Ategon

joined 2 years ago
MODERATOR OF
[–] Ategon@programming.dev 5 points 5 months ago* (last edited 5 months ago) (1 children)

Sites back. I reindexed every table although the only one that seemed to be affected by the issues was the comment table (it had duplicates I had to remove similar to what I did for the post and community tables before)

Site will slowly catch up in activities over the next couple hours so youll see posts, etc. that were made in the few hours it was down slowly come in

[–] Ategon@programming.dev 1 points 5 months ago* (last edited 5 months ago)

No votes or comments were connected to the duplicates but yeah if there was some you would move it over to the other one

The posts that had comments were the posts that were uniquely on the other community and those moved over with the post when I updated the community of the post

[–] Ategon@programming.dev 4 points 5 months ago* (last edited 5 months ago) (3 children)

Sites back, communities that previously had their community page not vieweable are now viewable

An example of this is https://programming.dev/c/a11y

Basically what I did was before the maintenance exported every single post in the post table and use a js script to check for duplicate ap_ids (checking using sql itself didnt work due to broken indices so it was always missing some). Then I generated sql statements to remove duplicate posts that had higher ids than the other posts theyre a duplicate of. Ran all those during maintenance and since all duplicate ap_ids were removed I could now reindex the table to fix the broken indices

Did the same for communities after the posts (but also did some statements to move posts from one version of the community to the other)

Site might be slow for a tiny bit as it processes the 2 hour of activities that were generated while it was down

[–] Ategon@programming.dev 2 points 5 months ago

select them all, then ctrl+/

[–] Ategon@programming.dev 2 points 5 months ago* (last edited 5 months ago) (1 children)

what frontend are you using, default lemmy one or one of the alt frontends .world has? Default frontend should handle it fine but havent checked the alts

[–] Ategon@programming.dev 7 points 6 months ago* (last edited 6 months ago) (8 children)

versions that support (lower rectangle / higher number is more recent):

usage per version:

last major browser that didnt support which was safari updated to support it 4 years ago. update your browser

[–] Ategon@programming.dev 7 points 6 months ago* (last edited 6 months ago) (1 children)

Sites back up

Got a lot of information about what it actually causing the issues which should help me automate some fixes for tomorrow + the weekend

There likely will be some more downtime tomorrow if I have time (if not itll be on saturday)

The issue is essentially a chain of issues with one needing to be fixed before I can fix the others. Some tables have duplicates entries which is preventing reindexing (since the indexes are broken). First one im going to try to fix is the post table.

I did some changes to remove a duplicate community to test which is https://programming.dev/c/photography@lemmy.world and ive managed to make it merged and now comments will show if you sort by comments in the community. Posts however still aren't showing up due to the posts table having the issue with duplicates as well. (fixing posts first so I can set all of the posts to the correct community in an automated way later for the communities)

[–] Ategon@programming.dev 2 points 6 months ago (1 children)

around half the instances I checked were affected, no idea why only them were affected. world is also currently behind in inbound federation due to the pure amount of activities its generating atm (only instance that is atm). We fixed the issues so it shouldnt be happening anymore (and I can see this post on world)

world, lemm.ee dont have them, beehaw does for example

no problem, been using it as an excuse to learn about godot as well

[–] Ategon@programming.dev 4 points 6 months ago (3 children)

For people on other instances, you might not see posts 29 and 30 due to some issues (e.g. people on .world) but you can see them by going to https://programming.dev/c/godot

[–] Ategon@programming.dev 14 points 6 months ago (1 children)

I dont

⠀⠀⠀⠀know what you're

talking

⠀⠀ab out

[–] Ategon@programming.dev 9 points 6 months ago* (last edited 6 months ago) (1 children)

It definitely has more niche use due to the children interactions. Its pretty much just a shorthand for one specific case of function calls you would do so that you dont have to mess with all of reparenting, position, etc. for that case

Its more useful for engine and tool development (and is used in the engine for the change type button when you right click)

Off the top of my head a use case in a game would if for some reason you have placeholders, replacing the placeholder with the actual node. Another one is if your enemies change based on a specific metric in the game (e.g. once a run hits 1 minute all enemies change to be a harder enemy), you can just replace the old enemy node/script with the new one so that you get the updated script (would have to also manage the sprite in that case though)

 

If you do this remember to free the old one (or have some way of accessing it) since the engine won't do it for you

 

This is useful to see where specific prints are happening

 

Alternatives to doing this would be to right click and then hit the close button or to use the hotkey for it (defaults to ctrl + w)

 

Missed some days due to exams but more daily posts should be happening now

[–] Ategon@programming.dev 2 points 7 months ago

Was an issue with the upgrade script when upgrading to 0.19.5

 

This is usable in any script. It checks to see if the two values differ by a very small value

Alt text: Code that says print(is_equal_approx(1, 0.99999999999)) and then the console log which has printed out true.

 

This will be available to click on if you have a web export template

Alt text: Clicking on the Remote Debug button in the top right of the Godot Editor and a menu popping up that says Run in Browser on a button, and then Start HTTP Server on a button

 

Theres similar settings for paths, navigation, and avoidance

Alt text: Hovering over the Visible Collision Shapes setting in the editor and a tooltip showing with "When this option is enabled, collision shapes and raycast nodes (for 2D and 3D) will be visible in the running project"

 

Up or down changes the value by 1. Up/Down plus shift being held changes it by 10. Up/Down plus ctrl changes it by 100. Up/Down plus alt changes it by 0.1

Alt text: The x value in the position variable changing by values of 1, then 10, then 100, then 0.1 from different key combinations.

 

This makes it so that its disconnected from the main editor and you can drag it onto other screens

Alt text: A tooltip appearing over the godot edit saying Make the Script editor floating. Appearing near the top right of the script window due to hovering over the top right button there.

 

Alt text: Godot editor looking at the Action on Play setting opened and showing the options Do Nothing, Open Output, Open Debugger

This is yesterdays tip but ended up falling asleep before It was posted so there will be another tip today

 

Day 2: Red-Nosed Reports

Megathread guidelines

  • Keep top level comments as only solutions, if you want to say something other than a solution put it in a new post. (replies to comments can be whatever)
  • You can send code in code blocks by using three backticks, the code, and then three backticks or use something such as https://blocks.programming.dev if you prefer sending it through a URL

FAQ

 

Programming.Dev is going to be going down starting at around 00:01 UTC Monday Dec 2 to attempt to fix the database corruption that happened relating to communities.

This has been affecting attempting to look at the pages for certain communities (it would end up loading forever instead of actually showing the posts for the community) and was affecting federation in some cases.

This is the second attempt to fix the issues with the first one needing to be rollbacked from due to the fix not working.

This fix could take several hours, so the outage window is going to be from 00:01 - 06:00 Dec 2.

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