pull_requests: 222752015
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id | node_id | number | state | locked | title | user | body | created_at | updated_at | closed_at | merged_at | merge_commit_sha | assignee | milestone | draft | head | base | author_association | auto_merge | repo | url | merged_by |
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222752015 | MDExOlB1bGxSZXF1ZXN0MjIyNzUyMDE1 | 1067 | closed | 0 | More profiling based improvements | 10608427 | There are 2 major changes in this PR. 1) NetworkSession GameMessageGroup based bundles have been switched from a concurrent dictionary to an array. An array will be many times more performant as there are only 12 elements and they're aligned to a 64bit boundary, thus making get/sets atomic. As such, we can simplify the way we lock access to each element. 2) Landblock ctor async code has been grouped up into a single thread. Furthermore, the database work being performed inside that thread will no longer spawn more threads by using parallel calls. This makes sure that landblock construction an obtaining assets doesn't eat up the applications idle threads from the pool. We want to save those threads for more important work that will help keep UpdateGameWorld running smoothly. Renamed the Session tick functions to be more appropriate. Removed the unnecessary check/recheck code from LandblockManager.GetLandblock. This is a common routine for a pattern we used to be using but are no longer, thus, there is no need for the check/recheck. | 2018-10-14T23:46:08Z | 2018-10-16T03:32:57Z | 2018-10-16T03:06:54Z | 2018-10-16T03:06:54Z | 118c890285919bd209a9b554ea8dee864aee181b | 0 | c39811b31e6cd66c70b1f0aad597310b1527b569 | f4be3808e0a3b6001b5339df6af0310e951a33cc | MEMBER | 79078680 | https://github.com/ACEmulator/ACE/pull/1067 |
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