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  • Sep 25 20:32

    JayDi85 on master

    * Hextproof from color - improv… (compare)

  • Sep 25 16:15
    jeffwadsworth commented on de37857
  • Sep 25 15:28
    JayDi85 commented on de37857
ingmargoudt
@ingmargoudt
If you have certain requests let me know :)
ingmargoudt
@ingmargoudt
Questions:
  • ContinuousEffects are stored in an “all” list, and in a list per type. Why dont we just filter on the all list depending on the type ?
  • I see methods “synchronized” , like addEffects, while there should be no other thread accessing it
Oleg Agafonov
@JayDi85
That's cont effects stores per lists, all for info only.
shot_210810_141228.png
Don't move it in one list. It's will be nightmare for debugging.
Oleg Agafonov
@JayDi85
Look that commit: magefree/mage@1b191a5
There were problems with cheat commands (if you call it on not your turn, etc). Related to synchronized.
I don't know the reason. But somehow it was related.
ingmargoudt
@ingmargoudt
Synchronized only helps when there are multiple threads. Should not be the case for player games
Oleg Agafonov
@JayDi85
But it was. I don't know the reason. Maybe GameView collectioning for game data update somehow calls (e.g. some toString() call from the effect/ability call deep code, but it must return in read mode only).
ingmargoudt
@ingmargoudt
awesome work! Jacoco integration!!
Evan Kranzler
@theelk801
is there a way to tell coverage to ignore certain things?
like we don't need a test for grizzly bear and runeclaw bear
both because they're simple and also redundant
ingmargoudt
@ingmargoudt
Focus on mage and mage root , instead of the usage of them
Oleg Agafonov
@JayDi85
Verify test checks a card constructor. So cards with simple or standard code like bears must be tested. Or almost tested.
It's just a percent anyway. You don't need 100% coverage.
Just another reason to switch 😅
Evan Kranzler
@theelk801
there's a PR open for actions
Zach H
@ZeldaZach
Ayy sweet
Oleg Agafonov
@JayDi85
3500 minutes per month...
shot_210917_215307.png
Oleg Agafonov
@JayDi85
shot_210917_215840.png
Hmm, looks like cache miss.
Oleg Agafonov
@JayDi85
shot_210917_225639.png
Well, maven's cache gives +1 minute speed up per build.
Oleg Agafonov
@JayDi85
Cache allows to keep data between builds too. In theory there are possible useful scenarios like: collect project stats like good/bad text abilities and show diff in github's build status (how many texts were fixed in current commit).
Evan Kranzler
@theelk801
I wonder if there are any significant speedups we could do
Oleg Agafonov
@JayDi85
nope
each game test have minimum time to execute like 200 ms per test.
Evan Kranzler
@theelk801
yeah that’s unfortunate
Oleg Agafonov
@JayDi85
hmm
shot_210917_231710.png
Profiling example. Same min time for tests.
BUT
shot_210917_231901.png
It's a database data read time.
Maybe it can be improved somehow.
Evan Kranzler
@theelk801
I wouldn't be surprised if the database could be improved
Oleg Agafonov
@JayDi85
It's about inner engine/settings, not about sql query.
Evan Kranzler
@theelk801
yeah for sure
what kind of database is it anyway
also isn't the database crashing always the reason we have to restart the servers?
Oleg Agafonov
@JayDi85
h2 local database
nope, there are memory leaks... database just active uses memory, so it down first
Evan Kranzler
@theelk801
ah that makes sense
Oleg Agafonov
@JayDi85
memory leaks from freeze games
well, freeze games with AI... de-server have likely problems -- freeze/infinite rollbacks
example: error with rollback -> try to rollback to old state -> same error -> rollback --> error...