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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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208616825 | MDExOlB1bGxSZXF1ZXN0MTA2ODUwMjA5 | 73 | Network Refactor | Zegeger 12808515 | closed | 0 | 2 | 2017-02-18T06:02:43Z | 2017-02-18T15:08:24Z | 2017-02-18T15:08:24Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/73 | Created GameMessage class. Currently GameEvent inherits from GameMessage. GameMessage just build MemoryStream for message. Moved all opcodes that are outside of GameEvent in protocol over to be a GameMessage. Created some basic (test) functions in NetworkManager to send the GameMessages. Lots more to do, but this compiles and logs in successfully. Need to move group to per message property. Need to create per session packet queue. Need to rewrite packet pipe to better process multifragment packets. Need to finish testing multifragment packets and get working. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/73/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
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 | |||||
210217148 | MDExOlB1bGxSZXF1ZXN0MTA3OTUwNDg4 | 90 | Rewrote network stack | Zegeger 12808515 | closed | 0 | 3 | 2017-02-25T07:06:09Z | 2017-02-27T11:28:37Z | 2017-02-27T11:28:37Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/90 | Rewrote network stack to support buffering messages and then dispatching as 1 or more combined or split packets. EncryptedChecksum seems to work across the board. Sending Packets with fragments from different groups does not seem to cause an issue. Packets are queued and sent based on calls from the Engine. Configurable delay (5ms currently) Reworked CachedPackets some, and now clear the list based on AckSeq packets from client. Sending AckSeq packets to the client seems to cause issues currently, need more testing. Moved some things around to fit this new model. Put message Group as a property on each message. And send this in fragment. Sounds now work again. Created new packet classes to encapsulate data in AuthenticationManager and CharacterManager and allow them to be send through the same model (though packets will never be manipulated). | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/90/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
214601610 | MDExOlB1bGxSZXF1ZXN0MTEwOTk1NTMx | 132 | Fixed message fragmentation | Zegeger 12808515 | closed | 0 | 0 | 2017-03-16T05:19:55Z | 2017-03-16T12:15:40Z | 2017-03-16T12:15:40Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/132 | Fixed fragmentation logic; we should not fragment messages that do not fill a full packet. Removed NetworkSession.Flush as this change fixed all cases where that seemed needed. Fixed NETWORKDEBUG section which was missed by network refactor | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/132/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
214892739 | MDExOlB1bGxSZXF1ZXN0MTExMjAzNjcy | 140 | Fixed Hash32, which corrects Attribute raise issue | Zegeger 12808515 | closed | 0 | 0 | 2017-03-17T02:42:09Z | 2017-03-17T12:10:41Z | 2017-03-17T12:10:41Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/140 | Fixed error in shift logic of Hash32, preventing certain packets from calculating correct checksum | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/140/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
215328613 | MDExOlB1bGxSZXF1ZXN0MTExNDg4Mzc1 | 152 | Very basic animation | Zegeger 12808515 | closed | 0 | 0 | 2017-03-20T04:32:33Z | 2017-03-21T02:55:11Z | 2017-03-21T02:55:11Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/152 | Added basic animation message. Send logout animation when logging out. Created a sequence manager and related classes, trying to better structure the numerous sequences we must store/track. (Only started with animation sequences, but if we like this, can convert other sequences over) General cleanup | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/152/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
215950513 | MDExOlB1bGxSZXF1ZXN0MTExOTMxMDAy | 161 | Animation fix | Zegeger 12808515 | closed | 0 | 0 | 2017-03-22T04:35:26Z | 2017-03-22T04:53:02Z | 2017-03-22T04:53:02Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/161 | Quick fix; had removed sequence initial value, but apparently it was needed. Testing fail. Also moved Logout Enqueue to correct place per comment. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/161/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
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 | ||||||
218226807 | MDExOlB1bGxSZXF1ZXN0MTEzNDQ5OTk3 | 185 | Network updates for packet/fragment reorder, fragment combining | Zegeger 12808515 | closed | 0 | 0 | 2017-03-30T14:59:45Z | 2017-04-02T01:01:50Z | 2017-04-02T01:01:50Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/185 | Added network session ID to WorldManager to lookup user's sessions and updated related components to handle this. Refactored GameAction handling to no longer used Activator instantiated objects, they are now delegates like the game message handlers. Added packet/fragment reorder queues and handling. Added fragment recombining. A complete fragment is sent upstream as a new ClientMessage object. Updated all locations where ClientPacketFragment was used. TODO checksum verification, improve some logging/comments | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/185/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
219451481 | MDExOlB1bGxSZXF1ZXN0MTE0Mjg1ODA3 | 206 | Network fixes | Zegeger 12808515 | closed | 0 | 0 | 2017-04-05T02:54:49Z | 2017-04-05T03:10:05Z | 2017-04-05T03:02:19Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/206 | Fixed issue in InboundFragmentCombining, also fixed exception in ConnectionListener which would stop the server from accepting connections, finally added Logging statement in Main which seems to allow log4net to work | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/206/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
219469439 | MDExOlB1bGxSZXF1ZXN0MTE0Mjk2MzAx | 207 | REALLY fixed inbound packet combining | Zegeger 12808515 | closed | 0 | 0 | 2017-04-05T05:03:06Z | 2017-04-06T00:08:59Z | 2017-04-05T12:02:54Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/207 | Have a test case now. Confirmed it works. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/207/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
219787721 | MDExOlB1bGxSZXF1ZXN0MTE0NTIyNjU5 | 214 | Sequences | Zegeger 12808515 | closed | 0 | 0 | 2017-04-06T05:07:25Z | 2017-04-06T14:14:14Z | 2017-04-06T13:58:27Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/214 | Got CreateObject sequences named correctly and ordered correctly. Updated many sequences to use SequenceManager. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/214/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
220377264 | MDExOlB1bGxSZXF1ZXN0MTE0OTMyNzAz | 219 | Further Animation/Motion work, half-working combat stance changing | Zegeger 12808515 | closed | 0 | 0 | 2017-04-08T05:26:57Z | 2017-04-09T02:55:52Z | 2017-04-08T14:49:43Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/219 | Added basic motion classes. Added current motion state to PhysicsData, which can now be sent in CreateObject messages. Updated GameEventUpdateMotion to use these new classes. Updated any areas that were affected. Basic Combat Stance changing. Can go into UA. For some reason, you can't get out right now. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/219/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
222597749 | MDExOlB1bGxSZXF1ZXN0MTE2NDU3Mzk0 | 255 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | closed | 0 | 2 | 2017-04-19T02:22:02Z | 2017-04-21T03:40:54Z | 2017-04-21T03:09:45Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/255 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/255/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
223262843 | MDExOlB1bGxSZXF1ZXN0MTE2OTA0MTY3 | 266 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | closed | 0 | 0 | 2017-04-21T03:12:10Z | 2017-04-21T03:40:33Z | 2017-04-21T03:31:21Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/266 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/266/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
223265469 | MDExOlB1bGxSZXF1ZXN0MTE2OTA1NjY1 | 267 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | closed | 0 | 0 | 2017-04-21T03:31:30Z | 2017-04-24T01:58:02Z | 2017-04-24T01:58:02Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/267 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/267/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
239054177 | MDExOlB1bGxSZXF1ZXN0MTI3ODQzMjIy | 427 | Sequence and acks | Zegeger 12808515 | closed | 0 | 0 | 2017-06-28T05:08:42Z | 2017-06-29T02:43:50Z | 2017-06-28T20:28:28Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/427 | Updated Sequence objects to allow for direct access to value (as opposed to just the byte array) Added MaxValue option to Sequence objects. Enabled sending network acks to client. Updated Motion sequence to set max value based on client source, MSB of the sequence is reserved. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/427/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
246501593 | MDExOlB1bGxSZXF1ZXN0MTMzMDgxNTU0 | 480 | Network fixes with inital Ack delay | Zegeger 12808515 | closed | 0 | 0 | 2017-07-29T05:46:23Z | 2017-07-29T06:03:50Z | 2017-07-29T06:03:50Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/480 | Set Ack delay initially to be 2 seconds. Having the acks sent too early seems to impact connection reliability. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/480/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
250743171 | MDExOlB1bGxSZXF1ZXN0MTM2MTEwMTI1 | 496 | Fix multifragment packetization logic | Zegeger 12808515 | closed | 0 | 1 | 2017-08-16T20:03:25Z | 2017-08-23T04:23:14Z | 2017-08-23T04:23:14Z | CONTRIBUTOR | 0 | ACEmulator/ACE/pulls/496 | * Rewrote packetizer code to fix incorrect multi-fragment messages (basically we shouldn't send optional headers when a single fragment fills the full packet) * In general this made the packetizer much cleaner and more organized * In the process I added support for preemptive tail sending. Essentially for multifragment packets, the last fragment will likely be much smaller then the full packet size, so it could fit in an earlier message among other fragments. We see this can occur in production network traces (eg the last index arrives as the first fragment of the message). Previously we did not do this, but now we can. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/496/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull |
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CREATE TABLE [issues] ( [id] INTEGER PRIMARY KEY, [node_id] TEXT, [number] INTEGER, [title] TEXT, [user] INTEGER REFERENCES [users]([id]), [state] TEXT, [locked] INTEGER, [assignee] INTEGER REFERENCES [users]([id]), [milestone] INTEGER REFERENCES [milestones]([id]), [comments] INTEGER, [created_at] TEXT, [updated_at] TEXT, [closed_at] TEXT, [author_association] TEXT, [active_lock_reason] TEXT, [draft] INTEGER, [pull_request] TEXT, [body] TEXT, [reactions] TEXT, [performed_via_github_app] TEXT, [state_reason] TEXT, [repo] INTEGER REFERENCES [repos]([id]), [type] TEXT ); CREATE INDEX [idx_issues_repo] ON [issues] ([repo]); CREATE INDEX [idx_issues_milestone] ON [issues] ([milestone]); CREATE INDEX [idx_issues_assignee] ON [issues] ([assignee]); CREATE INDEX [idx_issues_user] ON [issues] ([user]);