# issues

node_id: PR_kwDOBLalGM5n0qoL
title: Oops, I fucked it up and submitted wrong direction
state: closed
created_at: 2024-02-24T15:48:46Z
updated_at: 2024-02-24T16:59:10Z
closed_at: 2024-02-24T16:59:10Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/4121
type: pull
reactions:
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node_id: PR_kwDOBLalGM5n1ZuG
title: Add use_portal_max_level_requirement server property
state: closed
created_at: 2024-02-25T06:18:18Z
updated_at: 2024-03-13T17:50:59Z
closed_at: 2024-03-13T17:50:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4122
type: pull
body:
  This is a minor change adding a server property to optionally disable the maximum level restriction on portals. Other restrictions are unaffected by this property.

  Server owners can use this property to enable access to certain legacy content that is otherwise practically inaccessible, such as dungeons and quests associated with retired starter towns.

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node_id: PR_kwDOBLalGM5n-swq
title: Bump MSTest.TestFramework from 3.2.1 to 3.2.2 in /Source
state: closed
created_at: 2024-02-26T23:42:55Z
updated_at: 2024-03-15T04:53:24Z
closed_at: 2024-03-15T04:53:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4123
type: pull
body:
  Bumps [MSTest.TestFramework](https://github.com/microsoft/testfx) from 3.2.1 to 3.2.2.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/microsoft/testfx/releases">MSTest.TestFramework's releases</a>.</em></p>
  <blockquote>
  <h2>v3.2.2</h2>
  <p>See the release notes <a href="https://github.com/microsoft/testfx/blob/main/docs/Changelog.md#322---2024-02-22">here</a>.</p>
  </blockquote>
  </details>
  <details>
  <summary>Changelog</summary>
  <p><em>Sourced from <a href="https://github.com/microsoft/testfx/blob/main/docs/Changelog.md">MSTest.TestFramework's changelog</a>.</em></p>
  <blockquote>
  <h2>[3.2.2] - 2024-02-22</h2>
  <p>See full log <a href="https://github.com/microsoft/testfx/compare/v3.2.1...v.3.2.2">here</a></p>
  <h3>Fixed</h3>
  <ul>
  <li>[rel/3.2] Workaround harmless MSBuild warning in VS by <a href="https://github.com/Evangelink"><code>@​Evangelink</code></a> in <a href="https://redirect.github.com/microsoft/testfx/pull/2350">#2350</a></li>
  <li>[rel/3.2] Fix analyzers doc link by <a href="https://github.com/Evangelink"><code>@​Evangelink</code></a> in <a href="https://redirect.github.com/microsoft/testfx/pull/2362">#2362</a></li>
  <li>Assert.AreEqual allow IEquatable<!-- raw HTML omitted --> for actual and expected by <a href="https://github.com/Evangelink"><code>@​Evangelink</code></a> in <a href="https://redirect.github.com/microsoft/testfx/pull/2382">#2382</a></li>
  <li>Fix msbuild integration (<a href="https://redirect.github.com/microsoft/testfx/issues/2389">#2389</a>) by <a href="https://github.com/MarcoRossignoli"><code>@​MarcoRossignoli</code></a> in <a href="https://redirect.github.com/microsoft/testfx/pull/2395">#2395</a></li>
  <li>Remove the <code>TestingPlatformServer</code> if the runner is disabled (<a href="https://redirect.github.com/microsoft/testfx/issues/2409">#2409</a>) by <a href="https://github.com/MarcoRossignoli"><code>@​MarcoRossignoli</code></a> in <a href="https://redirect.github.com/microsoft/testfx/pull/2410">#2410</a></li>
  </ul>
  <h3>Artifacts</h3>
  <ul>
  <li>MSTest: <a href="https://www.nuget.org/packages/MSTest/3.2.2">3.2.2</a></li>
  <li>MSTest.TestFramework: <a href="https://www.nuget.org/packages/MSTest.TestFramework/3.2.2">3.2.2</a></li>
  <li>MSTest.TestAdapter: <a href="https://www.nuget.org/packages/MSTest.TestAdapter/3.2.2">3.2.2</a></li>
  <li>MSTest.Analyzers: <a href="https://www.nuget.org/packages/MSTest.Analyzers/3.2.2">3.2.2</a></li>
  <li>Microsoft.Testing.Extensions.CrashDump: <a href="https://www.nuget.org/packages/Microsoft.Testing.Extensions.CrashDump/1.0.2">1.0.2</a></li>
  <li>Microsoft.Testing.Extensions.HangDump: <a href="https://www.nuget.org/packages/Microsoft.Testing.Extensions.HangDump/1.0.2">1.0.2</a></li>
  <li>Microsoft.Testing.Extensions.HotReload: <a href="https://www.nuget.org/packages/Microsoft.Testing.Extensions.HotReload/1.0.2">1.0.2</a></li>
  <li>Microsoft.Testing.Extensions.Retry: <a href="https://www.nuget.org/packages/Microsoft.Testing.Extensions.Retry/1.0.2">1.0.2</a></li>
  <li>Microsoft.Testing.Extensions.TrxReport: <a href="https://www.nuget.org/packages/Microsoft.Testing.Extensions.TrxReport/1.0.2">1.0.2</a></li>
  </ul>
  </blockquote>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/microsoft/testfx/commit/bd712d0f7eecfc6ca048cd3d8e8aed9d1ef5f8b6"><code>bd712d0</code></a> Remove the <code>TestingPlatformServer</code> if the runner is disabled (<a href="https://redirect.github.com/microsoft/testfx/issues/2409">#2409</a>) (<a href="https://redirect.github.com/microsoft/testfx/issues/2410">#2410</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/d4e02984830413ef1bcef6831dce84475aaa0657"><code>d4e0298</code></a> [rel/3.2] Update dependencies from devdiv/DevDiv/vs-code-coverage, microsoft/...</li>
  <li><a href="https://github.com/microsoft/testfx/commit/1686a9c93e1dfc0545a598beb44208503858e329"><code>1686a9c</code></a> Fix msbuild integration (<a href="https://redirect.github.com/microsoft/testfx/issues/2389">#2389</a>) (<a href="https://redirect.github.com/microsoft/testfx/issues/2395">#2395</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/db69c35a18863bb7ad8f4cfb524f88b30bc8e37a"><code>db69c35</code></a> Update dependencies from <a href="https://github.com/microsoft/testanywhere">https://github.com/microsoft/testanywhere</a> build 2024...</li>
  <li><a href="https://github.com/microsoft/testfx/commit/622d9d03701c1e0572fc42c1b99e59cc6c3c00fb"><code>622d9d0</code></a> [rel/3.2] Backport localizations (<a href="https://redirect.github.com/microsoft/testfx/issues/2396">#2396</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/1e30e93467fc38fa2d34e7c6d5d7f5718c40166f"><code>1e30e93</code></a> Update dependencies from <a href="https://github.com/microsoft/testanywhere">https://github.com/microsoft/testanywhere</a> build 2024...</li>
  <li><a href="https://github.com/microsoft/testfx/commit/7bdff571f48467daf50b8111995d66a426b95f9b"><code>7bdff57</code></a> Assert.AreEqual allow IEquatable&lt;T&gt; for actual and expected (<a href="https://redirect.github.com/microsoft/testfx/issues/2382">#2382</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/e62e95c7c5872b6f4c77c059453f31f08ca9b015"><code>e62e95c</code></a> Fix analyzers doc link (<a href="https://redirect.github.com/microsoft/testfx/issues/2362">#2362</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/80b813d36bd3dbd6db058fd6505efbff5bb70bf6"><code>80b813d</code></a> Workaround harmless MSBuild warning in VS (<a href="https://redirect.github.com/microsoft/testfx/issues/2350">#2350</a>)</li>
  <li><a href="https://github.com/microsoft/testfx/commit/56601278b723223132fce9183def2a6e3607e4d5"><code>5660127</code></a> Update dependencies from <a href="https://github.com/microsoft/testanywhere">https://github.com/microsoft/testanywhere</a> build 2024...</li>
  <li>Additional commits viewable in <a href="https://github.com/microsoft/testfx/compare/v3.2.1...v3.2.2">compare view</a></li>
  </ul>
  </details>
  <br />


  [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=MSTest.TestFramework&package-manager=nuget&previous-version=3.2.1&new-version=3.2.2)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

  Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

  [//]: # (dependabot-automerge-start)
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  <details>
  <summary>Dependabot commands and options</summary>
  <br />

  You can trigger Dependabot actions by commenting on this PR:
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node_id: PR_kwDOBLalGM5n-tAt
title: Bump System.Text.Json from 6.0.9 to 8.0.2 in /Source
state: closed
created_at: 2024-02-26T23:44:06Z
updated_at: 2024-03-18T23:32:25Z
closed_at: 2024-03-18T23:32:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4124
type: pull
body:
  Bumps [System.Text.Json](https://github.com/dotnet/runtime) from 6.0.9 to 8.0.2.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/dotnet/runtime/releases">System.Text.Json's releases</a>.</em></p>
  <blockquote>
  <h2>.NET 8.0.2</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.2">Release</a></p>
  <h2>.NET 8.0.1</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.1">Release</a></p>
  <h2>.NET 8.0.0</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.0">Release</a></p>
  <h2>What's Changed</h2>
  <ul>
  <li>[release/8.0-rc1] [release/8.0] Events for IL methods without IL headers by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92317">dotnet/runtime#92317</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92340">dotnet/runtime#92340</a></li>
  <li>[release/8.0-rc1] [release/8.0] Fix wasi build. by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92368">dotnet/runtime#92368</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92325">dotnet/runtime#92325</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92303">dotnet/runtime#92303</a></li>
  <li>[automated] Merge branch 'release/8.0-rc1' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92374">dotnet/runtime#92374</a></li>
  <li>[release/8.0] Bump version to GA by <a href="https://github.com/carlossanlop"><code>@​carlossanlop</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92305">dotnet/runtime#92305</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92476">dotnet/runtime#92476</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92401">dotnet/runtime#92401</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92418">dotnet/runtime#92418</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-reference-packages by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92474">dotnet/runtime#92474</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92473">dotnet/runtime#92473</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92488">dotnet/runtime#92488</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92484">dotnet/runtime#92484</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn-analyzers by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92499">dotnet/runtime#92499</a></li>
  <li>[release/8.0] Update dependencies from dotnet/emsdk by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92532">dotnet/runtime#92532</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92515">dotnet/runtime#92515</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92641">dotnet/runtime#92641</a></li>
  <li>[release/8.0] Update dependencies from dotnet/emsdk dotnet/hotreload-utils by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92606">dotnet/runtime#92606</a></li>
  <li>[release/8.0][wasm] Fix regressed file sizes for blazor by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92627">dotnet/runtime#92627</a></li>
  <li>[release/8.0] JIT: Fixed containment of STOREIND of HW intrinsics ConvertTo*/Extract* by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92513">dotnet/runtime#92513</a></li>
  <li>[release/8.0] Define bool as Interop.BOOL to prevent upper bytes setting native bool by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92681">dotnet/runtime#92681</a></li>
  <li>[release/8.0] Make CoreCLR/NativeAOT assembly compile with .subsections_via_symbols on Apple platforms by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92544">dotnet/runtime#92544</a></li>
  <li>[release/8.0] Fix LLVMAOT Mono runtime variant official build to produce correctly named runtime packs by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92737">dotnet/runtime#92737</a></li>
  <li>[release/8.0] Remove all PGO assets except for the runtime PGO archive. by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92735">dotnet/runtime#92735</a></li>
  <li>[release/8.0] Put HasNativeCodeReJITAware into GetFunctionAddress by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92665">dotnet/runtime#92665</a></li>
  <li>[release/8.0] Update dependencies from dotnet/cecil dotnet/emsdk by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92702">dotnet/runtime#92702</a></li>
  <li>[release/8.0][wasm] Fix Wasm.Build.Tests failing due to an old skiasharp reference by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92747">dotnet/runtime#92747</a></li>
  <li>[release/8.0] Update dependencies from dotnet/installer by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92745">dotnet/runtime#92745</a></li>
  <li>[release/8.0] Bring back CopyOutputSymbolsToPublishDirectory by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92369">dotnet/runtime#92369</a></li>
  <li>[release/8.0] Update dependencies from <code>dotnet/installer</code> by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92795">dotnet/runtime#92795</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92762">dotnet/runtime#92762</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92816">dotnet/runtime#92816</a></li>
  <li>[release/8.0][wasm][debugger] Support multidimensional indexing of object scheme by <a href="https://github.com/ilonatommy"><code>@​ilonatommy</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92753">dotnet/runtime#92753</a></li>
  <li>[release/8.0] [browser] Remove duplicated marshaling of return value for JSExport by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92886">dotnet/runtime#92886</a></li>
  <li>[release/8.0] [browser][nodejs] keep runtime alive for JSExport calls by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92890">dotnet/runtime#92890</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92503">dotnet/runtime#92503</a></li>
  <li>[release/8.0] Make config binding gen incremental (<a href="https://redirect.github.com/dotnet/runtime/issues/89587">#89587</a>) by <a href="https://github.com/layomia"><code>@​layomia</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92730">dotnet/runtime#92730</a></li>
  <li>[release/8.0] [wasm] Endian fix for Webcil by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92495">dotnet/runtime#92495</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92935">dotnet/runtime#92935</a></li>
  </ul>
  <!-- raw HTML omitted -->
  </blockquote>
  <p>... (truncated)</p>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/dotnet/runtime/commit/1381d5ebd2ab1f292848d5b19b80cf71ac332508"><code>1381d5e</code></a> Merge in 'release/8.0' changes</li>
  <li><a href="https://github.com/dotnet/runtime/commit/c987e4f902859d4f80a24b45c5b2a7e4222b6c0e"><code>c987e4f</code></a> [release/8.0] Fix Options Source Gen RangeAttribute Thread Safety (<a href="https://redirect.github.com/dotnet/runtime/issues/97110">#97110</a>)</li>
  <li><a href="https://github.com/dotnet/runtime/commit/441c91dab92ca259db1952ee64f5a7522b12f59b"><code>441c91d</code></a> Merge in 'release/8.0' changes</li>
  <li><a href="https://github.com/dotnet/runtime/commit/c93800e8b306e7e60b0c8249ed7bbdd163afacb5"><code>c93800e</code></a> Merge pull request <a href="https://redirect.github.com/dotnet/runtime/issues/97065">#97065</a> from carlossanlop/release/8.0-staging</li>
  <li><a href="https://github.com/dotnet/runtime/commit/c2d2bb34e9c06dd590851eb70a9e34919b4ffacd"><code>c2d2bb3</code></a> Merge branch 'release/8.0' into release/8.0-staging</li>
  <li><a href="https://github.com/dotnet/runtime/commit/6d35e39f4f249c627c11586f4769361bde0ed62d"><code>6d35e39</code></a> [release/8.0-staging] UInt64.CreateSaturating&lt;Int128&gt; truncates instead of sa...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/96b0a55bd51ad3e45609bcf1fa8ab030ce2c27ba"><code>96b0a55</code></a> [release/8.0-staging] macOS: Set certificate as a dependency of private key h...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/85c277284219155c42ef32a1c77c12357cb02f5d"><code>85c2772</code></a> [release/8.0] Fix server-side OCSP stapling on Linux (<a href="https://redirect.github.com/dotnet/runtime/issues/96838">#96838</a>)</li>
  <li><a href="https://github.com/dotnet/runtime/commit/683da71a303abf737f763416a8b8c09fab8663ed"><code>683da71</code></a> [release/8.0-staging] Gen0 segment should always be reported as Gen0 for DacH...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/f9d0a7b6678e667b47833fefd9ae5f32afa49a11"><code>f9d0a7b</code></a> [release/8.0-staging] Fix Crossgen2 PDB generation (again) (<a href="https://redirect.github.com/dotnet/runtime/issues/96566">#96566</a>)</li>
  <li>Additional commits viewable in <a href="https://github.com/dotnet/runtime/compare/v6.0.9...v8.0.2">compare view</a></li>
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node_id: PR_kwDOBLalGM5n-tPC
title: Bump Microsoft.EntityFrameworkCore from 6.0.26 to 6.0.27 in /Source
state: closed
created_at: 2024-02-26T23:45:10Z
updated_at: 2024-03-15T04:53:36Z
closed_at: 2024-03-15T04:53:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4125
type: pull
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node_id: PR_kwDOBLalGM5n-tc4
title: Bump System.Drawing.Common from 6.0.0 to 8.0.2 in /Source
state: closed
created_at: 2024-02-26T23:46:07Z
updated_at: 2024-03-15T05:07:51Z
closed_at: 2024-03-15T05:07:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4126
type: pull
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node_id: PR_kwDOBLalGM5ohSMO
title: Wire up GameEventMagicPurgeBadEnchantments
state: closed
created_at: 2024-03-03T20:06:24Z
updated_at: 2024-03-15T04:54:32Z
closed_at: 2024-03-15T04:54:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/4127
type: pull
body:
  According to PCAPs GameEventMagicPurgeBadEnchantments was sent to clients for players with Enduring Enchantment augmentation.

  Client has slightly different check in CEnchantmentRegistry::PurgeBadEnchantmentList versus CEnchantmentRegistry::PurgeEnchantmentList
  ```cpp
      if ( v4->data._smod.type & 0x2000000 || v4->data._duration == -1.0 )
  ```
  vs
  ```cpp
      if ( v4->data._duration == -1.0 )
  ```

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node_id: PR_kwDOBLalGM5pUH1T
title: Bump log4net from 2.0.15 to 2.0.16 in /Source
state: closed
created_at: 2024-03-11T23:25:53Z
updated_at: 2024-03-15T05:06:15Z
closed_at: 2024-03-15T05:06:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4128
type: pull
body:
  Bumps [log4net](https://github.com/apache/logging-log4net) from 2.0.15 to 2.0.16.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/apache/logging-log4net/releases">log4net's releases</a>.</em></p>
  <blockquote>
  <h2>2.0.16</h2>
  <p>A big thanks to <a href="https://github.com/FreeAndNil"><code>@​FreeAndNil</code></a> for doing all the hard work of collating changes.</p>
  <p>Bug fixes</p>
  <ul>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/103">Support converting '.NET TP Worker' to the numeric thread ID on .NET 8+</a> (by <a href="https://github.com/erikmav"><code>@​erikmav</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/94">Fix typo in RemotingServer App.Config</a> (by <a href="https://github.com/craigdfrench"><code>@​craigdfrench</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/105">Fix CodeQL Password in configuration file Rule False Positives</a> (by <a href="https://github.com/justinmichaels"><code>@​justinmichaels</code></a>)</li>
  </ul>
  <p>Enhancements</p>
  <ul>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/89">adding extension points for revising logged content</a> (by <a href="https://github.com/freeandnil"><code>@​freeandnil</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/91">SystemInfo.EntryAssemblyLocation writable to adjust location for config-files in unit test projects</a> (by <a href="https://github.com/freeandnil"><code>@​freeandnil</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/92">New locking model for single log file in native applications with managed parts</a> (by <a href="https://github.com/freeandnil"><code>@​freeandnil</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/93">Extension point for handling new lines in RemoteSysLogAppender added</a> (by <a href="https://github.com/freeandnil"><code>@​freeandnil</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/95">Defer creation of locking model to ActivateOptions()</a> (by <a href="https://github.com/freeandnil"><code>@​freeandnil</code></a>)</li>
  <li><a href="https://redirect.github.com/apache/logging-log4net/pull/101">Add Peek() method to ThreadContextStack and LogicalThreadContextStack</a> (by <a href="https://github.com/andreycha"><code>@​andreycha</code></a>)</li>
  </ul>
  </blockquote>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/apache/logging-log4net/commit/2a013ea2888288df969f70f76e9a3e84eb22450a"><code>2a013ea</code></a> Removing username and password in SQL connection string to prevent CodeQL rul...</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/f0771d0da0e11a27a9385ce40e4e36c48dbd918d"><code>f0771d0</code></a> :fire: remove .NET label - automation doesn't accept it</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/48fe03e4ace270cb3cd4a7d0d7222e5f0eac6658"><code>48fe03e</code></a> :wrench: a little configuration and an update to zarro</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/84917ab1c71643c567842eace6d945d99f8ecc29"><code>84917ab</code></a> :alembic: port &amp; modify .asf.yaml from log4j</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/d6e81b35c781a8125a1253f91c214801cdb9fcaa"><code>d6e81b3</code></a> :memo: update RELEASING.md with explicit nuget publish instructions</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/765567a79e5178406510f3f88a779bd0dd211746"><code>765567a</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/103">#103</a> from erikmav/dev/erikmav/net8ThreadPoolWorker</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/ab74a0a3c0d90e8736bff29fca74e858947c0d24"><code>ab74a0a</code></a> Support converting '.NET TP Worker' to the numeric thread ID on .NET 8+</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/e024c5c0fd8d2fd763976783d46823f3a243ff4c"><code>e024c5c</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/99">#99</a> from apache/dependabot/npm_and_yarn/simple-git-3.16.0</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/9d60cb7bd95efe7750df1ff36911de80237065e7"><code>9d60cb7</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/98">#98</a> from apache/dependabot/npm_and_yarn/qs-6.5.3</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/14c280046e717b944e3b792ac5b5123cdf68f21a"><code>14c2800</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/96">#96</a> from apache/dependabot/npm_and_yarn/decode-uri-compone...</li>
  <li>Additional commits viewable in <a href="https://github.com/apache/logging-log4net/compare/rel/2.0.15...rel/2.0.16">compare view</a></li>
  </ul>
  </details>
  <br />


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node_id: PR_kwDOBLalGM5pri1g
title: Corrected error message when the long.chat_requires_player_level is set and not met.
state: closed
created_at: 2024-03-14T21:13:36Z
updated_at: 2024-03-15T00:07:34Z
closed_at: 2024-03-15T00:07:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/4129
type: pull
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node_id: PR_kwDOBLalGM5ptFxu
title: Bump System.Drawing.Common from 6.0.0 to 8.0.3 in /Source
state: open
created_at: 2024-03-15T05:07:48Z
updated_at: 2024-03-26T04:31:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4130
type: pull
body:
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node_id: PR_kwDOBLalGM5p2a80
title: Adjust AddSpellToBar
state: closed
created_at: 2024-03-17T03:16:34Z
updated_at: 2024-03-20T04:33:00Z
closed_at: 2024-03-20T04:33:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/4131
body: Check for existing SpellId on same SpellBar before attempting to add
type: pull
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node_id: PR_kwDOBLalGM5p9ghH
title: Get latest ACE changes and merge into our repo with conflicts
state: closed
created_at: 2024-03-18T15:45:34Z
updated_at: 2024-03-18T15:47:25Z
closed_at: 2024-03-18T15:47:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/4132
body: I intend to resolve conflicts and sync our fork with the main repo (ACE)
type: pull
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node_id: PR_kwDOBLalGM5qBTgg
title: Bump Pomelo.EntityFrameworkCore.MySql and Microsoft.EntityFrameworkCore in /Source
state: closed
created_at: 2024-03-18T23:30:56Z
updated_at: 2024-03-20T04:39:07Z
closed_at: 2024-03-20T04:39:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4133
type: pull
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node_id: PR_kwDOBLalGM5qBTwe
title: Bump Microsoft.EntityFrameworkCore from 6.0.27 to 6.0.28 in /Source
state: closed
created_at: 2024-03-18T23:31:36Z
updated_at: 2024-03-20T04:40:20Z
closed_at: 2024-03-20T04:40:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4134
type: pull
body:
  [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=Microsoft.EntityFrameworkCore&package-manager=nuget&previous-version=6.0.27&new-version=6.0.28)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

  Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

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node_id: PR_kwDOBLalGM5qBUFi
title: Bump System.Text.Json from 6.0.9 to 8.0.3 in /Source
state: open
created_at: 2024-03-18T23:32:22Z
updated_at: 2024-03-18T23:32:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4135
type: pull
body:
  Bumps [System.Text.Json](https://github.com/dotnet/runtime) from 6.0.9 to 8.0.3.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/dotnet/runtime/releases">System.Text.Json's releases</a>.</em></p>
  <blockquote>
  <h2>.NET 8.0.3</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.3">Release</a></p>
  <h2>.NET 8.0.2</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.2">Release</a></p>
  <h2>.NET 8.0.1</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.1">Release</a></p>
  <h2>.NET 8.0.0</h2>
  <p><a href="https://github.com/dotnet/core/releases/tag/v8.0.0">Release</a></p>
  <h2>What's Changed</h2>
  <ul>
  <li>[release/8.0-rc1] [release/8.0] Events for IL methods without IL headers by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92317">dotnet/runtime#92317</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92340">dotnet/runtime#92340</a></li>
  <li>[release/8.0-rc1] [release/8.0] Fix wasi build. by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92368">dotnet/runtime#92368</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92325">dotnet/runtime#92325</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92303">dotnet/runtime#92303</a></li>
  <li>[automated] Merge branch 'release/8.0-rc1' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92374">dotnet/runtime#92374</a></li>
  <li>[release/8.0] Bump version to GA by <a href="https://github.com/carlossanlop"><code>@​carlossanlop</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92305">dotnet/runtime#92305</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92476">dotnet/runtime#92476</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92401">dotnet/runtime#92401</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92418">dotnet/runtime#92418</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-reference-packages by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92474">dotnet/runtime#92474</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92473">dotnet/runtime#92473</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92488">dotnet/runtime#92488</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92484">dotnet/runtime#92484</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn-analyzers by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92499">dotnet/runtime#92499</a></li>
  <li>[release/8.0] Update dependencies from dotnet/emsdk by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92532">dotnet/runtime#92532</a></li>
  <li>[automated] Merge branch 'release/8.0-rc2' =&gt; 'release/8.0' by <a href="https://github.com/dotnet-maestro-bot"><code>@​dotnet-maestro-bot</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92515">dotnet/runtime#92515</a></li>
  <li>[release/8.0] Update dependencies from dotnet/source-build-externals by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92641">dotnet/runtime#92641</a></li>
  <li>[release/8.0] Update dependencies from dotnet/emsdk dotnet/hotreload-utils by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92606">dotnet/runtime#92606</a></li>
  <li>[release/8.0][wasm] Fix regressed file sizes for blazor by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92627">dotnet/runtime#92627</a></li>
  <li>[release/8.0] JIT: Fixed containment of STOREIND of HW intrinsics ConvertTo*/Extract* by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92513">dotnet/runtime#92513</a></li>
  <li>[release/8.0] Define bool as Interop.BOOL to prevent upper bytes setting native bool by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92681">dotnet/runtime#92681</a></li>
  <li>[release/8.0] Make CoreCLR/NativeAOT assembly compile with .subsections_via_symbols on Apple platforms by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92544">dotnet/runtime#92544</a></li>
  <li>[release/8.0] Fix LLVMAOT Mono runtime variant official build to produce correctly named runtime packs by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92737">dotnet/runtime#92737</a></li>
  <li>[release/8.0] Remove all PGO assets except for the runtime PGO archive. by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92735">dotnet/runtime#92735</a></li>
  <li>[release/8.0] Put HasNativeCodeReJITAware into GetFunctionAddress by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92665">dotnet/runtime#92665</a></li>
  <li>[release/8.0] Update dependencies from dotnet/cecil dotnet/emsdk by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92702">dotnet/runtime#92702</a></li>
  <li>[release/8.0][wasm] Fix Wasm.Build.Tests failing due to an old skiasharp reference by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92747">dotnet/runtime#92747</a></li>
  <li>[release/8.0] Update dependencies from dotnet/installer by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92745">dotnet/runtime#92745</a></li>
  <li>[release/8.0] Bring back CopyOutputSymbolsToPublishDirectory by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92369">dotnet/runtime#92369</a></li>
  <li>[release/8.0] Update dependencies from <code>dotnet/installer</code> by <a href="https://github.com/radical"><code>@​radical</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92795">dotnet/runtime#92795</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92762">dotnet/runtime#92762</a></li>
  <li>[release/8.0] Update dependencies from dnceng/internal/dotnet-optimization by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92816">dotnet/runtime#92816</a></li>
  <li>[release/8.0][wasm][debugger] Support multidimensional indexing of object scheme by <a href="https://github.com/ilonatommy"><code>@​ilonatommy</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92753">dotnet/runtime#92753</a></li>
  <li>[release/8.0] [browser] Remove duplicated marshaling of return value for JSExport by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92886">dotnet/runtime#92886</a></li>
  <li>[release/8.0] [browser][nodejs] keep runtime alive for JSExport calls by <a href="https://github.com/github-actions"><code>@​github-actions</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92890">dotnet/runtime#92890</a></li>
  <li>[release/8.0] Update dependencies from dotnet/roslyn by <a href="https://github.com/dotnet-maestro"><code>@​dotnet-maestro</code></a> in <a href="https://redirect.github.com/dotnet/runtime/pull/92503">dotnet/runtime#92503</a></li>
  </ul>
  <!-- raw HTML omitted -->
  </blockquote>
  <p>... (truncated)</p>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/dotnet/runtime/commit/9f4b1f5d664afdfc80e1508ab7ed099dff210fbd"><code>9f4b1f5</code></a> Merge in 'release/8.0' changes</li>
  <li><a href="https://github.com/dotnet/runtime/commit/62304a6d7085e32672ec988835eab41d89b82e25"><code>62304a6</code></a> Update dependencies from <a href="https://github.com/dotnet/arcade">https://github.com/dotnet/arcade</a> build 20240213.2 (#...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/457dc4941ba960757fb9170cf1b47a93ed5271c9"><code>457dc49</code></a> [release/8.0] Use the Wix version from arcade (<a href="https://redirect.github.com/dotnet/runtime/issues/98453">#98453</a>)</li>
  <li><a href="https://github.com/dotnet/runtime/commit/0c7efec09666babeebea1f608c91757b8faccca0"><code>0c7efec</code></a> [release/8.0] Fix HTTP/2 WebSocket Abort</li>
  <li><a href="https://github.com/dotnet/runtime/commit/49e130721400cf270823e9a3a4ef4b9529ad988e"><code>49e1307</code></a> Merge in 'release/8.0' changes</li>
  <li><a href="https://github.com/dotnet/runtime/commit/659d969ba952668fc56bc7479626439edf04caec"><code>659d969</code></a> Merge pull request <a href="https://redirect.github.com/dotnet/runtime/issues/98376">#98376</a> from vseanreesermsft/internal-merge-8.0-2024-02-13-...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/8a1649e1a968a278a1b44bb9738ed335e5b7af34"><code>8a1649e</code></a> Merge commit '1381d5ebd2ab1f292848d5b19b80cf71ac332508' into internal-merge-8...</li>
  <li><a href="https://github.com/dotnet/runtime/commit/fdbcb4a519f80258b3dcb5932b5233738244b013"><code>fdbcb4a</code></a> Merge in 'release/8.0' changes</li>
  <li><a href="https://github.com/dotnet/runtime/commit/3de24efc76d155ad2c97832224d58b79efbd12bd"><code>3de24ef</code></a> Merge pull request <a href="https://redirect.github.com/dotnet/runtime/issues/98328">#98328</a> from carlossanlop/release/8.0-staging</li>
  <li><a href="https://github.com/dotnet/runtime/commit/ec1636facedd01fc0ef711a5990667e9bf8520ad"><code>ec1636f</code></a> Merge branch 'release/8.0' into release/8.0-staging</li>
  <li>Additional commits viewable in <a href="https://github.com/dotnet/runtime/compare/v6.0.9...v8.0.3">compare view</a></li>
  </ul>
  </details>
  <br />


  [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=System.Text.Json&package-manager=nuget&previous-version=6.0.9&new-version=8.0.3)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

  Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

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reactions:
  {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4135/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


node_id: PR_kwDOBLalGM5qK1r4
title: Crude periodic GC
state: open
created_at: 2024-03-20T02:20:57Z
updated_at: 2024-03-24T14:30:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/4136
type: pull
reactions:
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node_id: PR_kwDOBLalGM5qPrMF
title: Add option for unlimited GUID sequence gaps
state: open
created_at: 2024-03-20T16:22:37Z
updated_at: 2024-03-24T12:45:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/4137
type: pull
body:
  This allows servers to load *all* possible GUID sequence gaps instead of hard coded limit of 10,000,000.

reactions:
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node_id: I_kwDOBLalGM6DYNKp
title: Buffs not remaining after death
state: closed
created_at: 2024-03-24T03:25:03Z
updated_at: 2024-04-05T17:03:39Z
closed_at: 2024-04-05T17:03:39Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  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
  ```
  After upgrading the ACE server to the latest release if you die your buffs still appear in the Beneficial Spells in Effect list, and are green in the Skills Panel but everything else appears as if you're unbuffed. Using summons fails due to lack of skill. Taking hits happens as if you're unbuffed. 

  This issue is resolved when your buffs wear off and you rebuff. Or you clear your buffs with Nullify All Magic and rebuff.

  Because this issue is resolved after time this is not a pressing issue for us. There have been no reports about the issue recently.

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  1. _Have pre-existing spells prior to server upgrade_
  2. `/die`
  3. Clear vitae
  4. Use summons _(fail due to lack of skill)_

  ### The log given by the failure.
  Nothing in the logs
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  Buffs to continue after dying.
  <!--
  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 -->
  ```Client version 00.00.11.6096.r Portal:compiled Fri Jun 12 04:16:27 2015 : RETAIL
  Server binaries version 1.59.4510.20240320043413-master-ec5ecd6 - compiled Wed Mar 20 04:34:13 2024 : ACEmulator
  Server database version Base: v0.8.7 Patch: v0.9.279 - compiled Fri Mar 15 04:32:18 2024
  Server is compiled in RELEASE mode
  Server is running inside a Container```

reactions:
  {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4138/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


node_id: PR_kwDOBLalGM5qk5jz
title: Add verify-beneficial-enchantments command
state: closed
created_at: 2024-03-24T05:31:24Z
updated_at: 2024-04-05T17:03:38Z
closed_at: 2024-04-05T17:03:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/4139
type: pull
body:
  Verifies enchantment registry has correct StatModType flags for Beneficial spells and optionally fixes

  Fixes #4138 

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node_id: PR_kwDOBLalGM5qtwm0
title: add missing .Item to Cloak custom MinProc
state: closed
created_at: 2024-03-25T22:17:13Z
updated_at: 2024-03-26T09:46:51Z
closed_at: 2024-03-26T09:46:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/4140
body: Thanks to Davien for reporting this issue!
type: pull
reactions:
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node_id: PR_kwDOBLalGM5quBIt
title: Bump MySqlConnector from 2.3.5 to 2.3.6 in /Source
state: closed
created_at: 2024-03-25T23:06:07Z
updated_at: 2024-03-26T04:27:46Z
closed_at: 2024-03-26T04:27:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4141
type: pull
body:
  Bumps [MySqlConnector](https://github.com/mysql-net/MySqlConnector) from 2.3.5 to 2.3.6.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/mysql-net/MySqlConnector/releases">MySqlConnector's releases</a>.</em></p>
  <blockquote>
  <h2>2.3.6</h2>
  <ul>
  <li>Fix <code>VerifyCA</code> incompatibility with AWS Aurora: <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1462">#1462</a>.</li>
  <li>Verify that the server's root certificate is present (in the list of provided CA certificates) when using the <code>SslCa</code> connection string option and <code>SslMode</code> is <code>VerifyCA</code> or <code>VerifyFull</code>.</li>
  <li>Optimization: Use pipelining to begin a transaction: <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1286">#1286</a>.
  <ul>
  <li>Use <code>Pipelining = False;</code> in your connection string to disable this optimization if there are compatibility issues.</li>
  </ul>
  </li>
  <li>Optimization: cache <code>START TRANSACTION</code> payloads.</li>
  <li>Add transaction logging: <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1411">#1411</a>.</li>
  <li>Fix incompatibility with MySQL Server 5.1: <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1445">#1445</a>.
  <ul>
  <li>This fixes a regression introduced in <a href="https://github.com/mysql-net/MySqlConnector/releases/tag/2.3.0">2.3.0</a>.</li>
  </ul>
  </li>
  <li>Thanks to <a href="https://github.com/CRC32EX"><code>@​CRC32EX</code></a>, <a href="https://github.com/dlenski"><code>@​dlenski</code></a>, and <a href="https://github.com/rbanks54"><code>@​rbanks54</code></a> for documentation contributions in this release.</li>
  </ul>
  </blockquote>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/033abeacbc1fc997bca49a37b5d7522c5b095d99"><code>033abea</code></a> Release 2.3.6.</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/1d508bcfd74f221e71a892bbb3086a545f1a5451"><code>1d508bc</code></a> Add overload with an IServiceProvider parameter. Fixes <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1316">#1316</a></li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/e85521655dc8bf6eee62ee3b721e7cf311a5afe1"><code>e855216</code></a> Fix SSL CA validation. Fixes <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1462">#1462</a></li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/d9e59c7995592c9ea11300382a6aa8914b5a60ab"><code>d9e59c7</code></a> Mention MariaDB prominently in the README</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/bbdbd782e7434b765154805b1cb61d8daac68112"><code>bbdbd78</code></a> Update connection-options.md</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/7343cfdf99f1850044d08579b177173004e36f33"><code>7343cfd</code></a> Update test packages.</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/848eda146bda01dedb116613410e548bccdea8dc"><code>848eda1</code></a> Fix missing option name in documentation.</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/dd518bf99fa385104111a1de7be9f28b2db39e9f"><code>dd518bf</code></a> Remove strikethrough from fixed bugs.</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/047e38f280e80a80d9b13edcfdf40d37ec3150e6"><code>047e38f</code></a> Merge pull request <a href="https://redirect.github.com/mysql-net/MySqlConnector/issues/1446">#1446</a> from rbanks54/migration-docs</li>
  <li><a href="https://github.com/mysql-net/MySqlConnector/commit/b78e12ab9f0df23f57f4d0f4a437b777848efba9"><code>b78e12a</code></a> [Docs] Update migration guide</li>
  <li>Additional commits viewable in <a href="https://github.com/mysql-net/MySqlConnector/compare/2.3.5...2.3.6">compare view</a></li>
  </ul>
  </details>
  <br />


  [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=MySqlConnector&package-manager=nuget&previous-version=2.3.5&new-version=2.3.6)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

  Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

  [//]: # (dependabot-automerge-start)
  [//]: # (dependabot-automerge-end)

  ---

  <details>
  <summary>Dependabot commands and options</summary>
  <br />

  You can trigger Dependabot actions by commenting on this PR:
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node_id: PR_kwDOBLalGM5quB38
title: Bump log4net from 2.0.16 to 2.0.17 in /Source
state: closed
created_at: 2024-03-25T23:07:39Z
updated_at: 2024-03-26T04:27:51Z
closed_at: 2024-03-26T04:27:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4142
type: pull
body:
  Bumps [log4net](https://github.com/apache/logging-log4net) from 2.0.16 to 2.0.17.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/apache/logging-log4net/releases">log4net's releases</a>.</em></p>
  <blockquote>
  <h2>2.0.17</h2>
  <p>Apache log4net 2.0.17 addresses reported issues:</p>
  <h2>Bug fixes</h2>
  <ul>
  <li><a href="https://redirect.github.com/apache/logging-log4net/issues/118">NullRefException from shutdown in 2.0.16</a> fixed in <a href="https://redirect.github.com/apache/logging-log4net/pull/120">Fast fix for NullRefException from FileAppender&quot;</a> (by <a href="https://github.com/erikmav"><code>@​erikmav</code></a>)&quot;</li>
  </ul>
  </blockquote>
  </details>
  <details>
  <summary>Commits</summary>
  <ul>
  <li><a href="https://github.com/apache/logging-log4net/commit/9282c95f50eb6905f7e29a5731037f0ed1730460"><code>9282c95</code></a> :mute: disable debug logging</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/1d89d41d1b3abf1202638f6694d5850fdf196bdb"><code>1d89d41</code></a> :bug: should include quotes in yaml</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/2ab370999ff75df72af6ed9ebcd6e45feec7c836"><code>2ab3709</code></a> :alembic: enable DEBUG logging to get more info - ignored branches <em>should</em> b...</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/b6e0374d14c588c3a3e640ff31baeb4df8d4854a"><code>b6e0374</code></a> :alembic: try pre-release git-broadcast for ignore support</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/9e40bc7e9967f0dc1794bd2f6e056034ffd363fa"><code>9e40bc7</code></a> :wrench: update urls for issues, etc (I'm not even sure why they're set to my...</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/47f088652b659942704704f5062cada43664d6ee"><code>47f0886</code></a> :wrench: remove trailing reference to slack-webhook-say</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/a649e8f3679e931205e3033c2a74900c7d163f51"><code>a649e8f</code></a> :wrench: enable automatic broadcast of changes in master to outstanding satel...</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/95104eb82b01c13638eca89a68f584affa3e37e1"><code>95104eb</code></a> Fast fix for NullRefException from FileAppender</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/3877e0b8e0c09d5cfe4c38601ce0418e48602a3d"><code>3877e0b</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/117">#117</a> from apache/Feature/TabsToSpaces</li>
  <li><a href="https://github.com/apache/logging-log4net/commit/a1c3ce57ee9bede8bd0b30ea430aaf86fa48fd4b"><code>a1c3ce5</code></a> Merge pull request <a href="https://redirect.github.com/apache/logging-log4net/issues/116">#116</a> from apache/Feature/v2.0.16</li>
  <li>Additional commits viewable in <a href="https://github.com/apache/logging-log4net/compare/rel/2.0.16...rel/2.0.17">compare view</a></li>
  </ul>
  </details>
  <br />


  [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=log4net&package-manager=nuget&previous-version=2.0.16&new-version=2.0.17)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

  Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

  [//]: # (dependabot-automerge-start)
  [//]: # (dependabot-automerge-end)

  ---

  <details>
  <summary>Dependabot commands and options</summary>
  <br />

  You can trigger Dependabot actions by commenting on this PR:
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  - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
  - `@dependabot merge` will merge this PR after your CI passes on it
  - `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
  - `@dependabot cancel merge` will cancel a previously requested merge and block automerging
  - `@dependabot reopen` will reopen this PR if it is closed
  - `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
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node_id: PR_kwDOBLalGM5quDLV
title: Bump dependabot/fetch-metadata from 1 to 2
state: closed
created_at: 2024-03-25T23:11:40Z
updated_at: 2024-03-26T04:27:59Z
closed_at: 2024-03-26T04:27:58Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4143
type: pull
body:
  Bumps [dependabot/fetch-metadata](https://github.com/dependabot/fetch-metadata) from 1 to 2.
  <details>
  <summary>Release notes</summary>
  <p><em>Sourced from <a href="https://github.com/dependabot/fetch-metadata/releases">dependabot/fetch-metadata's releases</a>.</em></p>
  <blockquote>
  <h2>v2.0.0 - Switch to <code>node20</code></h2>
  <h2>What's Changed</h2>
  <ul>
  <li>Upgrade from node16 to node20 by <a href="https://github.com/Nishnha"><code>@​Nishnha</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/443">dependabot/fetch-metadata#443</a> 👈 this is a potentially breaking change for some workflows</li>
  <li><code>v2</code> is the new tracking tag by <a href="https://github.com/jeffwidman"><code>@​jeffwidman</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/506">dependabot/fetch-metadata#506</a></li>
  <li>v2.0.0 by <a href="https://github.com/fetch-metadata-action-automation"><code>@​fetch-metadata-action-automation</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/508">dependabot/fetch-metadata#508</a></li>
  </ul>
  <p><strong>Full Changelog</strong>: <a href="https://github.com/dependabot/fetch-metadata/compare/v1.7.0...v2.0.0">https://github.com/dependabot/fetch-metadata/compare/v1.7.0...v2.0.0</a></p>
  <h2>v1.7.0</h2>
  <h2>What's Changed</h2>
  <ul>
  <li>Bump dotenv from 16.0.3 to 16.3.1 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/404">dependabot/fetch-metadata#404</a></li>
  <li>Bump <code>@​types/node</code> from 20.2.3 to 20.3.3 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/407">dependabot/fetch-metadata#407</a></li>
  <li>Bump the eslint-dependencies group with 4 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/409">dependabot/fetch-metadata#409</a></li>
  <li>Update dependabot.yml by <a href="https://github.com/bdragon"><code>@​bdragon</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/410">dependabot/fetch-metadata#410</a></li>
  <li>Bump <code>@​types/node</code> from 20.3.3 to 20.4.0 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/411">dependabot/fetch-metadata#411</a></li>
  <li>Bump yaml from 2.2.1 to 2.3.1 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/390">dependabot/fetch-metadata#390</a></li>
  <li>Bump tough-cookie from 4.0.0 to 4.1.3 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/412">dependabot/fetch-metadata#412</a></li>
  <li>Bump <code>@​types/node</code> from 20.4.0 to 20.4.1 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/413">dependabot/fetch-metadata#413</a></li>
  <li>Generate Dependabot PRs on Sundays weekly by <a href="https://github.com/abdulapopoola"><code>@​abdulapopoola</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/417">dependabot/fetch-metadata#417</a></li>
  <li>Aggressively group prod and dev dependencies for NPM by <a href="https://github.com/abdulapopoola"><code>@​abdulapopoola</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/420">dependabot/fetch-metadata#420</a></li>
  <li>Update .nvmrc to latest node 16 LTS version by <a href="https://github.com/abdulapopoola"><code>@​abdulapopoola</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/422">dependabot/fetch-metadata#422</a></li>
  <li>Bump the dev-dependencies group with 9 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/421">dependabot/fetch-metadata#421</a></li>
  <li>Bump the dev-dependencies group with 1 update by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/423">dependabot/fetch-metadata#423</a></li>
  <li>Check for uncommitted files beyond the <code>diff</code> directory by <a href="https://github.com/jeffwidman"><code>@​jeffwidman</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/278">dependabot/fetch-metadata#278</a></li>
  <li>Bump the dev-dependencies group with 6 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/424">dependabot/fetch-metadata#424</a></li>
  <li>Bump the dev-dependencies group with 3 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/425">dependabot/fetch-metadata#425</a></li>
  <li>Bump the dev-dependencies group with 6 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/428">dependabot/fetch-metadata#428</a></li>
  <li>Bump the dev-dependencies group with 7 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/429">dependabot/fetch-metadata#429</a></li>
  <li>Bump tibdex/github-app-token from 1.8.0 to 1.8.2 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/430">dependabot/fetch-metadata#430</a></li>
  <li>Bump the dev-dependencies group with 4 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/432">dependabot/fetch-metadata#432</a></li>
  <li>Bump actions/checkout from 3 to 4 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/436">dependabot/fetch-metadata#436</a></li>
  <li>Bump the dev-dependencies group with 6 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/440">dependabot/fetch-metadata#440</a></li>
  <li>Change actions/checkout@v3 to v4 in readme by <a href="https://github.com/Nishnha"><code>@​Nishnha</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/444">dependabot/fetch-metadata#444</a></li>
  <li>Bump the dev-dependencies group with 4 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/445">dependabot/fetch-metadata#445</a></li>
  <li>Bump <code>@​vercel/ncc</code> from 0.36.1 to 0.38.0 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/435">dependabot/fetch-metadata#435</a></li>
  <li>Bump the dev-dependencies group with 4 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/447">dependabot/fetch-metadata#447</a></li>
  <li>Bump the dev-dependencies group with 3 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/448">dependabot/fetch-metadata#448</a></li>
  <li>Bump <code>@​babel/traverse</code> from 7.22.8 to 7.23.2 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/457">dependabot/fetch-metadata#457</a></li>
  <li>Add blurbs about using a PAT to the readme by <a href="https://github.com/Nishnha"><code>@​Nishnha</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/466">dependabot/fetch-metadata#466</a></li>
  <li>Bump <code>@​vercel/ncc</code> from 0.38.0 to 0.38.1 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/462">dependabot/fetch-metadata#462</a></li>
  <li>Bump actions/setup-node from 3 to 4 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/461">dependabot/fetch-metadata#461</a></li>
  <li>Bump the dev-dependencies group with 13 updates by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/497">dependabot/fetch-metadata#497</a></li>
  <li>Bump tibdex/github-app-token from 1.8.2 to 2.1.0 by <a href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/442">dependabot/fetch-metadata#442</a></li>
  <li>Scope app token to only this repo for security by <a href="https://github.com/jeffwidman"><code>@​jeffwidman</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/501">dependabot/fetch-metadata#501</a></li>
  <li>Switch to the official action for managing app tokens by <a href="https://github.com/jeffwidman"><code>@​jeffwidman</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/504">dependabot/fetch-metadata#504</a></li>
  <li>v1.7.0 by <a href="https://github.com/fetch-metadata-action-automation"><code>@​fetch-metadata-action-automation</code></a> in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/505">dependabot/fetch-metadata#505</a></li>
  </ul>
  <h2>New Contributors</h2>
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  <li><a href="https://github.com/bdragon"><code>@​bdragon</code></a> made their first contribution in <a href="https://redirect.github.com/dependabot/fetch-metadata/pull/410">dependabot/fetch-metadata#410</a></li>
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reactions:
  {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4143/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


node_id: PR_kwDOBLalGM5rOQId
title: Command categories and Harmony bump
state: closed
created_at: 2024-03-30T12:24:25Z
updated_at: 2024-04-05T17:03:49Z
closed_at: 2024-04-05T17:03:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/4144
type: pull
body:
  * Updates Harmony to 2.3.2 from a prerelease/alpha that is no longer published on Nuget
  * Added a `CommandCategory` attribute for selective command loading similar to Harmony's implementation
  Separated command registration from startup
  * Moved the startup/Harmony part of mods to just after the `ConfigManager` initialization to give an option to patch other major startup code

reactions:
  {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4144/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


# repos

node_id: MDEwOlJlcG9zaXRvcnk3OTA3ODY4MA==
name: ACE
full_name: ACEmulator/ACE
html_url: https://github.com/ACEmulator/ACE
description: Asheron's Call server emulator.
created_at: 2017-01-16T03:18:11Z
updated_at: 2024-03-27T03:57:12Z
pushed_at: 2024-04-05T17:20:39Z
homepage: https://emulator.ac
language: C#
license: agpl-3.0
visibility: public
default_branch: master
permissions: {"admin": false, "maintain": false, "push": false, "triage": false, "pull": false}
custom_properties: {}
topics:
  ["acemulator", "asherons-call", "csharp", "dotnet", "dotnet-core", "emulator", "entity-framework-core", "mmo", "mmorpg", "server-emulator"]


# issue_comments

html_url: https://github.com/ACEmulator/ACE/pull/2#issuecomment-274909744
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2
node_id: MDEyOklzc3VlQ29tbWVudDI3NDkwOTc0NA==
created_at: 2017-01-24T19:26:10Z
updated_at: 2017-01-24T19:26:10Z
author_association: NONE
body:
  characters_database.sql that is included had a bad PK this one fixes that. 


  [characters_database.sql.txt](https://github.com/ACEmulator/ACE/files/727740/characters_database.sql.txt)

reactions:
  {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


html_url: https://github.com/ACEmulator/ACE/issues/6#issuecomment-276565884
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/6
node_id: MDEyOklzc3VlQ29tbWVudDI3NjU2NTg4NA==
created_at: 2017-02-01T03:51:47Z
updated_at: 2017-02-01T03:51:47Z
author_association: CONTRIBUTOR
body:
  Characters are saved to the database upon creation, just not fully. Appearance, stats, and skills still need to be persisted. I will try to finish this asap. 

reactions:
  {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


html_url: https://github.com/ACEmulator/ACE/issues/12#issuecomment-277143116
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/12
node_id: MDEyOklzc3VlQ29tbWVudDI3NzE0MzExNg==
created_at: 2017-02-03T01:52:42Z
updated_at: 2017-02-03T01:52:42Z
author_association: NONE
body:
  As an alternative, You can run it in its current state with a scheduled task, which I think you can set up to execute upon start up. Additionally, you can set a scheduled task to run again if it is not already running, to get the client to start back up if it threw an exception and ended. Not sure myself what extra steps would need to make this into a service. In my past experience, I have had never-ending problems with custom built windows services that do web interactions, had a lot more success when switching to scheduled tasks

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/12#issuecomment-277153067
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/12
node_id: MDEyOklzc3VlQ29tbWVudDI3NzE1MzA2Nw==
created_at: 2017-02-03T03:05:38Z
updated_at: 2017-02-03T03:05:38Z
author_association: CONTRIBUTOR
body:
  Windows services are a real pain for development.  This won't need to be done for a really long time.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/11#issuecomment-277183931
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/11
node_id: MDEyOklzc3VlQ29tbWVudDI3NzE4MzkzMQ==
created_at: 2017-02-03T07:40:42Z
updated_at: 2017-02-03T07:40:42Z
author_association: CONTRIBUTOR
body:
  Added /teleto debug command to teleport to coordinates.  Z value is currently hard coded to 200 because it needs to be read from a file (dat?).  

  Also, the two methods to convert Coordinates to XYZ are in DebugCommands.cs because I'm not sure where you want to put them. 

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/6#issuecomment-277444904
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/6
node_id: MDEyOklzc3VlQ29tbWVudDI3NzQ0NDkwNA==
created_at: 2017-02-04T13:09:21Z
updated_at: 2017-02-04T13:09:21Z
author_association: CONTRIBUTOR
body:
  Character persistence after creation is complete but work still needs to be done to load character stats, skills and appearance from the database for world entry. 

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-277454303
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDI3NzQ1NDMwMw==
created_at: 2017-02-04T15:48:45Z
updated_at: 2017-02-04T15:48:45Z
author_association: CONTRIBUTOR
body:
  I suggest a reasonable first version of this might look like:

  1) an update to the core .sql file and `Config.json` to add a new `ace_global` database with a table `schema_revisions` tracking database schema versions

  The columns might be something like:

  `id int(auto increment), schema_name varchar, schema_version int`

  also insert initial values into the `schema_revisions` table to set the current `schema_version` at 0 on all databases (`ace_auth`, `ace_character`, `ace_world`).

  2) add a task that runs during server startup that uses the database names from `Config.json` and compares the .sql files found on the filesystem against the results from `ace_global.schema_revisions` and runs the new ones, and updates the database.

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html_url: https://github.com/ACEmulator/ACE/pull/18#issuecomment-277475417
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/18
node_id: MDEyOklzc3VlQ29tbWVudDI3NzQ3NTQxNw==
created_at: 2017-02-04T20:34:39Z
updated_at: 2017-02-04T20:34:39Z
author_association: MEMBER
body:
  In looking at the character deletion and restore section it made sense to me that name in ace_character shouldn't be made a unique value
  At present in master, even if that character was marked as deleted, the character name is held.

  I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores.

  As is, no character is ever marked deleted so that is yet to be implemented, although I suspect that would be a server side SQL script or command within ACE running at an interval/manually via console as determined by a configuration variable(s) possibly in config.json for how often it checks, how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client. 

  Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name. 

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/23#issuecomment-277483519
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/23
node_id: MDEyOklzc3VlQ29tbWVudDI3NzQ4MzUxOQ==
created_at: 2017-02-04T22:42:06Z
updated_at: 2017-02-04T22:42:06Z
author_association: MEMBER
body:
  Makes a lot of sense to me. Resetting the current config.json for each branch/pull is a bit of a hassle currently, this way you only have to reset when the file NEEDS to change

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/31#issuecomment-277497148
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/31
node_id: MDEyOklzc3VlQ29tbWVudDI3NzQ5NzE0OA==
created_at: 2017-02-05T04:39:10Z
updated_at: 2017-02-05T04:39:10Z
author_association: CONTRIBUTOR
body:
  I think this would involve:

  1) Add the log path and verbosity flags to the `Config.json`
  2) Create a new persistent logging thread that can operate off a queue of log message tasks, sending them to the filesystem
  3) Create a new window to display log messages, streamed from the filesystem
  4) Replace `Console.WriteLine` messages used for logging with calls to queue log message tasks on the logging thread

  I'm not a .NET developer, but it looks like these classes might be useful: https://msdn.microsoft.com/en-us/library/microsoft.visualbasic.logging.filelogtracelistener.aspx

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/36#issuecomment-277545133
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/36
node_id: MDEyOklzc3VlQ29tbWVudDI3NzU0NTEzMw==
created_at: 2017-02-05T20:06:01Z
updated_at: 2017-02-05T20:06:01Z
author_association: CONTRIBUTOR
body:
  I'm not a C# guy and there are some stylistic things I don't like, mainly calling out to `DatabaseManager.Global` in the main `Database` class is very hacky, as is what I had to do with the `Global` prepared statements.

  But, it all works and I think is good for a first pass.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/8#issuecomment-277572855
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/8
node_id: MDEyOklzc3VlQ29tbWVudDI3NzU3Mjg1NQ==
created_at: 2017-02-06T02:24:53Z
updated_at: 2017-02-06T02:24:53Z
author_association: NONE
body:
  [ACEmuLauncher v0.0.0.3 source.zip](https://github.com/ACEmulator/ACE/files/753512/ACEmuLauncher.v0.0.0.3.source.zip)
  Latest version that has profiles.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/44#issuecomment-277752941
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/44
node_id: MDEyOklzc3VlQ29tbWVudDI3Nzc1Mjk0MQ==
created_at: 2017-02-06T17:30:14Z
updated_at: 2017-02-06T17:30:14Z
author_association: CONTRIBUTOR
body:
  Kaos: We just need a simple rank system and /setrank command or similar that flows through. 1=registered, 2=envoy, 3=sentinel, 4=admin, etc... Everyone goes under 1 automatically and an admin can use the /setrank command to give out any additional ranks. Value should be stored in DB.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/44#issuecomment-277754381
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/44
node_id: MDEyOklzc3VlQ29tbWVudDI3Nzc1NDM4MQ==
created_at: 2017-02-06T17:35:16Z
updated_at: 2017-02-06T17:35:16Z
author_association: MEMBER
body:
  for reference, values assigned to characters:

  SetPropertyBool(PropertyBool.IsPsr, false);
  SetPropertyBool(PropertyBool.IsAdmin, true);
  SetPropertyBool(PropertyBool.IsArch, false);
  SetPropertyBool(PropertyBool.IsSentinel, false);
  SetPropertyBool(PropertyBool.IsAdvocate, false);

  would think it goes like this:

  0=player
  1=advocate (isAdvocate)
  2=sentinel (isSentinel)
  3=envoy (isPSR)
  4=developer? (IsArch)
  5=admin (isAdmin)

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/5#issuecomment-277760878
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/5
node_id: MDEyOklzc3VlQ29tbWVudDI3Nzc2MDg3OA==
created_at: 2017-02-06T17:57:58Z
updated_at: 2017-02-06T17:57:58Z
author_association: CONTRIBUTOR
body:
  From Rawaho: "The chat really needs broadcast support and to do that we need a working grid system and to do that we need to load the dat files
  I am working on handling the dat files but haven't had much time the last few days"

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/43#issuecomment-277889298
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/43
node_id: MDEyOklzc3VlQ29tbWVudDI3Nzg4OTI5OA==
created_at: 2017-02-07T03:13:54Z
updated_at: 2017-02-07T03:13:54Z
author_association: CONTRIBUTOR
body:
  As I'm working on this, it quickly turned into a major mess.  In order to extract this stuff I need to extract serialization and configuration from the data tier.  I couldn't do this to my satisfaction in 2 hours tonight and really need to talk to Rawaho about it before continuing.  Back burnering for now.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/44#issuecomment-277907896
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/44
node_id: MDEyOklzc3VlQ29tbWVudDI3NzkwNzg5Ng==
created_at: 2017-02-07T05:48:38Z
updated_at: 2017-02-07T05:48:38Z
author_association: CONTRIBUTOR
body:
  Had a discussion about this in Discord tonight.  The client sends 2 uints for IsEnvoy and IsAdmin.  Need to clarify if this is 1 field with a bitmask, 1 field with tiered elevation, or multiple fields.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/31#issuecomment-277995357
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/31
node_id: MDEyOklzc3VlQ29tbWVudDI3Nzk5NTM1Nw==
created_at: 2017-02-07T13:11:47Z
updated_at: 2017-02-07T13:11:47Z
author_association: CONTRIBUTOR
body:
  .Net guy recommendation: use NLog or Log4Net.  both are well known, reliable frameworks for logging.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/51#issuecomment-278870195
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/51
node_id: MDEyOklzc3VlQ29tbWVudDI3ODg3MDE5NQ==
created_at: 2017-02-10T06:44:43Z
updated_at: 2017-02-10T06:44:43Z
author_association: CONTRIBUTOR
body:
  Should be a combination of the first 2, we can't just have only on logout, if a player is in a long play session and the server crashes for whatever reason it would be a massive rollback.

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html_url: https://github.com/ACEmulator/ACE/issues/51#issuecomment-279128317
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/51
node_id: MDEyOklzc3VlQ29tbWVudDI3OTEyODMxNw==
created_at: 2017-02-11T07:49:45Z
updated_at: 2017-02-11T07:49:45Z
author_association: MEMBER
body:
  Old school AC showed a message each time a character was saved.

  "[charactername] has been saved."

  it was probably on a 5 or 10 minute interval. They later just hid the message.

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html_url: https://github.com/ACEmulator/ACE/pull/36#issuecomment-279195536
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/36
node_id: MDEyOklzc3VlQ29tbWVudDI3OTE5NTUzNg==
created_at: 2017-02-12T04:10:14Z
updated_at: 2017-02-12T04:10:14Z
author_association: CONTRIBUTOR
body:
  I cleaned up and simplified some of the code, and rebased against `master`.

  All current migrations run and the database is in a working state after compiling and running off this branch.

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html_url: https://github.com/ACEmulator/ACE/pull/57#issuecomment-279196637
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/57
node_id: MDEyOklzc3VlQ29tbWVudDI3OTE5NjYzNw==
created_at: 2017-02-12T04:44:40Z
updated_at: 2017-02-12T04:49:15Z
author_association: MEMBER
body:
  Latest commit finishes up the character deletion function and replicates how deletions occurred on the retail worlds. To my knowledge, characters were never truly deleted beyond this stage and were always left in the database to be restored via /bornagain if warranted.

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html_url: https://github.com/ACEmulator/ACE/pull/36#issuecomment-279226754
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/36
node_id: MDEyOklzc3VlQ29tbWVudDI3OTIyNjc1NA==
created_at: 2017-02-12T15:43:24Z
updated_at: 2017-02-12T15:43:24Z
author_association: CONTRIBUTOR
body:
  This is s great idea but I do wonder if this entire process should be separated into its own project in the solution.  I.e. Patcher because this is not really a server process but more so a patcher / installer issue

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html_url: https://github.com/ACEmulator/ACE/issues/7#issuecomment-279227233
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/7
node_id: MDEyOklzc3VlQ29tbWVudDI3OTIyNzIzMw==
created_at: 2017-02-12T15:50:35Z
updated_at: 2017-02-12T15:50:35Z
author_association: CONTRIBUTOR
body:
  It's not just world object movement but it's the entire world object.  It needs implemented correctly before any major feature can be added or else the rework will be awful.  The current world object needs uncoupled and it should be broken down into multiple sub objects to handle the correct sub object layers like sub models etc .  If dive right it could be combined with database tables to generate objects correctly based on sql table data 

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html_url: https://github.com/ACEmulator/ACE/issues/51#issuecomment-279281301
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/51
node_id: MDEyOklzc3VlQ29tbWVudDI3OTI4MTMwMQ==
created_at: 2017-02-13T02:39:40Z
updated_at: 2017-02-13T02:39:40Z
author_association: NONE
body:
  best is to save characters routinely, characters not saving often server side is one of the easy ways of duping in any online game

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html_url: https://github.com/ACEmulator/ACE/issues/8#issuecomment-279395678
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/8
node_id: MDEyOklzc3VlQ29tbWVudDI3OTM5NTY3OA==
created_at: 2017-02-13T13:43:20Z
updated_at: 2017-02-13T13:43:20Z
author_association: NONE
body:
  This can be deleted. I was informed that they do not need a launcher developed and have one in mind already. 

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html_url: https://github.com/ACEmulator/ACE/issues/31#issuecomment-280018556
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/31
node_id: MDEyOklzc3VlQ29tbWVudDI4MDAxODU1Ng==
created_at: 2017-02-15T14:03:38Z
updated_at: 2017-02-15T14:03:38Z
author_association: CONTRIBUTOR
body:
  I think ideally it should be written such that different logging listeners could be swapped in allowing a logger of ones choice.
  My recommendation would be to do ETW logging.  Its more cumbersome to handle the resulting logs, but there is a very low perf overhead, allowing you to hit 10k+ entries per second without stealing perf.  This is what things like Exchange/Skype for Business servers use.
  I could work on something like this.

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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-280469751
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDI4MDQ2OTc1MQ==
created_at: 2017-02-16T21:39:47Z
updated_at: 2017-02-16T21:39:47Z
author_association: CONTRIBUTOR
body:
  this was recently done with a powershell script that was merged.  if you're ok with using that, please close the issue.

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html_url: https://github.com/ACEmulator/ACE/pull/21#issuecomment-280604951
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/21
node_id: MDEyOklzc3VlQ29tbWVudDI4MDYwNDk1MQ==
created_at: 2017-02-17T09:47:21Z
updated_at: 2017-02-17T09:47:21Z
author_association: MEMBER
body:
  I like the idea, but, i don't feel it's necessary to visit until we know how account create will actually work.

  Merging it into current though seems fine. Probably better sooner rather than later as I assume accounts will have to be recreated.

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html_url: https://github.com/ACEmulator/ACE/pull/36#issuecomment-280605128
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/36
node_id: MDEyOklzc3VlQ29tbWVudDI4MDYwNTEyOA==
created_at: 2017-02-17T09:48:15Z
updated_at: 2017-02-17T09:48:15Z
author_association: MEMBER
body:
  I'm not fond of the complexity for this. What i'd like to see instead is us merge our updates down into the base sql file at some point, and, in the future, when new updates are added, also update the base sql file as well, so a new install wouldn't need to apply the updates, as they'd be.. up to date. (i'm by no means a db person so i don't know if this is against the norm)

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html_url: https://github.com/ACEmulator/ACE/pull/37#issuecomment-280605245
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/37
node_id: MDEyOklzc3VlQ29tbWVudDI4MDYwNTI0NQ==
created_at: 2017-02-17T09:48:46Z
updated_at: 2017-02-17T09:48:46Z
author_association: MEMBER
body:
  rawaho made a change that might have fixed the issue you were trying to fix.

  I think IP binding should be explicit. We might get a case where a user has 2 ip addresses on the same box and choses to bind each ip to a unique world, using the same port.

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html_url: https://github.com/ACEmulator/ACE/pull/36#issuecomment-280639466
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/36
node_id: MDEyOklzc3VlQ29tbWVudDI4MDYzOTQ2Ng==
created_at: 2017-02-17T12:43:40Z
updated_at: 2017-02-17T12:43:40Z
author_association: CONTRIBUTOR
body:
  Hi Mag-nus,
  The problem with your idea is some asshat will figure out how to screw up their original db.

  I worked on many production level database patches and they pretty much all start at step x and move forward where x can be the current software version.

  Your right as a new installer needs to run from version 0 and then if version 50 removes a table in version 0 it will be a useless step and take more time.

  But the benefits of the system far outweigh the useless garbage.

  With a design that goes by version and up you can guarantee that the database is always standard and it eliminates the room for error with things getting out of sync or even missed.

  When you have the step process it's a little more work and sometimes seems dumb but it keeps all the db updates on a forward track even if they seem to be doing things the slow way.

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html_url: https://github.com/ACEmulator/ACE/pull/37#issuecomment-280717424
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/37
node_id: MDEyOklzc3VlQ29tbWVudDI4MDcxNzQyNA==
created_at: 2017-02-17T17:42:37Z
updated_at: 2017-02-17T17:42:37Z
author_association: MEMBER
body:
  it makes sense to me add variables for each ip address we explicitly send. It wouldn't really fix what this PR intention was which is to basically let me set up an external ip for external clients, and an internal ip for internal clients. I understand if its not something we want to put in to the master code, I'll just end up keeping a branch off my fork to roll in each time i update my server.

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html_url: https://github.com/ACEmulator/ACE/pull/73#issuecomment-280846918
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/73
node_id: MDEyOklzc3VlQ29tbWVudDI4MDg0NjkxOA==
created_at: 2017-02-18T13:53:06Z
updated_at: 2017-02-18T13:53:06Z
author_association: MEMBER
body:
  Also, double check your namespaces. It looks like GameMessageOpcode isn't in the correct namespace. Namespaces should match the folder depth of the file.

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html_url: https://github.com/ACEmulator/ACE/issues/45#issuecomment-280874242
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/45
node_id: MDEyOklzc3VlQ29tbWVudDI4MDg3NDI0Mg==
created_at: 2017-02-18T20:54:14Z
updated_at: 2017-02-18T20:54:14Z
author_association: MEMBER
body:
  completed known admin commands. not sure if we need to stub client commands just to protect them from being used as the client handles them already

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html_url: https://github.com/ACEmulator/ACE/pull/77#issuecomment-280954420
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/77
node_id: MDEyOklzc3VlQ29tbWVudDI4MDk1NDQyMA==
created_at: 2017-02-19T22:20:47Z
updated_at: 2017-02-20T01:39:40Z
author_association: MEMBER
body:
  Added functionality for /sudo as described above.

  example: sudo othercommand othercommandsparamters

  sudo set-characteraccess charactername admin

  sudo telepoi arwic

  the above examples would work on characters not set as admins as long as the account you're logged in as is set with admin privileges.

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html_url: https://github.com/ACEmulator/ACE/pull/77#issuecomment-280956235
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/77
node_id: MDEyOklzc3VlQ29tbWVudDI4MDk1NjIzNQ==
created_at: 2017-02-19T22:46:04Z
updated_at: 2017-02-19T22:46:04Z
author_association: MEMBER
body:
  Adjusted the set commands to work on both the console and in-game. The first account has to be created via console and also set as an admin for these to work in game.

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html_url: https://github.com/ACEmulator/ACE/issues/5#issuecomment-280959920
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/5
node_id: MDEyOklzc3VlQ29tbWVudDI4MDk1OTkyMA==
created_at: 2017-02-19T23:44:32Z
updated_at: 2017-02-19T23:44:32Z
author_association: MEMBER
body:
  Local (say), and tell now work.
  Fix: The names are not clickable. Not sure why.
  Fix: Local (say) is world global for now. It needs a range restriction of some sort.

  Need to add joining and using of the chat channels (general, trade, etc...)

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html_url: https://github.com/ACEmulator/ACE/pull/77#issuecomment-280989331
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/77
node_id: MDEyOklzc3VlQ29tbWVudDI4MDk4OTMzMQ==
created_at: 2017-02-20T05:08:23Z
updated_at: 2017-02-20T05:08:23Z
author_association: MEMBER
body:
  @fantoms rightly pointed out that the most recent master changes changed SendSystemMessage to SendServerMessage with an enum argument for message type. Corrected that issue as well.

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html_url: https://github.com/ACEmulator/ACE/issues/9#issuecomment-281144852
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/9
node_id: MDEyOklzc3VlQ29tbWVudDI4MTE0NDg1Mg==
created_at: 2017-02-20T17:58:04Z
updated_at: 2017-02-20T17:58:04Z
author_association: CONTRIBUTOR
body:
  @Zegeger , issues can only be assigned to the issue starter or a member of the org. You're the only person working on this currently so when you submit the PR just reference issue #9 and it will close automatically after being merged.

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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-281223009
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDI4MTIyMzAwOQ==
created_at: 2017-02-21T01:51:53Z
updated_at: 2017-02-21T01:51:53Z
author_association: CONTRIBUTOR
body:
  The script can only recreate the initial database table state completely so it won't be useful for server operators.

  If it were extended with a second script solely for running upgrades that could keep track of the currently run database upgrades somewhere, for example in a flat-file in a temporary directory, so they wouldn't be run again that would be useful.

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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-281333010
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDI4MTMzMzAxMA==
created_at: 2017-02-21T12:36:41Z
updated_at: 2017-02-21T12:36:41Z
author_association: CONTRIBUTOR
body:
  The scripts would need to be altered to be re-run safe.  MySQL's support for this is spotty, but it could be done.

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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-281344829
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDI4MTM0NDgyOQ==
created_at: 2017-02-21T13:31:44Z
updated_at: 2017-02-21T13:31:44Z
author_association: CONTRIBUTOR
body:
  For a solution that doesn't require migration authors to worry about that, do something similar to the pull request I created where it tracks the database migrations that have run and only runs them once, in sequential order. 

  That is relatively standard for database-backed applications.

  You will also run into difficulty with migrations where they are interdependent, i.e. one migration needs to run before another one can be run, because it creates or alters tables used by the other migration. 

  My pull request took all this into account. 

  With your PowerShell solution you could probably track the migrations that have run in a text file or registry key.

  > On Feb 21, 2017, at 7:36 AM, Mogwai-AC <notifications@github.com> wrote:
  > 
  > The scripts would need to be altered to be re-run safe. MySQL's support for this is spotty, but it could be done.
  > 
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub, or mute the thread.
  > 

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html_url: https://github.com/ACEmulator/ACE/pull/84#issuecomment-282458956
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/84
node_id: MDEyOklzc3VlQ29tbWVudDI4MjQ1ODk1Ng==
created_at: 2017-02-25T04:23:07Z
updated_at: 2017-02-25T04:23:07Z
author_association: CONTRIBUTOR
body:
  I was able to get the skills to lock into Infinity!, but the Abilities do not continue to spend after clicking 12 times on the +10 button; in other words - once you spend more then 121 points on abilities specificially, you can't spend anymore on abilities.

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html_url: https://github.com/ACEmulator/ACE/issues/5#issuecomment-282489796
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/5
node_id: MDEyOklzc3VlQ29tbWVudDI4MjQ4OTc5Ng==
created_at: 2017-02-25T15:09:21Z
updated_at: 2017-02-25T15:09:21Z
author_association: MEMBER
body:
  Fix: Local chat still broadcasts globally
  Test/Fix: Chat Channels (General, LFG, ...) are broadcast to everyone. We should probably check if the recipient subscribes to the channel first before sending the message to them.

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html_url: https://github.com/ACEmulator/ACE/pull/90#issuecomment-282491222
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/90
node_id: MDEyOklzc3VlQ29tbWVudDI4MjQ5MTIyMg==
created_at: 2017-02-25T15:32:31Z
updated_at: 2017-02-25T15:32:31Z
author_association: MEMBER
body:
  GameMessageF7E5 should be named GameMessageDDD_Interrogation

  There's a lot of hard coded group types still: 0x5, 0x9, 0xA, etc.. We should use an enum for the groups.

  NetworkSession.cs, and anywhere else, should use DateTime.UtcNow instead of DateTime.Now

  This is a big PR so it will require further review.. I like what I see so far though, can't wait to get this merged.. I'll have to look at it a bit more later, and will want Mogwai to look at it as well.

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html_url: https://github.com/ACEmulator/ACE/pull/90#issuecomment-282501819
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/90
node_id: MDEyOklzc3VlQ29tbWVudDI4MjUwMTgxOQ==
created_at: 2017-02-25T18:14:35Z
updated_at: 2017-02-25T18:14:35Z
author_association: MEMBER
body:
  Another thing I'm noticing is that if you connect, close the client with the X when you're in portal space, and reconnect again.. repeat this a few times, the client will eventually crash, and the server seems to stop listening to new connections. 

  Even after the server forcibly removes the clients, new connections are still not being accepted.

  his happens with DateTime.Now and DateTime.UtcNow

  I am unable to reproduce these steps on the current main branch.

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html_url: https://github.com/ACEmulator/ACE/pull/84#issuecomment-282728268
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/84
node_id: MDEyOklzc3VlQ29tbWVudDI4MjcyODI2OA==
created_at: 2017-02-27T14:03:07Z
updated_at: 2017-02-27T14:03:07Z
author_association: CONTRIBUTOR
body:
  Fantoms, we had that giant changeset for the Network overhaul.  Rebase this and give it another go and we'll merge it in.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/84#issuecomment-283558190
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/84
node_id: MDEyOklzc3VlQ29tbWVudDI4MzU1ODE5MA==
created_at: 2017-03-02T05:11:09Z
updated_at: 2017-03-02T05:11:09Z
author_association: CONTRIBUTOR
body:
  I believe this is ready for a another eye if it is worth having Skills raise to max skill level.

  The abilities are not working; example: when you go above 221 on strength.

  Here is a packet capture showing the abilities issue: http://pastebin.com/Bn5Sjew6

  Thanks!

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html_url: https://github.com/ACEmulator/ACE/pull/84#issuecomment-283644641
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/84
node_id: MDEyOklzc3VlQ29tbWVudDI4MzY0NDY0MQ==
created_at: 2017-03-02T12:47:49Z
updated_at: 2017-03-02T12:47:49Z
author_association: CONTRIBUTOR
body:
  102 files changed?  I can't tell what's your PR vs what was a merge.  Can you create a new branch and cherry pick the commits that have your code and resubmit?  I just have no way of telling what was yours versus what was merged stuff.

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html_url: https://github.com/ACEmulator/ACE/pull/107#issuecomment-284311511
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/107
node_id: MDEyOklzc3VlQ29tbWVudDI4NDMxMTUxMQ==
created_at: 2017-03-06T06:13:51Z
updated_at: 2017-03-06T06:13:51Z
author_association: NONE
body:
  So the file names themselves would be hard-coded and just pull in the directory location from the config file, thereby allowing the two config directives to condense into one.

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html_url: https://github.com/ACEmulator/ACE/pull/107#issuecomment-284312826
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/107
node_id: MDEyOklzc3VlQ29tbWVudDI4NDMxMjgyNg==
created_at: 2017-03-06T06:25:16Z
updated_at: 2017-03-06T06:25:16Z
author_association: MEMBER
body:
  Exactly. I can't imagine a reason why the file names couldn't or shouldn't be hardcoded, but I can think of a few reasons why one might want to change the directory location. One of which could be having multiple versions of DAT patches to switch between perhaps?

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html_url: https://github.com/ACEmulator/ACE/pull/107#issuecomment-284326453
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/107
node_id: MDEyOklzc3VlQ29tbWVudDI4NDMyNjQ1Mw==
created_at: 2017-03-06T07:59:00Z
updated_at: 2017-03-06T07:59:00Z
author_association: NONE
body:
  Stupid tab vs spaces kept tripping me up.  I also noticed that I missed a whole file that should have been included in the original commit.  'git add <filename>, ftw.  It has now been added into the PR with the changes to the config variable(s).

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html_url: https://github.com/ACEmulator/ACE/pull/21#issuecomment-285084104
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/21
node_id: MDEyOklzc3VlQ29tbWVudDI4NTA4NDEwNA==
created_at: 2017-03-08T16:07:10Z
updated_at: 2017-03-08T16:07:10Z
author_association: NONE
body:
  Technically; we DO have a launcher. I will work with whoever necessary to implement this into the launcher when ready. It's currently stable and fully featured as far as i can tell; so it's at a stage where implementing true password passing between server and client launch is reasonable.

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285880069
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTg4MDA2OQ==
created_at: 2017-03-11T16:47:30Z
updated_at: 2017-03-11T16:47:30Z
author_association: CONTRIBUTOR
body:
  Hrm, noticed some bugs around objects not getting into the landblock collection. Not mergeworthy yet, but feel free to comment. 

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html_url: https://github.com/ACEmulator/ACE/pull/119#issuecomment-285913800
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/119
node_id: MDEyOklzc3VlQ29tbWVudDI4NTkxMzgwMA==
created_at: 2017-03-12T01:20:16Z
updated_at: 2017-03-12T05:23:25Z
author_association: CONTRIBUTOR
body:
  -Added the max level effect

  -Moved the effects to after the level-up network message sequence

  -I believe made the /grantxp now command work properly. Please let me know if this is correct: There was an issue where the max xp was not locking to Infinity, so I had to add another GrantXp command to add Additional XP for skill leveling, for after max level is achieved.

  -Moved the available credit update to the end so it doesn't spam the message until all credits are achieved, this fixed a bug I added.

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285917933
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTkxNzkzMw==
created_at: 2017-03-12T02:54:11Z
updated_at: 2017-03-12T02:54:11Z
author_association: CONTRIBUTOR
body:
  Updated with:
  1) basic object factories
  2) log4net - not having console output was killing me and we needed a logging framework anyway.  nuget to the rescue.
  3) moved "in front of" calculations to hang off the Position object for better reuse
  4) fixed various landblock object cache bugs
  5) added even more // TODO

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285936751
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTkzNjc1MQ==
created_at: 2017-03-12T10:53:22Z
updated_at: 2017-03-12T10:53:22Z
author_association: MEMBER
body:
  Ahh ok. I'll have to review this today.

  Talking with mogwai in private, his initial plan was event based, but it didn't pan out, so he scrapped that and was working on a different system, so I wasn't sure if this was that.

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285966645
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTk2NjY0NQ==
created_at: 2017-03-12T19:04:57Z
updated_at: 2017-03-12T19:04:57Z
author_association: MEMBER
body:
  I loaded this up. Broadcasting works which is nice. Seems to be a bit of client and server instability issues though. Will have to look at it more in depth.

  Also, it would be cleaner to review if the log4net changes weren't combined with the landblock code. Landblock management is already complex enough.

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285994516
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTk5NDUxNg==
created_at: 2017-03-13T01:18:29Z
updated_at: 2017-03-13T01:18:29Z
author_association: CONTRIBUTOR
body:
  I can gut the log4net stuff if you want, but I couldn't have debugged this without it.  Either way.  And yeah, I had stability issues as well, but it wasn't anything consistently reproducible.  There was a comment about the update having to be sent after the client entered portal space, but I didn't do anything explicit to account for it.

  Let me know if you find anything specific.

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html_url: https://github.com/ACEmulator/ACE/pull/118#issuecomment-285997814
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/118
node_id: MDEyOklzc3VlQ29tbWVudDI4NTk5NzgxNA==
created_at: 2017-03-13T01:53:40Z
updated_at: 2017-03-13T01:53:40Z
author_association: MEMBER
body:
  At this point, might as well keep the log4net in there. It makes sense moving forward, and no sense in duplicating the work later.

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html_url: https://github.com/ACEmulator/ACE/issues/19#issuecomment-286120297
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/19
node_id: MDEyOklzc3VlQ29tbWVudDI4NjEyMDI5Nw==
created_at: 2017-03-13T14:18:26Z
updated_at: 2017-03-13T14:18:26Z
author_association: MEMBER
body:
  Still need to add the movement event that gets sent to the client putting the client in the logoff animation. Hopefully this stops the sounds from continuing through to character selection screen.

  Also need to broadcast the event to others.

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html_url: https://github.com/ACEmulator/ACE/issues/51#issuecomment-286124129
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/51
node_id: MDEyOklzc3VlQ29tbWVudDI4NjEyNDEyOQ==
created_at: 2017-03-13T14:30:57Z
updated_at: 2017-03-13T14:30:57Z
author_association: CONTRIBUTOR
body:
  A small portion of saving the character is available in Pull Request #125, as it will save the character properties to the database.

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html_url: https://github.com/ACEmulator/ACE/pull/121#issuecomment-287252812
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/121
node_id: MDEyOklzc3VlQ29tbWVudDI4NzI1MjgxMg==
created_at: 2017-03-17T02:51:34Z
updated_at: 2017-03-17T02:51:34Z
author_association: CONTRIBUTOR
body:
  Known Issue: Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later.

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html_url: https://github.com/ACEmulator/ACE/pull/121#issuecomment-287511136
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/121
node_id: MDEyOklzc3VlQ29tbWVudDI4NzUxMTEzNg==
created_at: 2017-03-18T02:44:38Z
updated_at: 2017-03-18T02:44:38Z
author_association: MEMBER
body:
  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.

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html_url: https://github.com/ACEmulator/ACE/pull/121#issuecomment-287548276
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/121
node_id: MDEyOklzc3VlQ29tbWVudDI4NzU0ODI3Ng==
created_at: 2017-03-18T14:02:39Z
updated_at: 2017-03-18T14:02:39Z
author_association: MEMBER
body:
  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.

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html_url: https://github.com/ACEmulator/ACE/issues/53#issuecomment-287586760
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/53
node_id: MDEyOklzc3VlQ29tbWVudDI4NzU4Njc2MA==
created_at: 2017-03-19T01:10:40Z
updated_at: 2017-03-19T01:10:40Z
author_association: CONTRIBUTOR
body:
  If PR #143 gets accepted, then I have a follow-up PR that will allow skill credits to be spent. I've already tested the code and it should allow for skill credit spending, saving, and loading.

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html_url: https://github.com/ACEmulator/ACE/pull/146#issuecomment-287591909
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/146
node_id: MDEyOklzc3VlQ29tbWVudDI4NzU5MTkwOQ==
created_at: 2017-03-19T03:37:25Z
updated_at: 2017-03-19T03:37:25Z
author_association: CONTRIBUTOR
body:
  Jesus - I tried to squash it down to 1 commit and it went from 7 to 9.   I will get git - but damn it is kicking my ass right now.

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html_url: https://github.com/ACEmulator/ACE/pull/148#issuecomment-287667143
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/148
node_id: MDEyOklzc3VlQ29tbWVudDI4NzY2NzE0Mw==
created_at: 2017-03-20T02:13:35Z
updated_at: 2017-03-20T02:13:35Z
author_association: CONTRIBUTOR
body:
  So, here's the thing... Devs that know what to do with Docker don't need this - we can run scripts just fine.  Players that want to host their own servers don't even have a clue what Docker is.  Plus, you're linking to a docker image offsite that we can't control.

  We don't think this is necessary, but in the end we might host a db image on acemulator.org when we cut releases.  I just don't think we're at a point where this is needed.

  Thanks!

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html_url: https://github.com/ACEmulator/ACE/pull/148#issuecomment-287670070
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/148
node_id: MDEyOklzc3VlQ29tbWVudDI4NzY3MDA3MA==
created_at: 2017-03-20T02:53:36Z
updated_at: 2017-03-20T02:53:36Z
author_association: NONE
body:
  No problem,

  Since i'm using it, i thought maybe you guys might find it useful.

  I'll find other way to contribute :)

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html_url: https://github.com/ACEmulator/ACE/pull/156#issuecomment-287852886
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/156
node_id: MDEyOklzc3VlQ29tbWVudDI4Nzg1Mjg4Ng==
created_at: 2017-03-20T18:23:52Z
updated_at: 2017-03-20T18:23:52Z
author_association: CONTRIBUTOR
body:
  Tested this utilizing multiple characters and passes were successful. 

  Aside from this code, your command really helps points out the bug/non-issue in the client, where your total health is greater than the actual health - 

  Example - In-game action sequence after Spending one rank up, for endurance (Total 61): 

  1. Health Total: `1/31`
  2. type: `@heal`
  3. Health Total: `30/31`

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html_url: https://github.com/ACEmulator/ACE/pull/148#issuecomment-287964793
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/148
node_id: MDEyOklzc3VlQ29tbWVudDI4Nzk2NDc5Mw==
created_at: 2017-03-21T03:14:49Z
updated_at: 2017-03-21T03:14:49Z
author_association: CONTRIBUTOR
body:
  If we had the actual source and wanted to move it away from SQL Server and Windows Server, then deploying each piece (Database, GLS, etc) in a docker would have provided a great way to link all of the components.  Then have a VM OVF/OVA with CentOS or similar OS and have it load the dockers would have been a decent deployment model.

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html_url: https://github.com/ACEmulator/ACE/pull/167#issuecomment-289094900
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/167
node_id: MDEyOklzc3VlQ29tbWVudDI4OTA5NDkwMA==
created_at: 2017-03-24T17:46:38Z
updated_at: 2017-03-24T17:46:38Z
author_association: MEMBER
body:
  Lifestones.. Lifestones everywhere!
  ![139vy](https://cloud.githubusercontent.com/assets/11369233/24306810/442826f4-1098-11e7-827d-edb4621c05e5.jpg)

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html_url: https://github.com/ACEmulator/ACE/pull/167#issuecomment-289177445
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/167
node_id: MDEyOklzc3VlQ29tbWVudDI4OTE3NzQ0NQ==
created_at: 2017-03-25T01:13:54Z
updated_at: 2017-03-25T01:13:54Z
author_association: CONTRIBUTOR
body:
  Works for me, too Mogwai. Exciting to see this materialize through the process. Generalized object factory is going to quickly open a lot of other doors as well. Thanks for the effort! 

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html_url: https://github.com/ACEmulator/ACE/pull/160#issuecomment-289435283
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/160
node_id: MDEyOklzc3VlQ29tbWVudDI4OTQzNTI4Mw==
created_at: 2017-03-27T12:12:32Z
updated_at: 2017-03-27T12:12:32Z
author_association: CONTRIBUTOR
body:
  Sat down to review all this, but there's 5 merge conflicts.  If you could take a look at rebasing with the big item / database overhaul that would be great.

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html_url: https://github.com/ACEmulator/ACE/issues/180#issuecomment-289746755
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/180
node_id: MDEyOklzc3VlQ29tbWVudDI4OTc0Njc1NQ==
created_at: 2017-03-28T11:57:18Z
updated_at: 2017-03-28T11:57:18Z
author_association: CONTRIBUTOR
body:
  Problem is we don't have anything in place to differentiate between walking and TPing within a landblock.  Shouldn't be hard, though.

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html_url: https://github.com/ACEmulator/ACE/pull/182#issuecomment-290084445
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/182
node_id: MDEyOklzc3VlQ29tbWVudDI5MDA4NDQ0NQ==
created_at: 2017-03-29T13:09:24Z
updated_at: 2017-03-29T13:09:24Z
author_association: CONTRIBUTOR
body:
  In looking at this this morning - I think I see what the issue is.   I was working on this right before someone was doing some work on animation.   I had started down a path that I needed to create a properly formed F74C MovementEvent.   He and I both created objects and enums that were the same but named differently.   Both are in here and I am now sending a bogus F74 message.   That is why my neckid dude will not bend down to drop the wand.   I won't be able to untangle this until later today - but anyone that has time, other than that message being fubar - the implementation of the container inventory dictionary, the landblock logic for dropping an item - it would be helpful to know if I am on the right track with how it is implemented.   Thanks

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html_url: https://github.com/ACEmulator/ACE/pull/183#issuecomment-290313862
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/183
node_id: MDEyOklzc3VlQ29tbWVudDI5MDMxMzg2Mg==
created_at: 2017-03-30T06:22:39Z
updated_at: 2017-03-30T06:22:39Z
author_association: MEMBER
body:
  Getting several crashes with the current db load in, needs a bit more pruning of objects as there are lots of player created objects in this db in addition to static objects, which probably leads to crashing in some of housing settlements or towns

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html_url: https://github.com/ACEmulator/ACE/pull/184#issuecomment-290456123
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/184
node_id: MDEyOklzc3VlQ29tbWVudDI5MDQ1NjEyMw==
created_at: 2017-03-30T15:56:12Z
updated_at: 2017-03-30T15:56:12Z
author_association: CONTRIBUTOR
body:
  I am going to close this PR, untill I work the Positions and CharacterPositions in too the same object and the code ready for another look.

  Thanks For your reviews so far!

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html_url: https://github.com/ACEmulator/ACE/pull/187#issuecomment-290821532
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/187
node_id: MDEyOklzc3VlQ29tbWVudDI5MDgyMTUzMg==
created_at: 2017-03-31T20:28:58Z
updated_at: 2017-03-31T20:28:58Z
author_association: CONTRIBUTOR
body:
  Spells ! We have some fun spells.. I will work to improve it but this is worth it to submit it now as it should works in multiplayer for giggles..

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html_url: https://github.com/ACEmulator/ACE/pull/187#issuecomment-290918730
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/187
node_id: MDEyOklzc3VlQ29tbWVudDI5MDkxODczMA==
created_at: 2017-04-01T13:00:41Z
updated_at: 2017-04-01T13:00:41Z
author_association: CONTRIBUTOR
body:
  Closing this, I found some issues with it.
  I also am thinking we need some kind of naming convention between Entity and Enum..
  Starting to Get confusing.. IE
  PlayerEntity, SpellEntity, Etc as we build more entitys.. enums should just be Spell, Player, etc as needed.

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html_url: https://github.com/ACEmulator/ACE/pull/189#issuecomment-290962849
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/189
node_id: MDEyOklzc3VlQ29tbWVudDI5MDk2Mjg0OQ==
created_at: 2017-04-02T03:47:46Z
updated_at: 2017-04-02T03:47:46Z
author_association: CONTRIBUTOR
body:
  I will fix this first thing in the morning.   I looked they are easy to resolve.   Thanks for checking it over.

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html_url: https://github.com/ACEmulator/ACE/pull/194#issuecomment-290963680
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/194
node_id: MDEyOklzc3VlQ29tbWVudDI5MDk2MzY4MA==
created_at: 2017-04-02T04:18:08Z
updated_at: 2017-04-02T04:18:08Z
author_association: CONTRIBUTOR
body:
  In my defense, here is the previously requested change: https://github.com/ACEmulator/ACE/pull/184/files/0fda5e079b51c574b0565d7e01fa51e8548d5d0b

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/189#issuecomment-290985538
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/189
node_id: MDEyOklzc3VlQ29tbWVudDI5MDk4NTUzOA==
created_at: 2017-04-02T13:12:04Z
updated_at: 2017-04-02T13:12:04Z
author_association: CONTRIBUTOR
body:
  I fixed the merge issues.   When you get a chance to review this - if you look at: 
  public void HandleDropItem(ObjectGuid objectGuid, Session session)   - I am not sure if it needs to be on world object or player.   I cannot remember if any NPC's would drop anything as part of a quest.   I put in in WO just in case.   That might be a mistake.   If it needs to go into player - I need to create a method on world object to update containerId.   Anyway - any feedback is appreciated.
         

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html_url: https://github.com/ACEmulator/ACE/issues/144#issuecomment-291013240
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/144
node_id: MDEyOklzc3VlQ29tbWVudDI5MTAxMzI0MA==
created_at: 2017-04-02T20:37:35Z
updated_at: 2017-04-02T20:37:35Z
author_association: CONTRIBUTOR
body:
  If the first part gets checked in - I will implement pickup item - then add saving your inventory to the database for persistence.   I will add inscription next.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/190#issuecomment-291120839
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/190
node_id: MDEyOklzc3VlQ29tbWVudDI5MTEyMDgzOQ==
created_at: 2017-04-03T11:49:54Z
updated_at: 2017-04-03T11:49:54Z
author_association: CONTRIBUTOR
body:
  I accepted Og's inventory PR which created conflicts again.  Good news is you're now at the top of the queue this time!

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html_url: https://github.com/ACEmulator/ACE/pull/198#issuecomment-291271293
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/198
node_id: MDEyOklzc3VlQ29tbWVudDI5MTI3MTI5Mw==
created_at: 2017-04-03T20:55:57Z
updated_at: 2017-04-03T20:55:57Z
author_association: CONTRIBUTOR
body:
  Any chance you can concat the portal files down to a single file for purposes of the PR?  In the script directory, you should be able to do this (on Windows command line):
  copy *.sql AllPortals.sql

  We'd just need to know to run that via the SqlYog import tool rather than the query editor.

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html_url: https://github.com/ACEmulator/ACE/issues/209#issuecomment-292063770
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/209
node_id: MDEyOklzc3VlQ29tbWVudDI5MjA2Mzc3MA==
created_at: 2017-04-06T04:08:59Z
updated_at: 2017-04-06T04:08:59Z
author_association: CONTRIBUTOR
body:
  After testing a few times, I believe that your commit b52abcd is the culprit. When I revert this change, rotations are restored.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/231#issuecomment-293122342
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/231
node_id: MDEyOklzc3VlQ29tbWVudDI5MzEyMjM0Mg==
created_at: 2017-04-11T01:18:52Z
updated_at: 2017-04-11T01:18:52Z
author_association: MEMBER
body:
  To reproduce:
  Connect two or more clients to same server
  teleport both to same location outdoors
  teleport one away to another outdoor location
  client disappears
  return client to original outdoor location
  @mp both clients
  from mp, teleport to another dungeon
  @teleloc 013A01E2 21.68 -50.02 6.11 -0.70 0.00 0.00 -0.71 (for example)
  the client that is supposed to portal away is left on the remaining client screen.

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html_url: https://github.com/ACEmulator/ACE/issues/232#issuecomment-293149021
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/232
node_id: MDEyOklzc3VlQ29tbWVudDI5MzE0OTAyMQ==
created_at: 2017-04-11T04:49:50Z
updated_at: 2017-04-11T04:49:59Z
author_association: MEMBER
body:
  Your location is: 0x2B110028 [104.277939 191.119308 48.005001] 0.221541 0.000000 0.000000 -0.975151
  Your location is: 0x2B120021 [103.705467 0.314215 48.005001] 0.221541 0.000000 0.000000 -0.975151

  locations of interest

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html_url: https://github.com/ACEmulator/ACE/issues/233#issuecomment-293324955
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/233
node_id: MDEyOklzc3VlQ29tbWVudDI5MzMyNDk1NQ==
created_at: 2017-04-11T16:48:24Z
updated_at: 2017-04-11T16:48:24Z
author_association: MEMBER
body:
  I think this is a symptom of a lack of broadcasting of several things related to movement.. My guess it to resolve it queues will need to be built out for MoveToState and likely a change for UpdatePosition... 

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html_url: https://github.com/ACEmulator/ACE/pull/236#issuecomment-293918593
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/236
node_id: MDEyOklzc3VlQ29tbWVudDI5MzkxODU5Mw==
created_at: 2017-04-13T14:52:58Z
updated_at: 2017-04-13T14:53:45Z
author_association: CONTRIBUTOR
body:
  I have a thought on this, but will require some refactor work.
  I think we need to move all GameMessage/GameEvents to store inputted data, and then we add a 
  byte[] GetPayload(Session session) 
  function which actually writes the content for sending.  Then a single event can be used repeatedly to broadcast to many sessions.
  I need to take a closer look at this to think out the details.

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html_url: https://github.com/ACEmulator/ACE/pull/229#issuecomment-294223013
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/229
node_id: MDEyOklzc3VlQ29tbWVudDI5NDIyMzAxMw==
created_at: 2017-04-14T19:47:35Z
updated_at: 2017-04-14T19:47:35Z
author_association: CONTRIBUTOR
body:
  Stackoverflow pointed out a part of code that was not checking for existence prior to usage - I made that fix.

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html_url: https://github.com/ACEmulator/ACE/pull/238#issuecomment-294299000
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/238
node_id: MDEyOklzc3VlQ29tbWVudDI5NDI5OTAwMA==
created_at: 2017-04-15T15:09:00Z
updated_at: 2017-04-15T15:09:00Z
author_association: CONTRIBUTOR
body:
  I fixed and improved this according to your suggestions and will submit a new PR. Thanks all for the help!

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html_url: https://github.com/ACEmulator/ACE/pull/239#issuecomment-294742418
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/239
node_id: MDEyOklzc3VlQ29tbWVudDI5NDc0MjQxOA==
created_at: 2017-04-18T09:20:50Z
updated_at: 2017-04-18T09:20:50Z
author_association: CONTRIBUTOR
body:
  I removed the smite command as requested - although I don't see why implementing it was so bad if it's in the client.

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html_url: https://github.com/ACEmulator/ACE/pull/247#issuecomment-294856575
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/247
node_id: MDEyOklzc3VlQ29tbWVudDI5NDg1NjU3NQ==
created_at: 2017-04-18T14:09:58Z
updated_at: 2017-04-18T14:09:58Z
author_association: CONTRIBUTOR
body:
  I also really like the container class container -> creature -> player   We will be able to do container -> chest.    

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html_url: https://github.com/ACEmulator/ACE/pull/251#issuecomment-294980138
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/251
node_id: MDEyOklzc3VlQ29tbWVudDI5NDk4MDEzOA==
created_at: 2017-04-18T20:56:44Z
updated_at: 2017-04-18T20:56:44Z
author_association: CONTRIBUTOR
body:
  Folders should match namespaces, it's even a StyleCop rule. This type of object organization is not normal practice in industry and I'm not a fan. 

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html_url: https://github.com/ACEmulator/ACE/pull/250#issuecomment-295009469
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/250
node_id: MDEyOklzc3VlQ29tbWVudDI5NTAwOTQ2OQ==
created_at: 2017-04-18T22:59:12Z
updated_at: 2017-04-18T22:59:12Z
author_association: MEMBER
body:
  Use case is for house objects but per our discussion I should look further at this to refine to a more specific object

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html_url: https://github.com/ACEmulator/ACE/issues/254#issuecomment-295032015
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/254
node_id: MDEyOklzc3VlQ29tbWVudDI5NTAzMjAxNQ==
created_at: 2017-04-19T01:10:33Z
updated_at: 2017-04-19T01:10:33Z
author_association: CONTRIBUTOR
body:
  Some info on the Natural Regen rates can be seen at: http://acpedia.org/wiki/Natural_Resistances#Natural_Resistance_Bonus

  Mostly this references the modifiers to the natural rates due to attributes (and spells).
  I'm not sure where to find the actual natural rate.   Perhaps some math can be done on some pcaps showing vital restoration and we can work back from the characters stats and spells?

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html_url: https://github.com/ACEmulator/ACE/issues/254#issuecomment-295038094
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/254
node_id: MDEyOklzc3VlQ29tbWVudDI5NTAzODA5NA==
created_at: 2017-04-19T01:46:26Z
updated_at: 2017-04-19T01:46:26Z
author_association: CONTRIBUTOR
body:
  I can't find the official natural regen formula documented.  Following is from a Letter to the Players, Nov 2001.

  > b. New regeneration rates--As the game of Asheron's Call grows and progresses, certain design dynamics have become outdated. The hit point regeneration rate has become one of those antiquated systems. We wanted to decrease downtime, especially the downtime for those without life magic who also don't have healing. We think we've struck the right compromise with the current hit point and Stamina regen rates. 

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html_url: https://github.com/ACEmulator/ACE/pull/255#issuecomment-295148279
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/255
node_id: MDEyOklzc3VlQ29tbWVudDI5NTE0ODI3OQ==
created_at: 2017-04-19T07:55:11Z
updated_at: 2017-04-19T07:55:11Z
author_association: MEMBER
body:
  So far the only issue i've encountered that's new is I can sometimes get to the character select screen and get no characters in the list upon server start up. waiting a bit tends to mitigate that out. Perhaps connections should be blocked until everything is ready to go?

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html_url: https://github.com/ACEmulator/ACE/pull/251#issuecomment-295222400
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/251
node_id: MDEyOklzc3VlQ29tbWVudDI5NTIyMjQwMA==
created_at: 2017-04-19T11:11:11Z
updated_at: 2017-04-19T11:11:11Z
author_association: CONTRIBUTOR
body:
  Yea, I was wondering about that, I do like the folders though as they make things more clear.
  What I we added the folders and added the name modified the namespaces accordingly?

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html_url: https://github.com/ACEmulator/ACE/pull/251#issuecomment-295230873
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/251
node_id: MDEyOklzc3VlQ29tbWVudDI5NTIzMDg3Mw==
created_at: 2017-04-19T11:35:05Z
updated_at: 2017-04-19T11:35:05Z
author_association: CONTRIBUTOR
body:
  If we had a hundred or more objects in our hierarchy, I could get on board with something, but what you're asking is actually technically not possible.  You can't have "ACE.Entity.WorldObject" and "ACE.Entity.WorldObject.Container" - it won't even compile because it you can't have a class share a namespace segment.

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html_url: https://github.com/ACEmulator/ACE/pull/255#issuecomment-295252684
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/255
node_id: MDEyOklzc3VlQ29tbWVudDI5NTI1MjY4NA==
created_at: 2017-04-19T12:34:28Z
updated_at: 2017-04-19T12:34:28Z
author_association: MEMBER
body:
  It looks like the namespace for the player handler classes in ACE.Network.Handlers is not correct. Many are ACE.Entity when they should be ACE.Network.Handlers

  The session handlers appear to have the wrong namespaces as well.

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html_url: https://github.com/ACEmulator/ACE/pull/268#issuecomment-296085864
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/268
node_id: MDEyOklzc3VlQ29tbWVudDI5NjA4NTg2NA==
created_at: 2017-04-21T06:10:13Z
updated_at: 2017-04-21T06:10:13Z
author_association: MEMBER
body:
  This will make multiplayer look rather static but honestly the twitching isn't better. the UpdateObject could be replaced with CreateObject messages and it actually looks smoother, albeit still wrong. Clients would appear to skate/slide across the screen. Spams Pcaps however, which is still wrong.

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html_url: https://github.com/ACEmulator/ACE/pull/258#issuecomment-296353544
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/258
node_id: MDEyOklzc3VlQ29tbWVudDI5NjM1MzU0NA==
created_at: 2017-04-22T07:05:44Z
updated_at: 2017-04-22T07:05:44Z
author_association: MEMBER
body:
  More successful testing tonight.. I dumped in a significant number of objects for this to stream it it mostly held up.. One time it failed to stream in objects when I was on an autorun but it also could have been due to the sheer number of objects as well.. Something to try to reproduce if possible.

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html_url: https://github.com/ACEmulator/ACE/pull/271#issuecomment-296440487
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/271
node_id: MDEyOklzc3VlQ29tbWVudDI5NjQ0MDQ4Nw==
created_at: 2017-04-23T12:39:27Z
updated_at: 2017-04-23T12:39:27Z
author_association: CONTRIBUTOR
body:
  Yep, it conflicts with my other or for sure plus more now.

  I will pull it and redo it in a few days.
  I may have some better ideas to for this state machine.  Right now is kind of a rules engine of states.  We may want forward states too so we can move to next state in a ordered list for toggle switches.

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html_url: https://github.com/ACEmulator/ACE/pull/278#issuecomment-296500956
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/278
node_id: MDEyOklzc3VlQ29tbWVudDI5NjUwMDk1Ng==
created_at: 2017-04-24T00:40:16Z
updated_at: 2017-04-24T00:44:09Z
author_association: CONTRIBUTOR
body:
  Adapted @Lidefeath's selected target smite command to allow you to moveTo a selected target, only works for players and creatures:

  ```      public static void MoveTo(Session session, params string[] parameters)
          {
              if (session.Player.SelectedTarget != 0)
              {
                  var target = new ObjectGuid(session.Player.SelectedTarget);
                  var wo = LandblockManager.GetWorldObject(session, target);
                  var newMotion = new ServerControlMotion(MotionStance.Standing, wo);
                  session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player));
                  session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, wo, newMotion, MovementTypes.MoveToObject));            }
              else
              {
                  var distance = 10.0f;
                  if ((parameters?.Length > 0))
                      distance = Convert.ToInt16(parameters[0]);
                  var loot = LootGenerationFactory.CreateTrainingWand(session.Player);
                  LootGenerationFactory.Spawn(loot, session.Player.Location.InFrontOf(distance));
                  session.Player.TrackObject(loot);
                  var newMotion = new ServerControlMotion(MotionStance.Standing, loot);
                  session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player));
                  session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, loot, newMotion, MovementTypes.MoveToObject));
              }
          }
  ```

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html_url: https://github.com/ACEmulator/ACE/pull/278#issuecomment-296869627
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/278
node_id: MDEyOklzc3VlQ29tbWVudDI5Njg2OTYyNw==
created_at: 2017-04-25T01:56:46Z
updated_at: 2017-04-25T01:56:46Z
author_association: CONTRIBUTOR
body:
  I think this is ready for merge.   I have tested functions, the merge conflicts are resolved and I have implemented the requested changes.   

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html_url: https://github.com/ACEmulator/ACE/issues/287#issuecomment-297983201
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/287
node_id: MDEyOklzc3VlQ29tbWVudDI5Nzk4MzIwMQ==
created_at: 2017-04-28T12:17:24Z
updated_at: 2017-04-28T12:17:24Z
author_association: CONTRIBUTOR
body:
  I am working on improving this, right now nothing happens until the player is added to a landblock.
  At that time the landblock is loaded.

  Portal space is not acting as a real loading screen.

  Future state will be to load the landblock and all the others around you on portal log in.

  Also the system will do the same thing as you run across the world.

  This will greatly improve streaming.

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html_url: https://github.com/ACEmulator/ACE/issues/31#issuecomment-298015514
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/31
node_id: MDEyOklzc3VlQ29tbWVudDI5ODAxNTUxNA==
created_at: 2017-04-28T14:37:24Z
updated_at: 2017-04-28T14:37:24Z
author_association: CONTRIBUTOR
body:
  log4net seems to be working very well now:

  - Instance the ILog interface within an object, to gain Logging capabilities, within a scope:
  `private static readonly ILog log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);`
  - The log file path can be set in the `log4net.config` file:
  `<file value="C:\ACE\logs\ACE_Log.txt" />`
  - Currently, all logging levels are saved to disk in the `ACE_Log.txt` file. The log files are getting quite large, mainly due to the packet debug info.:
  `<threshold value="ALL" />`
  - Utilizing the Log.info() will currently send the log message to the console, as well. 

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html_url: https://github.com/ACEmulator/ACE/pull/301#issuecomment-298093388
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/301
node_id: MDEyOklzc3VlQ29tbWVudDI5ODA5MzM4OA==
created_at: 2017-04-28T20:01:58Z
updated_at: 2017-04-28T20:01:58Z
author_association: CONTRIBUTOR
body:
  - `.gitattributes` - This file is recommended for git development. It helps with line endings, which is an issue when you are talking cross platform development. Furthermore, if you create any new project from Visual Studio, this file is created along with a `.gitignore` file.
  - `.editorconfig` - It is becoming more and more common to have a config file for editors and IDEs. I have my editor set to 2 spaces by default for any project. If we allow for cross platform development, this helps solve the problem for others in the same situation (not everyone will use Visual Studio), as well as me.
  - Changing to `Xunit` - Let's be honest, the projects tests aren't tests. They just assume that if the project starts up, it runs. You could have just made a console app for each and it would've had the same effect. I don't have much else to say for this.
  - Adding `.github` folder and an `ISSUE_TEMPLATE.md` file - This project is getting bigger, and also hosted on GitHub. When issues arise, a standard format should be used so that we can easily navigate the issue and what's expected to resolve it. This is supported by GitHub and most larger projects use this.
  - Breaking AppVeyor and adding Travis - AppVeyor doesn't support Linux and Unix, so another CI platform is needed that does. This way, we can support all 3 major OSes. As a to do item, I was going to fix this before the PR was merged.
  - x64 - I didn't know about this. I'll remove it. I created a new Solution file via the dotnet cli and worked from there.
  - Folder structure - Yeah, could've been done in another PR. If you have that big of a beef with it, I really don't care enough. 

  Again, it's labelled as a WIP PR and up here for review for a reason. If you would like me to break this PR out into several, that's fine, too.

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html_url: https://github.com/ACEmulator/ACE/pull/301#issuecomment-298124530
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/301
node_id: MDEyOklzc3VlQ29tbWVudDI5ODEyNDUzMA==
created_at: 2017-04-28T22:53:52Z
updated_at: 2017-04-29T01:25:47Z
author_association: CONTRIBUTOR
body:
  In addition to the above concerns, since I feel I didn't adequately explain why I did what I did with the folder structure. There are many examples of this structure being used in the .NET world. For example, https://github.com/dotnet/docs/blob/master/docs/core/porting/project-structure.md, and the accompanying GitHub repo https://github.com/dotnet/docs/tree/master/samples/framework/libraries. I was simply standardizing the project from examples put forth by Microsoft themselves. 

  There was the question you posed of would I do this on a new team? Yes, I would, if I was tasked with converting the project from .NET Framework to .NET Core, which I was with this PR, given the above example as just one of the cases I'd put forth of why I am doing what I did. I never intended to have this PR merged in without the to do list being completed (have CI working again, logging being in place, etc). 

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html_url: https://github.com/ACEmulator/ACE/pull/306#issuecomment-298181799
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/306
node_id: MDEyOklzc3VlQ29tbWVudDI5ODE4MTc5OQ==
created_at: 2017-04-29T17:15:29Z
updated_at: 2017-04-29T17:15:29Z
author_association: NONE
body:
  The societyId field in the new table structure is currently a placeholder that can be changed, if needed, for when Societies and their bound portals are implemented.

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html_url: https://github.com/ACEmulator/ACE/pull/305#issuecomment-298197186
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/305
node_id: MDEyOklzc3VlQ29tbWVudDI5ODE5NzE4Ng==
created_at: 2017-04-29T22:00:40Z
updated_at: 2017-04-29T22:00:40Z
author_association: COLLABORATOR
body:
  Per discussion, I modified this to only spit out debug info on "DebugObjects" (as opposed to proper WorldObjects, which as of now are players, life stones and portals.) Also added the WeenieClassId for further debugging fun (which required modifying how this works a little bit, but all for the best)

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html_url: https://github.com/ACEmulator/ACE/pull/304#issuecomment-298227307
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/304
node_id: MDEyOklzc3VlQ29tbWVudDI5ODIyNzMwNw==
created_at: 2017-04-30T11:42:31Z
updated_at: 2017-04-30T11:42:31Z
author_association: MEMBER
body:
  I'm not sure if this is even possible, or relevant to this config. What I see is missing is the line break type. We use Windows CR LF.

  Can you add this?

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html_url: https://github.com/ACEmulator/ACE/pull/304#issuecomment-298234796
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/304
node_id: MDEyOklzc3VlQ29tbWVudDI5ODIzNDc5Ng==
created_at: 2017-04-30T14:15:55Z
updated_at: 2017-04-30T14:19:03Z
author_association: CONTRIBUTOR
body:
  I fixed it, but leaving this to you to decide... 

  The point of the other PR (`.gitattributes`) will take care of this for x-platform support by allowing git to handle it.

  See more on that in the NOTE posted here:
  https://github.com/editorconfig/editorconfig/wiki/EditorConfig-Properties#end_of_line

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html_url: https://github.com/ACEmulator/ACE/pull/309#issuecomment-298311332
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/309
node_id: MDEyOklzc3VlQ29tbWVudDI5ODMxMTMzMg==
created_at: 2017-05-01T09:36:18Z
updated_at: 2017-05-01T09:36:18Z
author_association: CONTRIBUTOR
body:
  I would keep it separated but you may need to see why the the ref issue is happening and if it all that ref is still needed.

  Logically I say cell data would not have any ref at all and would be ref by ace, and other classes.

  The circular ref occurres when the ace ref points to cell and the cell ref points to ace.  That is poor ok code design so you got to make sure through proper project layout and code design that you only use the ref project as a ref project and not try to interconnect the too.

  Hope that helps a little 

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html_url: https://github.com/ACEmulator/ACE/pull/306#issuecomment-298324824
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/306
node_id: MDEyOklzc3VlQ29tbWVudDI5ODMyNDgyNA==
created_at: 2017-05-01T12:10:28Z
updated_at: 2017-05-01T12:10:28Z
author_association: CONTRIBUTOR
body:
  Couple comments:
  * If you make the join a "LEFT OUTER JOIN", you won't break existing portals.  In order to support this, the destination data properties will need to be nullable (to make an int nullable, change it to "int?").
  * World data needs to go to the ACE-World repository.  Table/View structures here, data there.

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html_url: https://github.com/ACEmulator/ACE/pull/301#issuecomment-298326534
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/301
node_id: MDEyOklzc3VlQ29tbWVudDI5ODMyNjUzNA==
created_at: 2017-05-01T12:28:20Z
updated_at: 2017-05-01T12:28:20Z
author_association: CONTRIBUTOR
body:
  Short wrap-up / summary:

  Please limit PRs to 1 feature.  If you're changing design or architecture, a discussion ahead of time would be much preferred, but putting comments in your PR to explain things is better than nothing.

  I've never used Github for issue tracking or project management (and we don't have any Github experts on the team yet, either) so we're not aware of what all it can do or how it does it.  That said, we are very open to improving our process here - we just need things explained.

  I don't argue that our tests do much.  They make sure the DB prepared statements are syntactically correct, but changing to XUnit doesn't change that either.

  We currently have no plans or desire to support non-Windows development.  We have a number of Unix/Ubuntu/Linux developers that have had no major objections to this.

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html_url: https://github.com/ACEmulator/ACE/pull/319#issuecomment-298811636
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/319
node_id: MDEyOklzc3VlQ29tbWVudDI5ODgxMTYzNg==
created_at: 2017-05-03T02:42:42Z
updated_at: 2017-05-03T02:43:13Z
author_association: CONTRIBUTOR
body:
  This pr was created to address issue #296. To address the mana updates, a mana update message is now sent when self is updated.

  After changing the `@heal` command to use a different message, the health and mana rankUp began to work correctly on the client, during my testing.

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-299520962
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDI5OTUyMDk2Mg==
created_at: 2017-05-05T17:06:43Z
updated_at: 2017-05-05T17:06:43Z
author_association: CONTRIBUTOR
body:
  @LtRipley36706  fixed.   BTW did you do the move ci & create to debugObject?   I think when you did the full rest it brought that code in.   There is a bug - it will not spawn 12748 (training wand) in the backpack using ci.   It will float it mid air using create, but it thinks it is a PK alter.   I started looking at it - but while I think the way you implemented it is awesome - I am not sure I fully understand it.   I am trying to work through the code now.   If / when you had a minute to take a look - that would be awesome.

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-299528846
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDI5OTUyODg0Ng==
created_at: 2017-05-05T17:39:51Z
updated_at: 2017-05-05T17:40:21Z
author_association: MEMBER
body:
  @ogmage78 yeah I swapped ci/create DebugObject to get the debug data for assess. The problem is DebugObject is trying to be this generic catch all and I'm not even sure it can be, adding in too much stuff alters how an object was really setup in retail. As of this moment, I'm still of the belief that essentially we're needing a 1:1 recreation of each weenie in the codebase so in order to properly spawn a Training Wand, you need a TrainingWand.cs weenie file with all the proper settings in there, and then we need a "factory" that searches and finds the right weenie to create an object from, assuming a weenie code file has been created for the object.

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html_url: https://github.com/ACEmulator/ACE/pull/329#issuecomment-299530392
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/329
node_id: MDEyOklzc3VlQ29tbWVudDI5OTUzMDM5Mg==
created_at: 2017-05-05T17:46:23Z
updated_at: 2017-05-05T17:46:23Z
author_association: COLLABORATOR
body:
  A couple of pushes later, and the whitespace issues seems to be resolved in this PR. (Note that the bulk of the differences in the existing files are now indentation related, which is by design)

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-299531584
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDI5OTUzMTU4NA==
created_at: 2017-05-05T17:51:25Z
updated_at: 2017-05-05T17:51:57Z
author_association: CONTRIBUTOR
body:
  @LtRipley36706  @Mogwai-AC Not dead set against that - but maybe it is just the database guy in me - see a db approach as a better choice.   It seems what we need i(f I understand a weenie class correctly) the weenie class is the base template from which 0-N variations are all derived.   Some like the training wand - is really the base and that is it.    If we made weenie_class have all of the base data then have a 1 to N relationship to base ace object that would do the trick.   Let's look at the use case of creating loot.   Let's say we want to spawn armor for a corpse loot drop.   Random pick the weenie class from the type armor.   Pull up that base weenie class.   Now do your mutations.   Now - you can do the same thing with a file / class for every weenie class - I am not really sure if one way is better than the other.   If we go db route, we could do one per type - armor, weapons, clothes etc many fewer files and going forward - a way to have content creators be able to create new things without code changes.    Let me know what you think.   I added Mogwai just to get his opinion.   I don't feel strongly either way - and can work with whatever we decide.   

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-299542370
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDI5OTU0MjM3MA==
created_at: 2017-05-05T18:34:12Z
updated_at: 2017-05-05T18:34:12Z
author_association: CONTRIBUTOR
body:
  I am not yet convinced why we can't create most if not all base items / objects only based on their weenie from the database. When it comes to variations we will need some coding for it, which may be sensible to have in their own classes: I.e. to create the random variance in weapon damage is another formula than to create the random AL some armor items got.

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-299545168
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDI5OTU0NTE2OA==
created_at: 2017-05-05T18:45:31Z
updated_at: 2017-05-05T18:45:31Z
author_association: CONTRIBUTOR
body:
  When it comes to monsters, the weenie is essentially all that matters.  The debate is whether or not it applies to NPCs, portals, etc.  Items start from the weenies, but the buffs and stats are what vary.

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html_url: https://github.com/ACEmulator/ACE/pull/331#issuecomment-299640541
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/331
node_id: MDEyOklzc3VlQ29tbWVudDI5OTY0MDU0MQ==
created_at: 2017-05-06T13:38:52Z
updated_at: 2017-05-06T13:38:52Z
author_association: NONE
body:
  Last minute change that occurred to me that I should probably restrict the weenie given to this new constructor to specific known weenies that are portals and not leave it open to all weenies, especially those that aren't even portal objects.

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html_url: https://github.com/ACEmulator/ACE/pull/331#issuecomment-299676081
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/331
node_id: MDEyOklzc3VlQ29tbWVudDI5OTY3NjA4MQ==
created_at: 2017-05-07T01:25:35Z
updated_at: 2017-05-07T01:25:35Z
author_association: CONTRIBUTOR
body:
  So, this should use the existing portal objects, it just gets a dynamic ID and, doesn't show on radar, has a different color, and has an expiration.  I don't see the need for a new object type here.  Can you elaborate on why you did it that way?

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html_url: https://github.com/ACEmulator/ACE/pull/330#issuecomment-299678194
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/330
node_id: MDEyOklzc3VlQ29tbWVudDI5OTY3ODE5NA==
created_at: 2017-05-07T02:32:02Z
updated_at: 2017-05-07T02:42:57Z
author_association: CONTRIBUTOR
body:
  lol that gets me every time.   I am adding now.
  I had started on a test admin command cirand - I went ahead and pushed that as well.   It makes this super easy to test and if needed debug.   

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html_url: https://github.com/ACEmulator/ACE/pull/331#issuecomment-299681182
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/331
node_id: MDEyOklzc3VlQ29tbWVudDI5OTY4MTE4Mg==
created_at: 2017-05-07T04:08:57Z
updated_at: 2017-05-07T04:08:57Z
author_association: NONE
body:
  These special portals don't have a complete ace_object/ace_portal_object, as they shouldn't be spawning with the other static/fixed portals.  Instead of having the work of creating a dynamically generated ace_portal_object performed outside of the Portal class, I thought it would be easiest to move the logic into another constructor overload that can dynamically build the ace_portal_object from a weenie, defined by the enum, and a position object.

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html_url: https://github.com/ACEmulator/ACE/pull/331#issuecomment-299682644
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/331
node_id: MDEyOklzc3VlQ29tbWVudDI5OTY4MjY0NA==
created_at: 2017-05-07T05:01:33Z
updated_at: 2017-05-07T05:01:33Z
author_association: NONE
body:
  I was also thinking of using a similar approach in the SummonedPortal class, with the player summoned portals, but take the portal coordinates from the appropriate character PositionType table on gateway creation.

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html_url: https://github.com/ACEmulator/ACE/pull/331#issuecomment-299718639
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/331
node_id: MDEyOklzc3VlQ29tbWVudDI5OTcxODYzOQ==
created_at: 2017-05-07T16:46:51Z
updated_at: 2017-05-07T16:48:02Z
author_association: CONTRIBUTOR
body:
  There's the rub, though.  Temporary portals never need persisting in the database, and don't need data-mapped objects.  They're just a different constructor that (maybe) has a weenie for a white/summoned portal with all the associated rules of a temporary portal.  Summoning a portal should only ever load a weenie, not some one-off SubPortal object.

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html_url: https://github.com/ACEmulator/ACE/pull/328#issuecomment-300335371
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/328
node_id: MDEyOklzc3VlQ29tbWVudDMwMDMzNTM3MQ==
created_at: 2017-05-10T00:01:40Z
updated_at: 2017-05-10T00:01:40Z
author_association: CONTRIBUTOR
body:
  Ok - I think this is ready for another review.   
  * Major rip and replace to stop reaching into landblock and passing out World Objects.   I tested all of my stuff and as many items as I could  think of and they all appear to work.   May want to have others test their stuff.   I think this is worth merging even if it did break stuff, as it is much cleaner and less confusing I think.  Also, any issues discovered with be isolated to movement updates and localized to sequence.
  * Fixed bug from 05/04 Og II update.

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html_url: https://github.com/ACEmulator/ACE/issues/287#issuecomment-301275919
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/287
node_id: MDEyOklzc3VlQ29tbWVudDMwMTI3NTkxOQ==
created_at: 2017-05-13T21:28:47Z
updated_at: 2017-05-13T21:28:47Z
author_association: CONTRIBUTOR
body:
  Na not had a ton of time :/. Just got a few hours here and there lately :/

  Playing with inventory, will revisit in a little bit 

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html_url: https://github.com/ACEmulator/ACE/pull/339#issuecomment-301363758
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/339
node_id: MDEyOklzc3VlQ29tbWVudDMwMTM2Mzc1OA==
created_at: 2017-05-15T02:48:25Z
updated_at: 2017-05-15T02:48:25Z
author_association: CONTRIBUTOR
body:
  You can get a list so I assume so

  Get Outlook for iOS<https://aka.ms/o0ukef>
  ________________________________
  From: Ty Conner <notifications@github.com>
  Sent: Sunday, May 14, 2017 9:21:46 PM
  To: ACEmulator/ACE
  Cc: Charles; Author
  Subject: Re: [ACEmulator/ACE] Review & Comment only || Object overhaul - POC (#339)


  @LtRipley36706 commented on this pull request.

  ________________________________

  In Source/ACE.Entity/Enum/PositionType.cs<https://github.com/ACEmulator/ACE/pull/339#discussion_r116399979>:

  > @@ -174,6 +174,7 @@ public enum PositionType
           /// needs research
           /// </summary>
           RelativeDestination = 26,
  -        TeleportedCharacter = 27
  +        TeleportedCharacter = 27,
  +        PoiDestination = 28


  Does the code behind poi require a unique position type?

  —
  You are receiving this because you authored the thread.
  Reply to this email directly, view it on GitHub<https://github.com/ACEmulator/ACE/pull/339#discussion_r116399979>, or mute the thread<https://github.com/notifications/unsubscribe-auth/AYR_SRi-EqtY5tHY0Fscz_90h1thyLTEks5r57a6gaJpZM4Nakm3>.

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html_url: https://github.com/ACEmulator/ACE/pull/338#issuecomment-301627672
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/338
node_id: MDEyOklzc3VlQ29tbWVudDMwMTYyNzY3Mg==
created_at: 2017-05-15T22:53:48Z
updated_at: 2017-05-15T22:53:48Z
author_association: CONTRIBUTOR
body:
  This has some of the changes we discussed.  I didn't make changes sent via a "dirty" flag.  I think there are more important design decisions which inhibit my ability to do so.

  For instance, what if multiple messages must be sent based on the stat update (e.g. your health, and the health bar for the character IDing you).  In this instance, when can I clear the dirty flag?  Hopefully once our method of pushing updates is more fleshed out this code can be reworked.

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html_url: https://github.com/ACEmulator/ACE/pull/338#issuecomment-301628056
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/338
node_id: MDEyOklzc3VlQ29tbWVudDMwMTYyODA1Ng==
created_at: 2017-05-15T22:56:09Z
updated_at: 2017-05-15T22:56:09Z
author_association: CONTRIBUTOR
body:
  Also, it appears the build failed because the system couldn't pull MySql.data -- I don't think this is related to my code.  Am I reading this incorrectly?

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html_url: https://github.com/ACEmulator/ACE/issues/336#issuecomment-302542863
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/336
node_id: MDEyOklzc3VlQ29tbWVudDMwMjU0Mjg2Mw==
created_at: 2017-05-18T21:11:04Z
updated_at: 2017-05-18T21:11:04Z
author_association: CONTRIBUTOR
body:
  This is a defined value in the WorldManager.  Its set to 128 right now, but should be made into a config setting.

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html_url: https://github.com/ACEmulator/ACE/pull/344#issuecomment-302554193
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/344
node_id: MDEyOklzc3VlQ29tbWVudDMwMjU1NDE5Mw==
created_at: 2017-05-18T22:03:39Z
updated_at: 2017-05-18T22:03:39Z
author_association: CONTRIBUTOR
body:
  The tickable is a second lock, Its a overall change to how things are managed.  Now that each object is in charge of itself, you neeed to lock the wo itself instead of the list.  it does logical sounds a little tricky but I think I know why hes locking each one.  Because the wo now can be que functions and it may be Queing a function when it's accessed inside the dictionary.

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html_url: https://github.com/ACEmulator/ACE/pull/344#issuecomment-302554400
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/344
node_id: MDEyOklzc3VlQ29tbWVudDMwMjU1NDQwMA==
created_at: 2017-05-18T22:04:38Z
updated_at: 2017-05-18T22:04:38Z
author_association: CONTRIBUTOR
body:
  Tech I think you need two locks, one of the list and one per wo being processed in the game loop..  hence the foreach lock 

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html_url: https://github.com/ACEmulator/ACE/issues/336#issuecomment-302767250
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/336
node_id: MDEyOklzc3VlQ29tbWVudDMwMjc2NzI1MA==
created_at: 2017-05-19T17:44:34Z
updated_at: 2017-05-19T17:44:34Z
author_association: CONTRIBUTOR
body:
  I've included changes described into the PR #345. Please check it out and let me know if the labels and coding are correct.

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html_url: https://github.com/ACEmulator/ACE/issues/336#issuecomment-303135880
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/336
node_id: MDEyOklzc3VlQ29tbWVudDMwMzEzNTg4MA==
created_at: 2017-05-22T15:33:44Z
updated_at: 2017-05-22T15:33:44Z
author_association: CONTRIBUTOR
body:
  First portion of this was fixed.  Remaining issue is the lack of a session timeout.  I have some work in this area I need to pull in.

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html_url: https://github.com/ACEmulator/ACE/pull/344#issuecomment-303139010
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/344
node_id: MDEyOklzc3VlQ29tbWVudDMwMzEzOTAxMA==
created_at: 2017-05-22T15:44:59Z
updated_at: 2017-05-22T15:44:59Z
author_association: CONTRIBUTOR
body:
  I"m closing this.  I misunderstood the underlying interface, and consequently the mechanism I implemented was flawed.

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html_url: https://github.com/ACEmulator/ACE/issues/350#issuecomment-303141601
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/350
node_id: MDEyOklzc3VlQ29tbWVudDMwMzE0MTYwMQ==
created_at: 2017-05-22T15:53:48Z
updated_at: 2017-05-22T15:54:24Z
author_association: CONTRIBUTOR
body:
  So, I can't speak to Java, but we're obviously not using it so irrelevant anecdotal comment is irrelevant.  Additional research concludes this problem has been fixed in Java since 5.0 and isn't really a problem in .Net on the x86 architecture.

  I just did my due diligence of research on the double check paradigm and I think the only answer is that it's debated.  [This article](https://www.codeproject.com/Tips/887389/Why-You-Should-Use-the-volatile-Keyword-with-the-D) cited a bunch of dead links, but it at least cited them.

  I think the short version of this is that we keep an eye on it, and if it breaks we quickly point our finger at this issue.  I'm hesitant to rely on an article from 2006 to call out deficiencies in the .Net framework that other .Net guys claim is acceptable.  Most agree that just using the volatile keyword would solve the problem for us.

  TL;DR - add "volatile", keep an eye on it.

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html_url: https://github.com/ACEmulator/ACE/issues/348#issuecomment-303162321
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/348
node_id: MDEyOklzc3VlQ29tbWVudDMwMzE2MjMyMQ==
created_at: 2017-05-22T17:11:08Z
updated_at: 2017-05-22T17:11:08Z
author_association: CONTRIBUTOR
body:
  I'm most inclined to do option 4 with a single dedicated thread in the LandblockManager that just iterates all the landblocks.

  Also, though, dungeons - they don't interact with adjacencies and could have their own threads without worrying about these adjacency issues.

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html_url: https://github.com/ACEmulator/ACE/issues/352#issuecomment-304485011
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/352
node_id: MDEyOklzc3VlQ29tbWVudDMwNDQ4NTAxMQ==
created_at: 2017-05-28T00:47:59Z
updated_at: 2017-05-28T00:47:59Z
author_association: CONTRIBUTOR
body:
  This was an issue with my PHP script for web based account creation.  Not a problem within ACEmu.  Closed.

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html_url: https://github.com/ACEmulator/ACE/issues/254#issuecomment-305551703
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/254
node_id: MDEyOklzc3VlQ29tbWVudDMwNTU1MTcwMw==
created_at: 2017-06-01T16:44:03Z
updated_at: 2017-06-01T16:44:03Z
author_association: CONTRIBUTOR
body:
  Update:

  We now have the framework support for regenerating creature vitals (vitals will go up over time), but with completely bogus numbers.  The test hook for this is /setvital.

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html_url: https://github.com/ACEmulator/ACE/pull/368#issuecomment-306632220
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/368
node_id: MDEyOklzc3VlQ29tbWVudDMwNjYzMjIyMA==
created_at: 2017-06-06T22:10:58Z
updated_at: 2017-06-06T22:10:58Z
author_association: CONTRIBUTOR
body:
  Note - I did rebase the ace_shard so you will want to drop recreate using the base ace_shard.sql script.   The changes were minor the dblProperty was not unsinged - I fixed that and updated  vw_ace_character 

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html_url: https://github.com/ACEmulator/ACE/pull/369#issuecomment-306667274
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/369
node_id: MDEyOklzc3VlQ29tbWVudDMwNjY2NzI3NA==
created_at: 2017-06-07T02:21:08Z
updated_at: 2017-06-07T02:21:08Z
author_association: COLLABORATOR
body:
  The requested changes have been made. Thanks for the feedback, I didn't dive that deep into how the AceObject/AceCharacter functioned, so your requests made me do that and learn a little more about how it works (which will be useful for when we need to take these visual properties and add them to the overrides on load)

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html_url: https://github.com/ACEmulator/ACE/pull/370#issuecomment-306973856
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/370
node_id: MDEyOklzc3VlQ29tbWVudDMwNjk3Mzg1Ng==
created_at: 2017-06-08T01:42:42Z
updated_at: 2017-06-08T01:42:42Z
author_association: CONTRIBUTOR
body:
  Note for MariaDB Users: I had to upgrade past 10.2.0, to make the SQL work. As @ogmage78 pointed out, version 10.2.1 is now needed.

  Until 10.2.1:
  `The STORED keyword is not supported.`

  https://mariadb.com/kb/en/mariadb/virtual-computed-columns/

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html_url: https://github.com/ACEmulator/ACE/pull/376#issuecomment-307722849
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/376
node_id: MDEyOklzc3VlQ29tbWVudDMwNzcyMjg0OQ==
created_at: 2017-06-12T08:27:18Z
updated_at: 2017-06-12T08:27:18Z
author_association: MEMBER
body:
  Haven't had much chance to play with this but in my attempt at importing data exported from PCAPs, the WorldBase SQL file is missing some tables.

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html_url: https://github.com/ACEmulator/ACE/pull/385#issuecomment-309224972
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/385
node_id: MDEyOklzc3VlQ29tbWVudDMwOTIyNDk3Mg==
created_at: 2017-06-17T16:25:03Z
updated_at: 2017-06-17T16:25:03Z
author_association: CONTRIBUTOR
body:
  Ok, let me try to add that in, today a bit crazy.  I also would like to try figure out a a better async reporting method maybe in here..  I am just a little wary of the await function inside this thread.

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html_url: https://github.com/ACEmulator/ACE/pull/390#issuecomment-309237717
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/390
node_id: MDEyOklzc3VlQ29tbWVudDMwOTIzNzcxNw==
created_at: 2017-06-17T20:17:35Z
updated_at: 2017-06-17T20:17:44Z
author_association: CONTRIBUTOR
body:
  2 & 3 of your comments are related to how our object loading is saving  (and are actually related to pr #388, which is included in this code).

  We're currently very inconsistent in the way we construct/manage objects (manually pushing flags hard coded in c# much of the time).  I tried to make this functionality more consistent (and my "player" name patch is whats actually causing this), is there some reason we should have those flags hardcoded, as opposed to pulling them from the DB?

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html_url: https://github.com/ACEmulator/ACE/pull/388#issuecomment-309250310
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/388
node_id: MDEyOklzc3VlQ29tbWVudDMwOTI1MDMxMA==
created_at: 2017-06-18T01:18:10Z
updated_at: 2017-06-18T01:18:10Z
author_association: CONTRIBUTOR
body:
  After reviewing Og's comments, I should probably look at how the flags/headers work.  Right now I take all data possible from the database, apparently it holds extra data I should re-calculate.  Hopefully will address tomorrow (6-18-17)

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html_url: https://github.com/ACEmulator/ACE/pull/390#issuecomment-309250387
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/390
node_id: MDEyOklzc3VlQ29tbWVudDMwOTI1MDM4Nw==
created_at: 2017-06-18T01:20:37Z
updated_at: 2017-06-18T01:20:37Z
author_association: CONTRIBUTOR
body:
  Feel free to review core structural changes -- should wait until merge of "Player" name fix PR and "CreatureVital" PR to actually merge.

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html_url: https://github.com/ACEmulator/ACE/pull/385#issuecomment-309421762
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/385
node_id: MDEyOklzc3VlQ29tbWVudDMwOTQyMTc2Mg==
created_at: 2017-06-19T12:13:04Z
updated_at: 2017-06-19T12:13:04Z
author_association: CONTRIBUTOR
body:
  Also:
  * Character saving on another thread is good.  Moving ALL saving to another thread is better.  Making characters but not items async could lead to bad race conditions and object duplication.
  * There's no graceful shutdown mechanism.  The Tick loop needs to check a flag that can be set on the class for a graceful shutdown after all work is done.

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html_url: https://github.com/ACEmulator/ACE/pull/390#issuecomment-309622771
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/390
node_id: MDEyOklzc3VlQ29tbWVudDMwOTYyMjc3MQ==
created_at: 2017-06-20T01:59:28Z
updated_at: 2017-06-20T02:00:12Z
author_association: CONTRIBUTOR
body:
  I did something horrible to the branch, and can't seem to reopen it.  I'll have to make a new pull request.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309718777
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTcxODc3Nw==
created_at: 2017-06-20T10:59:14Z
updated_at: 2017-06-20T10:59:14Z
author_association: CONTRIBUTOR
body:
  Object tracking is a known "todo".  I made a smaller range to debug items populating/disappearing.  Its trivial to increase that range, although it will just be a temporary patch.

  The "Pressing J" issue is due to a malformed animation packet causing position corruption (in fact, sometimes pressing J crashes my client).  This is a bug in our current codebase that is masked by our very large object tracking range, (exposed by my changes, not fundamental to them).

  I've not seen the portal-space masking bug.  If you can give me steps to recreate it, I'll look into it, that's likely one of mine.

  My patch shouldn't have changed any of our character flags.  This is likely a bug that was introduced by other code, but is easier to see as we can actually see characters populate/interact now.  I'll try to put in a quick fix for it though.

  Summary:
  - I'll change the tracking range, no problem (although this is just masking an inefficient system).
  - I'll look into the ethereal flag.
  - If you can tell me how you got the purple bubbles to persist, I really want to look at that.

  - I can work on fixing the bugs exposed not introduced by my branch if you really want (e.g. malformed animation packets).  I prefer more targeted commits.  The goal of this branch (currently) isn't to fix all bugs in the game, but to introduce a new core/landblock structure.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309730537
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTczMDUzNw==
created_at: 2017-06-20T11:55:35Z
updated_at: 2017-06-20T12:24:25Z
author_association: CONTRIBUTOR
body:
  After further reviewing the PCAPs and experimenting with the "Ethereal" physics state, this does not appear to be the solution to the physics detection (players still run into each other when its on, and I've yet to see it set in a retail createobject for a player, but maybe my sampling was bad).  This is an issue with the player object, not landblock/core restructure.  Perhaps this issue is best left to another pull request?

  There was a bug in my object tracking (I wasn't squaring distance in one of my checks).  You'll now see better behavior in that regard.

  I'll look into the missed physics/bubble state packet when I can reproduce it.  I did find a bug in how I was handling multiple consecutive teleports.  See if this fixes your issues there.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309761305
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTc2MTMwNQ==
created_at: 2017-06-20T13:55:33Z
updated_at: 2017-06-20T13:55:33Z
author_association: CONTRIBUTOR
body:
  Mogwai, I believe this commit addresses your concerns (I left in the double check locking fixme though, because I hate double-check locking.  You can remove the comment on commit if you really want to).

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309832098
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTgzMjA5OA==
created_at: 2017-06-20T17:35:05Z
updated_at: 2017-06-20T17:35:05Z
author_association: MEMBER
body:
  Pulled latest changes and the range was indeed much better. We'll still need to address deleting objects as that only occurs when something is destroyed in 3d space or goes in to someone's pack from the ground for example. I'll try to look at it more again this evening. as well as seeing if I can replicate the purple state.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309851160
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTg1MTE2MA==
created_at: 2017-06-20T18:43:05Z
updated_at: 2017-06-20T18:43:05Z
author_association: MEMBER
body:
  One other thing to use as reference
  `/teleloc 0x01F50229 50 -180 0 1 0 0 0`
  This is a dungeon that is a pretty good test for indoor range issues. As of current pull, if you run to the bottom you'll see how the top level had everything spawned correctly but as you run down deeper, you'll find that doors, levers, chests are not in position. If you relog at various levels, you'll see them correctly for where you are, but as you run around and away from them, they are removed from the client and never reappear unless you relog or teleport out and back.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309921476
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTkyMTQ3Ng==
created_at: 2017-06-20T23:38:07Z
updated_at: 2017-06-20T23:38:07Z
author_association: CONTRIBUTOR
body:
  So, this issue with objects vanishing in large, indoor landblocks is an issue with our tracking system, and is present in the master branch.  I agree we need to fix this.  I created a card on Trello to address it, and I'm looking forward to fixing it, but I believe its outside the scope of this (already large) pull request.

  This branch does send more deletes than our other branch did, because it has a sane tracking range (our other branch sent deletes when objects left tracking range, the range was >>> 2 landblocks, so it never sent deletes).  I'll try to address that tonight (although it is object tracking behavior, that doesn't effect the functionality of this branch, nor is it a digression from our prior branches behavior.)

  If you can replicate the purple state after the changes I made yesterday, I will work very hard to fix that.

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html_url: https://github.com/ACEmulator/ACE/pull/398#issuecomment-309927660
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/398
node_id: MDEyOklzc3VlQ29tbWVudDMwOTkyNzY2MA==
created_at: 2017-06-21T00:21:32Z
updated_at: 2017-06-21T00:21:32Z
author_association: CONTRIBUTOR
body:
  Apparently trying to rebase a branch that's been publicly pushed doesn't end well.  Sorry about the long commit chain, I can make a new PR with a clean rebase, if needed.

  I added a fix for the many object deletes.

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html_url: https://github.com/ACEmulator/ACE/pull/407#issuecomment-310666276
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/407
node_id: MDEyOklzc3VlQ29tbWVudDMxMDY2NjI3Ng==
created_at: 2017-06-23T13:33:03Z
updated_at: 2017-06-23T13:33:03Z
author_association: CONTRIBUTOR
body:
  In general I'd rather see us implement new implementations of interfaces when we're doing wrapping functions like caching or off-threading.  We could have ShardCache : IShardDatabase that has a constructor that takes an IShardDatabase in it's constructor.

  This eliminates the tight coupling of a class doing 2 things: storage and caching.  Having those 2 components is a historically bad combination.

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html_url: https://github.com/ACEmulator/ACE/pull/413#issuecomment-310919779
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/413
node_id: MDEyOklzc3VlQ29tbWVudDMxMDkxOTc3OQ==
created_at: 2017-06-25T18:36:21Z
updated_at: 2017-06-25T18:36:21Z
author_association: MEMBER
body:
  @ogmage78 I'd be happy to add whereever I missed them. Can you show me which tables aren't working on the version submitted in this PR? it looks like they all have cascade deletes

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html_url: https://github.com/ACEmulator/ACE/pull/413#issuecomment-310923696
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/413
node_id: MDEyOklzc3VlQ29tbWVudDMxMDkyMzY5Ng==
created_at: 2017-06-25T19:45:10Z
updated_at: 2017-06-25T19:45:10Z
author_association: CONTRIBUTOR
body:
  I will check I might have been looking at out of date.   Sorry if I was.

  Get Outlook for iOS<https://aka.ms/o0ukef>
  ________________________________
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  Sent: Sunday, June 25, 2017 1:36:22 PM
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  Cc: Charles; Mention
  Subject: Re: [ACEmulator/ACE] Rebased and synced SQL scripts. (#413)


  @ogmage78<https://github.com/ogmage78> I'd be happy to add whereever I missed them. Can you show me which tables aren't working on the version submitted in this PR? it looks like they all have cascade deletes

  —
  You are receiving this because you were mentioned.
  Reply to this email directly, view it on GitHub<https://github.com/ACEmulator/ACE/pull/413#issuecomment-310919779>, or mute the thread<https://github.com/notifications/unsubscribe-auth/AYR_STkmDqG3oAqnxTw-EMGrXYDO6F1cks5sHqimgaJpZM4OEeOA>.

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html_url: https://github.com/ACEmulator/ACE/pull/410#issuecomment-310942346
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/410
node_id: MDEyOklzc3VlQ29tbWVudDMxMDk0MjM0Ng==
created_at: 2017-06-26T01:21:18Z
updated_at: 2017-06-26T01:21:18Z
author_association: MEMBER
body:
  Please also review #414 in connection to this PR for further thoughts about how the generator system should be deployed

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html_url: https://github.com/ACEmulator/ACE/pull/413#issuecomment-310943875
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/413
node_id: MDEyOklzc3VlQ29tbWVudDMxMDk0Mzg3NQ==
created_at: 2017-06-26T01:39:13Z
updated_at: 2017-06-26T01:39:13Z
author_association: CONTRIBUTOR
body:
  Yea - I was looking at an out of data file.   Sorry about that - the cascade deletes look perfect.   Thanks for checking and sorry for the wild goose chase.   

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-310960845
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMDk2MDg0NQ==
created_at: 2017-06-26T04:24:22Z
updated_at: 2017-06-26T04:24:22Z
author_association: MEMBER
body:
  It should be noted that this exposes some issues with items in the world. Clients don't seem to see them disappear when one picks an item up, or when put down after being picked up. Generators don't seem to have any respawn or item status tracking yet. Can't smite creatures so dunno if it it tracks them

  Unrelated i'm also seeing crashes still when firing off an emote. not consistent but does still occur.

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-310966347
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMDk2NjM0Nw==
created_at: 2017-06-26T05:23:05Z
updated_at: 2017-06-26T05:23:05Z
author_association: CONTRIBUTOR
body:
  As already discussed in discord, I'd prefer to not spawn generators as items in the world. As the use case for that admin-only stuff is small. Besides it can get crowdy in places once linked or hierarchical - however you want to call them - generators come in: i.e. in a drudge camp with 3 different drudges and a campfire, you suddenly have 5 generators sitting around too (1 campgen + 3 drudgegens + 1 campfiregen)

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-310973129
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMDk3MzEyOQ==
created_at: 2017-06-26T06:22:20Z
updated_at: 2017-06-26T06:22:20Z
author_association: MEMBER
body:
  I think I understand what you're saying but to be sure let me check: you see the generators as a 1 to 1 for each wcid. A generator on the landscape spawns 3 drudges + 1 camp fire, each drudge has its own generator + a generator for the fire? Would it be possible to instead organize it so that a generator can spawn and manage multiple objects? That should cut down on the gen spam and I think replicates how they worked in retail in cases. 

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-311029635
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMTAyOTYzNQ==
created_at: 2017-06-26T11:08:28Z
updated_at: 2017-06-26T11:08:28Z
author_association: CONTRIBUTOR
body:
  Everything you asked would be possible. I had a better - unmerged - generator code version where a generator could spawn 1 or many weenies (objects) and/or other generators that could spawn 1 or many weenies.
  After discussing it with you , you wanted it more aligned with the current generator weenies that we know. 
  After looking at those I proposed this model where a generator spawns a single object by its weenie but also can spawn other generators which then could spawn weenies. Theoretically you could let those generators spawn other generators again, but I am not sure if we want that. Looking at all the discovered weenies it's possible that this generator chain was several elements deep.
  On the other hand we need a plan on how to populate these structures too: If we don't have the data for the complex solution then we don't need the complex solution.

  If I were to design the next step I 'd introduce one or max 2 tiers of sub generators for now. But limit the spawning to 1 weenie per generator.

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-311037576
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMTAzNzU3Ng==
created_at: 2017-06-26T11:51:38Z
updated_at: 2017-06-26T11:51:38Z
author_association: CONTRIBUTOR
body:
  My thoughts:
  1) I know way less than you guys about this stuff, so feel free to slap me and say I'm wrong.

  2) Based on what I remember of game play, I have always thought that there would be 1 top-level generator for a given camp / spawn point.  That top-level generator would pick a spawn set from a table and just spawn it all.  That is, if it picked drudges and a camp fire, the campfire would spawn on the generator, a drudge a little to the west (facing east), another drudge to the east (facing west), etc.

  To clarify... 1 generator -> 1 (server side) spawn table.  1 spawn table -> N (server side) weenies with 1 relative location each.

  3) Recursive generators may have uses.  I like the theoretical use case of them, but I'm not sure how practical it would be.

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html_url: https://github.com/ACEmulator/ACE/pull/414#issuecomment-311130306
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/414
node_id: MDEyOklzc3VlQ29tbWVudDMxMTEzMDMwNg==
created_at: 2017-06-26T17:41:50Z
updated_at: 2017-06-26T17:41:50Z
author_association: CONTRIBUTOR
body:
  Imho, we should have 1-2 recursions with generators for the following scenarios:

  Scenario A - random spawns on the landblock 
  1. One recursion: You have one top-level generator per landblock for random spawns. It can spawn a random number of different camp-generators: i.e. the tumeroks or carenzis or bandits on Marae Lessel. And these generators could now directly spawn the different weenies for such a camp.

  2. Two recursions: That same top-level generator spawns different camp-generators and those spawn the single generators for single monsters and those spawn the 1 weenie they are made for.

  Scenario B - fixed spawn position in the landblock 
  1. One recursion: You have a camp-generator at the specific location that spawns single generators for each weenie. And those spawn the one weenie directly.

  2. No recursion: You have a camp-generator directly spawn the different weenies at this position.

  3. No recursion: You have a single generator spawning one specific weenie, I.e. the cow in Holtburg

  Conclusion:
  Looking at those scenarios I'd vote for implementing 1 recursion so we have a solution for scenario A1 and B2 and B3 (or even B1 if we wanted)

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html_url: https://github.com/ACEmulator/ACE/pull/423#issuecomment-311555195
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/423
node_id: MDEyOklzc3VlQ29tbWVudDMxMTU1NTE5NQ==
created_at: 2017-06-28T04:45:15Z
updated_at: 2017-06-28T04:45:15Z
author_association: NONE
body:
  I also added some debugging messages that show up in the chat window.  They demonstrate that delays experienced before the teleport with some portals happens at the player.Session.Player.Teleport(portalDest) command.

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html_url: https://github.com/ACEmulator/ACE/pull/439#issuecomment-312300367
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/439
node_id: MDEyOklzc3VlQ29tbWVudDMxMjMwMDM2Nw==
created_at: 2017-06-30T15:36:29Z
updated_at: 2017-06-30T15:36:29Z
author_association: CONTRIBUTOR
body:
  Casting has a higher order of operation than the null coalesce:
  http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-334.pdf page 151

  Now you're casting the variable and not the 0.

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html_url: https://github.com/ACEmulator/ACE/pull/434#issuecomment-312385535
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/434
node_id: MDEyOklzc3VlQ29tbWVudDMxMjM4NTUzNQ==
created_at: 2017-06-30T22:22:23Z
updated_at: 2017-06-30T22:22:23Z
author_association: CONTRIBUTOR
body:
  Continued work. Added intProperty that was not being set (41) default combat style. Added to aceObject and surfaced on WO. Starting to use that data to determine appropriate combat stance.   This is way more complex that it looks on the surface.   Any review and help is appreciated.

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html_url: https://github.com/ACEmulator/ACE/pull/442#issuecomment-313025255
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/442
node_id: MDEyOklzc3VlQ29tbWVudDMxMzAyNTI1NQ==
created_at: 2017-07-05T07:32:20Z
updated_at: 2017-07-05T07:51:45Z
author_association: MEMBER
body:
  [See this PR in ACE-World](https://github.com/ACEmulator/ACE-World/pull/24) for further examples of adding generators into the database.

  I need to make further changes to 06-06-30-2017-generator-chains-testdata.sql to reflect new generator properties and match what I've done in ACE-World.

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html_url: https://github.com/ACEmulator/ACE/pull/445#issuecomment-313081306
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/445
node_id: MDEyOklzc3VlQ29tbWVudDMxMzA4MTMwNg==
created_at: 2017-07-05T11:53:18Z
updated_at: 2017-07-05T11:53:18Z
author_association: CONTRIBUTOR
body:
  I was able to resolve the merge conflict in a web browser, but the problem is I changed some method declarations that Og used so it's just borked.  I'll try to rebase tonight.

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html_url: https://github.com/ACEmulator/ACE/pull/452#issuecomment-313568781
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/452
node_id: MDEyOklzc3VlQ29tbWVudDMxMzU2ODc4MQ==
created_at: 2017-07-07T02:14:20Z
updated_at: 2017-07-07T02:14:20Z
author_association: COLLABORATOR
body:
  Note that this requires an updated `vw_ace_character` view. SQL is in the "Database/Updates/Shard" folder.

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315282324
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTI4MjMyNA==
created_at: 2017-07-14T06:32:27Z
updated_at: 2017-07-14T06:32:27Z
author_association: MEMBER
body:
  Published some work on Door.

  The thought behind this was that AceObject is supposed to be the object that goes in to or comes out of the database, everything that then goes in world is either a WorldObject or something that derives(?) from a WorldObject. All the generic or universal properties/fields are set up in it, much like was already halfway occuring, while some stuff was in AceObject.. beyond that then from WorldObjects, other objects expose the properties they would use.

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315351365
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTM1MTM2NQ==
created_at: 2017-07-14T12:48:56Z
updated_at: 2017-07-14T12:48:56Z
author_association: CONTRIBUTOR
body:
  These are my thoughts on AceObject.    I admit, I am very new to the whole ORM so take it for what it is worth.   I like the simplicity of using AceObject to encapsulate our persistence.   If it exists as part of the aceObject set of tables, we load it.   That makes it's use very hard to screw up.   I am always in favor of that.   Because of the way our tables are designed, items that do not apply do not exist in the database.   For example, making a call to load attributes on an object that does not have any incurs very little overhead.   

  I think we should leave AceObject as is.   Where we can make some beneficial changes might be to look at world object and other derived classes to see if moving them to more appropriate properties backed by AceObject are appropriate.   AceObject should be almost invisible to us.   We really should not have to think about it or interact with it.   If we are having to think about it, we are probably doing something wrong.   Just my 2 pyreal's worth.   

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315405004
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTQwNTAwNA==
created_at: 2017-07-14T16:32:18Z
updated_at: 2017-07-14T16:32:29Z
author_association: MEMBER
body:
  @ddevec If I understand what you mean by breaking encapsulation that means for every PropertyX you want to use, you have to put the get/setter in AceObject and then do additional one in whatever subclass of AceObject you want to make use of it?

  what's the point of having to specifically put each field in AceObject when the code doesn't need it?

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315419482
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTQxOTQ4Mg==
created_at: 2017-07-14T17:35:01Z
updated_at: 2017-07-14T17:37:54Z
author_association: MEMBER
body:
  I'm likely just being dense on this point, I don't see the difference in something doing AceObject.Named = x vs AceObject.SetPropertyThing(PropertyThing.Named, x) even moreso if it was WorldObject.Named which is really just doing WorldObject.Named = AceObject.Named = GetPropertyThing(PropertyThing.Named) in AceObject

  you still should and have to know where it is expected to end up in the database because you have to write the get/setter in AceObject.

  AceObject will continue to grow quite large with hundreds of get/setters most of which will be specific use cases so largely irrelevant to the majority of objects loaded

  that being said, if coders understand that they're putting the get/setters in AceObject then putting an additional set of get/setters in the subclasses or whatever the term is.. i'll move on from this cleanup. I don't agree that we're making things easier to follow, efficient to build out going forward or debug objects

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315960816
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTk2MDgxNg==
created_at: 2017-07-18T05:20:30Z
updated_at: 2017-07-18T07:24:01Z
author_association: MEMBER
body:
  [AppVeyor and nuget packages seem to be having issues](https://appveyor.statuspage.io/incidents/m2vdvw39kdk8)

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html_url: https://github.com/ACEmulator/ACE/pull/465#issuecomment-315962022
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/465
node_id: MDEyOklzc3VlQ29tbWVudDMxNTk2MjAyMg==
created_at: 2017-07-18T05:29:38Z
updated_at: 2017-07-18T05:29:38Z
author_association: MEMBER
body:
  Changed the fields in Door to private.. not thrilled about being unable to read them at all in game for debugging purposes at present.

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html_url: https://github.com/ACEmulator/ACE/pull/468#issuecomment-316726420
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/468
node_id: MDEyOklzc3VlQ29tbWVudDMxNjcyNjQyMA==
created_at: 2017-07-20T14:46:58Z
updated_at: 2017-07-20T14:46:58Z
author_association: CONTRIBUTOR
body:
  Also, in general, this feels like it should have been multiple PRs.  You're jamming a lot of work into 1 PR rather unnecessarily, IMO.

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html_url: https://github.com/ACEmulator/ACE/pull/470#issuecomment-317060514
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/470
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA2MDUxNA==
created_at: 2017-07-21T17:19:36Z
updated_at: 2017-07-21T17:19:36Z
author_association: COLLABORATOR
body:
  I approve this. (Except I can't actually "approve" it.) Confirmed it works and fixes the issue we were running into.

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html_url: https://github.com/ACEmulator/ACE/pull/472#issuecomment-317067217
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/472
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA2NzIxNw==
created_at: 2017-07-21T17:46:31Z
updated_at: 2017-07-21T17:46:31Z
author_association: MEMBER
body:
  Without this Workmanship is always set to 0 for all objects.. Workmanship should only be set if ItemWorkmanship is set to something and then if ItemWorkmanship AND structure are set, some math is done to get a combined number and that is sent as Workmanship instead

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html_url: https://github.com/ACEmulator/ACE/pull/472#issuecomment-317068725
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/472
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA2ODcyNQ==
created_at: 2017-07-21T17:52:13Z
updated_at: 2017-07-21T17:52:13Z
author_association: CONTRIBUTOR
body:
  I still don't get how returning 0 for Workmanship (I believe 0 is an invalid workmanship), is problematic and needs to be changed.  (NOTE: this does not necessarily cause 0 to be stored in the database, only the in-game representation.)  

  This change necessarily complicates any code paths that need to use workmanship (as a null value must now be checked), so the change should only be included if there is a problem it is solving.

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html_url: https://github.com/ACEmulator/ACE/pull/472#issuecomment-317069280
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/472
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA2OTI4MA==
created_at: 2017-07-21T17:54:10Z
updated_at: 2017-07-21T17:54:20Z
author_association: MEMBER
body:
  It should not be set to 0 by default. we're not returning 0 for anything else like this, why is this an exception?

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html_url: https://github.com/ACEmulator/ACE/pull/472#issuecomment-317070397
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/472
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA3MDM5Nw==
created_at: 2017-07-21T17:58:03Z
updated_at: 2017-07-21T17:59:36Z
author_association: CONTRIBUTOR
body:
  We used to default several things to 0 at different layers.  I didn't realize that had been removed.  If this is making Workmanship work consistently with all of the other properties, I'm fine with it.  

  Although your changelog comment is deceptive -- your not changing the way workmanship is set, your changing the accessor of workmanship in the instance it is unset (this lead to my confusion).

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html_url: https://github.com/ACEmulator/ACE/pull/473#issuecomment-317073611
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/473
node_id: MDEyOklzc3VlQ29tbWVudDMxNzA3MzYxMQ==
created_at: 2017-07-21T18:11:27Z
updated_at: 2017-07-21T18:11:27Z
author_association: MEMBER
body:
  @ddevec This closer to what you're expecting?

  It will break most of the creature assessment panels as 99% of the objects in the world are not Creatures yet.

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html_url: https://github.com/ACEmulator/ACE/pull/474#issuecomment-317273132
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/474
node_id: MDEyOklzc3VlQ29tbWVudDMxNzI3MzEzMg==
created_at: 2017-07-23T18:41:23Z
updated_at: 2017-07-23T18:41:23Z
author_association: CONTRIBUTOR
body:
  I could be wrong on this - but I thought in the case of bools, the flag was the data.    In all the other cases, the flag tells the client what to read.   With bool flags, the flag is the data - and we get and set with bit arithmetic.   Again, I could be way off base here.   

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html_url: https://github.com/ACEmulator/ACE/pull/474#issuecomment-317275159
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/474
node_id: MDEyOklzc3VlQ29tbWVudDMxNzI3NTE1OQ==
created_at: 2017-07-23T19:12:16Z
updated_at: 2017-07-23T19:12:16Z
author_association: MEMBER
body:
  I'm not sure I follow what you're saying but let me share what my thinking on this change and see if makes sense...

  In PropertyBool I noticed several of the bools were either identical in naming or extremely close to the flags of ObjectDescription and PhysicsState. Given that, it leads me believe they were using the bools in some form to affect those two properties.. In the case of PhysicsState, using the bools, its easier to maintain changes from state to state and not have to worry about inadvertently blowing out a flag because the PhysicsState is changed by altering bools in WorldObject instead of using SetPhysicsState which meant you had to read in previous state, alter it (accounting for keeping other states) and send it back out. Examples of the improved way of handling them can be seen in TeleportInternal and HandleCloak. In both cases, I only change bools and don't have to worry about losing other flags set by other things. This is certainly identical, at least in the case of Cloaking, to how it acted in retail. If I turned on cloaking, I wouldn't reappear each time I teleported around the world, but instead would maintain the cloak.

  I'm not quite yet finished or happy with ObjectDescriptionFlag.. Based on the bools I've found, I suspect it was not as immutable as we are treating it currently.. 

  As an example, I think its possible that in Player.cs, we would default the ObjectDescriptionFlag to be just  `ObjectDescriptionFlag = ObjectDescriptionFlag.Player;` Bools would then take over and append Stuck and Attackable flags. Obviously a Player never lost the Stuck flag, but Attackable, PlayerKiller, HiddenAdmin, UiHidden, Admin, FreePkStatus, ImmuneCellRestrictions, and possibly a few of the others were at least somewhat changeable.

  I could see Player, Book, Vendor, PkSwitch, NpkSwitch, Door, Corpse, Lifestone, Food, Healer, Lockpick, Portal, and Bindstone all being "base" ObjectDescriptionFlags set in their respective classes in the initial creation. Those are all likely immutable.. Need to do more research of pcaps + some more better code work on my part than I roughed in yesterday to flesh that out

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html_url: https://github.com/ACEmulator/ACE/pull/474#issuecomment-317275578
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/474
node_id: MDEyOklzc3VlQ29tbWVudDMxNzI3NTU3OA==
created_at: 2017-07-23T19:19:07Z
updated_at: 2017-07-23T19:19:07Z
author_association: CONTRIBUTOR
body:
  I agree that flag can change - pk to non pk is a perfect example.   The only thing I was saying is (and I am sure this is just a data saving measure) with all the other flags, you set it and that tells the client, hey - I am sending this down to you in this message.   With bool flags like ObjectDescriptionFlag the flag itself is the data.   The flag is sent, but no bools are actually sent to the client in the packet only the flag.     If I set Attackable - I do not also send a true down to the client.   We can either just make methods like you have to behind the scenes manipulate the flag and just update that one field or we can break each flag out as a bool as you are doing, store and update those, then build the flag from that data.   It is really 6 of 1 1/2 dozen of the other.   It was just something that tripped me up early on the bool flags are the data - I was looking for actual data in the packet stream and it is not sent.   Just wanted to make sure we were all on the same page. 

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html_url: https://github.com/ACEmulator/ACE/pull/474#issuecomment-317312864
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/474
node_id: MDEyOklzc3VlQ29tbWVudDMxNzMxMjg2NA==
created_at: 2017-07-24T03:49:38Z
updated_at: 2017-07-24T03:49:38Z
author_association: MEMBER
body:
  > Is it essential to keep these properties separate from their 32-bit flag field? It appears we have PropertiesBools for them, are these properties that are transmitted to the client?

  Yes, I believe so. We need a proper way to allow for and track changes to these flags and in some cases these bools are sent as updates, either public or private, which are different from ObjectUpdates. There's a reason these bools are in the client like this imo.

  I'm adding a commit soonish to demonstrate the work which proves this out. 

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html_url: https://github.com/ACEmulator/ACE/pull/474#issuecomment-317328701
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/474
node_id: MDEyOklzc3VlQ29tbWVudDMxNzMyODcwMQ==
created_at: 2017-07-24T06:13:37Z
updated_at: 2017-07-24T06:15:45Z
author_association: MEMBER
body:
  Added MRT command to prove out changes.

  In order to make it work, do the following:

  1. uncomment `Admin = True` on line 216 in Player.cs and drop/truncate ace_world database so it is empty (base script only)
  2. load up server, connect and create a new character
  3. /tele 16.7N 57.3E
  4. try to enter a house, it should fail assuming the ace_world database is fresh/empty
  5. execute /mrt command and try to enter house, it should let you in.

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html_url: https://github.com/ACEmulator/ACE/pull/476#issuecomment-317970941
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/476
node_id: MDEyOklzc3VlQ29tbWVudDMxNzk3MDk0MQ==
created_at: 2017-07-26T07:22:37Z
updated_at: 2017-07-26T07:22:37Z
author_association: MEMBER
body:
  Check discord if you'd like a sample of the new data for testing, I'll be working on a new export for the next day or so for ACE-World

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html_url: https://github.com/ACEmulator/ACE/pull/482#issuecomment-319068763
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/482
node_id: MDEyOklzc3VlQ29tbWVudDMxOTA2ODc2Mw==
created_at: 2017-07-31T13:35:40Z
updated_at: 2017-07-31T13:35:40Z
author_association: CONTRIBUTOR
body:
  I know we discussed this a while back.   Are we going to do one of these per creature family?   By that I mean all Tuskers for example will be one object not an object for every different tusker?  I think if we do this by weenietype and not weenie - that will allow content creators to add content without having to change server code.   

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html_url: https://github.com/ACEmulator/ACE/pull/482#issuecomment-319100153
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/482
node_id: MDEyOklzc3VlQ29tbWVudDMxOTEwMDE1Mw==
created_at: 2017-07-31T15:20:36Z
updated_at: 2017-07-31T15:20:55Z
author_association: CONTRIBUTOR
body:
  Monster.cs?  Monsters have different logical behaviors than creatures (e.g. players don't have scripts they run to attack nearby players).

  At least, not on the server side :-P

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html_url: https://github.com/ACEmulator/ACE/pull/482#issuecomment-319110398
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/482
node_id: MDEyOklzc3VlQ29tbWVudDMxOTExMDM5OA==
created_at: 2017-07-31T15:46:37Z
updated_at: 2017-07-31T15:48:08Z
author_association: MEMBER
body:
  There's no distinction between Monsters and Creatures in the client, it would seem from turbine's viewpoint , we all sprang from creature weenietype, at least that i've seen, in the terms of weenie objects used to control actions

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html_url: https://github.com/ACEmulator/ACE/pull/484#issuecomment-320314552
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/484
node_id: MDEyOklzc3VlQ29tbWVudDMyMDMxNDU1Mg==
created_at: 2017-08-04T17:59:55Z
updated_at: 2017-08-04T17:59:55Z
author_association: MEMBER
body:
  @Mogwai-TheFurry basically a function call, Container.AddToInventory(worldobject) would add it to the collection of inventory, recalc the burden of the container and send all the appropriate createobject and privateupdateints with the RemoveFromInventory doing the removeobject msg instead yeah?

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html_url: https://github.com/ACEmulator/ACE/pull/488#issuecomment-321235760
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/488
node_id: MDEyOklzc3VlQ29tbWVudDMyMTIzNTc2MA==
created_at: 2017-08-09T12:04:32Z
updated_at: 2017-08-09T12:04:32Z
author_association: CONTRIBUTOR
body:
  Ping me in Discord when you can.  There's a lot I'm not understanding and I don't want to make a big deal out of it here.

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html_url: https://github.com/ACEmulator/ACE/pull/490#issuecomment-321637432
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/490
node_id: MDEyOklzc3VlQ29tbWVudDMyMTYzNzQzMg==
created_at: 2017-08-10T18:37:31Z
updated_at: 2017-08-10T18:37:31Z
author_association: COLLABORATOR
body:
  What if I write in a Parchment (wcid 36), then give it to someone who adds an inscription? (Note that the handful of prewritten books I quickly checked were not inscribable, but blank ones are)

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html_url: https://github.com/ACEmulator/ACE/pull/490#issuecomment-321648901
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/490
node_id: MDEyOklzc3VlQ29tbWVudDMyMTY0ODkwMQ==
created_at: 2017-08-10T19:23:32Z
updated_at: 2017-08-10T19:23:32Z
author_association: MEMBER
body:
  In that case from a GameEventBookDataResponse perspective: inscription, authorId, authorName would reflect whomever inscribed the book, and each GameEventBookPageDataResponse would still contain whomever wrote each page

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html_url: https://github.com/ACEmulator/ACE/pull/493#issuecomment-321961409
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/493
node_id: MDEyOklzc3VlQ29tbWVudDMyMTk2MTQwOQ==
created_at: 2017-08-12T06:34:02Z
updated_at: 2017-08-12T06:34:02Z
author_association: COLLABORATOR
body:
  I believe I got that bug with the spells with extended characters in their names/description sorted out, too.

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html_url: https://github.com/ACEmulator/ACE/pull/484#issuecomment-321979445
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/484
node_id: MDEyOklzc3VlQ29tbWVudDMyMTk3OTQ0NQ==
created_at: 2017-08-12T12:57:48Z
updated_at: 2017-08-12T12:59:00Z
author_association: CONTRIBUTOR
body:
  As I put in the change log, there are some known bugs, but I think this is a good start.   I am sure there are some better ways to program this.   I would love to learn them, but at this time, I will be taking a step back from the project.   I thought this added value so I am reopening this.   If you want to merge it so someone else can pick this up - great.   If not, then just close it without merge.  I had hoped I would be able to keep working on the project, but that does not seem likely at this time.   A big thank you to @Mogwai-TheFurry  for taking the time to help a very out of date programmer.   I wish you guys the very best.   

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html_url: https://github.com/ACEmulator/ACE/pull/495#issuecomment-322875605
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/495
node_id: MDEyOklzc3VlQ29tbWVudDMyMjg3NTYwNQ==
created_at: 2017-08-16T19:32:54Z
updated_at: 2017-08-16T19:32:54Z
author_association: CONTRIBUTOR
body: @OptimShi dude! Seriously great work!
reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/495#issuecomment-322932143
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/495
node_id: MDEyOklzc3VlQ29tbWVudDMyMjkzMjE0Mw==
created_at: 2017-08-17T00:03:04Z
updated_at: 2017-08-17T00:03:04Z
author_association: COLLABORATOR
body:
  All feedback implemented except the one I noted. Thanks for the help with this, I've learned a little bit about some C# workings--which is always good!

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html_url: https://github.com/ACEmulator/ACE/pull/496#issuecomment-323408769
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/496
node_id: MDEyOklzc3VlQ29tbWVudDMyMzQwODc2OQ==
created_at: 2017-08-18T17:07:19Z
updated_at: 2017-08-18T17:07:19Z
author_association: COLLABORATOR
body:
  I ran this and everything appeared to work as expected. Fixed the intermittent "garbled" book data we were experiencing, as well.

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html_url: https://github.com/ACEmulator/ACE/pull/497#issuecomment-324424848
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/497
node_id: MDEyOklzc3VlQ29tbWVudDMyNDQyNDg0OA==
created_at: 2017-08-23T18:38:31Z
updated_at: 2017-08-23T18:38:31Z
author_association: CONTRIBUTOR
body:
  After our discussions, I think we've decided to punt on concurrency within fellow requests for now (with a FIXME: todo later).

  If you add a "TODO: properly handle concurrency for fellowship requests" around all of the chain parts that modify the fellowship, I'll be okay with accepting this as is.

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html_url: https://github.com/ACEmulator/ACE/pull/497#issuecomment-324426985
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/497
node_id: MDEyOklzc3VlQ29tbWVudDMyNDQyNjk4NQ==
created_at: 2017-08-23T18:46:18Z
updated_at: 2017-08-23T18:46:18Z
author_association: CONTRIBUTOR
body:
  Cool, that's pretty much the road I started going down for now. I have some comments that explain the problem and why/how the code needs to be fixed. I'll push it up tonight.

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html_url: https://github.com/ACEmulator/ACE/pull/497#issuecomment-324608579
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/497
node_id: MDEyOklzc3VlQ29tbWVudDMyNDYwODU3OQ==
created_at: 2017-08-24T11:25:52Z
updated_at: 2017-08-24T11:25:52Z
author_association: CONTRIBUTOR
body:
  It would make sense to me that the server would own Fellowships as a top-level-entity, just as it does Sessions.  ActionChains should be used to queue alterations to them.  The biggest reason is due to how XP is shared - by distance.  Distance and movement calculations have to be done in Action Chains, and earning XP is no different.  XP earned on the same landblock is fully shared by others on the same landblock.

  Side effect: this also means earning XP while in a fellowship becomes an Action Chain.

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html_url: https://github.com/ACEmulator/ACE/pull/497#issuecomment-324632042
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/497
node_id: MDEyOklzc3VlQ29tbWVudDMyNDYzMjA0Mg==
created_at: 2017-08-24T13:18:03Z
updated_at: 2017-08-24T13:18:03Z
author_association: CONTRIBUTOR
body:
  Right now our system is designed so that position will not change during the "action phase".  This means that if fellowships handle their actions (and xp distributions, etc) at the same time as Player's act we wont have to use an ActionChain to do so.   We may consider doing it anyway, for consistency, but its unneeded.

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html_url: https://github.com/ACEmulator/ACE/pull/497#issuecomment-324965030
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/497
node_id: MDEyOklzc3VlQ29tbWVudDMyNDk2NTAzMA==
created_at: 2017-08-25T16:06:21Z
updated_at: 2017-08-25T16:06:21Z
author_association: CONTRIBUTOR
body:
  I was about to merge, and realized this commit doesn't have a changelog entry.  Could you add one to changelog.md?

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html_url: https://github.com/ACEmulator/ACE/pull/508#issuecomment-329915245
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/508
node_id: MDEyOklzc3VlQ29tbWVudDMyOTkxNTI0NQ==
created_at: 2017-09-15T22:05:45Z
updated_at: 2017-09-15T22:05:45Z
author_association: CONTRIBUTOR
body:
  Looks to be a good add and lots to build off of.   I hope we can merge this sooner rather than later.   ;)

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html_url: https://github.com/ACEmulator/ACE/pull/509#issuecomment-330594066
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/509
node_id: MDEyOklzc3VlQ29tbWVudDMzMDU5NDA2Ng==
created_at: 2017-09-19T16:22:30Z
updated_at: 2017-09-19T16:22:30Z
author_association: CONTRIBUTOR
body:
  Tested - this works great.   Should be merged asap.   tested crafting (motes to slivers) works as expected.   Regression tested, saving character, adding other items via ci - dropping and picking back up.   Equipping items.   No persist but that is waiting on my PR.   

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html_url: https://github.com/ACEmulator/ACE/pull/510#issuecomment-330621621
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/510
node_id: MDEyOklzc3VlQ29tbWVudDMzMDYyMTYyMQ==
created_at: 2017-09-19T18:00:28Z
updated_at: 2017-09-19T18:00:28Z
author_association: CONTRIBUTOR
body:
  I merged on my test - there was really no conflict - just the readme and player just had a comment header to merge.   This also looks good.   As a TODO - the shirt, pants, head gear and boots need to be equipped.   I can add that in after my PR as all of the tools will be in place.   Regression tested - all passed - Ready for merge.

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html_url: https://github.com/ACEmulator/ACE/pull/511#issuecomment-330713090
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/511
node_id: MDEyOklzc3VlQ29tbWVudDMzMDcxMzA5MA==
created_at: 2017-09-20T00:45:49Z
updated_at: 2017-09-20T00:45:49Z
author_association: COLLABORATOR
body:
  I believe this is it. It worked for me, at least.

  ShardDatabase.cs, line 935...
  Should be
   transaction.AddPreparedDeleteStatement<ShardPreparedStatement, AceObjectPropertiesInstanceId>(ShardPreparedStatement.DeleteAceObjectPropertyIid, prop);

  DeleteAceObjectPropertyIid, singular, not Properties, plural. (Might as well fix line 905 while you're at it, same issue I would think with Did

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html_url: https://github.com/ACEmulator/ACE/pull/511#issuecomment-330723464
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/511
node_id: MDEyOklzc3VlQ29tbWVudDMzMDcyMzQ2NA==
created_at: 2017-09-20T02:01:11Z
updated_at: 2017-09-20T02:01:11Z
author_association: CONTRIBUTOR
body:
  This is just about complete.   Only known bug at this point is taking a wielded item and dropping it to the ground.   I will fix that last bug, do some code clean up and this should be ready to go.

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html_url: https://github.com/ACEmulator/ACE/pull/532#issuecomment-336171856
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/532
node_id: MDEyOklzc3VlQ29tbWVudDMzNjE3MTg1Ng==
created_at: 2017-10-12T15:23:19Z
updated_at: 2017-10-12T15:23:19Z
author_association: MEMBER
body:
  Done for now.. More work is needed to ensure items in packs travel properly so if one player drops the pack, another player picks it up and the items are still there. Likely other issues exist as well but it's closer than without

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html_url: https://github.com/ACEmulator/ACE/pull/544#issuecomment-338443637
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/544
node_id: MDEyOklzc3VlQ29tbWVudDMzODQ0MzYzNw==
created_at: 2017-10-22T01:19:44Z
updated_at: 2017-10-22T01:20:27Z
author_association: NONE
body:
  Tested splitting Pyreals into multiple stacks of varying sizes and merging stacks back together.  Tested moving between main pack and sub-packs.  Tested putting pyreals into sub-packs and dropping sub-packs.  CoinValue updates correctly.  Dropping Pyreal stacks also update CoinValue correctly.  Pickup of unsplit stacks works.  However, pickup of stacks of anything that have been split don't work, so cannot fully test Pyreal pickup.

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html_url: https://github.com/ACEmulator/ACE/pull/544#issuecomment-338449687
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/544
node_id: MDEyOklzc3VlQ29tbWVudDMzODQ0OTY4Nw==
created_at: 2017-10-22T04:02:44Z
updated_at: 2017-10-22T04:02:44Z
author_association: NONE
body:
  If a stack-able item is picked up and no same items exist in inventory, HandleActionPutItemInContainer() method is called.  If a same item already exists in inventory, HandleActionStackableMerge() is called.  Found by debugging.  Added the pickup code with a !HasItem check at the beginning of HandleActionStackableMerge().

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html_url: https://github.com/ACEmulator/ACE/pull/545#issuecomment-338531041
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/545
node_id: MDEyOklzc3VlQ29tbWVudDMzODUzMTA0MQ==
created_at: 2017-10-23T02:21:32Z
updated_at: 2017-10-23T02:21:32Z
author_association: CONTRIBUTOR
body:
  * Changed build path for `Api.Host` and `AuthApi.Host`, both now point to the main ACE output target folder. This allows the `Config.json` file to be shared between all assemblies and helps with packaging.

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html_url: https://github.com/ACEmulator/ACE/pull/546#issuecomment-338966556
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/546
node_id: MDEyOklzc3VlQ29tbWVudDMzODk2NjU1Ng==
created_at: 2017-10-24T11:59:28Z
updated_at: 2017-10-24T11:59:28Z
author_association: CONTRIBUTOR
body:
  these changes were mostly rolled into other PRs throughout the night, aside from the "using" issues.  closing this.

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html_url: https://github.com/ACEmulator/ACE/pull/553#issuecomment-339329745
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/553
node_id: MDEyOklzc3VlQ29tbWVudDMzOTMyOTc0NQ==
created_at: 2017-10-25T13:28:55Z
updated_at: 2017-10-25T13:28:55Z
author_association: CONTRIBUTOR
body:
  I think the console is kind of essential for some features and very useful for debugging. I would like there to be a way make this optional.

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html_url: https://github.com/ACEmulator/ACE/pull/552#issuecomment-339461256
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/552
node_id: MDEyOklzc3VlQ29tbWVudDMzOTQ2MTI1Ng==
created_at: 2017-10-25T20:29:36Z
updated_at: 2017-10-25T20:29:36Z
author_association: CONTRIBUTOR
body:
  To test, I built out a quick console app and pushed too this github repo: https://github.com/fantoms/ACEJsonExplorer

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html_url: https://github.com/ACEmulator/ACE/pull/557#issuecomment-341172526
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/557
node_id: MDEyOklzc3VlQ29tbWVudDM0MTE3MjUyNg==
created_at: 2017-11-01T17:11:20Z
updated_at: 2017-11-01T17:11:20Z
author_association: CONTRIBUTOR
body:
  I was going to delete my fork but I realized this is pointing to it.   I was just getting started on this and it is not in a merge in state.   As of my last check in, it does not compile.   It is really just some of the helper methods and none of that actual physics code.   I had not gotten that yet to port.  I don't know this will do anyone much good, but I will not delete my fork until this is closed.   I would have never PR'd something in this state - it is a mess and not reflective of my finished work product.   Thanks

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html_url: https://github.com/ACEmulator/ACE/pull/564#issuecomment-343047035
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/564
node_id: MDEyOklzc3VlQ29tbWVudDM0MzA0NzAzNQ==
created_at: 2017-11-09T04:53:37Z
updated_at: 2017-11-09T04:53:37Z
author_association: CONTRIBUTOR
body:
  * API can now accept more parameters for the redeployment functions
  * You can now load local content from disk, without downloading from Github.

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html_url: https://github.com/ACEmulator/ACE/pull/566#issuecomment-344377785
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/566
node_id: MDEyOklzc3VlQ29tbWVudDM0NDM3Nzc4NQ==
created_at: 2017-11-14T19:53:22Z
updated_at: 2017-11-14T19:53:32Z
author_association: MEMBER
body:
  @fantoms Added port checking to the code so if the port is changed the rule would be adjusted as well should the user click yes to the UAC prompt. 

  Thanks for the idea! I figured we'd need the "set" command, just wasn't sure where at that time.

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html_url: https://github.com/ACEmulator/ACE/pull/566#issuecomment-344748991
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/566
node_id: MDEyOklzc3VlQ29tbWVudDM0NDc0ODk5MQ==
created_at: 2017-11-15T22:24:26Z
updated_at: 2017-11-15T22:24:26Z
author_association: CONTRIBUTOR
body:
  I'm pretty hesitant to support this change in ACE.

  I'm not sure its the web-server's job to manipulate your firewall at run time.  I would <u>strongly</u> prefer my web server didn't manage my firewall for me.  At minimum this change should be optional.

  There are also pretty significant security implications to modifying the firewall, and we need to ensure we do so absolutely properly if we include this code into our server.   The code as written opens this port for all applications, it should open it only for the server itself.  We should probably talk to someone knowledgeable in security to determine best practices here.

  Finally, this code is very windows specific, and I believe were attempting to keep ACE as platform agnostic as possible.  I'm unsure if including this in our mainline source really fits with our design philosophy.

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html_url: https://github.com/ACEmulator/ACE/issues/12#issuecomment-348977475
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/12
node_id: MDEyOklzc3VlQ29tbWVudDM0ODk3NzQ3NQ==
created_at: 2017-12-04T14:28:36Z
updated_at: 2017-12-04T14:28:36Z
author_association: MEMBER
body:
  We discussed this at length on Discord in October.

  May chimed in with feedback, and the result was that running ACE as a windows service opened up a lot of exploit risk.

  ddevec: Anon's opinions are consistent with 99.99% of the security experts you'll ever meet, and ACE should likely follow teh principal of least-privilege.  If you want autostart, make a dedicated and small privileged piece of code to do it, don't increase the privilege of teh entire codebase.

  Closing this as it's not something we're visiting right now.

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html_url: https://github.com/ACEmulator/ACE/issues/41#issuecomment-348977676
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/41
node_id: MDEyOklzc3VlQ29tbWVudDM0ODk3NzY3Ng==
created_at: 2017-12-04T14:29:14Z
updated_at: 2017-12-04T14:29:14Z
author_association: MEMBER
body:
  This might actually exist in the current state.

  I'm closing it because it's not descriptive enough of an issue.

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html_url: https://github.com/ACEmulator/ACE/issues/20#issuecomment-348978063
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/20
node_id: MDEyOklzc3VlQ29tbWVudDM0ODk3ODA2Mw==
created_at: 2017-12-04T14:30:36Z
updated_at: 2017-12-04T14:30:36Z
author_association: MEMBER
body:
  This is pretty stale and we've changed some of the database script since.

  If this is still an issue we should look into, please open up a new ticket pertaining to the current code base.

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html_url: https://github.com/ACEmulator/ACE/issues/234#issuecomment-348978744
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/234
node_id: MDEyOklzc3VlQ29tbWVudDM0ODk3ODc0NA==
created_at: 2017-12-04T14:32:50Z
updated_at: 2017-12-04T14:32:50Z
author_association: MEMBER
body:
  I think this would be best done by a vtank/mag-tools meta.

  We could host the meta in the repo to maintain version history. This would also be a great way to get meta writers involved in ACE.

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html_url: https://github.com/ACEmulator/ACE/issues/91#issuecomment-348979665
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/91
node_id: MDEyOklzc3VlQ29tbWVudDM0ODk3OTY2NQ==
created_at: 2017-12-04T14:35:56Z
updated_at: 2017-12-04T14:35:56Z
author_association: MEMBER
body:
  These files need more descriptive values:
  https://github.com/ACEmulator/ACE/blob/c4a3da0b10c110c5b37530dfd82982429605b585/Source/ACE.Entity/Enum/StatusMessageType1.cs
  https://github.com/ACEmulator/ACE/blob/c4a3da0b10c110c5b37530dfd82982429605b585/Source/ACE.Entity/Enum/StatusMessageType2.cs

          /// <summary>
          ///  is too busy to accept gifts right now.
          /// </summary>
  Enum_001E = 0x001E,

  Might become:
  IsTooBusyToAcceptGifts = 0x001E,

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html_url: https://github.com/ACEmulator/ACE/pull/577#issuecomment-349871803
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/577
node_id: MDEyOklzc3VlQ29tbWVudDM0OTg3MTgwMw==
created_at: 2017-12-07T06:02:31Z
updated_at: 2017-12-07T06:02:31Z
author_association: CONTRIBUTOR
body:
  This isn't thread safe, accounts can be created on multiple network threads as well as the separate command thread, in the time between checking and creating the account another could have been created.
  The database should be checking for constraint violations not the core.

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html_url: https://github.com/ACEmulator/ACE/pull/577#issuecomment-350341065
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/577
node_id: MDEyOklzc3VlQ29tbWVudDM1MDM0MTA2NQ==
created_at: 2017-12-08T18:47:08Z
updated_at: 2017-12-08T18:47:08Z
author_association: CONTRIBUTOR
body:
  I'm not just singling out this PR, the same thread safety issue arises in the authentication handler as well where accounts can also be created without the REST.

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html_url: https://github.com/ACEmulator/ACE/issues/578#issuecomment-350589493
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/578
node_id: MDEyOklzc3VlQ29tbWVudDM1MDU4OTQ5Mw==
created_at: 2017-12-10T23:08:57Z
updated_at: 2017-12-10T23:08:57Z
author_association: NONE
body:
  So the conclusion from that article is: My suggestion: Just keep doing
  logging how you always have.

  After all the time I have spent messing with the new
  Microsoft.Extensions.Logging API, I would ... not even worrying about the
  new LoggerFactory.

  On Dec 10, 2017 15:10, "Mag-nus" <notifications@github.com> wrote:

  > A suggestion from Rawaho.
  >
  > Reference: https://stackify.com/net-core-loggerfactory-use-correctly/
  >
  > —
  > You are receiving this because you are subscribed to this thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/578>, or mute the thread
  > <https://github.com/notifications/unsubscribe-auth/AExpxuHkR1TFLZzrmXfHEWBgnnbANRO3ks5s_DqtgaJpZM4Q8oVp>
  > .
  >

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html_url: https://github.com/ACEmulator/ACE/issues/574#issuecomment-350797366
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/574
node_id: MDEyOklzc3VlQ29tbWVudDM1MDc5NzM2Ng==
created_at: 2017-12-11T17:33:26Z
updated_at: 2017-12-11T17:33:26Z
author_association: MEMBER
body:
  Some suggestions from Rawaho regarding the API:
  Using JWT from System.IdentityModel should work fine in .net core
  Decomplicate the JWT implementation
  The JwtManager can pretty much just be dropped for Microsoft.AspNetCore.Authentication
  Drop Owin, RestSharp etc... for more .net core way of things
  Remove the hosts.

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html_url: https://github.com/ACEmulator/ACE/pull/581#issuecomment-353313456
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/581
node_id: MDEyOklzc3VlQ29tbWVudDM1MzMxMzQ1Ng==
created_at: 2017-12-21T10:16:47Z
updated_at: 2017-12-21T10:16:47Z
author_association: MEMBER
body:
  Refined the generator system to make it easier to add content/generators and use existing database tables (with a minor alteration). This linking system also uses the guid generation system to avoid collisions.

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html_url: https://github.com/ACEmulator/ACE/pull/583#issuecomment-354635762
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/583
node_id: MDEyOklzc3VlQ29tbWVudDM1NDYzNTc2Mg==
created_at: 2018-01-01T04:09:28Z
updated_at: 2018-01-01T04:09:28Z
author_association: CONTRIBUTOR
body:
  Some items of note:
  1. Memory usage increase 
      Current Master - 229 MB initial.  After 2 hours stays steady around 229-230
      PR 583              - 269 MB initial.  After 2 hours up to 289 MB
        Both versions the client logged in, teleported 10 times, then ran about 10 land blocks
  2.  BlockingCollection use
      Since the CompleteAdding() is never called, what was the reasoning for "while (!runningTasks.IsAddingCompleted"?  Place holder?  
  3.  Pulling and readding tasks.
      Have a server thread run the BlockingCollection then it can run the child tasks.  Doing the pull and putting the same task back into the collection seems a strange approach.
  4. Use the BlockingCollection enumerator - GetConsumingEnumerable().  It will get the next item in the collection and can be called in a Parallel.Foreach statement 
  5. Having everything run on its own thread does make a bit difficult.  What about one thread per player, one for db, one for server, one for landblocks, etc.  It may make the overhead to manage a bit more to code, but could make debugging easier.
  6. Future change to have a server shutdown command send the CompleteAdding() to the worldqueue.
  7. Did see bubbling up of exceptions.  Both where nullable being referenced for a value.  

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html_url: https://github.com/ACEmulator/ACE/pull/583#issuecomment-354640159
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/583
node_id: MDEyOklzc3VlQ29tbWVudDM1NDY0MDE1OQ==
created_at: 2018-01-01T07:18:55Z
updated_at: 2018-01-01T07:18:55Z
author_association: CONTRIBUTOR
body:
  Like to call out the change to dropping "Handle" from many methods.  *clap*  Makes looking at the dropdown in VS much easier to find a method vs scrolling through so many Handle...

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html_url: https://github.com/ACEmulator/ACE/pull/583#issuecomment-354641061
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/583
node_id: MDEyOklzc3VlQ29tbWVudDM1NDY0MTA2MQ==
created_at: 2018-01-01T07:42:43Z
updated_at: 2018-01-01T07:42:43Z
author_association: CONTRIBUTOR
body:
  I haven't looked at the memory usage closely, I suspect the leak comes from lack of object cleaning (I'll look into it, although if you have good C# memory profiling tools, shoot me a message on discord, I've yet to have to debug memory leaks in C#).

  The polling thread your referencing (with the BlockingCollection) is actually intended only for debugging purposes.  If you don't have a thread waiting on a Task, the VS debugger will just eat the exception, making debugging challenging.  This way the VS debugger reports the exception happens.

  (2) I didn't kill the polling thread, because allowing the OS to clean the thread at server-shutdown should be fine, its purely for debugging.  (4) I didn't use parallel waiting because its just a debugging tool and I don't care about performance.  (3) Tasks are polled then re-added because I'm just waiting to get the exceptions, I don't actually care about the death of the task (and some tasks will never die so I don't truly want to block on them). -- I should probably only enable that code block in a "debug build".


  (5) Its important to note, everything isn't run on "its own thread", there is only one thread running in the system, the Tasks are all using a custom scheduler, forcing non-preemptive unicore (cooperative) multitasking (more specifically, it guarantees the region-serializable [RS] memory-model around "await" statements).  Technically we do only have 3 threads in this model (network, db, and core), but it appears that the logic for each action is working in its own thread (for ease of programming), just with an RS memory model.

  I was also happy to get rid of the "HandleAction" functions -- they were a remanent of special serialization functions from when we were using multiple core-logic threads, which wound up being overly complicated for unneeded performance gain.  Its good to have that older system cleaned out.

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html_url: https://github.com/ACEmulator/ACE/pull/587#issuecomment-357877093
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/587
node_id: MDEyOklzc3VlQ29tbWVudDM1Nzg3NzA5Mw==
created_at: 2018-01-16T07:39:24Z
updated_at: 2018-01-16T07:41:45Z
author_association: MEMBER
body:
  So I'm not sure what to do about the unit tests and AppVeyor. They all run and pass fine locally. They crash out spectacularly in when run here.. Seemingly the addition of the following code in `source\ace.entity\aceobjectinventory.cs` is the culprit but I have no idea as to why.
  ```cs
          [JsonProperty("shade")]
          [DbField("shade", (int)MySqlDbType.Float)]
          public float Shade { get; set; }

          [JsonProperty("tryToBond")]
          [DbField("tryToBond", (int)MySqlDbType.Byte)]
          public sbyte TryToBond { get; set; }
  ```
  It should be noted the last commit removes the tests entirely. i'm not advocating for that, mind you.. just don't know how to resolve the errors which don't present locally.

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html_url: https://github.com/ACEmulator/ACE/pull/589#issuecomment-358964731
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/589
node_id: MDEyOklzc3VlQ29tbWVudDM1ODk2NDczMQ==
created_at: 2018-01-19T13:23:08Z
updated_at: 2018-01-19T13:23:08Z
author_association: MEMBER
body:
  I think these lines should be populated:
  +    <one line to give the program's name and a brief idea of what it does.>
  +    Copyright (C) <year>  <name of author>

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html_url: https://github.com/ACEmulator/ACE/pull/589#issuecomment-358965072
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/589
node_id: MDEyOklzc3VlQ29tbWVudDM1ODk2NTA3Mg==
created_at: 2018-01-19T13:24:43Z
updated_at: 2018-01-19T13:24:43Z
author_association: CONTRIBUTOR
body:
  Can do. Left them that way because they were previously that way in the old licence (they're part of the example area).

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html_url: https://github.com/ACEmulator/ACE/pull/585#issuecomment-359741629
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/585
node_id: MDEyOklzc3VlQ29tbWVudDM1OTc0MTYyOQ==
created_at: 2018-01-23T10:07:07Z
updated_at: 2018-01-23T10:07:07Z
author_association: MEMBER
body:
  I believe I merged your other PR out of sequence.

  This PR seems to cover some of what the other PR covered. Is this one good to merge, or, does it need to be reworked?

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html_url: https://github.com/ACEmulator/ACE/pull/598#issuecomment-360348525
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/598
node_id: MDEyOklzc3VlQ29tbWVudDM2MDM0ODUyNQ==
created_at: 2018-01-25T03:16:52Z
updated_at: 2018-01-25T03:16:52Z
author_association: MEMBER
body:
  only took 17 commits here plus the others in two PRs to realize i goofed on setting up a table in the database properly with the sql scripts install... terrible.

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html_url: https://github.com/ACEmulator/ACE/issues/591#issuecomment-360778598
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/591
node_id: MDEyOklzc3VlQ29tbWVudDM2MDc3ODU5OA==
created_at: 2018-01-26T13:00:45Z
updated_at: 2018-01-26T13:00:45Z
author_association: MEMBER
body:
  Mogwai has given us AGPLv3 permissions for all of the game server code, just not the API/Web code. This is very good for us.

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html_url: https://github.com/ACEmulator/ACE/pull/602#issuecomment-360881791
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/602
node_id: MDEyOklzc3VlQ29tbWVudDM2MDg4MTc5MQ==
created_at: 2018-01-26T19:30:37Z
updated_at: 2018-01-26T19:30:37Z
author_association: COLLABORATOR
body:
  I will change this later on tonight and fix the appveyor issues. Didn't check it last night before bed

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html_url: https://github.com/ACEmulator/ACE/pull/602#issuecomment-361022992
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/602
node_id: MDEyOklzc3VlQ29tbWVudDM2MTAyMjk5Mg==
created_at: 2018-01-27T23:08:04Z
updated_at: 2018-01-27T23:08:04Z
author_association: CONTRIBUTOR
body:
  As this feature is for the Gem to be casting the spell, GameEventMagicUpdateEnchantment need to also have a casterGuid parameter to have the Gem's guid vs the player guid vs another player's guid who is casting the spell.

  Message for using Blackmoon Gem is "The gem casts Blackmoorï¿½s Favor on yo".  

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html_url: https://github.com/ACEmulator/ACE/pull/609#issuecomment-362207777
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/609
node_id: MDEyOklzc3VlQ29tbWVudDM2MjIwNzc3Nw==
created_at: 2018-02-01T09:26:26Z
updated_at: 2018-02-01T09:26:26Z
author_association: NONE
body:
  I didn't notice the "mastering-markdown" content.
  I proposed this change to make these easily double-click selectable etc.

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html_url: https://github.com/ACEmulator/ACE/issues/287#issuecomment-364713291
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/287
node_id: MDEyOklzc3VlQ29tbWVudDM2NDcxMzI5MQ==
created_at: 2018-02-11T02:15:53Z
updated_at: 2018-02-11T02:15:53Z
author_association: CONTRIBUTOR
body:
  Doesn’t seem a lot of action on this one.  Quick item: while at Microsoft in a q&a with turbine we found they kept town land locks loaded at all times but ace currently does not.  Is that worth doing to help some of this?   I think this can also be resolved by reordering the tp process to put a layer in portal space load land lock if needs then update position.  

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html_url: https://github.com/ACEmulator/ACE/issues/287#issuecomment-364755030
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/287
node_id: MDEyOklzc3VlQ29tbWVudDM2NDc1NTAzMA==
created_at: 2018-02-11T14:20:30Z
updated_at: 2018-02-11T14:20:30Z
author_association: CONTRIBUTOR
body:
  If you load all the landblocks at one time when you would be loading a ton of data in ace.   Our landblock load often loads all the wo attached to a landblock so it depends on what your definition of landblock loaded is.

  There a admin function in ace I wrote some time ago that can load all the landblocks but it takes a while

  There a surly better ways to handle landblocks but I not had much time to investigate much.   Much of this work needs redone once landblock formats aren't understood more and implemented

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html_url: https://github.com/ACEmulator/ACE/issues/287#issuecomment-364755787
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/287
node_id: MDEyOklzc3VlQ29tbWVudDM2NDc1NTc4Nw==
created_at: 2018-02-11T14:31:57Z
updated_at: 2018-02-11T14:31:57Z
author_association: CONTRIBUTOR
body:
  Dumb phone can't edit.

  But this should be more based on landblocks and cells not distance.

  Ace needs a function to loans by landblock cell.    I.e. Get all cells around player load cells. 

  Anyways back to daddy duty.

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html_url: https://github.com/ACEmulator/ACE/pull/637#issuecomment-364764619
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/637
node_id: MDEyOklzc3VlQ29tbWVudDM2NDc2NDYxOQ==
created_at: 2018-02-11T16:29:59Z
updated_at: 2018-02-11T16:29:59Z
author_association: MEMBER
body:
  Looks like there's a few references that need to be fixed now that some of the enum values have been renamed.

  Do you need help with that?

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html_url: https://github.com/ACEmulator/ACE/pull/633#issuecomment-365511709
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/633
node_id: MDEyOklzc3VlQ29tbWVudDM2NTUxMTcwOQ==
created_at: 2018-02-14T06:44:42Z
updated_at: 2018-02-14T06:44:42Z
author_association: MEMBER
body:
  I fixed the conflicts and switched the branch this PR is targeting. I'll hold off on the merge until you're ready to submit and re-fork to get setup on the new branch for working on for collaboration

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html_url: https://github.com/ACEmulator/ACE/issues/635#issuecomment-368503904
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/635
node_id: MDEyOklzc3VlQ29tbWVudDM2ODUwMzkwNA==
created_at: 2018-02-26T13:29:09Z
updated_at: 2018-02-26T13:29:09Z
author_association: MEMBER
body:
  I don't think this bug exists in the new EF framework.

  We'll need to re-test when that gets pushed to master.

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html_url: https://github.com/ACEmulator/ACE/issues/576#issuecomment-368504294
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/576
node_id: MDEyOklzc3VlQ29tbWVudDM2ODUwNDI5NA==
created_at: 2018-02-26T13:30:37Z
updated_at: 2018-02-26T13:30:37Z
author_association: MEMBER
body:
  This issue applies to the old DB model which we're not using.

  The new EF model seems to be magnitudes faster.

  If we see issues with the new model, we should open up a new issue.

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html_url: https://github.com/ACEmulator/ACE/pull/675#issuecomment-370765436
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/675
node_id: MDEyOklzc3VlQ29tbWVudDM3MDc2NTQzNg==
created_at: 2018-03-06T12:26:37Z
updated_at: 2018-03-06T14:32:56Z
author_association: MEMBER
body:
  I checked the landblocks that throw the warnings. If you go to them in world, you'll find that there are no buildings in that space. I believe that's why no LandBlockInfos exist for those blocks.

  The datloader code is working correctly and loading LandBlockInfos for arwic.

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html_url: https://github.com/ACEmulator/ACE/pull/675#issuecomment-370771808
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/675
node_id: MDEyOklzc3VlQ29tbWVudDM3MDc3MTgwOA==
created_at: 2018-03-06T12:52:33Z
updated_at: 2018-03-06T12:52:33Z
author_association: MEMBER
body:
  I just checked in a change that will move those log events from info level to debug level which is more appropriate for that file type.

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html_url: https://github.com/ACEmulator/ACE/pull/692#issuecomment-374100903
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/692
node_id: MDEyOklzc3VlQ29tbWVudDM3NDEwMDkwMw==
created_at: 2018-03-19T04:52:31Z
updated_at: 2018-03-19T04:52:31Z
author_association: MEMBER
body:
  As discussed in discord, pending review by @Mag-nus , I'd like to see if we can't get the datreader for that file so as to not include it due to its content in the repo. Absent that, *encrypting* the strings to censor them would make me a lot more comfortable with it. Ideally combining the datreader + table in ace_world db for adding future bad names (Asheron, Martine, etc..) or as a way for server operators to reserve names would be pretty cool

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html_url: https://github.com/ACEmulator/ACE/pull/692#issuecomment-374206684
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/692
node_id: MDEyOklzc3VlQ29tbWVudDM3NDIwNjY4NA==
created_at: 2018-03-19T13:13:03Z
updated_at: 2018-03-19T13:13:03Z
author_association: MEMBER
body:
  I've added the tabootable for you. This should make it a bit easier.

  My implementation for taboo table respects the wild card characters. You may want to use this same functionality in the json list as well.

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html_url: https://github.com/ACEmulator/ACE/issues/753#issuecomment-383242061
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/753
node_id: MDEyOklzc3VlQ29tbWVudDM4MzI0MjA2MQ==
created_at: 2018-04-20T22:51:33Z
updated_at: 2018-04-20T22:51:33Z
author_association: NONE
body:
  Drop items on death (Bool) 
  Trophy Drop Rate Increases (Float or Int?)
  Quest Timer Multipliers (Float or Int?)
  Kill XP Multiplier (Float)
  Quest XP Multiplier (Float)

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html_url: https://github.com/ACEmulator/ACE/pull/764#issuecomment-384935012
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/764
node_id: MDEyOklzc3VlQ29tbWVudDM4NDkzNTAxMg==
created_at: 2018-04-27T10:45:14Z
updated_at: 2018-04-27T10:45:36Z
author_association: MEMBER
body:
  I really didn't dig in with a fine tooth comb, so my minimal feedback is this:

  First, awesome work. This will be fun to try out!

  In the future, LootGenerationFactory.cs will need to be refactored to trim it down from 18k lines. You could consider using partial classes for each tier. As a long term solution though, I believe we'll be able to put a lot of this logic in the database to help drive functions and formulas. That should help reduce hard coded numbers.

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html_url: https://github.com/ACEmulator/ACE/pull/773#issuecomment-385228180
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/773
node_id: MDEyOklzc3VlQ29tbWVudDM4NTIyODE4MA==
created_at: 2018-04-29T05:59:55Z
updated_at: 2018-04-29T06:01:00Z
author_association: NONE
body:
  Good catch on the null exception for the missing Attuned property on some items; however, the first null check on GetInventoryItem() should remain, as that method may return a null, also, which would need to be handled correctly.  I resubmitted a modified version.  Again, great catch.

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html_url: https://github.com/ACEmulator/ACE/issues/784#issuecomment-387702390
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/784
node_id: MDEyOklzc3VlQ29tbWVudDM4NzcwMjM5MA==
created_at: 2018-05-09T10:59:12Z
updated_at: 2018-05-09T10:59:12Z
author_association: COLLABORATOR
body:
  Objects loading from DAT should reference a static immutable instance by default.

  Only when fields are changed should a new mutable property be created.  See the ModelMesh class for an example

  Vertex indices / buffers should also be utilized where appropriate

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html_url: https://github.com/ACEmulator/ACE/pull/787#issuecomment-388071051
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/787
node_id: MDEyOklzc3VlQ29tbWVudDM4ODA3MTA1MQ==
created_at: 2018-05-10T14:30:44Z
updated_at: 2018-05-10T15:22:52Z
author_association: NONE
body:
  Probably, would be a good idea to change the SpellID class variable, in SpellProjectile, to private, as now it shouldn't need to be publicly accessible outside the class.  However, I won't block the merger.

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html_url: https://github.com/ACEmulator/ACE/pull/787#issuecomment-388340473
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/787
node_id: MDEyOklzc3VlQ29tbWVudDM4ODM0MDQ3Mw==
created_at: 2018-05-11T11:44:00Z
updated_at: 2018-05-11T11:44:00Z
author_association: CONTRIBUTOR
body:
  I've reverted the world object factory changes and moved some code into a setup function.
  This also includes a fix for the wielded item placement showing up incorrectly on login.

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html_url: https://github.com/ACEmulator/ACE/issues/780#issuecomment-388520872
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/780
node_id: MDEyOklzc3VlQ29tbWVudDM4ODUyMDg3Mg==
created_at: 2018-05-12T01:29:59Z
updated_at: 2018-05-12T01:29:59Z
author_association: COLLABORATOR
body:
  This issue has been fixed in https://github.com/ACEmulator/ACE/pull/787

  Thanks for the bug report!

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html_url: https://github.com/ACEmulator/ACE/pull/791#issuecomment-388863475
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/791
node_id: MDEyOklzc3VlQ29tbWVudDM4ODg2MzQ3NQ==
created_at: 2018-05-14T15:41:38Z
updated_at: 2018-05-14T15:41:38Z
author_association: COLLABORATOR
body:
  Looks good for the success case

  For the non success case, no text message is sent, and client gets perma hourglass

  Still should be good to merge...

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html_url: https://github.com/ACEmulator/ACE/pull/798#issuecomment-390457070
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/798
node_id: MDEyOklzc3VlQ29tbWVudDM5MDQ1NzA3MA==
created_at: 2018-05-20T04:32:16Z
updated_at: 2018-05-20T04:34:00Z
author_association: COLLABORATOR
body:
  hey mcreedjr,

  Thanks for the awesome PR!

  This is definitely a very useful admin command, and should help a lot with testing :)

  I've thought about adding a similar command, as well as something to help with managing spell components... ie., something to add components for all known spells, or perhaps a way to disable the spell component requirement when casting spells

  This PR surely seems great to me, and I have set it to approved for merging

  Some additional notes:

  - Should the command add spells for magic schools the player is not trained in? I guess a player could always train additional magic skills later, so this should still be fine

  - When running this command, I started to receive WARN : [Unverified] Packet # received again messages in the log. I had to disconnect the character by closing the client, and restart to fix the messages.

  I assume this is an issue with the networking code, and not anything with the new code... perhaps something to do with sending such a large # of packets?

  Just some notes, everything in the PR still looks great to me :)

  Thanks for the great contribution!

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html_url: https://github.com/ACEmulator/ACE/pull/798#issuecomment-390457355
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/798
node_id: MDEyOklzc3VlQ29tbWVudDM5MDQ1NzM1NQ==
created_at: 2018-05-20T04:40:44Z
updated_at: 2018-05-20T04:40:44Z
author_association: CONTRIBUTOR
body:
  @gmriggs Thank you for the prompt and thorough response. I can't thank you enough for the contributions you've made to the project, and I am humbled that you would offer such an in depth analysis of my arguably simple and hacky pull request.

  My thoughts on your inquiries are below:

  - Should the command add spells for magic schools the player is not trained in? I guess a player could always train additional magic skills later, so this should still be fine

  Yes, that was my intent for the exact reason you mentioned. I did not want admins/devs to have to run the command multiple times as new schools were trained. If you feel this is overzealous, I can add logic to only learn spells for trained schools.

  - When running this command, I started to receive WARN : [Unverified] Packet # received again messages in the log. I had to disconnect the character by closing the client, and restart to fix the messages.

  I, too, received this messages and assumed the same. To be candid, I did not see that the client functionality was impacted after running the command, save for the plethora of WARN messages. It was not my intent to have to have users re-log the client to continue playing after using the command.

  Again, thanks for the prompt and in depth response!

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html_url: https://github.com/ACEmulator/ACE/pull/799#issuecomment-390482765
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/799
node_id: MDEyOklzc3VlQ29tbWVudDM5MDQ4Mjc2NQ==
created_at: 2018-05-20T13:17:39Z
updated_at: 2018-05-20T13:17:39Z
author_association: MEMBER
body:
  Can you summarize the changes being made here?

  Also, if we're making these changes, can we move the player specific tables over to character_ ?

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html_url: https://github.com/ACEmulator/ACE/issues/782#issuecomment-391195980
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/782
node_id: MDEyOklzc3VlQ29tbWVudDM5MTE5NTk4MA==
created_at: 2018-05-23T01:59:26Z
updated_at: 2018-05-23T01:59:26Z
author_association: COLLABORATOR
body:
  To Reproduce at baff0fa

  1. Go to Yaraq.
  2. Buy an empty flask from the shopkeep.
  3. Use the empty flask on the pool outside. *you get an additional item water, (not sure if this is supposed to consume the flask, unrelated?)*  - the guid for the new item is being duplicated? (just a hunch)
  4. Put the empty flask you just used in the shortcut bar.
  5. do /save-now, you get an exception (Exception 1)
  6. do /save-now again, you get a different exception (Exception 2)

  **Exception 1**
  2018-05-22 21:41:08,629 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_shortcut_bar`, CONSTRAINT `wcid_shortcut_objectId` FOREIGN KEY (`shortcut_Object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_shortcut_bar`, CONSTRAINT `wcid_shortcut_objectId` FOREIGN KEY (`shortcut_Object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE ON UPDATE NO ACTION)
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable`1.ConfiguredValueTaskAwaiter.GetResult()
     at MySqlConnector.Core.ResultSet.<ReadResultSetHeaderAsync>d__1.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 43
     --- End of inner exception stack trace ---
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 92
     at MySql.Data.MySqlClient.MySqlDataReader.<NextResultAsync>d__5.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 86
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at MySql.Data.MySqlClient.MySqlDataReader.NextResult() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 25
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     --- End of inner exception stack trace ---
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Update.Internal.MySqlBatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Storage.RelationalDatabase.SaveChanges(IReadOnlyList`1 entries)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges()
     at ACE.Database.ShardDatabase.SaveBiota(Biota biota) in C:\Users\$$$$$\Desktop\ACE\fresh\ACE\Source\ACE.Database\ShardDatabase.cs:line 453

  **Exception 2**
  2018-05-22 21:41:41,345 ERROR: AddBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281' for key 'PRIMARY' ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281' for key 'PRIMARY'
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable`1.ConfiguredValueTaskAwaiter.GetResult()
     at MySqlConnector.Core.ResultSet.<ReadResultSetHeaderAsync>d__1.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 43
     --- End of inner exception stack trace ---
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 92
     at MySql.Data.MySqlClient.MySqlDataReader.<ReadFirstResultSetAsync>d__65.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 297
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at MySql.Data.MySqlClient.MySqlDataReader.<CreateAsync>d__64.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 287
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at MySqlConnector.Core.TextCommandExecutor.<ExecuteReaderAsync>d__3.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\TextCommandExecutor.cs:line 70
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at MySql.Data.MySqlClient.MySqlCommand.ExecuteDbDataReader(CommandBehavior behavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlCommand.cs:line 172
     at Microsoft.EntityFrameworkCore.Storage.Internal.MySqlRelationalCommand.<ExecuteAsync>d__3.MoveNext()
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
     at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
     at Microsoft.EntityFrameworkCore.Storage.Internal.MySqlRelationalCommand.Execute(IRelationalConnection connection, DbCommandMethod executeMethod, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.ExecuteReader(IRelationalConnection connection, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     --- End of inner exception stack trace ---
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Update.Internal.MySqlBatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Storage.RelationalDatabase.SaveChanges(IReadOnlyList`1 entries)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges()
     at ACE.Database.ShardDatabase.AddBiota(ShardDbContext context, Biota biota) in C:\Users\$$$$$\Desktop\ACE\fresh\ACE\Source\ACE.Database\ShardDatabase.cs:line 242

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/810#issuecomment-392999492
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/810
node_id: MDEyOklzc3VlQ29tbWVudDM5Mjk5OTQ5Mg==
created_at: 2018-05-30T01:19:22Z
updated_at: 2018-05-30T01:19:22Z
author_association: COLLABORATOR
body:
  Refreshing Fountain: 0x01340104 [9.932210 -30.072201 0.005000] -0.926829 0.000000 0.000000 0.375485
  acid pit: 0x526E0136 [35.630459 -70.951530 -35.994999] 0.544062 0.000000 0.000000 0.839045

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html_url: https://github.com/ACEmulator/ACE/pull/820#issuecomment-396208314
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/820
node_id: MDEyOklzc3VlQ29tbWVudDM5NjIwODMxNA==
created_at: 2018-06-11T11:14:57Z
updated_at: 2018-06-11T11:14:57Z
author_association: COLLABORATOR
body:
  Hey deadlyelectron,

  Thanks for the PR!

  There is a lot to review here, but I will be checking everything out over the course of the next day or so :)

  Thanks again for all the help, it is much appreciated :)

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html_url: https://github.com/ACEmulator/ACE/pull/820#issuecomment-396216413
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/820
node_id: MDEyOklzc3VlQ29tbWVudDM5NjIxNjQxMw==
created_at: 2018-06-11T11:50:17Z
updated_at: 2018-06-11T11:50:17Z
author_association: COLLABORATOR
body:
  Tested and looks good to me from a functionality and coding standpoint

  The only issue I ran into was the Config.json.example file had to be manually updated to include the new Config database

  Other than that, looks good to me!

  @LtRipley36706 or @Mag-nus could maybe offer some better insights as to if the database implementation matches up with everything as expected

  Thanks again, great work :)

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html_url: https://github.com/ACEmulator/ACE/pull/820#issuecomment-396232911
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/820
node_id: MDEyOklzc3VlQ29tbWVudDM5NjIzMjkxMQ==
created_at: 2018-06-11T12:53:44Z
updated_at: 2018-06-11T12:53:44Z
author_association: MEMBER
body:
  Thank you so much for the effort! This is something we really need.

  I haven't had a chance to review your files changed yet, but, what are your thoughts on changing int_stat to long_stat and float_stat to double_stat.

  Also, I haven't confirmed the exact naming convention we use in ACE, but, how about also matching what we use in ACE, something like properties_bool, propeties_long, properties_double, properties_string?

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html_url: https://github.com/ACEmulator/ACE/pull/820#issuecomment-396266734
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/820
node_id: MDEyOklzc3VlQ29tbWVudDM5NjI2NjczNA==
created_at: 2018-06-11T14:38:22Z
updated_at: 2018-06-11T14:38:22Z
author_association: CONTRIBUTOR
body:
  I can update int to long and float to double and rename the tables. 

  @gmriggs The reason the Config.json.example was not updated with the new database is that the new database is actually optional - the server will run fine as is without it. However, I can easily change it to make the new database not optional and add the new database into the example config if that's what you want.

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html_url: https://github.com/ACEmulator/ACE/pull/825#issuecomment-397956847
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/825
node_id: MDEyOklzc3VlQ29tbWVudDM5Nzk1Njg0Nw==
created_at: 2018-06-18T06:44:49Z
updated_at: 2018-06-18T06:47:59Z
author_association: COLLABORATOR
body:
  Initial Allegiance system completed

  Todo:

  - the AllPlayers / offline players system in WorldManager needs to be revised

  - Player_Allegance still has a couple of lingering fields (CPTithed, CPCached) that i haven't been able to find a place for the in DB

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html_url: https://github.com/ACEmulator/ACE/pull/824#issuecomment-398017525
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/824
node_id: MDEyOklzc3VlQ29tbWVudDM5ODAxNzUyNQ==
created_at: 2018-06-18T10:58:16Z
updated_at: 2018-06-18T10:58:16Z
author_association: NONE
body:
  Hi,
  Well it did stop the crash but it doesn't update the visible model in the game. They still look to be wearing the items. Also the Burden doesn't change. I tested it with the starter clothing and a Matty Robe.

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html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-398955930
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDM5ODk1NTkzMA==
created_at: 2018-06-21T02:25:22Z
updated_at: 2018-06-21T02:25:22Z
author_association: CONTRIBUTOR
body:
  This API should add the ability for client programs to communicate with the server. (begins with admin applications, end goal - any service can communicate with live server)

  Transport Protocols: Named Pipes/UDP? 
  Serialization Model: WCF for configurable backends.

  Brainstorming:
  LINQ queries for subscription? (query from client would subscribe and then be notified upon change)
  Info should seem like queryable interface and less 'subscribe to specific channels'
  Webhooks?
  **Dynamic selection on which things to observe** 

  Perhaps have a request/response type between client and server.
  **Can't rush the server with requests (request spam blocking)**

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html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-399084907
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDM5OTA4NDkwNw==
created_at: 2018-06-21T12:22:52Z
updated_at: 2018-06-21T12:23:26Z
author_association: COLLABORATOR
body:
  Possible technologies / libraries mentioned:

  **System.Reactive / ReactiveUI** - http://reactivex.io/ (gmriggs, initial investigation seemed like Dictionary support w/ updates was not an exact fit)

  **LINQ expressions** - https://msdn.microsoft.com/en-us/library/system.linq.expressions.expression(v=vs.110).aspx, https://jacksondunstan.com/articles/3199 (fartwhif, mentioned that he used these to build a similar API)

  **WCF** - https://docs.microsoft.com/en-us/dotnet/framework/wcf/whats-wcf (Magnus, contract-based model)

  **OData Open Data Protocol** - https://en.wikipedia.org/wiki/Open_Data_Protocol, https://stackoverflow.com/questions/15154469/is-there-a-odata-query-to-linq-where-expression-odata-to-linq (parad0x, looks very promising. LINQ support, and starts to add more functionality for REST WebAPI)

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html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-399203809
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDM5OTIwMzgwOQ==
created_at: 2018-06-21T18:41:34Z
updated_at: 2018-06-21T18:41:34Z
author_association: CONTRIBUTOR
body:
  I'd find the current count of players useful for [TreeStats](https://treestats.net). Since TreeStats currently gets player counts from my plugin (which gets it from from Decal `CharacterFilter`), the information I have requires players to run the plugin and suffers staleness issues related to the server protocol only sending the player count at login (I'm not sure what ACE's behavior is here). I think I'd find a public HTTP API the most useful for getting this info. Just my 2c.

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html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-399276239
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDM5OTI3NjIzOQ==
created_at: 2018-06-21T23:39:41Z
updated_at: 2018-06-21T23:39:41Z
author_association: CONTRIBUTOR
body:
  It seems like there is 2 usages for this
  - high perf/throughput data (live physics/landblock/player loc data)
  - lower throughput data (player count, admin control/tooling, slower updated player loc data)

  It could be handled via Websockets for the lower throughput data and UDP for the high throughput data. 
  Another issue is overloading the server. Too many apps requesting too much high throughput data could cause a server slowdown, so it would either need to be limited OR another solution would need to be found for the high throughput data. 

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html_url: https://github.com/ACEmulator/ACE/issues/753#issuecomment-399276412
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/753
node_id: MDEyOklzc3VlQ29tbWVudDM5OTI3NjQxMg==
created_at: 2018-06-21T23:40:54Z
updated_at: 2018-06-21T23:40:54Z
author_association: CONTRIBUTOR
body:
  The basic impl can be found at #820. Now migration for stuff that should be properties but aren't need to be added, and once we have a base set of properties we can create a dump of the tables to place in the shard creation dump. 

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html_url: https://github.com/ACEmulator/ACE/pull/851#issuecomment-403237875
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/851
node_id: MDEyOklzc3VlQ29tbWVudDQwMzIzNzg3NQ==
created_at: 2018-07-07T19:27:00Z
updated_at: 2018-07-07T19:27:00Z
author_association: COLLABORATOR
body:
  - Fixed an issue with monsters spawning outside of cell boundaries
  - Fixed another issue with monsters freezing and not re-chasing player

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html_url: https://github.com/ACEmulator/ACE/pull/852#issuecomment-403251992
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/852
node_id: MDEyOklzc3VlQ29tbWVudDQwMzI1MTk5Mg==
created_at: 2018-07-08T00:26:59Z
updated_at: 2018-07-08T00:27:21Z
author_association: COLLABORATOR
body:
  To test, you can export all the images like this:

  `image-export <export-directory-without-spaces> [id]`

  There will be ~21,000, more if you load the highres dat.

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html_url: https://github.com/ACEmulator/ACE/pull/857#issuecomment-403378655
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/857
node_id: MDEyOklzc3VlQ29tbWVudDQwMzM3ODY1NQ==
created_at: 2018-07-09T06:57:00Z
updated_at: 2018-07-09T06:57:00Z
author_association: COLLABORATOR
body:
  Tested, functionality worked as expected

  Before patching, I logged in with a character who had a magical item already equipped, and verified that the mana was not being depleted (pre-patch)

  Still pre-patch, I dequipped and re-equipped the sword, and verified that the mana was indeed being depleted after re-equipping.

  I also noticed that equipping magic items instantly used 1 mana upon wielding, not sure if that is intended / matches retail?

  After patching, I logged in with the character while they had the magic sword already equipped, and the mana started ticking properly.

  The spells for the wielded item also appeared in the player's enchantments properly

  The 'IsAffecting' nomenclanture seems a bit non-standard to me (IsActivated?) but that is just a personal preference

  Nice job with this patch, it really makes things feel more consistent!

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html_url: https://github.com/ACEmulator/ACE/pull/857#issuecomment-403551335
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/857
node_id: MDEyOklzc3VlQ29tbWVudDQwMzU1MTMzNQ==
created_at: 2018-07-09T17:10:45Z
updated_at: 2018-07-09T17:39:39Z
author_association: COLLABORATOR
body:
  Thanks for the testing and critique!  If I remember correctly retail did have items burn 1 point of mana immediately upon equipping (and successfully activating) it.  I actually  went and changed ACE to match that pattern (mana stone PR).  Hopefully the "affecting" nomenclature doesn't collide with any concepts in the questing systems.  maybe it was for questing, and "hot" or something else is actually for this concept, we will see.  I came up with "activated" in the mana stone PR because there is no property with that name and I needed something non-persistent and unique to hold out until the persistence PR.  "affecting" is part of the WorldObject property lists which is why I chose it for persistence, a guess that it's the correct one as there are a few others that have plausibly compatible names.

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html_url: https://github.com/ACEmulator/ACE/issues/784#issuecomment-403591666
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/784
node_id: MDEyOklzc3VlQ29tbWVudDQwMzU5MTY2Ng==
created_at: 2018-07-09T19:21:50Z
updated_at: 2018-07-09T19:21:50Z
author_association: COLLABORATOR
body:
  For reference, the console command is 

  "loadalllandblocks" - Loads all Landblocks. This is VERY crude. Do NOT use it on a live server!!! It will likely crash the server.

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html_url: https://github.com/ACEmulator/ACE/pull/850#issuecomment-404075495
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/850
node_id: MDEyOklzc3VlQ29tbWVudDQwNDA3NTQ5NQ==
created_at: 2018-07-11T07:41:30Z
updated_at: 2018-07-11T07:41:30Z
author_association: COLLABORATOR
body:
  Test instructions from https://github.com/ACEmulator/ACE/pull/843:

  Create a new 22754 (for the specialization dungeon)

  keep clicking through the replies and watch for Jevak... when he asks for essence of jevak, give him @ci 777

  Tested in-game, looks great from a functionality perspective!

  For the requested code changes, I think it would be best if we merged this PR now, and I can help with refactoring the EmoteManager code in the future

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html_url: https://github.com/ACEmulator/ACE/pull/867#issuecomment-404220955
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/867
node_id: MDEyOklzc3VlQ29tbWVudDQwNDIyMDk1NQ==
created_at: 2018-07-11T15:54:51Z
updated_at: 2018-07-11T15:54:51Z
author_association: NONE
body:
  Works but doesn't work. Splits fine. but when i try to move the splits items ( in this case the Gold Scarabs) from the Main pack to the secondary pack/bag/pouch were i keep the comps it pulls the gold scarabs from the secondary pack to the main pack and stacks them there. then I can move the Stack( in this case the Gold Scarabs) to the secondary pack.

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html_url: https://github.com/ACEmulator/ACE/pull/867#issuecomment-404319286
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/867
node_id: MDEyOklzc3VlQ29tbWVudDQwNDMxOTI4Ng==
created_at: 2018-07-11T21:39:57Z
updated_at: 2018-07-11T21:39:57Z
author_association: COLLABORATOR
body:
  Test Recipe on Wielded Items
  /ci 6127 (Stone Tool)
  /ci 6128 (Peerless Shivering Atlan Staff)
  Equip Peerless Shivering Atlan Staff
  Use Stone Tool on Peerless Shivering Atlan Staff
  (Note that enchantments applied by the staff will not be removed)

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html_url: https://github.com/ACEmulator/ACE/pull/867#issuecomment-404325061
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/867
node_id: MDEyOklzc3VlQ29tbWVudDQwNDMyNTA2MQ==
created_at: 2018-07-11T22:03:30Z
updated_at: 2018-07-11T22:03:30Z
author_association: COLLABORATOR
body:
  @Warloxx01 - thanks for the info!

  When trying to merge stacks, this is a bug with the existing inventory system. @Mag-nus will be taking a look at these inventory bugs and fixing that system up very soon!

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html_url: https://github.com/ACEmulator/ACE/pull/868#issuecomment-404395126
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/868
node_id: MDEyOklzc3VlQ29tbWVudDQwNDM5NTEyNg==
created_at: 2018-07-12T05:38:00Z
updated_at: 2018-07-12T05:38:00Z
author_association: COLLABORATOR
body:
  Fixed the double rotation bug:

  Player rotates toward target, and target rotates toward player are 2 separate events

  Give chain waits for just the player rotation, and receive chain waits for both

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html_url: https://github.com/ACEmulator/ACE/issues/811#issuecomment-404928752
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/811
node_id: MDEyOklzc3VlQ29tbWVudDQwNDkyODc1Mg==
created_at: 2018-07-13T19:19:34Z
updated_at: 2018-07-13T19:19:34Z
author_association: COLLABORATOR
body:
  I am currently working on this. Fixed the reported bug, but others presented themselves that I am attempting to solve while I'm knee deep in it.

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html_url: https://github.com/ACEmulator/ACE/issues/884#issuecomment-406877508
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/884
node_id: MDEyOklzc3VlQ29tbWVudDQwNjg3NzUwOA==
created_at: 2018-07-22T16:00:30Z
updated_at: 2018-07-22T16:09:47Z
author_association: MEMBER
body:
  @Mag-nus 
  Recipe.Unknown4 == salvage_Type in current exports

  changing to uint for EmoteAction wouldn't be difficult at all, just needs to be changed in the db create scripts

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html_url: https://github.com/ACEmulator/ACE/pull/889#issuecomment-406897021
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/889
node_id: MDEyOklzc3VlQ29tbWVudDQwNjg5NzAyMQ==
created_at: 2018-07-22T21:11:24Z
updated_at: 2018-07-22T21:11:24Z
author_association: MEMBER
body:
  There are still 4 more writers to port over.

  Before I complete them, this helps introduce what I'm working on into master.

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html_url: https://github.com/ACEmulator/ACE/pull/917#issuecomment-409785453
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/917
node_id: MDEyOklzc3VlQ29tbWVudDQwOTc4NTQ1Mw==
created_at: 2018-08-02T02:28:41Z
updated_at: 2018-08-02T02:28:41Z
author_association: COLLABORATOR
body:
  Code looks good, tested this functionality in-game:

  Animation looks good, multi-spell projectile angles and speeds looks good, and I was able to cast the various volley spells and thousand fists to hit multiple targets simultaneously

  Great PR, definitely looking forward to using these spells when battling many mobs!

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html_url: https://github.com/ACEmulator/ACE/pull/919#issuecomment-410425743
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/919
node_id: MDEyOklzc3VlQ29tbWVudDQxMDQyNTc0Mw==
created_at: 2018-08-04T05:44:42Z
updated_at: 2018-08-04T05:44:42Z
author_association: COLLABORATOR
body:
  Hey @mcreedjr,

  Could you explain this patch a bit more? It looks like it's just skipping over the fist index in PlayerSpellID, which is SpellID=1 (StrengthOther1)?

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html_url: https://github.com/ACEmulator/ACE/pull/919#issuecomment-410426632
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/919
node_id: MDEyOklzc3VlQ29tbWVudDQxMDQyNjYzMg==
created_at: 2018-08-04T06:06:39Z
updated_at: 2018-08-04T06:06:39Z
author_association: CONTRIBUTOR
body:
  My purported logic error had a logic error as pointed out by @gmriggs. Closing for now. Sorry for the SPAM.

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html_url: https://github.com/ACEmulator/ACE/issues/944#issuecomment-412268840
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/944
node_id: MDEyOklzc3VlQ29tbWVudDQxMjI2ODg0MA==
created_at: 2018-08-11T11:19:36Z
updated_at: 2018-08-11T11:19:36Z
author_association: COLLABORATOR
body:
  Thanks for the detailed write-up!

  The combat formulas are WIP, and we are definitely interested in gathering as much info as possible to figure out how everything worked on the retail servers.

  This information is very useful and will be reviewed so that the gameplay is accurate.

  For anything we are uncertain about, there could also be some easy configuration settings for server operators to customize different aspects of the game

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html_url: https://github.com/ACEmulator/ACE/issues/944#issuecomment-412269187
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/944
node_id: MDEyOklzc3VlQ29tbWVudDQxMjI2OTE4Nw==
created_at: 2018-08-11T11:27:06Z
updated_at: 2018-08-11T11:27:06Z
author_association: COLLABORATOR
body:
  This is some very good evidence to take into consideration.. even though the sample size isn't huge (as mentioned), this thread would be good place to collect any 0-stamina combat videos for reference

  The PCAPs would also be a good resource for this, although the search capabilities in aclogview are rather limited currently, and could really use a 'spatial search / querying' feature that takes the full state of the game session into evaluation

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html_url: https://github.com/ACEmulator/ACE/issues/744#issuecomment-414022856
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/744
node_id: MDEyOklzc3VlQ29tbWVudDQxNDAyMjg1Ng==
created_at: 2018-08-18T01:28:13Z
updated_at: 2018-08-18T01:28:13Z
author_association: COLLABORATOR
body:
  This has been addressed in https://github.com/ACEmulator/ACE/pull/956

  Open questions:

   - When dragging main hand weapon to empty offhand slot, were the wield requirements re-checked, and were the weapon item spells re-applied?

  - With 2 weapons equipped, when dragging 1 wielded weapon to the other slot, did retail actually swap the weapons inline? This would seem natural, but I am seeing some weird messages being sent from the client. The client seems to be sending 2 duplicate messages to 'PutItemInContainer' for the item already in the destination slot.

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html_url: https://github.com/ACEmulator/ACE/pull/957#issuecomment-414062186
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/957
node_id: MDEyOklzc3VlQ29tbWVudDQxNDA2MjE4Ng==
created_at: 2018-08-18T14:34:41Z
updated_at: 2018-08-18T14:34:41Z
author_association: MEMBER
body:
  gmriggs results for comparison:

  Starting Database Performance Tests.
  Biotas per test: 1000
  This may take several minutes to complete...
  1000 individual add   . Duration:  16.9 seconds. Successes: 1000, Failures:    0. Average:  17 ms
  1000 individual save  . Duration:  12.0 seconds. Successes: 1000, Failures:    0. Average:  12 ms
  1000 individual remove. Duration:  11.2 seconds. Successes: 1000, Failures:    0. Average:  11 ms
  1000 bulk add         . Duration:   4.6 seconds. Successes:    1, Failures:    0. Average:   5 ms
  1000 bulk save        . Duration:   3.7 seconds. Successes:    1, Failures:    0. Average:   4 ms
  1000 bulk remove      . Duration:   3.1 seconds. Successes:    1, Failures:    0. Average:   3 ms
  Database Performance Tests Completed

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html_url: https://github.com/ACEmulator/ACE/pull/959#issuecomment-414067203
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/959
node_id: MDEyOklzc3VlQ29tbWVudDQxNDA2NzIwMw==
created_at: 2018-08-18T15:44:13Z
updated_at: 2018-08-18T15:44:13Z
author_association: MEMBER
body:
  Do you know the actual exception being thrown that we can recover from?

  I would add multiple catches. Above the catch (Exception exception) I would ass the catch for the specific exception you were seeing that is recoverable.

  I would then add a message indicating that the listener is being restarted.

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html_url: https://github.com/ACEmulator/ACE/pull/960#issuecomment-414143311
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/960
node_id: MDEyOklzc3VlQ29tbWVudDQxNDE0MzMxMQ==
created_at: 2018-08-19T17:40:22Z
updated_at: 2018-08-20T02:19:22Z
author_association: MEMBER
body:
  I'm seeing this exception, but I can't reliably duplicate it:
  2018-08-19 12:07:53,129 [30] ERROR (ACE.Database.ShardDatabase) SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177286-15' for key 'wcid_bool_type_uidx' ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177286-15' for key 'wcid_bool_type_uidx'

  THIS HAS BEEN RESOLVED

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html_url: https://github.com/ACEmulator/ACE/pull/953#issuecomment-414196274
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/953
node_id: MDEyOklzc3VlQ29tbWVudDQxNDE5NjI3NA==
created_at: 2018-08-20T04:47:46Z
updated_at: 2018-08-20T06:03:35Z
author_association: CONTRIBUTOR
body:
  This adds support for the missing spell types: Volley, Blast, Ring and Wall. I have not added support for monsters to use the new untargeted types (ring and wall) yet.

  Known issues:
  1. When firing ring spells at close range the projectiles may not register a hit.
  2. There appears to be some issues with ring spell projectiles not being cleaned up as fast as other spell types. If you fire a bunch of successive ring spells you may get stuck behind an invisible wall of projectiles that have not been updated/deleted yet.
  3. In a quick wall test the first drudge hit registered properly and was killed but the second drudge hit by the right side of the wall did not. There may be some hit detection issues with these that require further testing/digging.

  Also, a super big thanks to @gmriggs for his help and work on the landblock/cell code to get projectiles spawning properly in edge cases.

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html_url: https://github.com/ACEmulator/ACE/pull/964#issuecomment-414514366
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/964
node_id: MDEyOklzc3VlQ29tbWVudDQxNDUxNDM2Ng==
created_at: 2018-08-21T00:58:57Z
updated_at: 2018-08-21T01:58:10Z
author_association: MEMBER
body:
  There is a bug as a result of this PR that I am investigating:

  Microsoft.EntityFrameworkCore.DbUpdateException

  THIS HAS BEEN RESOLVED

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html_url: https://github.com/ACEmulator/ACE/pull/967#issuecomment-415405288
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/967
node_id: MDEyOklzc3VlQ29tbWVudDQxNTQwNTI4OA==
created_at: 2018-08-23T12:59:45Z
updated_at: 2018-08-23T12:59:45Z
author_association: CONTRIBUTOR
body:
  @gmriggs I believe I saw this same problem during play testing. I observed it primarily when surrounded by a mob. I observed monsters "jumping" while attacking. Does this patch address that behavior?

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html_url: https://github.com/ACEmulator/ACE/pull/967#issuecomment-415447590
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/967
node_id: MDEyOklzc3VlQ29tbWVudDQxNTQ0NzU5MA==
created_at: 2018-08-23T14:53:43Z
updated_at: 2018-08-23T14:53:43Z
author_association: COLLABORATOR
body:
  Fixing a bunch of different things in the physics engine and with monster movement, it could possibly resolve this issue

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html_url: https://github.com/ACEmulator/ACE/pull/977#issuecomment-416099279
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/977
node_id: MDEyOklzc3VlQ29tbWVudDQxNjA5OTI3OQ==
created_at: 2018-08-27T02:46:49Z
updated_at: 2018-08-27T02:46:49Z
author_association: MEMBER
body:
  In regards to PlugInCommands.cs,

  I can't help but wonder if this info is better exposed via the debugging API that's being worked on.

  At some point, most of the server information will be available via an API that uses a web front end. I think that would be a bit easier to use than a plugin for active server information and diagnostics.

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html_url: https://github.com/ACEmulator/ACE/pull/977#issuecomment-416283923
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/977
node_id: MDEyOklzc3VlQ29tbWVudDQxNjI4MzkyMw==
created_at: 2018-08-27T16:26:37Z
updated_at: 2018-08-27T16:26:37Z
author_association: CONTRIBUTOR
body:
  I agree that the active server information and diagnostics will be easier and better suited for the API. 
  The Plug-in is being written to assist with in-game specific functions with a few exceptions (e.g. creating a new account). 

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html_url: https://github.com/ACEmulator/ACE/pull/996#issuecomment-418151976
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/996
node_id: MDEyOklzc3VlQ29tbWVudDQxODE1MTk3Ng==
created_at: 2018-09-03T16:00:08Z
updated_at: 2018-09-03T16:00:08Z
author_association: CONTRIBUTOR
body:
  Thanks for the review. I can't remember the functionality in retail, either. It's easy enough to remove that forced trade closure upon a successful trade. We'll see if anyone else can chime in. Regardless, I now think it makes more sense to not do that anyways. I'll push a new commit later today. 

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html_url: https://github.com/ACEmulator/ACE/pull/996#issuecomment-418186543
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/996
node_id: MDEyOklzc3VlQ29tbWVudDQxODE4NjU0Mw==
created_at: 2018-09-03T20:09:57Z
updated_at: 2018-09-03T20:09:57Z
author_association: CONTRIBUTOR
body:
  Okay. I tightened up the code that runs when a trade is completed. It looks like I still have some more to do to trap for players already in session, moving away, entering combat mode, etc, but I'll circle back to those shortly. I think this is complete enough to merge.

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html_url: https://github.com/ACEmulator/ACE/pull/994#issuecomment-418187773
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/994
node_id: MDEyOklzc3VlQ29tbWVudDQxODE4Nzc3Mw==
created_at: 2018-09-03T20:20:33Z
updated_at: 2018-09-03T20:20:33Z
author_association: COLLABORATOR
body:
  Code looks great, tested in-game with some allegiance chat

  I noticed some oddities with the 'chat' button, and which options were lit up in there. The patron/monarch had 'Tell to Trade Chat' lit up, and the 'Tell to Vassals' options didn't become available until the vassal relogged.

  For the scope of the code in this PR, I think this looks good and should be merged.

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html_url: https://github.com/ACEmulator/ACE/pull/996#issuecomment-418189758
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/996
node_id: MDEyOklzc3VlQ29tbWVudDQxODE4OTc1OA==
created_at: 2018-09-03T20:37:40Z
updated_at: 2018-09-03T20:38:45Z
author_association: COLLABORATOR
body:
  A few questions, just some minor stuff:

  - did retail have any messages like 'You give &lt;item&gt; to player', 'Player gives you &lt;item&gt;' once the transaction goes through?

  - if 1 player closes the trade window, the window seems to remain open for the other player, although the name of the other player disappears from the window, sort of indicating that they backed out of the trade. Is this the same as retail, or should the window automatically close?

  - 'Ignore all trade requests' character option doesn't work, but maybe outside of the scope for current PR, just to get the functionality going

  Still looks good for merging imo

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html_url: https://github.com/ACEmulator/ACE/pull/996#issuecomment-418199951
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/996
node_id: MDEyOklzc3VlQ29tbWVudDQxODE5OTk1MQ==
created_at: 2018-09-03T22:25:21Z
updated_at: 2018-09-03T22:25:21Z
author_association: CONTRIBUTOR
body:
  @gmriggs Thanks for the review.

  - did retail have any messages like 'You give <item> to player', 'Player gives you <item>' once the transaction goes through?

  I don't think so. Especially since many items can be traded in single session, the log could potentially be inundated with those types of messages
   
  - if 1 player closes the trade window, the window seems to remain open for the other player, although the name of the other player disappears from the window, sort of indicating that they backed out of the trade. Is this the same as retail, or should the window automatically close?

  Unfortunately, I don't recollect that part, either. I seem to think it closed automatically, but I'll have to dig through the PCAPs to see if we logged the scenario.

  - 'Ignore all trade requests' character option doesn't work, but maybe outside of the scope for current PR, just to get the functionality going

  Acknowledged. And yes, I intend to add it in the next round. There are some other items I need to clean up, like range checking, turn to when initiating trade, etc. I'd just like to get this merged in before I have to rebase :) Lots of big PRs in the queue!

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html_url: https://github.com/ACEmulator/ACE/pull/998#issuecomment-418232228
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/998
node_id: MDEyOklzc3VlQ29tbWVudDQxODIzMjIyOA==
created_at: 2018-09-04T03:40:35Z
updated_at: 2018-09-04T03:40:35Z
author_association: COLLABORATOR
body:
  lots of error messages:

  2018-09-03 23:27:13,552 WARN : requested object description for an item I do not know about - 8000C020
  i get that message almost immediately when loading in now
  never saw that message once before

  also a ton of these error messages:

  System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
     at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
     at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landblock, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\dev\gmriggs\ACE\Source\ACE.Server\Managers\WorldManager.cs:line 600
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\dev\gmriggs\ACE\Source\ACE.Server\Managers\WorldManager.cs:line 585

  this was in the first few mins of testing

  definitely a lot of bugs that need ironed out with this PR

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html_url: https://github.com/ACEmulator/ACE/pull/998#issuecomment-418341467
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/998
node_id: MDEyOklzc3VlQ29tbWVudDQxODM0MTQ2Nw==
created_at: 2018-09-04T12:02:54Z
updated_at: 2018-09-04T12:08:49Z
author_association: MEMBER
body:
  You're seeing those WARN messages because I changed that logging line from DEBUG to WARN. I felt that DEBUG was not the appropriate level for such a message.

  I believe these messages were being raised prior to this refactor, but not being noticed to to them being DEBUG.

  Confirmed, this issue exists in #980, which was before I started reworking these systems.

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html_url: https://github.com/ACEmulator/ACE/pull/998#issuecomment-418343271
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/998
node_id: MDEyOklzc3VlQ29tbWVudDQxODM0MzI3MQ==
created_at: 2018-09-04T12:09:42Z
updated_at: 2018-09-04T14:15:20Z
author_association: MEMBER
body:
  Are you able to duplicate the collection modified exception?

  Edit: I can duplicate that exception. Looking into it now.

  Edit: fix checked in

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html_url: https://github.com/ACEmulator/ACE/pull/1003#issuecomment-419594557
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1003
node_id: MDEyOklzc3VlQ29tbWVudDQxOTU5NDU1Nw==
created_at: 2018-09-07T23:51:41Z
updated_at: 2018-09-07T23:51:41Z
author_association: CONTRIBUTOR
body:
  FWIW I play tested this and the functionality being merged in this PR (purchasing a dwelling) looks good to me. Nice and exciting work @gmriggs!

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html_url: https://github.com/ACEmulator/ACE/pull/1005#issuecomment-419732480
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1005
node_id: MDEyOklzc3VlQ29tbWVudDQxOTczMjQ4MA==
created_at: 2018-09-09T17:46:53Z
updated_at: 2018-09-09T17:46:53Z
author_association: CONTRIBUTOR
body:
  Closing to re-open a new PR with a cleaner commit history. Sorry for all of the PR activity. Git and I are not friends.

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html_url: https://github.com/ACEmulator/ACE/pull/1017#issuecomment-421660273
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1017
node_id: MDEyOklzc3VlQ29tbWVudDQyMTY2MDI3Mw==
created_at: 2018-09-16T00:24:25Z
updated_at: 2018-09-16T00:24:25Z
author_association: CONTRIBUTOR
body:
  @kdmxp256 Sorry to dismiss your review, but felt I should fix this rather large oversight on my part before it was merged. I'm done messing with it now.

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html_url: https://github.com/ACEmulator/ACE/pull/1017#issuecomment-423381367
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1017
node_id: MDEyOklzc3VlQ29tbWVudDQyMzM4MTM2Nw==
created_at: 2018-09-21T01:05:36Z
updated_at: 2018-09-21T01:05:36Z
author_association: CONTRIBUTOR
body:
  I think this is finally good to go. Special thanks to @gmriggs for the guidance, and the assistance tightening up some methods as part of this PR.

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html_url: https://github.com/ACEmulator/ACE/pull/1026#issuecomment-423853226
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1026
node_id: MDEyOklzc3VlQ29tbWVudDQyMzg1MzIyNg==
created_at: 2018-09-23T22:36:54Z
updated_at: 2018-09-23T22:36:54Z
author_association: MEMBER
body:
  This looks fine.

  My only question is if the DirtyFighting.sql changes will be added to the ACE-World-16PY-Patches repo. They should be at the same time this PR is merged.

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html_url: https://github.com/ACEmulator/ACE/pull/1031#issuecomment-425874447
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1031
node_id: MDEyOklzc3VlQ29tbWVudDQyNTg3NDQ0Nw==
created_at: 2018-10-01T11:28:12Z
updated_at: 2018-10-01T11:28:12Z
author_association: MEMBER
body:
  spendallxp developer command added

  fixed SpendSkillXp so that the rankup is only applied if the SpendXp was successful

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html_url: https://github.com/ACEmulator/ACE/pull/1039#issuecomment-426091120
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1039
node_id: MDEyOklzc3VlQ29tbWVudDQyNjA5MTEyMA==
created_at: 2018-10-01T22:55:51Z
updated_at: 2018-10-01T22:55:51Z
author_association: COLLABORATOR
body:
  Hey Riaf,

  Thanks for this patch! This has been a known issue for quite awhile

  The root cause is indeed the AllPlayers list not being maintained properly. This AllPlayers structure was admittedly quite a large hack, and there have been discussions about refactoring this into a better architecture since it was created.

  This will fix a lot of issues with AllPlayers in the meantime, great patch

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html_url: https://github.com/ACEmulator/ACE/pull/1047#issuecomment-427876997
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1047
node_id: MDEyOklzc3VlQ29tbWVudDQyNzg3Njk5Nw==
created_at: 2018-10-08T15:24:17Z
updated_at: 2018-10-08T15:24:17Z
author_association: MEMBER
body:
  This precaches (optional, off by default) most/all world database (non landblock) entities. Precaching uses about 400MB.

  This will be useful for heavy populated servers.  Servers for individuals probably wont want to use this if they are short on RAM.

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html_url: https://github.com/ACEmulator/ACE/pull/1052#issuecomment-428768833
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1052
node_id: MDEyOklzc3VlQ29tbWVudDQyODc2ODgzMw==
created_at: 2018-10-10T23:40:49Z
updated_at: 2018-10-10T23:40:49Z
author_association: COLLABORATOR
body:
  - Fixed a bug where /smite all would kill nearby NPCs
  - Fixed a bug where teleporting / dying in hotspots would not trigger hotspot.OnCollideEnd
  - Fixed a bug where ethereal objects could prevent creatures from spawning
  - Added portal summons to monster item magic / emotes

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html_url: https://github.com/ACEmulator/ACE/pull/1060#issuecomment-429491998
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1060
node_id: MDEyOklzc3VlQ29tbWVudDQyOTQ5MTk5OA==
created_at: 2018-10-12T23:53:17Z
updated_at: 2018-10-12T23:53:17Z
author_association: MEMBER
body:
  Looks like the action chain is required if we have more ammo, but can probably be refactored out for ammo.StackSize == 1.

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html_url: https://github.com/ACEmulator/ACE/issues/1051#issuecomment-431268477
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1051
node_id: MDEyOklzc3VlQ29tbWVudDQzMTI2ODQ3Nw==
created_at: 2018-10-19T07:17:24Z
updated_at: 2018-10-19T07:17:24Z
author_association: COLLABORATOR
body:
  Thanks for the bug report!

  This issue has been fixed in PR 1070: https://github.com/ACEmulator/ACE/pull/1070

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html_url: https://github.com/ACEmulator/ACE/pull/1070#issuecomment-431687683
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1070
node_id: MDEyOklzc3VlQ29tbWVudDQzMTY4NzY4Mw==
created_at: 2018-10-21T17:30:13Z
updated_at: 2018-10-21T17:30:13Z
author_association: MEMBER
body:
  Play tested with 32 clients actively running around the world. Seems ok.

  Performance seems the same.
  I can now see others jump.
  Players appear to move the same as they did before.

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html_url: https://github.com/ACEmulator/ACE/pull/1071#issuecomment-432225314
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1071
node_id: MDEyOklzc3VlQ29tbWVudDQzMjIyNTMxNA==
created_at: 2018-10-23T12:27:08Z
updated_at: 2018-10-23T12:27:08Z
author_association: MEMBER
body:
  You will now see every item you've dropped in the past.

  For a long time in ACE, items you've dropped on the landscape were saved to the database.
  Just now though, do those items get restored to the landblock on server restart or landblock load.
  In addition, only now do those items also start to decay.

  Now, they will decay normally and disappear and be removed from the database.

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html_url: https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433554616
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1076
node_id: MDEyOklzc3VlQ29tbWVudDQzMzU1NDYxNg==
created_at: 2018-10-26T21:58:35Z
updated_at: 2018-10-26T21:58:35Z
author_association: MEMBER
body:
  To clarify.

  Items you give to the town crier reappear on your character.

  Can you test that items dropped on the landblock do not reappear on your character?

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html_url: https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433584372
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1076
node_id: MDEyOklzc3VlQ29tbWVudDQzMzU4NDM3Mg==
created_at: 2018-10-27T02:37:20Z
updated_at: 2018-10-27T02:37:20Z
author_association: NONE
body:
  If I drop them on them on the Quest giver(  if quest item ) or Town Crier they reappear in my inventory. They also reappear if dropped on the ground. Odd thing is, if dropped on the ground. When you log back in They are back in your inventory and on the ground, here is the odd part, if you Click on the item on the ground the Corresponding item in your backpack Highlights. Also if you Double click the item on the ground you can not pick it up. You have to drag it to your inventory. Then you have two of the same items.

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html_url: https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433634488
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1076
node_id: MDEyOklzc3VlQ29tbWVudDQzMzYzNDQ4OA==
created_at: 2018-10-27T16:23:19Z
updated_at: 2018-10-27T16:25:35Z
author_association: NONE
body:
  Okay, Kinda works, if i give items to the town crier it appears to work correctly now, But... If I drop the item on the ground, it is removed from the Inventory. But if I log out and back in, it is back in my inventory and also on the ground. I cant pick it up but if I click on it on the ground it Highlights in my Inventory. I can no longer drag and drop it from the ground to my pack and get 2 of the same item (that changed), but if I drop the item from my back pack on the town crier... THEN I can pick up the item on the ground... Also I now get this in the Server window..

  2018-10-27`` 12:17:04,762 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE)
     at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44
     --- End of inner exception stack trace ---
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 93
     at MySql.Data.MySqlClient.MySqlDataReader.ReadFirstResultSetAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 328
     at MySql.Data.MySqlClient.MySqlDataReader.CreateAsync(MySqlCommand command, CommandBehavior behavior, IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 313
     at MySqlConnector.Core.TextCommandExecutor.ExecuteReaderAsync(String commandText, MySqlParameterCollection parameterCollection, CommandBehavior behavior, IOBehavior ioBehavior, CancellationToken cancellationToken) in C:\projects\mysqlconnector\src\MySqlConnector\Core\TextCommandExecutor.cs:line 73
     at MySql.Data.MySqlClient.MySqlCommand.ExecuteDbDataReader(CommandBehavior behavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlCommand.cs:line 168
     at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.Execute(IRelationalConnection connection, DbCommandMethod executeMethod, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.ExecuteReader(IRelationalConnection connection, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     --- End of inner exception stack trace ---
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters)
     at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded)
     at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\Users\Warloxx\Downloads\AC Stuff\6) Server\ACE-master\Source\ACE.Database\ShardDatabase.cs:line 203 

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html_url: https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433636172
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1076
node_id: MDEyOklzc3VlQ29tbWVudDQzMzYzNjE3Mg==
created_at: 2018-10-27T16:44:43Z
updated_at: 2018-10-27T16:45:25Z
author_association: NONE
body:
  OK, WOW, If I double click the item on the ground once nothing happens, but if I double click it twice ( im using s ring) it equips it from the ground and moves the one in my back pack to my finger location. But leaves the ring on the ground. if I remove the ring from my finger and then re-equip it again from my pack and then remove it again. The ring on the ground disappears. 

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html_url: https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433669003
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1076
node_id: MDEyOklzc3VlQ29tbWVudDQzMzY2OTAwMw==
created_at: 2018-10-28T01:35:36Z
updated_at: 2018-10-28T01:35:36Z
author_association: MEMBER
body:
  Ok, i just pushed what I believe is the fix.

  It's possible you may have some items that have been corrupted between the drop/give. The client won't let you give or drop these items. Not even sure you can drop them on a TC. I'll have to look into how we solve this later.

  Now, when you drop and give an item, the item is saved to the database. It was done this way before a recent change, but, I removed that to avoid a performance hit. They must be added back for now until I can figure out how to update just the ContainerId and WielderId properties for efficiency.

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html_url: https://github.com/ACEmulator/ACE/pull/1081#issuecomment-434685058
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1081
node_id: MDEyOklzc3VlQ29tbWVudDQzNDY4NTA1OA==
created_at: 2018-10-31T13:24:23Z
updated_at: 2018-10-31T13:33:16Z
author_association: NONE
body:
  I have tested the 14 files and it seems to have cured the items reappearing in my inventory... But, I also want to let you know there are other issues. NOT caused by this fix. Ill post them in a Bug report. But it looks like this fixed the reappearing issue. Ill do more testing. This did not fix the...
  1)Drop item, Logout
  2) Log back in, pick up item.
  3) Log out/Log in Drop item (item still disappears immediately)

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html_url: https://github.com/ACEmulator/ACE/pull/1081#issuecomment-434758041
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1081
node_id: MDEyOklzc3VlQ29tbWVudDQzNDc1ODA0MQ==
created_at: 2018-10-31T16:36:17Z
updated_at: 2018-10-31T16:36:17Z
author_association: MEMBER
body:
  Can you please create an issue for that as well? I am able to duplicate it.

  I think it's an issue with the notification system. I tested two of the same items, one through the process you mentioned and one just held in my inventory the whole time. The item properties were the same for all properties that mattered, between the two.

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html_url: https://github.com/ACEmulator/ACE/issues/1084#issuecomment-434827583
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1084
node_id: MDEyOklzc3VlQ29tbWVudDQzNDgyNzU4Mw==
created_at: 2018-10-31T20:00:53Z
updated_at: 2018-10-31T20:00:53Z
author_association: MEMBER
body:
  I can duplicate this.

  During this test, I created 2 items of the same wcid. I left one in my inventory the whole time and the other i used for your scenario.

  When the item gets dropped, the player will still have it selected, so you can just hit the R key and the player will pick it back up (even when it's invisible).

  When the item is invisible, it is also invisible to any observers.

  If you pick the item back up in your inventory, and then id it. You can then use /propertydump to see its properties. Id the other item that has been in your pack the whole time and do a /propertydump. You'll see that all the important properties are the same.

  Note: /propertydump will spit out the properties for the last item you've identified.

  I didn't have time to propertydump the items while htey were both on the landblock (both the visible and non-visible ones). That will be the next step that may provide more clues.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/1086#issuecomment-435125994
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1086
node_id: MDEyOklzc3VlQ29tbWVudDQzNTEyNTk5NA==
created_at: 2018-11-01T17:49:34Z
updated_at: 2018-11-01T17:49:34Z
author_association: MEMBER
body:
  Further changes made to implement configurable preload system. Less than thrilled about not having an easy way to default load Hebian-To specifically if config file isn't updated as shown in example.

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html_url: https://github.com/ACEmulator/ACE/pull/1086#issuecomment-435138211
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1086
node_id: MDEyOklzc3VlQ29tbWVudDQzNTEzODIxMQ==
created_at: 2018-11-01T18:25:18Z
updated_at: 2018-11-01T18:25:18Z
author_association: MEMBER
body:
  I'm not up to speed on the comments or the code in this PR.

  I'd just like to note that the landblock preloading was added when ACE had a very poor landblock ctor. Now, ACE is much more efficient at async loading landblocks. This means preloading them is less important.

  My point is, there may be landblocks in the list that may no longer need to be there.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/1090#issuecomment-437638693
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1090
node_id: MDEyOklzc3VlQ29tbWVudDQzNzYzODY5Mw==
created_at: 2018-11-11T02:38:17Z
updated_at: 2018-11-11T02:38:17Z
author_association: MEMBER
body:
  I approve this, but, some comments would be nice to describe why we're simply returning immediately in AddPart and RemovePart.

  A dev will most likely stumble on this code eventually and ask the question.

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html_url: https://github.com/ACEmulator/ACE/pull/1097#issuecomment-439700449
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1097
node_id: MDEyOklzc3VlQ29tbWVudDQzOTcwMDQ0OQ==
created_at: 2018-11-18T15:17:55Z
updated_at: 2018-11-18T15:17:55Z
author_association: MEMBER
body:
  Couple of quick tests:

  Dat's are on an intel NVME SSD.

  Reading every file (but not unpacking) from both dats **with** keep open:
  Elapsed: 12.93s
  Elapsed: 12.80s
  Elapsed: 12.78s
  Elapsed: 12.80s
  Elapsed: 13.14s
  Elapsed: 12.84s
  Elapsed: 12.82s
  Elapsed: 12.84s

  Reading every file (but not unpacking) from both dats **without** keep open:
  Elapsed: 68.01s
  Elapsed: 67.70s
  Elapsed: 67.26s
  Elapsed: 67.57s
  Elapsed: 67.35s
  Elapsed: 68.21s
  Elapsed: 67.60s


  Seems like this PR should add some performance to ACE.

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/1104#issuecomment-442847103
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1104
node_id: MDEyOklzc3VlQ29tbWVudDQ0Mjg0NzEwMw==
created_at: 2018-11-29T14:12:11Z
updated_at: 2018-11-29T14:15:25Z
author_association: COLLABORATOR
body:
  Primary work is complete.  Ready for approval or suggested changes.  This update will bring the network layer into the reliable category, at least according to the longevity with synthetic harshness WAN testing I've been doing.

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-442935379
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDQ0MjkzNTM3OQ==
created_at: 2018-11-29T18:09:15Z
updated_at: 2018-11-29T18:09:42Z
author_association: COLLABORATOR
body:
  For remotely querying EF and EF core with System.Linq [Remote.Linq (MIT) has been amazing](https://github.com/6bee/Remote.Linq).

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/1114#issuecomment-443552927
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1114
node_id: MDEyOklzc3VlQ29tbWVudDQ0MzU1MjkyNw==
created_at: 2018-12-02T23:33:52Z
updated_at: 2018-12-02T23:33:52Z
author_association: MEMBER
body:
  Wasn't able to move to automatic discovery of tests still due to issues with Appveyor dotnet test handling, but did improve output.

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html_url: https://github.com/ACEmulator/ACE/pull/1115#issuecomment-443567171
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1115
node_id: MDEyOklzc3VlQ29tbWVudDQ0MzU2NzE3MQ==
created_at: 2018-12-03T02:06:08Z
updated_at: 2018-12-03T02:06:08Z
author_association: MEMBER
body:
  Both issues have been addressed.

  For the unusable skills, they're still in the untrained state, so they're displayed with that list. They now just have the [Unusable] tag added to the end. They are sorted in the order as they appear in the client.

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html_url: https://github.com/ACEmulator/ACE/pull/1115#issuecomment-443684667
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1115
node_id: MDEyOklzc3VlQ29tbWVudDQ0MzY4NDY2Nw==
created_at: 2018-12-03T11:53:34Z
updated_at: 2018-12-03T11:53:34Z
author_association: COLLABORATOR
body:
  Bow: 0
  Mace: 0
  Sword: 0
  UnarmedCombat: 0

  These skills are showing up in Player.Skills as 'untrained', instead of 'inactive'

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html_url: https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703009
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1084
node_id: MDEyOklzc3VlQ29tbWVudDQ0NDcwMzAwOQ==
created_at: 2018-12-06T00:28:09Z
updated_at: 2018-12-06T00:28:09Z
author_association: MEMBER
body:
  Some notes:

  The sequence is as follows.
  - Bob and Kathy log in. Bob drops an item. They both see it.
  - Bob logs out. Bog logs in, picks up the item, logs out. Kathy sees it dissapear.
  - Bob logs in, drops the item. Neither Bob nor Kathy can see it, but Bob still has it selected and can pick the item back up. It's right at his feet. It appears back in his inventory like normal.
  - Bob drops the item again. This time both Bob and Kathy can see it just fine.

  When in the invisible item state:
  - If the observers log out and back in, they still cannot see it.
  - If the server is shut down properly and restarted, observers can see it sitting on the landblock just fine.

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html_url: https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703240
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1084
node_id: MDEyOklzc3VlQ29tbWVudDQ0NDcwMzI0MA==
created_at: 2018-12-06T00:29:27Z
updated_at: 2018-12-06T00:30:12Z
author_association: MEMBER
body:
  Some commands that may help track this down:
  /knownobjs
  /visibleobjs
  /destructionqueue

  Try to duplicate the scenario in a very empty landblock and use the above commands.

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html_url: https://github.com/ACEmulator/ACE/issues/684#issuecomment-447418758
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/684
node_id: MDEyOklzc3VlQ29tbWVudDQ0NzQxODc1OA==
created_at: 2018-12-14T18:50:07Z
updated_at: 2018-12-14T18:50:07Z
author_association: MEMBER
body:
  Can't repo either on current master. Tried a variety of different ways to disconnect, network timeout and proper disconnects.. seems good now

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html_url: https://github.com/ACEmulator/ACE/issues/1129#issuecomment-447420521
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1129
node_id: MDEyOklzc3VlQ29tbWVudDQ0NzQyMDUyMQ==
created_at: 2018-12-14T18:56:29Z
updated_at: 2018-12-14T18:56:29Z
author_association: COLLABORATOR
body:
  This is a data related issue. 

  PropertyInt.Locations (9) is set to 16 (LowerArmWear) when it should be 4096 (LowerArmArmor)

  No item should have just "upper/lower arm wear" set without ChestWear also set. Similarly for underpants, which I believe should always have AdbomenWear set. 

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html_url: https://github.com/ACEmulator/ACE/issues/1128#issuecomment-447561161
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1128
node_id: MDEyOklzc3VlQ29tbWVudDQ0NzU2MTE2MQ==
created_at: 2018-12-15T11:20:16Z
updated_at: 2018-12-15T11:20:27Z
author_association: COLLABORATOR
body:
  Still looking for a way to replicate the floating NPC bug

  For the players being located in inconsistent locations, this should be resolved in https://github.com/ACEmulator/ACE/pull/1132.

  It's possible this same patch could resolve the floating NPC issue, although since I have been unable to repro the bug, I can't say for certain

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html_url: https://github.com/ACEmulator/ACE/pull/1162#issuecomment-449249758
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1162
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTI0OTc1OA==
created_at: 2018-12-21T04:55:08Z
updated_at: 2018-12-21T04:55:27Z
author_association: COLLABORATOR
body:
  `
  OldRandom.RollDice(int min, int max): 00:00:10.0000056, iterations: 134002807
  OldRandom.RollDice(float min, float max): 00:00:10.0000075, iterations: 137180787
  OldRandom.RollDice(uint min, uint max): 00:00:10.0000001, iterations: 136066119
  ThreadSafeRandom.Next(int min, int max): 00:00:10.0000001, iterations: 225691575
  ThreadSafeRandom.Next(float min, float max): 00:00:10.0000003, iterations: 231988872
  ThreadSafeRandom.Next(uint min, uint max): 00:00:10.0000002, iterations: 228039807`

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html_url: https://github.com/ACEmulator/ACE/pull/1162#issuecomment-449388245
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1162
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTM4ODI0NQ==
created_at: 2018-12-21T13:27:30Z
updated_at: 2018-12-21T13:29:18Z
author_association: COLLABORATOR
body:
  No problem.  Actually, I just noticed that I accidentally included one of your branches.   I'll submit a new PR tonight after I remove your branch concerning melee combat and refactor ACE.Common.ThreadSafeRandom to just ACE.ThreadSafeRandom

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html_url: https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590157
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1128
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE1Nw==
created_at: 2018-12-22T18:41:12Z
updated_at: 2018-12-22T18:41:12Z
author_association: CONTRIBUTOR
body:
  Think I found a way to recreate this issue.  Log into Holt.  Open a few NPC's.  Go into drudge hideout for a little bit killing about half the dungeon.  Exit drudge hideout via exit portal.   Run back to the NPC's you recently opened.  Some will float some may not.  Take special not the ones you didn't open to start with will not be floating.  Please see attached video.  Updated to latest version since 10:15am CST 12-22-2018.  Error log shown in video will be posted below.

  https://youtu.be/x72HvoIdnBA

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html_url: https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590161
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1128
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE2MQ==
created_at: 2018-12-22T18:41:21Z
updated_at: 2018-12-22T18:41:21Z
author_association: CONTRIBUTOR
body:
  2018-12-22 11:25:18,392 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454

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html_url: https://github.com/ACEmulator/ACE/issues/1170#issuecomment-449591537
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1170
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTU5MTUzNw==
created_at: 2018-12-22T19:05:55Z
updated_at: 2018-12-22T19:05:55Z
author_association: CONTRIBUTOR
body:
  As follow up, also found a Yellow Topaz Chest in the loot for a drudge in Drudge Hideout.  Did not grab a screenshot sorry and was before you corrected in PR 1171.

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html_url: https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449591847
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1173
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTU5MTg0Nw==
created_at: 2018-12-22T19:11:30Z
updated_at: 2018-12-22T19:11:30Z
author_association: CONTRIBUTOR
body:
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:47:20,887 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:47:20,981 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:47:21,047 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:48:36,233 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:48:38,468 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:48:57,651 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454
  2018-12-22 12:48:57,701 ERROR: System.InvalidOperationException: Nullable object
   must have a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro
  f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas
  ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106
     at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool
  ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se
  rver\Physics\PhysicsObj.cs:line 2963
     at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio
  ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato
  r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347
     at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i
  n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj
  .cs:line 1179
     at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U
  sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li
  ne 1498
     at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749
     at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi
  nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs:
  line 196
     at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc
  k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De
  sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487
     at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User
  s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li
  ne 454

  Unhandled Exception: System.InvalidOperationException: Nullable object must have
   a value.
     at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d
  amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl
  dObjects\Player_Combat.cs:line 149
     at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in
  C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project
  ile.cs:line 52
     at ACE.Server.WorldObjects.Creature.LaunchProjectile(WorldObject ammo, WorldO
  bject target, Single& time) in C:\Users\Administrator\Desktop\ACE-master\Source\
  ACE.Server\WorldObjects\Creature_Missile.cs:line 100
     at ACE.Server.WorldObjects.Player.<>c__DisplayClass270_0.<LaunchMissile>b__0(
  ) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Pl
  ayer_Missile.cs:line 113
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in C:\Users\Administra
  tor\Desktop\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:l
  ine 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in C:\Users\Administrat
  or\Desktop\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 20
     at ACE.Server.WorldObjects.WorldObject.Tick(Double currentUnixTime) in C:\Use
  rs\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_T
  ick.cs:line 27
     at ACE.Server.WorldObjects.Container.Tick(Double currentUnixTime) in C:\Users
  \Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Container_Tick.
  cs:line 12
     at ACE.Server.WorldObjects.Creature.Tick(Double currentUnixTime) in C:\Users\
  Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Creature_Tick.cs
  :line 14
     at ACE.Server.WorldObjects.Player.Tick(Double currentUnixTime) in C:\Users\Ad
  ministrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Player_Tick.cs:lin
  e 35
     at ACE.Server.Entity.Landblock.Tick(Double currentUnixTime) in C:\Users\Admin
  istrator\Desktop\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 264
     at ACE.Server.Managers.WorldManager.UpdateGameWorld() in C:\Users\Administrat
  or\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 419
     at ACE.Server.Managers.WorldManager.UpdateWorld() in C:\Users\Administrator\D
  esktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 376
     at System.Threading.Thread.ThreadMain_ThreadStart()
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionCo
  ntext, ContextCallback callback, Object state)
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449595026
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1173
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTU5NTAyNg==
created_at: 2018-12-22T20:10:35Z
updated_at: 2018-12-22T22:05:31Z
author_association: CONTRIBUTOR
body:
  Digging deeper show that when using a bow (haven't tested other missile yet) if your arrow misses there will be a "Creature evaded your attack" message once or multiple times and for each miss message there is the error in the server window.  It stops as long as you don't miss.  Miss too many times and the server crashes.

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html_url: https://github.com/ACEmulator/ACE/issues/1174#issuecomment-449606994
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1174
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTYwNjk5NA==
created_at: 2018-12-23T00:56:55Z
updated_at: 2018-12-23T00:56:55Z
author_association: CONTRIBUTOR
body:
  Meant to add, note the title of the bows.  The specify frost and pierce in the title and I don;t think they should.

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html_url: https://github.com/ACEmulator/ACE/issues/1178#issuecomment-449620654
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1178
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTYyMDY1NA==
created_at: 2018-12-23T07:59:53Z
updated_at: 2018-12-23T07:59:53Z
author_association: COLLABORATOR
body:
  Patched in https://github.com/ACEmulator/ACE/pull/1177

  @Mag-nus: the + name qualifiers need to be re-evaluated, maybe PlayerManager.GetOnlinePlayer() should be searching for both Player and +Player?

  For a lot of the client commands, if I type /tell +Player, the client automatically strips out the + before sending the player name to the server

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html_url: https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449620736
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1175
node_id: MDEyOklzc3VlQ29tbWVudDQ0OTYyMDczNg==
created_at: 2018-12-23T08:01:37Z
updated_at: 2018-12-23T08:01:37Z
author_association: COLLABORATOR
body:
  Item enchantments picking up some other enchantments by mistake (Heavy Weapons Mastery Other VII, in this case) should be fixed now in https://github.com/ACEmulator/ACE/pull/1177

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html_url: https://github.com/ACEmulator/ACE/pull/1190#issuecomment-450336130
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1190
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDMzNjEzMA==
created_at: 2018-12-28T10:20:48Z
updated_at: 2018-12-28T10:21:46Z
author_association: NONE
body:
  Seems to work ( animation and is Consumed ) but it now reads in the Message window "Candy Corn applies Sweet Speed on you." and also now reads out in Green instead of Blue. In Player.cs I found this line...

  buffMessage = new GameMessageSystemChat($"{consumableName} applies {spell.Name} on you.", ChatMessageType.Craft);

  around Line 886. Should that be changed to casts? 

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html_url: https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450563997
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1198
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDU2Mzk5Nw==
created_at: 2018-12-30T14:23:35Z
updated_at: 2018-12-30T14:23:35Z
author_association: COLLABORATOR
body:
  Hey Jyrus,

  I am checking out this issue on the latest version of master branch, and also the inventory PR that magnus is working on (https://github.com/ACEmulator/ACE/pull/1197)

  I am running /create stoneshiveringmajor to spawn a Major Shivering Stone, picking up (success the first time), and then creating another one

  When I try to pick up the second one, I get the the werror, and the quest timer message:

  You have solved this quest too recently!
  You may complete this quest again in 59m 54s.

  Can you provide any additional repro steps / particular items / quests where you are seeing this bug?

  Thank you

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html_url: https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450584073
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1194
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDU4NDA3Mw==
created_at: 2018-12-30T20:17:56Z
updated_at: 2019-01-01T00:01:39Z
author_association: COLLABORATOR
body:
  https://pastebin.com/Tz8a3qyX  (this is with `  optionsBuilder.EnableSensitiveDataLogging(true);`)

  [shardbugged.zip](https://github.com/ACEmulator/ACE/files/2719037/shardbugged.zip)


  log in with fartwhif, use any of the gems in the main backpack, do /save-now, and it happens

reactions:
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html_url: https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450599864
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1194
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDU5OTg2NA==
created_at: 2018-12-31T01:34:46Z
updated_at: 2018-12-31T01:34:46Z
author_association: MEMBER
body:
  More simple instructions to duplicate:

  /ci 9425
  use the added gem
  /save-now
  /ci 9425
  use the added gem
  /save-now
  ... crash

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html_url: https://github.com/ACEmulator/ACE/issues/1032#issuecomment-450724806
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1032
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDcyNDgwNg==
created_at: 2019-01-01T12:02:23Z
updated_at: 2019-01-01T12:02:23Z
author_association: COLLABORATOR
body:
  We could exclude Burden specifically for Creatures, but I think this is 1 instance of a larger design issue Property filters in AppraiseInfo (in that, there are none...)

  Is there any data that determines which Properties should be sent for each object type?

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html_url: https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450747731
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1198
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDc0NzczMQ==
created_at: 2019-01-01T18:16:57Z
updated_at: 2019-01-01T18:16:57Z
author_association: NONE
body:
  In testing master, this functionality is now present.  I had been meaning to file this issue for awhile but hadn't gotten around to doing so, yet.  However, this functionality was put in somewhat "recently", although I don't remember a commit mentioning it.  I do know that it wasn't working up to about a month ago.  Closing issue...

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html_url: https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450943697
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1197
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDk0MzY5Nw==
created_at: 2019-01-02T18:30:31Z
updated_at: 2019-01-02T18:30:31Z
author_association: NONE
body:
  I have applied the 44 Files to my Server (latest build) and so far it appears to be good, My inventory is no longer spread all over hells half acre after a log out/ Login. However I tried to make a new character to check the Attuned and Bonded fix, I found I was UNable to give Jonathan My academy Exit Token, I was able to change that setting (114) Item (29335) in the DataBase from 1 to 0 and he excepted it. on a Good note I am NOT able to drop my Imp staff any longer. still testing more.  

reactions:
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html_url: https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450948298
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1197
node_id: MDEyOklzc3VlQ29tbWVudDQ1MDk0ODI5OA==
created_at: 2019-01-02T18:47:30Z
updated_at: 2019-01-02T18:48:19Z
author_association: NONE
body:
  The if statement at line 1438, within function GiveObjecttoNPC(), in Player_Inventory.cs is preventing giving Attuned items to NPCs.  I believe Attuned was only directed towards player.  Case and point are the Town Criers, which are AC's version of garbage collectors.  Mostly, I believe NPCs will reject items, whether with a blanket statement about not knowing what to do with said item or with custom flavor text, if they aren't specifically set up via emotes to accept said items.

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html_url: https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451254141
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1197
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTI1NDE0MQ==
created_at: 2019-01-03T19:40:13Z
updated_at: 2019-01-03T19:40:13Z
author_association: NONE
body:
  I Started Back to work today but I did find that after you create a new char and equip his/her wand (after talking to Jonathan and receiving the oils and coat) then double click the oil and apply it to the wand (still equiped) that it will place the magic academy wand in your pack but doesnt remove the euiped wand. Once you try to remove it by drag and drop or double clicking the Academy wand to replace it nothing happens, it also can not be dropped on a Town Crier. Once you log out of the Game (fully not just to menu screen) and log back in the wand is gone and the academy wand can be equiped. "Last I checked" that was a day or two ago.

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html_url: https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451262885
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1197
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTI2Mjg4NQ==
created_at: 2019-01-03T20:12:27Z
updated_at: 2019-01-03T20:12:27Z
author_association: NONE
body:
  Sorry I also forgot to add that (NOT every time) but now and then I will log back in and find myself in a different location then I logged out. Like I will go buy comps at the mage shop, run up to the LS and log out (all done in Holtburg) and when I log back in i will be back at the mage shop W/O the comps I bought before I logged out. 

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html_url: https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451278477
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1197
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTI3ODQ3Nw==
created_at: 2019-01-03T21:11:28Z
updated_at: 2019-01-03T21:11:28Z
author_association: MEMBER
body:
  I'll check out the first issue you reported.

  The second is likely unrelated. It sounds like there could be a db issue, the server isn't detecting the client logout properly and thus saving it, or the server isn't shutting down properly

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