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  • Jan 30 2019 11:45
    Tolkyria commented #646
  • Jan 30 2019 11:44
    Tolkyria commented #646
  • Jan 16 2019 14:09
    patrickboesch starred arenanet/api-cdi
  • Jan 16 2019 03:23
    isand3r starred arenanet/api-cdi
  • Dec 09 2018 14:11
    queicherius commented #567
  • Dec 05 2018 16:57
    apoch closed #433
  • Dec 05 2018 16:57
    apoch commented #433
  • Dec 05 2018 16:53
    wafflebot[bot] unlabeled #527
  • Dec 05 2018 16:53

    apoch on master

    /v2/pvp/seasons: add .ranks. Merge pull request #535 from ar… (compare)

  • Dec 05 2018 16:53
    apoch closed #535
  • Dec 05 2018 16:53
    apoch closed #527
  • Dec 05 2018 16:45

    apoch on master

    add missing name tag to /v2/rac… Merge pull request #609 from Th… (compare)

  • Dec 05 2018 16:45
    apoch closed #609
  • Dec 04 2018 19:18
    darthmaim commented #640
  • Dec 04 2018 18:17
    apoch commented #640
  • Dec 04 2018 09:43
    darthmaim commented #640
  • Dec 03 2018 17:50
    Aonwy unlabeled #640
  • Dec 03 2018 17:49
    Aonwy closed #640
  • Dec 03 2018 17:47
    Aonwy labeled #645
  • Dec 01 2018 18:36
    strigefleur edited #645
lye
@lye
for unauthenticated data 1 req/second is fairly okay though
authenticated data is even more heavily cached so it's less of an issue
Eearslya Sleiarion
@Eearslya
and then there's me who yanks all 60k+ items in 19 seconds
paginated, but still
David Reess
@queicherius
@lye Thanks! That was fast.
@Eearslya >_>
lye
@lye
@Eearslya ehhhh averaged over a day it's probably fine
darthmaim
@darthmaim
"its probably fine" :fire:
David Reess
@queicherius
Well, I am proxying all unauthenticated data, so there is at least that.
That has to be worth enough for spamming 37 req/s authenticated, right, right? (Please dont block me :sob:)
lye
@lye
we migrated to better (and dedicated) hardware for the machines serving API data; there's plenty of headroom but if something catches fire I'll try to make changes on my end before breaking y'alls stuff
so no worries there :>
David Reess
@queicherius
Phew.
Eearslya Sleiarion
@Eearslya
@lye Yeah it amounts to about 135req/19s which is...about 7 a second
and it's not like I do it constantly XD
I actually haven't done anything with the API in a month or two
windwarrior
@windwarrior
well not too much control on my end, javascript clientside application that tries to cluster as many calls as possible but 1call/1sec is not something my apps do :O
David Reess
@queicherius
David Reess
@queicherius
@lye Just confirming the fix works, everything ran through and nothing got thrown out for "endpoint requires authentication". Thanks again for the fast response. :)
smiley
@codemasher
wow, after spending months in the CLI it's kinda refreshing to deal with actual HTML again... :D
lye
@lye
never thought I'd hear someone say that
smiley
@codemasher
haha
but then again, when you build your own framwework for website stuff and you have finished the basement and the roof of your house, some walls are really cool ;)
lye
@lye
FWIW, here's the API changelog for today's API deploy:
  • Adds /v2/itemstats implementation(requires backend support).
  • Adds stat selections to inventories (requires backend support and config change).
  • Adds weapon skills to /v2/professions (requires backend support).
  • Add more useful fields to /v2/guild and /v2/guild/search (not turned on yet).
  • Split /v2/guild into authenticated/unauthenticated versions.
  • Add PvP match history to /v2/guild/:id/teams.
  • Relax authentication requirement for /v2/pvp (mundane endpoint).
  • Fix date TZ issue for all endpoints using seconds-since-2001 data.
There's some other changes (slot skills in /v2/characters, e.g.) that happened too, still digging through which backend changes are ready.
Nabrok
@Nabrok
Nice
What is the date TZ issue?
lye
@lye
var d = new Date(Date.UTC(2001, 0));
d.setSeconds(d.getSeconds() + secondsSince2001);
Is not the same as
var d = new Date(Date.UTC(2001, 0) + secondsSince2001);
for reasons that still elude me. The first one changes the TZ from UTC to local time.
So /v2/pvp/games had timestamps that were 8 hours off.
Nabrok
@Nabrok
Ah, that's why that was.
lye
@lye
There were a couple of other endpoints (/v2/guild/:id/members I think), but it was all the same problem
Uhh I probably should have given people heads up about that fix before deploying it.
smiley
@codemasher
it's always better to have something unexpectedly working instead of broken though :D
Nabrok
@Nabrok
Yeah, my game times seem reasonable now.
lye
@lye
Whelp, /v2/characters.skills is totally broken.
That's kind of terrifying.
Nabrok
@Nabrok
So, internally you store dates as seconds since 2001?
lye
@lye
we have a couple of time formats, but that's one of them
David Reess
@queicherius

we have a couple of time formats, but that's one of them

That sounds fun to deal with. :D

lye
@lye
eh, it's mostly depending on what resolution is required
for pvp matches and stuff second resolution is fine; for skill recharges a higher resolution format is used
David Reess
@queicherius
That sounds a lot more reasonable than the horror stories I had in mind.
lye
@lye
("skill recharges" as in the uhh, cooldowns that are stored in your character data)
yeah it's not too bad, tbh
and there's a couple of backend services that talk ISO-8601 too (they're probably storing seconds-since-2001 internally)
Shii Kayano
@BryghtShadow
@lye new Date(Date.UTC(2001, 0) + secondsSince2001) isn't this adding it to milliseconds...?
lye
@lye
one second please