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Data license: AGPL · Data source: ACEmulator Project
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id | node_id | number | title | user | state | locked | assignee | milestone | comments | created_at | updated_at | closed_at | author_association | active_lock_reason | draft | pull_request ▼ | body | reactions | performed_via_github_app | state_reason | repo | type |
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204489692 | MDU6SXNzdWUyMDQ0ODk2OTI= | 3 | ACE loading dat files | Mag-nus 10608427 | closed | 0 | Mogwai-TheFurry 25351661 | 0 | 2017-02-01T03:34:33Z | 2017-03-06T13:16:08Z | 2017-03-06T13:16:08Z | MEMBER | It's needed for a lot of things Even a basic packet broadcast will need it | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/3/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
204489832 | MDU6SXNzdWUyMDQ0ODk4MzI= | 4 | ACE World DB Design | Mag-nus 10608427 | closed | 0 | 2 | 2017-02-01T03:36:00Z | 2017-04-03T12:06:09Z | 2017-04-03T12:06:09Z | MEMBER | We need a core design, and then to work on population. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/4/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
204489878 | MDU6SXNzdWUyMDQ0ODk4Nzg= | 5 | ACE Chat System | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 4 | 2017-02-01T03:36:34Z | 2017-07-26T16:51:19Z | 2017-07-26T16:51:19Z | MEMBER | StackOverflow had something working in chat, perhaps submit a pull request. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/5/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
204489997 | MDU6SXNzdWUyMDQ0ODk5OTc= | 6 | Characters aren't saved or loaded properly yet from the DB | Mag-nus 10608427 | closed | 0 | TigrisOfGaul 25125434 | 4 | 2017-02-01T03:37:48Z | 2017-02-11T02:28:13Z | 2017-02-11T02:28:13Z | MEMBER | Per Rawaho. This needs looking into. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/6/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
204490022 | MDU6SXNzdWUyMDQ0OTAwMjI= | 7 | World object movement / animation needs proper implementing | Mag-nus 10608427 | closed | 0 | 2 | 2017-02-01T03:38:06Z | 2017-07-26T16:51:29Z | 2017-07-26T16:51:29Z | MEMBER | Per Rawaho | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/7/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
204490371 | MDU6SXNzdWUyMDQ0OTAzNzE= | 8 | Client Launcher needed | Mag-nus 10608427 | closed | 0 | 5 | 2017-02-01T03:41:07Z | 2017-02-16T21:49:46Z | 2017-02-16T21:49:40Z | MEMBER | We need a client launcher. Perhaps we use a modified thwarglauncher. https://thwarglauncher.codeplex.com/ For decal to work: "for emu, you should make a launcher that injects OR a shim client that loads the client and injects" "just stuff inject.dll in the process space early enough and it will do its thing" | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/8/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
204506877 | MDU6SXNzdWUyMDQ1MDY4Nzc= | 9 | Rework packet pipe | Rawaho 6111341 | closed | 0 | 3 | 2017-02-01T06:26:07Z | 2017-02-21T12:34:45Z | 2017-02-21T12:34:45Z | CONTRIBUTOR | Rewrite packet and fragment handling to delay and allow for combining outgoing fragments. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/9/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205040357 | MDU6SXNzdWUyMDUwNDAzNTc= | 12 | Converting ACE to run as a Windows service | mcreedjr 25518589 | closed | 0 | 3 | 2017-02-03T00:36:14Z | 2017-12-04T14:28:36Z | 2017-12-04T14:28:36Z | CONTRIBUTOR | Envisioning how this server will eventually be run and/or deployed, I suspect that most would like the opportunity to have the server run as a Windows service. This will allow automated starting of ACE at Windows startup. This will require a separate monitoring application to monitor any "console" output. I offer this only from a sysadmin point of view who has an aversion to having to interactively start applications which others use. I'm not sure what architectural changes will be required, but thought it would be worth mentioning early in the development process. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/12/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205301887 | MDU6SXNzdWUyMDUzMDE4ODc= | 15 | Password storage should use PBKDF2 | zbuc 570040 | closed | 0 | zbuc 570040 | 0 | 2017-02-03T23:56:22Z | 2017-10-24T22:59:59Z | 2017-10-24T22:59:59Z | CONTRIBUTOR | Right now it's using salted SHA256, which works for now but isn't suitable for real password storage, taking into considerations things like password reuse across services and the fact that inexperienced server admins will likely be operating poorly configured ACEmulator servers. To minimize the damage of leaking any password hashes from the DB, the supported standard for password storage on .NET is PBKDF2. I am already working on converting password storage to use PBKDF2 on my branch. https://dusted.codes/sha-256-is-not-a-secure-password-hashing-algorithm | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/15/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205346915 | MDU6SXNzdWUyMDUzNDY5MTU= | 19 | Support logging off to the character selection screen. | TigrisOfGaul 25125434 | closed | 0 | Mag-nus 10608427 | 1 | 2017-02-04T13:07:05Z | 2017-06-22T07:59:06Z | 2017-06-22T07:59:06Z | CONTRIBUTOR | Currently the only way to log into the world with a different character is to restart the client. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/19/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205353528 | MDU6SXNzdWUyMDUzNTM1Mjg= | 20 | Server should have a way to apply DB migrations | zbuc 570040 | closed | 0 | 7 | 2017-02-04T15:19:26Z | 2017-12-04T14:30:37Z | 2017-12-04T14:30:36Z | CONTRIBUTOR | The server should have a way to track which DB migrations it has applied, and automatically apply missing ones in the correct order. @Mag-nus suggested a naming convention of `YYYY_MM_DD_tablename.sql`. This would work, but would make dealing with pull requests and merges annoying, if multiple came in one day. I would suggest a naming scheme more along the lines of `$patchNumber + '_' + $YYYY_MM_DD + '_' + $descriptiveFeatureName`, for example `01_2017_02_03_add_monster_information.sql` and not limiting them to any particular tables. Picking the second naming system will make dealing with pull requests easier and help developers understand what updates are for. Additionally, the leading number provides a good way of tracking our schema revision. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/20/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205389442 | MDU6SXNzdWUyMDUzODk0NDI= | 28 | Change way mysql databases are accessed | LtRipley36706 11369233 | closed | 0 | 1 | 2017-02-05T00:29:45Z | 2017-02-05T04:28:54Z | 2017-02-05T04:28:54Z | MEMBER | Should we be "internalizing" the connections to the mysql servers? Even with strong username/passwords is there as technical reason why we need to expose the sql server externally to the internet? | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/28/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205400067 | MDU6SXNzdWUyMDU0MDAwNjc= | 31 | Logs should go to separate window, and filesystem | zbuc 570040 | closed | 0 | 4 | 2017-02-05T04:33:21Z | 2017-05-01T15:13:20Z | 2017-05-01T15:13:20Z | CONTRIBUTOR | Logs should go in a separate window from the main `ACE >>` command prompt so admins aren't frustrated with information stomping commands as they're being typed. Might as well add a `Config.json` option to log them to the filesystem and set verbosity at the same time. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/31/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
205511107 | MDU6SXNzdWUyMDU1MTExMDc= | 39 | Friends list functionality | sbaum23 22650655 | closed | 0 | sbaum23 22650655 | 0 | 2017-02-06T08:04:22Z | 2017-02-18T04:46:34Z | 2017-02-18T04:46:34Z | CONTRIBUTOR | + Persist/read friends from db table + Send full friends list on login + Respond to Add friend client message + Respond to Remove friend client message Likely not able to add yet until multiplayer support added: + When player logs on or off, send friend status update to their friends. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/39/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205579650 | MDU6SXNzdWUyMDU1Nzk2NTA= | 41 | Basic Player Item Functionality | Rawaho 6111341 | closed | 0 | 1 | 2017-02-06T13:12:45Z | 2017-12-04T14:29:14Z | 2017-12-04T14:29:14Z | CONTRIBUTOR | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/41/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||||
205637204 | MDU6SXNzdWUyMDU2MzcyMDQ= | 42 | Subscription data model concept + GLS replacement | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 1 | 2017-02-06T16:28:44Z | 2017-10-24T22:59:32Z | 2017-10-24T22:59:32Z | CONTRIBUTOR | Login == account retail "AC account" == subscription (under the hood, as Turbine did it) subscription == a set of characters on worlds Old/retail paradigm: 1 login for every subscription New paradigm: 1 master login, select a subscription This will entail building a set of REST services and a new launcher with Thwargle. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/42/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205645250 | MDU6SXNzdWUyMDU2NDUyNTA= | 43 | Move Database Access and object models to a separate C# project | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 2 | 2017-02-06T16:55:25Z | 2017-02-16T03:26:54Z | 2017-02-16T03:26:54Z | CONTRIBUTOR | for reuse in other components such as: * Item Editor * Vendor Editor * GLS replacment * other Server Admin tools | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/43/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205646390 | MDU6SXNzdWUyMDU2NDYzOTA= | 44 | Add column to authenticationDB.account for access rights | LtRipley36706 11369233 | closed | 0 | LtRipley36706 11369233 | 3 | 2017-02-06T16:59:10Z | 2017-02-20T05:10:32Z | 2017-02-20T05:10:32Z | MEMBER | Need to add a column for access rights so to allow accounts to be able to create characters with IsAdmin or IsEnvoy bools set. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/44/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205647107 | MDU6SXNzdWUyMDU2NDcxMDc= | 45 | Stub CommandHandlers for in-game commands | LtRipley36706 11369233 | closed | 0 | LtRipley36706 11369233 | 1 | 2017-02-06T17:01:31Z | 2017-04-23T18:14:09Z | 2017-04-23T18:14:09Z | MEMBER | Create stubs for each @ command in-game with expected usage and output comments. This should help prevent commands not working the way they did originally | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/45/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205882576 | MDU6SXNzdWUyMDU4ODI1NzY= | 48 | Add all other properties to Character persistence model | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 1 | 2017-02-07T13:09:34Z | 2017-02-10T19:06:40Z | 2017-02-10T19:06:40Z | CONTRIBUTOR | All the other things that go in the property buckets. Read from client on char create (or not, as the augments should all be unset), save to the DB, and load them up on login. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/48/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
205882786 | MDU6SXNzdWUyMDU4ODI3ODY= | 49 | XP expenditure on skills/stats | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 1 | 2017-02-07T13:10:24Z | 2017-02-10T19:06:01Z | 2017-02-10T19:06:01Z | CONTRIBUTOR | Spend unused xp on skills/stats, save to database. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/49/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
206403228 | MDU6SXNzdWUyMDY0MDMyMjg= | 51 | Saving a Character to the DB | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 5 | 2017-02-09T04:47:27Z | 2017-03-20T02:53:25Z | 2017-03-20T02:53:25Z | CONTRIBUTOR | intermittently? on logout? by command? something | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/51/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
206403292 | MDU6SXNzdWUyMDY0MDMyOTI= | 52 | Leveling up when granted xp | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 2 | 2017-02-09T04:47:53Z | 2017-03-20T02:54:03Z | 2017-03-20T02:54:03Z | CONTRIBUTOR | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/52/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
206403348 | MDU6SXNzdWUyMDY0MDMzNDg= | 53 | Skill Credits: saving, loading, spending | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 2 | 2017-02-09T04:48:15Z | 2017-03-20T14:32:29Z | 2017-03-20T14:31:26Z | CONTRIBUTOR | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/53/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
206955987 | MDU6SXNzdWUyMDY5NTU5ODc= | 56 | Background maintenance thread | TigrisOfGaul 25125434 | closed | 0 | 1 | 2017-02-11T04:03:13Z | 2017-07-26T16:50:59Z | 2017-07-26T16:50:59Z | CONTRIBUTOR | We need some sort of low priority thread to run and periodically perform routine maintenance tasks such as removing characters marked for deletion. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/56/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
207616123 | MDU6SXNzdWUyMDc2MTYxMjM= | 63 | Save & reload window positioning | Mogwai-TheFurry 25351661 | closed | 0 | 0 | 2017-02-14T19:42:36Z | 2017-07-26T16:50:45Z | 2017-07-26T16:50:45Z | CONTRIBUTOR | Chat window(s), character info / inventory panel, etc. Logging this as people are constantly asking for stuff that can be done. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/63/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
208614354 | MDU6SXNzdWUyMDg2MTQzNTQ= | 72 | Additional Friends Commands and Appear Offline | sbaum23 22650655 | closed | 0 | sbaum23 22650655 | 0 | 2017-02-18T05:29:14Z | 2017-02-18T13:14:26Z | 2017-02-18T13:14:26Z | CONTRIBUTOR | Implement the following @friends commands: 1. @friends remove -all 2. @friends old (show a message that this command is no longer used) Also implement the "Appear Offline" option so that it shows you as offline to your friends. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/72/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
208972136 | MDU6SXNzdWUyMDg5NzIxMzY= | 80 | Saving and Loading Character Options | sbaum23 22650655 | closed | 0 | sbaum23 22650655 | 0 | 2017-02-20T20:10:20Z | 2017-03-02T13:51:44Z | 2017-03-02T13:51:44Z | CONTRIBUTOR | 1. Save options in the database 2. Load options from the database 3. Send options in the GameEventPlayerDescription packet | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/80/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
209201688 | MDU6SXNzdWUyMDkyMDE2ODg= | 83 | Add message buffering and send as multifragment packet | Zegeger 12808515 | closed | 0 | Zegeger 12808515 | 1 | 2017-02-21T16:38:59Z | 2017-02-27T14:41:27Z | 2017-02-27T14:41:26Z | CONTRIBUTOR | Continue reworking network pipe to support message buffering and flushing from Session.Update to send as a multifragment packet. - NetworkBuffer class to queue messages during a timeslice - NetworkBuffer will have a current NetworkBundle which will contain all messages and optional flags. - On a session update, create new NetworkBundle and use the previous one to send packets. - Move certain packet flag responses (Echo, TimeSync, etc) to be sent with a NetworkBundle. - Create NetworkManager function to send a NetworkBundle, splitting large messages into two packets, or combining multiple messages into one packet. - - This function should take a NetworkBundle and create packets and fragments as appropriate to send all messages. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/83/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
210239879 | MDU6SXNzdWUyMTAyMzk4Nzk= | 91 | StatusMessageType1 and StatusMessageType2 values need descriptive names | Mag-nus 10608427 | closed | 0 | 2 | 2017-02-25T15:06:49Z | 2018-02-12T18:57:55Z | 2018-02-12T18:57:37Z | MEMBER | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/91/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||||
210534535 | MDU6SXNzdWUyMTA1MzQ1MzU= | 96 | Broadcasting chat to appropriate scope and loading landblocks | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 0 | 2017-02-27T16:27:03Z | 2017-03-20T14:31:11Z | 2017-03-20T14:31:11Z | CONTRIBUTOR | placeholder issue for what i'm working on, really | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/96/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
215224510 | MDU6SXNzdWUyMTUyMjQ1MTA= | 144 | Add the Ability to drop an item from your backpack. | ogmage78 25460553 | closed | 0 | ogmage78 25460553 | 1 | 2017-03-18T21:55:25Z | 2017-04-03T12:05:30Z | 2017-04-03T12:05:30Z | CONTRIBUTOR | I am working on this at the moment. Can it be assigned to me? | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/144/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
215438276 | MDU6SXNzdWUyMTU0MzgyNzY= | 155 | Implement lifestone usage | Mogwai-TheFurry 25351661 | closed | 0 | 0 | 2017-03-20T14:30:48Z | 2017-04-10T11:35:50Z | 2017-04-10T11:35:50Z | CONTRIBUTOR | * Using a Lifestone * Implement /die or whatever the command was * Portal back to your position of the lifestone usage on death * [Bonus points] Vitae | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/155/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
215950727 | MDU6SXNzdWUyMTU5NTA3Mjc= | 162 | Inbound fragment combining, sequence reordering, checksum validation | Zegeger 12808515 | closed | 0 | 0 | 2017-03-22T04:37:23Z | 2017-04-03T12:05:20Z | 2017-04-03T12:05:20Z | CONTRIBUTOR | Additional work needed in Network code. Please assign to me. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/162/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
216250810 | MDU6SXNzdWUyMTYyNTA4MTA= | 166 | Give Characters a set of positions | Mogwai-TheFurry 25351661 | closed | 0 | 1 | 2017-03-23T00:40:45Z | 2017-04-03T12:05:11Z | 2017-04-03T12:05:11Z | CONTRIBUTOR | Make an enum for the following positions types: * Physical Location * Lifestone Used * Lifestone Tied * Portal Recall * Primary Portal Recall * Secondary Portal Recall * Allegiance Hometown (This should only apply to monarchs) * Mansion Recall Notes / Requirements * The character database model will need to change so that players have a set of positions rather than a single position * The character object will have 1 new property for each of the recall locations in the enumeration, where Allegiance Hometown will attempt to find the monarch's Allegiance Hometown. If you can't do this yet, just slap a // TODO and return null. * Each of these positions should save to the database whenever changed. * Hook up the /lifestone and /ls commands to go to the Lifestone position. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/166/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
217425388 | MDU6SXNzdWUyMTc0MjUzODg= | 178 | Primary keys too restrictive on some weenie tables | LytelthorpeThistledown 25618389 | closed | 0 | 0 | 2017-03-28T01:56:16Z | 2017-04-10T11:35:43Z | 2017-04-10T11:35:43Z | CONTRIBUTOR | Proposed fix: ALTER TABLE weenie_palette_changes DROP PRIMARY KEY, ADD PRIMARY KEY(weenieClassId, subPaletteId, offset, length); ALTER TABLE weenie_texture_map_changes DROP PRIMARY KEY, ADD PRIMARY KEY(weenieClassId, index, oldId); I think the weenie_palette_changes table needs a different primary index. Currently it is weenieClassId + subPaletteId. Here is the palette data for Narg. subPaletteId,offset,length 67116992,192,64 67109565,256,64 67114248,576,160 67114248,1088,192 67114248,320,192 67114248,928,160 67114248,0,192 67114248,768,96 67114248,928,96 67110336,2000,48 subPaletteId 67114248 appears 7 times, twice it has the same offset of 928 The same problem exists for weenie_texture_map_changes. Currently it is weenieClassId + index. Here is the texture data for the Aluvian Mid-Stakes Gamesmaster index,oldId,newId 16,83886232,83890685 16,83886668,83890262 16,83886837,83890287 16,83886684,83890353 9,83887070,83886781 9,83887062,83886686 0,83889072,83889072 0,83889342,83889342 5,83887064,83886241 1,83887064,83886241 3,83889344,83887054 7,83889344,83887054 4,83887068,83887054 8,83887068,83887054 index 16 apears 4 times | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/178/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
217470832 | MDU6SXNzdWUyMTc0NzA4MzI= | 180 | Objects need to be re-sent to client if teleported within same landblock | LtRipley36706 11369233 | closed | 0 | 1 | 2017-03-28T07:29:04Z | 2017-07-26T16:50:35Z | 2017-07-26T16:50:35Z | MEMBER | currently the client loses objects if teleported within same landblock | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/180/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
217539297 | MDU6SXNzdWUyMTc1MzkyOTc= | 181 | Parse pcaps for Doors and add them! | Mogwai-TheFurry 25351661 | closed | 0 | 2 | 2017-03-28T12:12:58Z | 2017-05-01T15:12:52Z | 2017-05-01T15:12:52Z | CONTRIBUTOR | * Parse pcaps for doors and emit them as SQL * Add the doors to the ace_world database * Add landblock logic to close/open doors | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/181/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
218914985 | MDU6SXNzdWUyMTg5MTQ5ODU= | 196 | Action queue for Player<->Landblock Interaction | Mogwai-TheFurry 25351661 | closed | 0 | 0 | 2017-04-03T12:16:42Z | 2017-04-10T11:35:57Z | 2017-04-10T11:35:57Z | CONTRIBUTOR | Use Cases: * Picking up an item off the ground * Casting a spell * Getting health of a monster * Using a Door * Using a Lifestone * Opening chests Other necessary changes: * Remove the exposure of WorldObjects from Landblock and LandblockManager Design thoughts: * The session/player object would have a List<Something> of queued actions. * As Actions arrive.... If they don't require Landblock interaction, just handle them and be done with it. If they do require Landblock / Object interaction, add them to the session/player queue. * In the main Landblock server control loop, process the top X actions from each player's queue. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/196/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
218915428 | MDU6SXNzdWUyMTg5MTU0Mjg= | 197 | Continuous Integration, Code Analysis, and Unit Tests | Mogwai-TheFurry 25351661 | closed | 0 | Mogwai-TheFurry 25351661 | 0 | 2017-04-03T12:18:30Z | 2017-04-10T11:35:31Z | 2017-04-10T11:35:31Z | CONTRIBUTOR | We'll need an ACE admin to enable it for ACE, but somebody can get it working in their personal fork first. I found this project as a tool for running StyleCop from within Travis. https://github.com/Nylle/StyleCop.Console Unit tests will require switching to NUnit as well. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/197/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
219614446 | MDU6SXNzdWUyMTk2MTQ0NDY= | 209 | Character rotation | ogmage78 25460553 | closed | 0 | 3 | 2017-04-05T15:02:48Z | 2017-04-09T18:31:16Z | 2017-04-09T18:31:16Z | CONTRIBUTOR | I have not had a chance to look into it, but either on the save or the load, we are not saving or loading the character rotation (facing direction) correctly. You log out facing one way, you log back in in the same spot rotated 90 degrees. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/209/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
219776339 | MDU6SXNzdWUyMTk3NzYzMzk= | 212 | Continue build out of inventory functions | ogmage78 25460553 | closed | 0 | 1 | 2017-04-06T03:25:57Z | 2017-12-02T05:17:14Z | 2017-12-02T05:17:14Z | CONTRIBUTOR | - [x] Fix bug with drop after pickup - [x] create a pack and enable equip - [x] add the ability to move to and from main pack - [x] add tables (if needed) and wire up inventory to persist with character save | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/212/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
220496173 | MDU6SXNzdWUyMjA0OTYxNzM= | 222 | Teleport no longer applies rotation to Position | LtRipley36706 11369233 | closed | 0 | 0 | 2017-04-09T20:21:37Z | 2017-04-10T11:37:03Z | 2017-04-10T11:37:03Z | MEMBER | Session.Player.Teleport always ends up with 1 0 0 0 for the Quaternion regardless of what the actual position sent in to it specified. This is a recent change that was not present previously. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/222/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
220798868 | MDU6SXNzdWUyMjA3OTg4Njg= | 228 | Better Handling for Disconnects | LtRipley36706 11369233 | closed | 0 | Zegeger 12808515 | 2 | 2017-04-10T23:30:47Z | 2017-07-31T18:51:43Z | 2017-07-31T18:51:43Z | MEMBER | Clients that disconnect do not always get removed from world and sessions. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/228/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
220811945 | MDU6SXNzdWUyMjA4MTE5NDU= | 231 | Teleporting players are not removed from client if player teleports to another dungeon | LtRipley36706 11369233 | closed | 0 | 3 | 2017-04-11T01:11:32Z | 2018-03-06T20:03:14Z | 2018-03-06T20:03:14Z | MEMBER | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/231/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||||
220838658 | MDU6SXNzdWUyMjA4Mzg2NTg= | 232 | Objects don't appear correctly until on top of them | LtRipley36706 11369233 | closed | 0 | 1 | 2017-04-11T04:47:35Z | 2017-04-23T18:12:33Z | 2017-04-23T18:12:33Z | MEMBER | Some portals/lifestones are not appearing until right on top of them or past them. Repo: @telepoi candeth keep run straight to tree note the very late appearance of some of the objects.. if you turn around and run back toward the entrance, one of the portals blinks and resets as well. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/232/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
220951042 | MDU6SXNzdWUyMjA5NTEwNDI= | 233 | Issues with second client | ogmage78 25460553 | closed | 0 | 2 | 2017-04-11T13:26:22Z | 2017-07-26T16:50:15Z | 2017-07-26T16:50:15Z | CONTRIBUTOR | When more than one person is logged on to the server, the second person never comes out of portal space until they move. This may be an incorrect setting of contact. Also under the same use case - if 2 clients are logged in, from the perspective of each client - the other jumps and briefly does the falling animation with every movement. In looking at live world pcaps, it looks like almost all movements have the contact flag set to true. It looks to be that way in ours. I am putting this here so it is documented - if anyone has time to look for this great - if not, I will try to see if I can debug it. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/233/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
220952882 | MDU6SXNzdWUyMjA5NTI4ODI= | 234 | Create Test Script and add to project | ogmage78 25460553 | open | 0 | 3 | 2017-04-11T13:32:35Z | 2019-08-27T00:11:54Z | CONTRIBUTOR | As each of us is working on different parts at different times, it would be useful to have a document like our read me or change log where we could put tests and expected results for our areas. That way prior to submitting a PR you could run through the test to make sure your change did not break the world. Quick example: Test item pickup and drop 1. Log in on 2 characters ( we need to test what other clients are seeing) 2. On client 1 in the chat window type @ctw me 3. Take the wand and drop it to the ground. a. Did both clients see and here the drop? Do you see the wand on the ground from both clients. Did client 1 do the animation to set the wand on the ground. Is the item out of the backpack for client 1? 4. Pick up the wand. Is the wand gone for client 2 and in the backpack of client 1. Did you see the animation from both clients. Did you hear the pickup sound. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/234/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | ||||||||
221993052 | MDU6SXNzdWUyMjE5OTMwNTI= | 242 | Missing character position crashes server | LtRipley36706 11369233 | closed | 0 | 0 | 2017-04-16T06:05:17Z | 2017-04-23T18:12:27Z | 2017-04-23T18:12:27Z | MEMBER | Deleting a character's position of PositionType=1 causes server to crash when character is loaded. Background for this: I used @spacejump command which put me in an endless portal (command should probably be removed or fixed). I figured I'd just delete that character's current position and it would default back to fallback position but it did not work. Probably needs some logic built in the load-in if no current position is in the db to reset to a safe location, either lifestone if set and failing that probably holtburg drop (or race specific starter town drop). cc: @fantoms | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/242/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
222318272 | MDU6SXNzdWUyMjIzMTgyNzI= | 246 | CreateObject message needs work | LtRipley36706 11369233 | closed | 0 | 0 | 2017-04-18T06:45:27Z | 2017-04-19T11:41:16Z | 2017-04-19T11:41:16Z | MEMBER | Jyrus pointed out a problem with portals in town network. To comfirm, I loaded into ACE and issued teleloc command `/teleloc 00070145 70.10 -83.07 0.10 1.00 0.00 0.00 -0.01` to arrive in Town Network and found portals to be majorly flawed. PCAPs filled will exceptions. Attaching files of retail pcap, plus export scripts, plus pcap from ace [output.zip](https://github.com/ACEmulator/ACE/files/927568/output.zip) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/246/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
222586754 | MDU6SXNzdWUyMjI1ODY3NTQ= | 253 | Regression: New Characters are starting with vitals 0/XX | Gordian3 1765994 | closed | 0 | 1 | 2017-04-19T00:59:12Z | 2017-04-26T16:38:11Z | 2017-04-26T16:38:11Z | CONTRIBUTOR | When creating a character and entering the training hall, the characters should start at maximum current vitals for Health, Stamina and Mana. This is a regression. Seen 4/18 using origin\master and a fresh DB, account and character. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/253/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
222587429 | MDU6SXNzdWUyMjI1ODc0Mjk= | 254 | Add support for vitals regeneration | Gordian3 1765994 | closed | 0 | 3 | 2017-04-19T01:04:44Z | 2017-07-31T18:52:32Z | 2017-07-31T18:52:32Z | CONTRIBUTOR | There is currently no support for a character to regenerate vitals to the current maximum values of the character. This issue is asking for a mechanism to be added for the server to periodically increment these values and pass them along to the client session owning the character. Mostly this would be visible after @grantxp and adding to any vital. TBD: Do we need to broadcast the vitals increases to other accounts on the landblock (or adjacent landblock)? This regen mechanism can have the actual formula for the amount of regen or that can be left as a TBD and just use a default value. If not done for this issue, then please create a new issue. On logout or other client disconnect, the periodic vital increases should stop. Do not increase beyond the current maximums (would account for debuffs or vitae if implemented) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/254/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
223894372 | MDU6SXNzdWUyMjM4OTQzNzI= | 287 | Object streaming Issue | LtRipley36706 11369233 | closed | 0 | 7 | 2017-04-24T17:27:08Z | 2018-03-25T07:29:46Z | 2018-03-25T07:29:46Z | MEMBER | We need to key it off of more than just movement keys... Example: @telepoi Holtburg objects should already be there when you come out of portal, but don't appear until after you rematerialize. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/287/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
224529943 | MDU6SXNzdWUyMjQ1Mjk5NDM= | 296 | Mana does not update when xp is spent on abilities that should increase it | LtRipley36706 11369233 | closed | 0 | 1 | 2017-04-26T16:39:33Z | 2017-07-26T16:49:46Z | 2017-07-26T16:49:46Z | MEMBER | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/296/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||||
227499793 | MDU6SXNzdWUyMjc0OTk3OTM= | 336 | Network Issue: Network connections may stay connected indefinitely | fantoms 37453 | closed | 0 | Zegeger 12808515 | 3 | 2017-05-09T21:13:17Z | 2017-07-31T18:51:15Z | 2017-07-31T18:51:15Z | CONTRIBUTOR | ### Bug Report or Feature Request ``` - [ x ] bug report - [ ] feature request ``` ### Repro steps. Connect more than the `MaximumAllowedSessions` (default 128) of concurrent clients to a server; or send the correct amount of create session packets. ### The log given by the failure. ACE >> 2017-05-07 22:05:29,612 INFO : Creating new session for 192.168.7.7:61029 with id 0 2017-05-07 22:10:35,742 INFO : Creating new session for 192.168.7.7:65413 with id 1 2017-05-07 22:15:42,030 INFO : Creating new session for 192.168.7.7:57474 with id 2 2017-05-07 22:20:48,176 INFO : Creating new session for 192.168.7.7:58592 with id 3 2017-05-07 22:25:54,358 INFO : Creating new session for 192.168.7.7:60537 with id 4 2017-05-07 22:31:00,496 INFO : Creating new session for 192.168.7.7:59820 with id 5 2017-05-07 22:36:06,718 INFO : Creating new session for 192.168.7.7:64720 with id 6 2017-05-07 22:41:12,800 INFO : Creating new session for 192.168.7.7:51870 with id 7 2017-05-07 22:46:18,915 INFO : Creating new session for 192.168.7.7:62253 with id 8 2017-05-07 22:51:25,165 INFO : Creating new session for 192.168.7.7:53784 with id 9 2017-05-07 22:56:31,332 INFO : Creating new session for 192.168.7.7:58602 with id 10 2017-05-07 23:01:37,489 INFO : Creating new session for 192.168.7.7:64817 with id 11 2017-05-07 23:06:43,628 INFO : Creating new session for 192.168.7.7:63685 with id 12 2017-05-07 23:11:49,796 INFO : Creating new session for 192.168.7.7:54929 with id 13 2017-05-07 23:16:56,073 INFO : Creating new session for 192.168.7.7:65227 with id 14 2017-05-07 23:22:02,326 INFO : Creating new session for 192.168.7.7:58617 with id 15 2017-05-07 23:27:08,426 INFO : Creating new session for 192.168.7.7:56680 with id 16 2017-05-07 23:32:14,589 INFO : Creating new session for 192.168.7.7:50188 with id 17 2017-05-07 23:37:20,733 INFO : Creating new session for 192.168.7.7:57489 with id 18 2017-05-07 23:42:26,862 INFO : Creating new session for 192.168.7.7:52208 with id 19 2017-05-07 23:47:33,020 INFO : Cre… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/336/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
230158293 | MDU6SXNzdWUyMzAxNTgyOTM= | 348 | Accessing Objects Between Landblocks | ddevec 5246554 | closed | 0 | 2 | 2017-05-20T14:53:03Z | 2017-06-22T19:14:46Z | 2017-06-22T19:14:46Z | CONTRIBUTOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` There is a corner-case atomicity violation within our Landblock system around the observation of transferring objects between Landblocks. The best **example** I've found explaining the problem: Note, I've often heard this problem described as "Ships Passing in the Night" if your looking for a shorthand to describe it. Character Foo observes object Bar moving between two Landblocks. Foo is on Landblock A, Bar is moving from B to C (so Foo is basically at the corner of a Landblock). If Foo were to need to interact with Bar (e.g. IdentifyObject from Foo's client, with Bar's Guid as the argument), the Landblock system would have to fetch the Bar WorldObject off of the appropriate Landblock. Unfortunately, our current design has no way of doing so reliably. If Bar is in the act of transferring between two Landblocks, it may either be on A or B (or in our current system on neither). Our only current recourse is to scan all adjacent Landblocks when searching by Guid. If Bar is in the act of transferring when this scan happens we can miss it with this set of events: Bar is on A. We scan B for Bar. Bar transfers from A to B We scan A, never finding Bar. The fundamental issue here is that the scanning of Landblocks is not atomic with respect to the transfer of objects between Landblocks and is additionally not atomic with executing an object's action on that Landblock. Essentially we need an underlying system that allows us to find an object in nearby Landblocks by Guid, _and_ execute some action on that Landblock atomically. There are several **possible solutions** to this problem: **First** - adapting our current design: Unfortunately, adapting our current design is not likely practical. Landblocks operate asynchronously, so any operations which query adjacent landblocks for Guids would have to lock _all_ adjacent Landblocks during query (L… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/348/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
230256291 | MDU6SXNzdWUyMzAyNTYyOTE= | 350 | DoubleCheck locking in LandblockManager::GetLandblock() | ddevec 5246554 | closed | 0 | 2 | 2017-05-21T23:23:03Z | 2018-10-07T00:12:52Z | 2018-10-07T00:12:52Z | CONTRIBUTOR | Putting this here so I don't forget about it -- its on a TODO list after solving other concurrency errors. If someone else wants to take the lead on it though, feel free. <!-- 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 ``` Currently LandblockManager makes use of double check locking to populate the landblocks array. Naive double check locking is a known unsafe paradigm in the Java and C# memory models and should be avoided: https://www.cs.umd.edu/~pugh/java/memoryModel/DoubleCheckedLocking.html http://csharpindepth.com/Articles/General/Singleton.aspx | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/350/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
230261482 | MDU6SXNzdWUyMzAyNjE0ODI= | 352 | Character creation when not using admin account access | MiachofTD 24981658 | closed | 0 | 1 | 2017-05-22T00:54:22Z | 2017-05-28T00:47:59Z | 2017-05-28T00:47:59Z | CONTRIBUTOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Create an account without admin access and try to create a character and click the Finish button at the end. ### The log given by the failure. No errors reported. ### Desired functionality. All account levels should be able to create a character. ### Mention any other details that might be useful. Tested all account levels and ONLY admin access is able to create a character completely. All other levels of access you cannot click the finish button and never enter the server. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/352/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
241291387 | MDU6SXNzdWUyNDEyOTEzODc= | 453 | Sending an unknown protocol to ACE causes a crash | ghost 10137 | closed | 0 | 0 | 2017-07-07T15:02:10Z | 2018-02-10T04:55:31Z | 2018-02-10T04:55:31Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Send an unknown protocol to ACE, such as a SIP message ### The log given by the failure. ![clipboard01](https://user-images.githubusercontent.com/22699181/27963595-6b568442-62ea-11e7-8eaf-3d2322d9667e.jpg) ### Desired functionality. ACE should disregard protocol messages that don't pertain to it. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/453/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
278995348 | MDU6SXNzdWUyNzg5OTUzNDg= | 574 | ACE Web/API projects should be converted to .net standard/core 2.0 | Mag-nus 10608427 | closed | 0 | 1 | 2017-12-04T13:27:39Z | 2018-01-28T07:27:57Z | 2018-01-28T07:27:57Z | MEMBER | Most of the non web libraries of ACE have been converted to either .net standard 2.0 or .net core 2.0, and soon ACE be converted to .net core 2.0 as well. We need an experienced web developer to migrate our web/api stuff. The following projects need to be migrated: ACE.Api ACE.Api.Common ACE.Api.Host ACE.AuthApi ACE.AuthApi.Host ACE.Web ACE.Api.Common should be priority as it's referenced directly by ACE. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/574/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
278996371 | MDU6SXNzdWUyNzg5OTYzNzE= | 575 | ACE.Diagnostics needs rework | Mag-nus 10608427 | closed | 0 | 0 | 2017-12-04T13:31:13Z | 2018-02-22T06:59:09Z | 2018-02-22T06:59:09Z | MEMBER | ACE references ACE.Diagnostics and loads a winform directly. This is not cross-platform compatible nor is it compatible with .net core 2.0. Because of this, ACE.Diagnostics has been removed from ACE. The landblock viewer in ACE.Diagnostics was pretty nice. We need a better way to expose diagnostic information via ACE for subscribers to consume. Perhaps ACE.Diagnostics becomes a .net standard 2.0 library that simply collects/exposes data. Listeners could then use this data and present it various ways (winforms apps, web apps, etc..) Alternatively, this information could be exposed via an API, or, it gets moved to ACE.Api.Common. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/575/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
279007199 | MDU6SXNzdWUyNzkwMDcxOTk= | 576 | Improve database query performance | Mag-nus 10608427 | closed | 0 | 1 | 2017-12-04T14:05:39Z | 2018-02-26T13:30:37Z | 2018-02-26T13:30:37Z | MEMBER | The way we interact with the database isn't very efficient. It causes problems like stuck clients, server crashes, portaling in as pink bubbles.. Advice from Rawaho: The queries should use less reflection. Use LINQ expressions instead. Even with cached properties SetValue is SLOW | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/576/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
280840388 | MDU6SXNzdWUyODA4NDAzODg= | 578 | Switch from log4net to LoggerFactory | Mag-nus 10608427 | closed | 0 | 2 | 2017-12-10T20:10:21Z | 2018-03-25T07:30:06Z | 2018-03-25T07:30:06Z | MEMBER | A suggestion from Rawaho. Reference: https://stackify.com/net-core-loggerfactory-use-correctly/ | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/578/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
289819550 | MDU6SXNzdWUyODk4MTk1NTA= | 591 | Agreement to change licence to AGPL V3. | cydrith 24561337 | open | 0 | 1 | 2018-01-19T00:04:55Z | 2023-11-23T01:50:26Z | CONTRIBUTOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [x] feature request ``` ### Desired functionality. Change licence to AGPL, from existing GPL. Changes proposed in [this pull request](https://github.com/ACEmulator/ACE/pull/589). ### Express Consent from following contributors has been provided - [x] [LtRipley36706](https://github.com/LtRipley36706) - [x] [Mogwai-TheFurry](https://github.com/Mogwai-TheFurry) - [x] [ogmage78](https://github.com/ogmage78) - [ ] [fantoms](https://github.com/fantoms) - [x] [OptimShi](https://github.com/OptimShi) - [x] [Rawaho](https://github.com/Rawaho) - [x] [Zegeger](https://github.com/Zegeger) - [x] [kdmxp256](https://github.com/kdmxp256) - [x] [Forbiddenz](https://github.com/Forbiddenz) - [ ] [Lidefeath](https://github.com/Lidefeath) - [x] [ddevec](https://github.com/ddevec) - [x] [BrainBucket](https://github.com/BrainBucket) - [x] [TigrisOfGaul](https://github.com/TigrisOfGaul) - [x] [Mag-nus](https://github.com/Mag-nus) - [x] [lurker-mcdoogle](https://github.com/lurker-mcdoogle) - [x] [MiachofTD](https://github.com/MiachofTD) - [ ] [LytelthorpeThistledown](https://github.com/LytelthorpeThistledown) - [ ] [ChrisAikman](https://github.com/ChrisAikman) - [ ] [delasteve](https://github.com/delasteve) - [x] [immortalbob](https://github.com/immortalbob) - [ ] [kaos00723](https://github.com/kaos00723) - [ ] [sbaum23](https://github.com/sbaum23) - [x] [Verbal-AC](https://github.com/Verbal-AC) - [x] [zbuc](https://github.com/zbuc) - [ ] [TheMentor](https://github.com/TheMentor) - [x] [Cydrith](https://github.com/Cydrith) - [ ] [KochiroOfHG](https://github.com/KochiroOfHG) - [x] [Zorgle](https://github.com/Zorgle) - [x] [Jyard1](https://github.com/Jyard1) - [x] [rtmruczek](https://github.com/rtmruczek) - [x] [Slushnas](https://github.com/Slushnas) - [x] [dworkin](https://github.com/dworkin) - [x] [spazmodica](https://github.com/spazmodica) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/591/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | ||||||||
294216436 | MDU6SXNzdWUyOTQyMTY0MzY= | 617 | ACE.DatLoader unsupported file types | Mag-nus 10608427 | open | 0 | 1 | 2018-02-04T17:59:57Z | 2018-05-23T16:16:05Z | MEMBER | We don't parse all the file types in the .dat files. While the ones remaining likely aren't needed now, it might be a fun project for someone to take on, and may also prove useful for someone down the road. You can see a list of incomplete file types here, in the UnpackPortalDatFiles_NoExceptions(): https://github.com/ACEmulator/ACE/blob/master/Source/ACE.DatLoader.Tests/DatTests.cs | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/617/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | ||||||||
295860010 | MDU6SXNzdWUyOTU4NjAwMTA= | 630 | ACE.Entity.Position | Mag-nus 10608427 | open | 0 | Mag-nus 10608427 | 0 | 2018-02-09T12:48:29Z | 2019-04-01T17:58:06Z | MEMBER | I think LandCell and Frame should be sub properties of ACE.Entity, similar to how it's done in ACE.DatLoader. I haven't figured out the exact pattern yet, but this is something I'll be looking into. It may end up that what we have now is ideal. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/630/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | |||||||
296161559 | MDU6SXNzdWUyOTYxNjE1NTk= | 635 | Purchasing a new skill throws Primary key violation inserting new skill row | spazmodica 4855786 | closed | 0 | 3 | 2018-02-11T05:10:47Z | 2018-03-06T20:03:09Z | 2018-03-06T20:03:09Z | CONTRIBUTOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. 1. Create character 2. Grant experience enough to get enough skill points to purchase a new skill 3. Spend skill points on new skill 4. Wait a bit 5. Server throws exception ### The log given by the failure. {MySql.Data.MySqlClient.MySqlException (0x80004005): Duplicate entry '1342177282-23' for key 'PRIMARY' at MySql.Data.MySqlClient.MySqlStream.ReadPacket() at MySql.Data.MySqlClient.NativeDriver.GetResult(Int32& affectedRow, Int64& insertedId) at MySql.Data.MySqlClient.Driver.NextResult(Int32 statementId, Boolean force) at MySql.Data.MySqlClient.MySqlDataReader.NextResult() at MySql.Data.MySqlClient.MySqlCommand.ExecuteReader(CommandBehavior behavior) at MySql.Data.MySqlClient.MySqlCommand.ExecuteNonQuery() at ACE.Database.Database.DatabaseTransaction.<>c__DisplayClass10_0.<Commit>b__0() in D:\Repos\spazmodica\ACE\Source\ACE.Database\Database.cs:line 200 at System.Threading.Tasks.Task`1.InnerInvoke() at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)} MySql.Data.MySqlClient.MySqlException ### Desired functionality. Purchasing new skill should not throw error. ### Mention any other details that might be useful. Exception is in Task so does not crash server Inserts vs Updates are determined by the IsDirty and HasEverBeenSavedToDatabase flags Skills are all added to db upon creation, but purchasing does not set above flags correctly triggering error | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/635/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
301553721 | MDU6SXNzdWUzMDE1NTM3MjE= | 663 | Client does not send GameActionLoginComplete after Entering World | LtRipley36706 11369233 | closed | 0 | 2 | 2018-03-01T20:47:10Z | 2018-08-17T21:38:15Z | 2018-08-17T21:38:15Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> This does not happen with specifically reproducible steps for me but the sequence is to start the server and then connect with the client and enter world with a character. It will be apparent the issue is occurring if while portalling into the world you do not receive vital stats for Health/Stamina/Mana, other times vitals do send but you do not exit the purple bubble state. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> The client no longer processes most messages it receives, sends nothing further outbound and network times out after about 2 minutes. ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> After character enters world and exits portal it sends GameActionLoginComplete 100% of the time, ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> I suspect this issue is due to not fully handling the optional headers correctly in NetworkSession or something along those lines. Obviously the client is expecting something in either a certain order or a certain packet sequence is not being returned because the sending of the GameActionLoginComplete message is entirely automated from the client side and seemingly not triggered by a specific incoming event/message | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/663/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
304634358 | MDU6SXNzdWUzMDQ2MzQzNTg= | 683 | Using Thwarg-Launcher, Client is Killed when idle for over two minutes | LtRipley36706 11369233 | closed | 0 | 0 | 2018-03-13T05:38:24Z | 2018-03-25T19:10:40Z | 2018-03-25T19:10:40Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Using Thwarg-Launcher, connect to ACE and then idle. Ideally lose focus of the window so that no protocol traffic is sent from the client. Client will be killed by launcher. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> N/A ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> Implement a heartbeat or tracker and send some type of message, any type found in the protocol doc will do, when nothing has been sent by the server in 60 seconds to a session connected, but idle. This message should probably be something simple as to not effect client performance. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/683/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
304634741 | MDU6SXNzdWUzMDQ2MzQ3NDE= | 684 | When Thwarg-Launcher auto kills a client, Character is not removed from game world properly | LtRipley36706 11369233 | closed | 0 | 2 | 2018-03-13T05:41:03Z | 2018-12-14T18:50:08Z | 2018-12-14T18:50:07Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> See #683 to easily create this issue. Let the launcher time out a client and it will autoclose the client setting up this state ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> N/A ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> Character should logout as it does when other disconnects occur ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/684/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
304836769 | MDU6SXNzdWUzMDQ4MzY3Njk= | 685 | Server crashes when double clicking a chess table | crinkleskin 20893344 | closed | 0 | 0 | 2018-03-13T16:22:15Z | 2018-03-14T10:34:11Z | 2018-03-14T10:34:11Z | NONE | The server should not hard crash when clicking on a chess table. It should return a not implemented error instead without crashing the entire thing. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/685/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
306272888 | MDU6SXNzdWUzMDYyNzI4ODg= | 691 | ACE doesn't restore the clients UI window positions | Mag-nus 10608427 | closed | 0 | 1 | 2018-03-18T19:21:27Z | 2018-07-07T01:25:13Z | 2018-07-07T01:25:13Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [x ] feature request ``` ### Repro steps. Move some windows around, log out, log back in. You'll notice your window positions aren't restored to your new locations. ### Desired functionality. Server should save/restore a users desired window positions/sizes. ### Mention any other details that might be useful. The restore happens in GameEventPlayerDescription.cs /*if ((optionFlags & DescriptionOptionFlag.WindowLayout) != 0) { }*/ I don't recall where the save happens, but you might need to modify that as well. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/691/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
310644605 | MDU6SXNzdWUzMTA2NDQ2MDU= | 718 | ACE.Server needs to expose an API for diagnostics and other information | Mag-nus 10608427 | open | 0 | gmriggs 8909245 | 7 | 2018-04-02T23:33:08Z | 2021-10-02T16:41:40Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [ X] feature request ``` ### Desired functionality. The ACE project is growing rapidly and we need the ability to expose diagnostic information from ACE.Server for 3rd party tools to access. Such data exposed might be: Number of players connected Player locations Landblock states Chat Physics Information Debugging We used to have an ACE.Diagnostics project that collected information from ACE.Server, but that was removed because the implementation required ACE.Server to have a direct reference to the ACE.Diagnostics project. ACE.Server should not require a direct reference to the 3rd party tools collecting the information. Perhaps an ACE.Diagnostics library is created that is used for the API. We need someone to help us model the base implementation so that we can build on it as the project grows. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/718/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | |||||||
310960494 | MDU6SXNzdWUzMTA5NjA0OTQ= | 719 | /grantxp | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 1 | 2018-04-03T19:08:41Z | 2018-04-03T23:25:13Z | 2018-04-03T23:25:13Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) `` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> login (new or old) character look at the needed XP to gain the next level, type in "/grantxp (amount needed - 1 ) and hit enter. the character will level and then type /grantxp 1 and they level again. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/719/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
314423449 | MDU6SXNzdWUzMTQ0MjM0NDk= | 744 | weapon movement between hands | fartwhif 3317737 | closed | 0 | gmriggs 8909245 | 2 | 2018-04-15T15:06:53Z | 2019-01-23T13:58:55Z | 2019-01-23T13:58:55Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. 1. equip swords in both hands. 2. try to drag a sword from one hand to the other. ### The log given by the failure. sometimes: ERROR: Player_Inventory PickupItemWithNetworking item == null sometimes: ERROR: Player_Inventory PickupItemWithNetworking picking up items from world containers side pack WIP result: with either log message, the item move/use state is permanently active for the remainder of the session, all equipment changes are denied "You can only move or use one item at a time" and SHIFT+ESC doesn't work. Relaunch of the client is necessary to synchronize. ### Desired functionality. the weapons are swapped ### Mention any other details that might be useful. /weapons command to generate the items | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/744/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
316302961 | MDU6SXNzdWUzMTYzMDI5NjE= | 753 | We need a way to create/restore server gameplay/configuration options/values in the db | Mag-nus 10608427 | closed | 0 | 3 | 2018-04-20T15:01:58Z | 2018-06-23T16:58:52Z | 2018-06-23T16:58:52Z | MEMBER | As we make more progress on the code, we're constantly coming across things that we're developing to replicate retail, but we know a server operator would prefer to tweak. A couple examples: - Player logout doesn't have to take 5 seconds. It could be configured to be 1 second (Integer) - Bonus XP/Luminance (Float) - Message Of The Day (String) - Casting Impen/Bane on a player can act like an aura instead of affecting only equipped items. (Bool) There are many many more things that players might want to configure. It would be great if they could just change a database value on a running server to have the change take effect. We should have a DatabaseConfigurationManager (or similar) class that exposes all of these options. Perhaps this class periodically (every minute, 5 minutes, ...?) checks the database for updated values. We could even include an admin command to force resync of the variables. We could even include admin commands to modify the variables from the command line, and from in-game. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/753/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
320527081 | MDU6SXNzdWUzMjA1MjcwODE= | 779 | Splitting peas | Warloxx01 38050842 | closed | 0 | Mag-nus 10608427 | 0 | 2018-05-05T17:31:09Z | 2018-12-29T15:23:31Z | 2018-12-29T15:23:31Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> When splitting peas in the main pack no issue. when placing the pea say a (copper pea) in a secondary pack with the splitting tool and splitting the pea, you get the message that the pea was spit, and the content is placed in the main pack, but the pea is never deleted allowing you to split endlessly. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? the pea (after split) deleted What is the use case? 1x split each pea --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/779/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
320807124 | MDU6SXNzdWUzMjA4MDcxMjQ= | 780 | Single cast Double damage/Attack | Warloxx01 38050842 | closed | 0 | 1 | 2018-05-07T13:35:36Z | 2018-05-12T01:31:01Z | 2018-05-12T01:31:01Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> I did /grantxp 1***** took him to lvl 241 made all his magic skills/stats 100 (no buff at all) used a lvl 1 fireball and started killing a silver tusker as i did i noticed 2 hits. so i looked closer and found it hit right away then 5 seconds later hit again even though i didnt cast a second time. Also its not a repeat of the same cast it a completely seprate cast. one will hit then the next will be resisted or has a different damage amount. on a side note my mana never dropped while cast either. Have a screenshot but unsure how to attach it. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> did this all as a Admin. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/780/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
321517937 | MDU6SXNzdWUzMjE1MTc5Mzc= | 782 | Shortcuts can cause db exceptions with foreign keys | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2018-05-09T10:34:56Z | 2018-05-24T20:07:02Z | 2018-05-24T20:07:02Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` 2018-05-09 05:57:07,618 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION) I think for the shortcut bar, it will make sense to remove the key constraint. It's not critical if an item is deleted but it's shortcut is not. if it's not critical, the key constraint is not required. Will have to test the scenario where a user adds a short cut, deletes the item, and relogs. Does the client still get sent the old item id? What does the client show? What happens to the shortcut list when a user drops a new item onto the bar? I have a theory that we won't even have to manage removal of shortcut items when an item is removed from inventory (or destroyed). I think the client handles this all safely. If that is the case (which I hope), we wouldn't have to check if an item exists as a shortcut at the time of inventory removal, which keeps this whole process very clean. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/782/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
321518868 | MDU6SXNzdWUzMjE1MTg4Njg= | 783 | Player specific tables need to be moved from biota into character_ | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 0 | 2018-05-09T10:38:05Z | 2018-05-24T20:07:02Z | 2018-05-24T20:07:02Z | MEMBER | There are a handful of tables that only populate for players, ie: shortcut bar, friends, spell bar, etc.. These tables shouldn't be in the biota. Instead they should be moved to the character_ tables. In addition, there are a few propertyints that were shoved into the PropetyInt list that only represent character info. These properties should also be moved to the character table. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/783/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
321519680 | MDU6SXNzdWUzMjE1MTk2ODA= | 784 | Landblocks use a lot of memory | Mag-nus 10608427 | closed | 0 | gmriggs 8909245 | 3 | 2018-05-09T10:40:57Z | 2018-08-17T09:49:35Z | 2018-08-17T09:49:35Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [X ] bug report -> please search issues before submitting - [ ] feature request ``` I added a debug command (can't forget what it is specifically) that loads all landblocks. Right now, on a 32GB machine, it's not possible to load all the landblocks. You'll run out of memory fast. Some of the data in the landblock physics code is being duplicated often. This should be shared when possible. Using Visual Studio memory profiler makes it easy to see what objects are the problem. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/784/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
326754834 | MDU6SXNzdWUzMjY3NTQ4MzQ= | 807 | melee damage amount anomaly | fartwhif 3317737 | closed | 0 | 1 | 2018-05-26T17:34:54Z | 2018-07-07T00:09:45Z | 2018-07-07T00:09:18Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. 1. max everything out, level 275, all atts/skills 2. equip gear: 24611 sword 5893 robe 28323 shield 14594 helm 8670 orb 29525 gaunts 3. go into dark lair 4. start killing via the sword ### The log given by the failure. You mangle Olthoi Gardener for -1042267392 points of slashing damage! It buffs the Olthoi to have insane amount of hp. crushed it eventually as the bug goes both ways, I think. ![resultant Olthoi](https://cdn.discordapp.com/attachments/417073903094202371/449971753612214282/unknown.png) ### Desired functionality. normal damage numbers ### Mention any other details that might be useful. Not sure if the gear makes a difference. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/807/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
327815589 | MDU6SXNzdWUzMjc4MTU1ODk= | 811 | Selling | Warloxx01 38050842 | closed | 0 | 1 | 2018-05-30T16:55:53Z | 2018-12-15T19:17:34Z | 2018-12-15T19:17:34Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Go to any vendor and try to sell an item ( sword at the blacksmith / wand at the mage shop) you can drop it on the vendor or open the sell window, either way it shows up ready to be sold. but when you hit sell item or sell all it crashes. <!-- Please list the steps to reproduce a bug here --> ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/811/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
339960989 | MDU6SXNzdWUzMzk5NjA5ODk= | 864 | Inventory Functions Do Not Check for Burden | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T18:37:57Z | 2019-01-04T01:58:51Z | 2019-01-04T01:58:51Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. * Load up character to full 300% burden * Pick up more items. ### The log given by the failure. n/a ### Desired functionality. * Items should not be added/transferred. * Should generate WeenieError.YouAreTooEncumbered or WeenieErrorWithString._CannotCarryAnymore ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> Probably easiest to adjust inventory functions and let those handle all errors, as opposed to adding functionality within each system (e.g. Recipes, Loot, etc) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/864/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
339967268 | MDU6SXNzdWUzMzk5NjcyNjg= | 865 | Stacking Into Containers | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T18:57:47Z | 2019-01-04T01:58:54Z | 2019-01-04T01:58:54Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> * /ci 8327 (Gold Pea) * /ci 8327 (Gold Pea) * /ci 136 (Pack) * Place one Gold Pea into the Pack. * Place the other Gold Pea into the Pack Peas stack and are placed into main backpack. ### Desired functionality. The Gold Peas should be in the Pack, not the main backpack. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/865/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
339984691 | MDU6SXNzdWUzMzk5ODQ2OTE= | 866 | Picking Up Open Container | OptimShi 26606778 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-10T19:55:38Z | 2018-09-11T12:58:46Z | 2018-09-11T12:58:46Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. * /ci 136 (Pack) * Drop pack into world. * Open Pack * Pick up pack without closing. Packed will be placed into inventory, but is locked. If placed back on ground, user will be unable to open it. Not tested, but I assume you can also pick up a pack while another player is using it. YOINK! ### Desired functionality. * If player picking up the pack is the one with it open, the pack will remove/set to false the IsOpen flag when picking it up. * If another player has the pack open, generate error (Perhaps WeenieError.Frozen - "The item is under someone else's control!") | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/866/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
341898141 | MDU6SXNzdWUzNDE4OTgxNDE= | 877 | Transition from ActionChains for client ActionHandlers to a UseManager | Mag-nus 10608427 | closed | 0 | 1 | 2018-07-17T12:29:45Z | 2018-08-06T08:26:08Z | 2018-08-06T08:26:08Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [X ] feature request ``` During the multi-threading development of ACE, ddevec did some great work with ActionChains. They've taken us pretty far, but as we learn more, it appears they may not be the best fit for what we're trying to accomplish. A few of the negatives we've faced with action chains are: - Difficult to understand what's going on behind the scenes - Difficult system to explain - Even after months of using them, we still have questions - Hard for new developers to use - No easy mechanism for cancelling previous actions gracefully With the release of the GDL source code, we can see a different take on solving this problem by Pea. His solution was UseManager.cpp: https://github.com/GamesDeadLol/GDL/blob/510faa71f5da8c45c89a1def3c49b2de2fc85801/UseManager.cpp This seems to be a better fit for managing client actions. This also provides a more graceful way for cancelling previous client actions (this is a pretty big requirement). | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/877/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
343401295 | MDU6SXNzdWUzNDM0MDEyOTU= | 884 | Database schema oddities | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 1 | 2018-07-22T12:13:22Z | 2018-07-22T19:14:59Z | 2018-07-22T19:14:59Z | MEMBER | WeenieClassId: Are we using int or uint WeeniePropertiesEmoteAction.WeenieClassId is defined as a (int?) WeeniePropertiesCreateList.WeenieClassId is defined as a (uint) Properties that exist in PY16 source but not ACE EF models: Recipe.Unknown4 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/884/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
343428456 | MDU6SXNzdWUzNDM0Mjg0NTY= | 887 | Landblock Double+ Spawns | LtRipley36706 11369233 | closed | 0 | 1 | 2018-07-22T18:37:50Z | 2018-08-17T09:47:43Z | 2018-08-17T09:47:43Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Load ACE /telepoi Holtburg run to Meeting Hall and enter portal wait inside hall approx. 3 minutes use exit portal return to Holtburg to find duplicated spawns ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> N/A ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> NPCs and other objects spawn once, or correctly. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/887/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
345461897 | MDU6SXNzdWUzNDU0NjE4OTc= | 903 | landblock_instances and parent_link_slot | Mag-nus 10608427 | closed | 0 | LtRipley36706 11369233 | 1 | 2018-07-28T16:38:36Z | 2018-08-06T08:25:07Z | 2018-08-06T08:25:06Z | MEMBER | First, landblock_instances should be renamed to landblock_instance. Secondly, we don't have a provision to handle link slots that have a parent. In this file: https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/0200.sql Search for 1881145399. You'll notice that the link_slot is first being set to 2, but then being overwritten and set to 1. To fix this, we need to add a parentLinkSlot field. "Mansion links to House Portal, House Portal links to Portal Linkspot". UPDATE `landblock_instances` SET `link_Slot`='2', `parent_Link_Slot`='1' WHERE `guid`='1881145410'; /* Mansion <- House Portal <- Portal Linkspot */ These files will also need to be adjusted: ACE.Database.SQLFormatters.World.LandblockInstancesWriter.cs - Add the new field to the sql writer output - Rename it to LandblockInstanceWriter.cs PhatACCacheBinParser.ACE Helpers.LandBlockExtendedDataExtensions.cs - Calculate parentLinkSlot and set it accordingly This is not very well documented, but Ripley knows of the issue and how to fix it. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/903/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
347501024 | MDU6SXNzdWUzNDc1MDEwMjQ= | 918 | Improve ObjectGUID allocation | Mag-nus 10608427 | closed | 0 | Mag-nus 10608427 | 3 | 2018-08-03T18:51:26Z | 2019-03-08T02:18:12Z | 2019-03-08T02:18:11Z | MEMBER | Here are some notes from Reefcull, thanks to Morosity. Reefcull uses the same system currently implemented in ACE where ID's are generated in n+1 fashion, starting from 0x80000000 with no reclaiming. Reefcull has been up for 8 months now, and used approximately 2.1 billion ID's. Reefcull has an average active online count of around 400. Reefcull consumes at peak about 125/s, and low times 50/s. Reefcull is about to run out of ID's. There are several possible solutions: 1. Use a specific small range for short lived (ephemeral) objects like arrows. - Can an arrow be picked up off the ground? - This still suffers from the eventual n+1 end of range issue 2. Recycle id's for ephemeral objects - Maybe on initial load, the server gathers a list of available id's from the database and enters these into a picker pool. If the pool gets used up, new id's will be generated adding to the n+1. - When an ephemeral item is destroyed, add it's id back into the pool. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/918/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
348550681 | MDU6SXNzdWUzNDg1NTA2ODE= | 930 | Alter Shard Schema to avoid record caps based on uint32 | LtRipley36706 11369233 | closed | 0 | Mag-nus 10608427 | 4 | 2018-08-08T02:20:28Z | 2020-01-05T18:48:33Z | 2020-01-05T18:48:32Z | MEMBER | As of writing in ACE the following tables for characters have a cap of UINT32.MaxValue ``` CharacterPropertiesContract = new HashSet<CharacterPropertiesContract>(); CharacterPropertiesFillCompBook = new HashSet<CharacterPropertiesFillCompBook>(); CharacterPropertiesFriendList = new HashSet<CharacterPropertiesFriendList>(); CharacterPropertiesQuestRegistry = new HashSet<CharacterPropertiesQuestRegistry>(); CharacterPropertiesShortcutBar = new HashSet<CharacterPropertiesShortcutBar>(); CharacterPropertiesSpellBar = new HashSet<CharacterPropertiesSpellBar>(); CharacterPropertiesTitleBook = new HashSet<CharacterPropertiesTitleBook>(); ``` Each of these tables has the following first column ``` `id` int(10) unsigned NOT NULL AUTO_INCREMENT COMMENT 'Unique Id of this Property', ``` and that column is the primary key ``` PRIMARY KEY (`id`), ``` A way to avoid that problem, assuming Entity Framework supports it, is to change the primary key to a composite of multiple columns within the table that could be used as a unique record identifier For example, in contracts table ``` PRIMARY KEY (`character_Id`, `contract_Id`), ``` Ideally, any table in shard might want to convert to composite keys but the most critical to start with would be the enchantment registry table as that one as the most churn I believe. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/930/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
349725535 | MDU6SXNzdWUzNDk3MjU1MzU= | 944 | Melee attack penalty is not accurate for zero stamina | elrubaqur 42293969 | closed | 0 | gmriggs 8909245 | 3 | 2018-08-11T10:51:20Z | 2018-12-28T19:41:39Z | 2018-12-28T19:41:39Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Per discussion with gmriggs, attack penalty for zero stamina is capped at -50. ### The log given by the failure. None. ### Desired functionality. What would like to see implemented? The stamina penalty for melees is a defense penalty only, not attack. This is also true for archers. Like with Melees, the penalty is that the attack is equivalent to what it would be if you set your attack bar all the way to the left. For Archers, they lose accuracy, but no more than they would had they set the bar to the left themselves. They even shoot faster in this state (due to decreased accuracy), I know this to be true because I've done this in retail. What is the use case? Accurate Melee and Archer behavior for zero stamina, however edge of a case that may be. ### Mention any other details that might be useful. My assertion here is that there is no statistical difference in attack success rate for stamina and no stamina for melees. This is supported by my own experience and discussions with other melees on Discord. Zero stamina is a state that I often played in and is a tactic used by many shield-wielding melees. It is a known game mechanic to melees, but unfortunately there is mis-information stemming from a single ACWkiki article that has since migrated to ACPedia and copied by ACWikia. I have played melees since Beta and I know that this to attack penalty for zero stamina was never true, not even in Beta. Below is objective proof of these scenarios: Video: https://www.youtube.com/watch?v=CyzfhIgqsiU Time: 5:59 to 6:22 - Fights a Hollow mob. - 25 swings/6 misses = 76% success rate (Stamina) Time: 6:22 to 6:40 - Continues fighting the same mob. - 21 swings/8 misses = 61% success rate (No Stamina) I will note here that the sample size is small, but this will be clearer by the other videos below. Yes, it is lower fo… | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/944/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
349837464 | MDU6SXNzdWUzNDk4Mzc0NjQ= | 950 | Improve Player EnterWorld Process | Mag-nus 10608427 | open | 0 | Mag-nus 10608427 | 0 | 2018-08-12T19:27:44Z | 2019-04-01T17:58:06Z | MEMBER | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [X ] feature request ``` ### Repro steps. Currently, when a user clicks the enter button on the client to enter the world with a selected player, before the users player enters portal space, first the server must gather the character object and all inventory biotas from the database. While the recent improvements have improved this time greatly, there could still be observable latency in the future when the database is being used more heavily. ### Desired functionality. When a user clicks the Enter button, the server should: 1. Request the Character object from the databases 2. Send enough info back to the user to enter the selected player into portal space 3. Request the full list of owned biotas from the database 4. If the player enters the world before the biotas are received, the user should stay in pink bubble state. 5. Once all the biotas are received and sent to the user, the player should exit pink bubbles and be playable. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/950/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | issue | |||||||
365096164 | MDU6SXNzdWUzNjUwOTYxNjQ= | 1032 | Stop sending Burden of WeenieType.Creature to everyone in CreateObject | LtRipley36706 11369233 | closed | 0 | LtRipley36706 11369233 | 1 | 2018-09-29T04:35:10Z | 2019-03-23T05:38:40Z | 2019-03-23T05:38:40Z | MEMBER | ### Bug Report or Feature Request (mark with an `x`) ``` - [ x ] bug report -> please search issues before submitting - [ ] feature request ``` All creatures CreateObject messages currently include their burden. This was not the case for retail AC. Burden for creatures was only sent to that object, not broadcast. This behavior is different for other weenietypes as other objects should include burden when they have that data. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1032/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
367888292 | MDU6SXNzdWUzNjc4ODgyOTI= | 1051 | Jump not seen by others | Warloxx01 38050842 | closed | 0 | 1 | 2018-10-08T17:38:22Z | 2018-10-26T21:55:16Z | 2018-10-26T21:55:16Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Login any 2 Characters and stand face to face, Go thru the Emotes U,I,j and so on. They all can be seen by the other player... all but Jump. When one player jumps the other player see nothing happen. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1051/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
367978629 | MDU6SXNzdWUzNjc5Nzg2Mjk= | 1053 | Cannot send tells to non-players | OptimShi 26606778 | closed | 0 | gmriggs 8909245 | 0 | 2018-10-08T22:46:47Z | 2019-01-25T23:17:33Z | 2019-01-25T23:17:33Z | COLLABORATOR | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report - [ X ] feature request ``` ### Desired functionality. In GameActionTell.cs, the only "object" you can send a @tell to is another player. You need to be allowed to send @tell to NPCs. Specifically, the Professors of Magic responded to @tell commands and there were also others, as well. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1053/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
369789091 | MDU6SXNzdWUzNjk3ODkwOTE= | 1061 | Olthoi Swarm Eviscerator badly attempting to wield Quarter Staff | ghost 10137 | closed | 0 | 0 | 2018-10-13T10:26:45Z | 2018-10-15T07:50:20Z | 2018-10-15T07:50:20Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Issue visible by teleporting to the following coordinates... @teleloc 0x574E0103 [9.067720 -11.236900 -29.995001] -0.966798 0.000000 0.000000 -0.255542 ### Desired functionality. Olthoi mobs shouldn't be wielding items | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1061/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
369789762 | MDU6SXNzdWUzNjk3ODk3NjI= | 1062 | @adminvision on not revealing hidden items, such as generators | ghost 10137 | closed | 0 | 0 | 2018-10-13T10:35:34Z | 2018-10-15T07:50:50Z | 2018-10-15T07:50:50Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Should be a Linkable Item Generator at this location... @teleloc 0x574E0103 [9.067720 -11.236900 -29.995001] -0.966798 0.000000 0.000000 -0.255542 Another location of a Linkable Item Generator: @teleloc 0x01560130 [19.643900 -73.242100 -11.995000] 0.282177 0.000000 0.000000 -0.959362 ### Desired functionality. Toggling @adminvision to the on state, with an admin account, should reveal the placement of generators. ### Mention any other details that might be useful. Specifically for generator weenie 15759, which is the generator type at the above locations, modifying the Visibility bool property does reveal the generator. However, the issue appears to apply to all generators, as they also do not become visible when toggling on @adminvision, when traveling to their locations given in the SQL data files. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1062/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
369790544 | MDU6SXNzdWUzNjk3OTA1NDQ= | 1063 | Linkable Item Generators failing to spawn their linked items | ghost 10137 | closed | 0 | 0 | 2018-10-13T10:45:56Z | 2018-10-15T07:50:58Z | 2018-10-15T07:50:58Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Example of issue: Generator at this location, @teleloc 0x01560130 [19.643900 -73.242100 -11.995000] 0.282177 0.000000 0.000000 -0.959362, should be spawning a Hard Cove Apple Cider at this location @teleloc 0x01560102 [-2.692260 -73.242500 -17.955000] 0.956172 0.000000 0.000000 -0.292804 ### Desired functionality. Linked items should be spawned by Linked Item Generators ### Mention any other details that might be useful. https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/0156.sql has the data points for the example given of the bug in this issue report https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/545C.sql has another Linkable Item Generator type that is also not spawning its items | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1063/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue |
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