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.