,287252812,MDEyOklzc3VlQ29tbWVudDI4NzI1MjgxMg==,26334665,2017-03-17T02:51:34Z,2017-03-17T02:51:34Z,CONTRIBUTOR,Known Issue: Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914 https://github.com/ACEmulator/ACE/pull/121#issuecomment-287511136,https://api.github.com/repos/ACEmulator/ACE/issues/121,287511136,MDEyOklzc3VlQ29tbWVudDI4NzUxMTEzNg==,10608427,2017-03-18T02:44:38Z,2017-03-18T02:44:38Z,MEMBER,"Landblock.cs, line 289. Needs to be changed from > to >= movedObjects = movedObjects.Where(p => p.LastUpdatedTicks > p.LastMovementBroadcastTicks).ToList(); // flag them as updated now in order to reduce chance of missing an update movedObjects.ForEach(m => m.LastMovementBroadcastTicks = WorldManager.PortalYearTicks); What's happening is a player is moving on the same PortalYearTick, right before Landblock.UseTime is called. When this happens, the > fails, and the cobject isn't processed as a move. That move gets skipped over. Even though you set the LastMove to PortalYearTicks to indicate the object as processed, the next time UseTime is called, it's impossible for PortalYearTicks to have the same value as the previous call, thus, the >= won't be called in duplicate/error.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914 https://github.com/ACEmulator/ACE/pull/121#issuecomment-287548276,https://api.github.com/repos/ACEmulator/ACE/issues/121,287548276,MDEyOklzc3VlQ29tbWVudDI4NzU0ODI3Ng==,10608427,2017-03-18T14:02:39Z,2017-03-18T14:02:39Z,MEMBER,"Landblock.cs UseTime() needs a Thread.Sleep(1) as the last line of the While() loop. We also have variables that are being referenced across multiple threads. WorldObject.LastUpdateTicks and MutableWorldObject.LastMovementBroadcastTicks... I'm gonna think about this some more today.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914