It turns out that some pets for seemingly nonstandard colors have the
standard body type anyway, and vice-versa. This implies that we should
stop relying on a color's standardness, but, for the time being, we've
just revised the prediction model:
Old model:
* If I see a body_id, I find the corresponding color_ids, and it's wearable
by all pet types with those color_ids.
New model:
* If I see a body_id,
* If it also belongs to a basic pet type, it's a standard body ID.
* It therefore fits all pet types of standard color (if there's
more than one body ID modeled already). (Not really,
because of weird exceptions like Orange Chia. Should that be
standard or not?)
* If it doesn't also belong to a basic pet type, it's a nonstandard
body ID.
* It therefore only belongs to one color, and therefore the item
fits all pet types of the same color.
We used get_multi when preparing the proxies to decide which to
load from the database, but then sent multiple get requests to
Memcache to re-fetch the same data from that get_multi. Silly!
Use the data that's already stored on the proxy anyway.
Right now we're spending too much time expiring cache keys when
getting contributions. The longer-term fix is to move it to a
background task, but it's good to restrict deletions only to usable
locales rather than all the ones that Rails theoretically supports.
Some lame benchmarking on my box, dev, cache classes, many items:
No proxies:
Fresh JSON: 175, 90, 90, 93, 82, 88, 158, 150, 85, 167 = 117.8
Cached JSON: (none)
Fresh HTML: 371, 327, 355, 328, 322, 346 = 341.5
Cached HTML: 173, 123, 175, 187, 171, 179 = 168
Proxies:
Fresh JSON: 175, 183, 269, 219, 195, 178 = 203.17
Cached JSON: 88, 70, 89, 162, 80, 77 = 94.3
Fresh HTML: 494, 381, 350, 334, 451, 372 = 397
Cached HTML: 176, 170, 104, 101, 111, 116 = 129.7
So, overhead is significant, but the gains when cached (and that should be
all the time, since we currently have 0 evictions) are definitely worth
it. Worth pushing, and probably putting some future effort into reducing
overhead.
On production (again, lame), items#index was consistently averaging
73-74ms when super healthy, and 82ms when pets#index was being louder
than usual. For reference is all. This will probably perform
significantly worse at first (in JSON, anyway, since HTML is already
mostly cached), so it might be worth briefly warming the cache after
pushing.
That is, once we get our list of IDs from the search engine, only
fetch records whose JSON we don't already have cached.
It's simpler here to use as_json, but it'd probably be even faster
if I figure out how to serve a plain JSON string from a Rails
controller. In the meantime, requests of entirely cached items
are coming in at about 85ms on average on my box (dev, cache
classes, many items), about 10ms better than the last
iteration.
Specifically, we were running a find_or_initialize_by for all 50
hangers, which isn't great. Collation logic is more complicated this
way, but query count is way lower.
Additionally, compare against hanger.list_id instead of hanger.list,
because hanger.list will fire a query if list_id is non-nil, but that
nil ID tells us everything we needed to know, anyway.
Bug report that this resolves:
...However, when I was using the "Import from SDB" tool just a few
minutes ago, it ended up adding EVERY neocash item into the "Not
In A List" section, regardless if I already that item imported
into my "Your Items". So, basically.. I had duplicates of
everything and it would not allow me to move them around into
separate catergories or anything. I know that every other time i've
used the import tool, it would only add NEW items that are not
currently already in my lists yet.
Most of the reasoning is documented in the big comment. In short, we tried
to solve the problem with caching, but the caching should hardly be necessary
now that the bottleneck should be fixed. We'll see on production if it
actually solves the whole problem, but I've confirmed in the console that
redefining this function makes random_basic_per_species (as called during
rendering) a ton faster. And this way we keep our randomness, woo!
TNT has started serving half-removed Corridor of Chance effects:
it has the asset ID and URL and all, but the zone ID is blank.
RocketAMF has patched the empty key bug, and now we ignore assets
associated with empty keys.
Specifically, the Tyrannian Meerca Spear is a pb item that contains
"pea", so its item page is only willing to show a Pea Chia. Now,
a color must be a whole word in the item name for special color
determination to work.
A few key changes:
* Don't reload the whole pet 8 times!! Sooo many bad things
happen, including redundant lookups of everything else and
too many item saves and reindexes. Instead, fetch the item
data, apply it to the items, and then save the items (once
each!)
* Updated my branch of globalize3 to be even better at avoiding
redundant queries when saving. Woo.
* Last realization: wrapping all the item saves in a single
transaction works wonders. COMMIT seems to have high overhead,
so doing only one took it from 50ms * 10 or whatever to 60ms.
Good stuff.
We were joining to the translations table to sort records
alphabetically, but then it sorted by *all* of the translations in
some strange way. Now use with_translations to restrict the join
to the current locale.
In particular, pet#load was handling locale-switching itself, but wasn't
switching back to original locale on error. We could've used a rescue
block, but, when I18n.with_locale is so cool, may as well use it fully.
We originally had a regression on name-matching, where, among
other issues, `straw hat` returned items containing both "straw"
and "hat", which isn't really helpful behavior since we're sorting
alphabetically. Now, `straw hat` behaves as expected.
Additionally, "phrases like these" behave as expected, too.
Confirmed features:
* Output (retrieval, sorting, etc.)
* Name (positive and negative, but new behavior)
* Flags (positive and negative)
Planned features:
* users:owns, user:wants
Known issues:
* Sets are broken
* Don't render properly
* Shouldn't actually be done as joined sets, anyway, since
we actually want (set1_zone1 OR set1_zone2) AND
(set2_zone1 OR set2_zone2), which will require breaking
it into multiple terms queries.
* Name has regressed: ignores phrases, doesn't require *all*
words. While we're breaking sets into multiple queries,
maybe we'll do something similar for name. In fact, we
really kinda have to if we're gonna keep sorting by name,
since "straw hat" returns all hats. Eww.
For example, the Meerca Maid Tray is a foreground item, so the SWF is marked
as compatible with all body types, but the item itself is clearly marked as
Meercas-only. items#show reflected this properly, but the swf_assets#index
call that the wardrobe uses ignored item.species_support_ids.
So, /bodies/:body_id/swf_assets.json?item_ids[]=... was deprecated in favor
of /pet_types/:pet_type_id/items/swf_assets.json?item_ids=[]..., which is
much like the former route but, before loading assets, also loads the pet
type and items, then filters the items by compatibility, then only loads
assets for the compatible items.
Use the ImageMagick flatten command to generate the output all at
once instead of compositing each layer individually, and download
the layers in parallel. On my box, saving roopal27 five times took
a total of 30 seconds before, whereas now it takes 7 seconds. I
expect it to be even better on the production box, where latency
is even lower.
Sharing pane works, everything is great for guests. Logged in
users are on the way, since right now Share Outfit re-saves
anonymously rather than showing sharing data for the existing
outfit.
For example, the site was throwing a 500 error when loading pets
belonging to frozen users. Instead, we'll now rescue that
Neopets::User::AccountDisabledError and ignore it, since it's not
*vital* that we load gender/mood data from this pet; we can still
proceed to load its customization data without it.
So it turns out this was just one of those things I forgot to fix
the big database restructure came along: we were comparing
swf_asset.remote_id against parents_swf_assets.swf_asset_id, which
are two different identifiers entirely. Now using swf_asset.id,
so fixed :)
At first I thought this was an error in the data migration process when moving SWF assets
to having their own unique IDs, but then realized that the query for a pet state's SWFs
didn't include the (parent_type = 'Item') condition. Oops. Turns out, I only connected the
items to parent_swf_asset_relationships polymorphically. Pet states were still doing it the
hackish way. Set the pet states to use the lovely polymorphic relationship and we're good
to go.