Comments (18)
commit #2882270 fixed it, review and close issue @TheUltimateKeval @PsiAphex
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It should work
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Since the client instance is already in all the different scopes it would also reduce memory usage?
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Its better if we implement these base reforms before extending its functionalities. And yes it'll help performance wise as well I guess.
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Alright, you can assign yourself to the issue if you want to implement or I will do it tomorrow
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I'll try to work on it but I'm still trying to get familiar with the code.
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Updating cache is also a very tedious task, if we change game/pickups info and forget to update cache it may not propagate to the entire cache, keep in mind if you are implementing
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Feel free to change style or whatever
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Erm I have not yet understood the complete concept of having a cache. I think its irrelevant though if we're accessing everything through the Client.
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The cache is for storing mutable data like active games, once the bot restarts all that data will be dropped
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to store in database we can call the deserialize function in pickups
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What exactly do pickups
and pickupsCount
objects store in the cache?
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pickups store game info pickupsCount stores the id for the channel, since all match ids in a channel must be unique
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There is probably a better way to implement counting
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Ehm I am finding it difficult to relate the names with the function.
So pickups
stores instances of Pickups
instances and pickupsCount
stores the number of active Games
in a pickups channel both mapped with their channel names.
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Aight I'll try to get into this more tomorrow. Gotta sleep right now.
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Right see ya! Pickups stores Objects mapped by channel id, Which have arrays of Pickups instances, pickupsCount simply stores an Object mapped by channel IDs with an integer 'count' which is incremented each time a new Game is made, this count also serves as the unique ID of each Game/Match
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Pero
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Related Issues (17)
- Ranked and ELO
- Global Elo
- Implement more functionalities through classes - Something to work on before moving to ELO HOT 1
- Pickups dont inherit default options from Parent Channel
- Map isn't stored to the Game instance
- Help command is dead
- Manual Picking
- Allow Offline and Offline purging
- Player can join same game more than once HOT 1
- No way to differentiate and update pickup options which are inherited from a channel HOT 4
- Admin and Moderation commands
- Add more QOL to add/remove commands HOT 2
- Maps HOT 1
- Need to work out a more consistent and reliable method to import and pass structures, util functions and handlers HOT 4
- Rework command parsing
- Match IDs are broken again HOT 1
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