Kuat Drive Yards - Armada Custom Card/Dial Maker

By ThatRobHuman, in Star Wars: Armada

1 hour ago, TheSoberPug said:

By the way, how does this sound for saw- “set that ships speed to zero. It may still use defense tokens.” It wasn’t my intention to mitigate the ships ability to defend. I made this card so that weaker ships like GR-75’s and CR-90’s can run circles around larger ships and stay just outside that ships range.

Pitfalls of the required wording aside, when you slow a ship to zero and it resolves a nav dial (which it absolutely should, having noticed Saw's existence,) it gets maximum yaw at speed one, meaning Saw created the worst possible scenario for arc-dodging (which is already well balanced as an art requiring skill.) What the card would do is enable MC75 Armored Cruisers (one of two Rebel boarding team ships) to trap and murder other large ships. Although Hammerheads would be happy to take him as well, Saw would belong on a Raddus bomb.

So is it viable?

Well, I promised there would be AT-ST’s in the hangar and now there are! https://kdyards.com/upgrades.view.php?id=8264 do you guys have any ideas for general veers?

@ThatRobHuman can you incorporate the inclusion of multiple unique dots?

I can do that for v2. V1s architecture isn't set up for it.

On 11/10/2018 at 6:11 PM, ThatRobHuman said:

I can do that for v2. V1s architecture isn't set up for it.

How goes v2 by the way?

Not too bad. I'm having to tweak some of the DB schema to allow for front-page feeds and a solid re-start on the UI has begun.

Still need to write the dependant rendering system on the API side (what happens when you change an icon on an upgrade type? Well, that means all the upgrade cards (that use that upgrade type) and all ships (that have that upgrade slot) need to be re-rendered - that's a lot of logic).

@ThatRobHuman getting a 500 error

Same, and it's not just KDY. My personal site is affected to. I think something is wing with the shared server I rent. I'll look into it

*sigh* my host throttled my virtual memory. Might need to look into another hosting plan.

Sadly, there isn't anything I can do at the moment. I think there's a memory leak somewhere and I'm not in a position to be able to diagnose it right this minute. I can tell you it started about 3 hours ago where usage spiked and hard. I think someone was rendering a bunch of stuff and found a memory leak.

It should come back up when it's done processing things, I hope.

If not, then I may need to scrap v1 before v2 is really ready...

Well, I tried to open a few squadrons, but it just kept spinning...so I closed and tried again and...500.

that shouldn't have caused it - viewing things doesn't cause a heavy load - rendering cards can bog things down hardcore.

2 hours ago, Green Knight said:

Well, I tried to open a few squadrons, but it just kept spinning...so I closed and tried again and...500.

Actually, I have a question for you. When you did that, was it an A-wing squadron? and if so, did you force a re-render a few times?

1 hour ago, ThatRobHuman said:

Actually, I have a question for you. When you did that, was it an A-wing squadron? and if so, did you force a re-render a few times?

A-wing? I think maybe yes, that I change the title to RZ-1 A-Wing, then saved.

Fair enough. I checked the logs and it tried re-rendering about 5 times and ate-up all the memory on my server.

I'm taking a few steps to prevent that, but it's going to be a little bit. In the mean time I'm going to bring kdy back up in read-only mode until I finish making that change as soon as a few server configs finish up.

KDYards.com is back up but in read-only mode.

if you go to the main page, you'll find a splash that directs you to the (temporarily read-only) v1 archives.

Directly link is http://v1.kdyards.com

47 minutes ago, ThatRobHuman said:

Fair enough. I checked the logs and it tried re-rendering about 5 times and ate-up all the memory on my server.

I'm taking a few steps to prevent that, but it's going to be a little bit. In the mean time I'm going to bring kdy back up in read-only mode until I finish making that change as soon as a few server configs finish up.

I recall trying to open some other squads after saving. Those just spun forever also.

Makes sense. It's because the entire app, including the rendering, is single threaded per connection. V2 actually splits the rendering out into another thread to run asynchronously. Something that I might have to back port to v1.

But check out that new splash huh?!

Edited by ThatRobHuman

Okay, solution that I'm going to try to implement tonight: when you edit or create a card, it will get added to the rendering queue.

If the rendering thread isn't active it will spawn the renderer thread.

If the renderer is currently active it will tag it into the end of it's current rendering job.

In either case, if your card has been rendered in the last minute, or is currently in the queue, it will not re-render the card (and will discard attempts to edit the card) until the timer is up or until the item is out of the renderer queue. This is a stopgap throttling system until I can implement a better solution.

In either case, page spinning should not be an issue after I make these changes, but updates to images will not be in real time. Basically, you'll get put back to the item page right away, but you'll get a message saying "your item has been added to the rendering queue" or "please wait until your item has been rendered before making changes."

Additionally, I'm going to be adding a string at the end of all the card image urls that will get changed every time a card gets rendered. This will make it so that browsers will not use cached versions of card image if a new one is available, hopefully reducing the impulse of folks to edit and save images when they don't see an updated version.

More news forthcoming.

Edited by ThatRobHuman

And we're back up!

Read-only mode has been removed. New rendering thread system is now implemented. Good luck, folks. Try not to break my server.

1 hour ago, ThatRobHuman said:

And we're back up!

Read-only mode has been removed. New rendering thread system is now implemented. Good luck, folks. Try not to break my server.

I can't promise anything ? ?

Found a bug, going back into read-only for about 20 minutes, maybe?

37 minutes ago, ThatRobHuman said:

Found a bug, going back into read-only for about 20 minutes, maybe?

Fixed!

edit: Spoke too soon

edit2: Now it's really fixed...

Edited by ThatRobHuman

So debrief for those interested.

The hang up was caused by the fact that I cannot run a second-but-temporary instance of php on my shared server. However, it turns out that I CAN spawn a perl script async thread. So I had to rewrite the renderer thread in perl.