#tooldev-general
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it was Jonathan that found it ๐ I'm working on other stuff atm
aw shucks heh
just relaying what's going on
well good to hear
makes sense
you pratically doubled your load with reminder text
Does the generated information for the items/JSON change from one update to the next? (Assuming no experience was added to the Gem/currency was used to modify the item)
did it also export an array of all the definitions in every single item or something?
Better to have it fixed and rolled out than to inform people that the issue was found and they're "working on it".
no display information changes don't update
which can be really annoying if you're indexing
nothing that crazy @cosmic saffron, just unnecessary work when the website doesn't even use them
does quite a lot of things actually
not important for the game client since 0.005s is nothing when you can only hover over one item
but for us... ยฏ_(ใ)_/ยฏ
while you were busy playing the game I was mastering the art of hovering over all the items
no please
If the information doesn't change from one update set to another, could you cache that information (using whatever unique ID the items have to track them) in JSON format so that updates only need to grab the updated JSON data rather than regenerate it for each query?
have mercy
yes, but caching wouldn't be so useful because it wouldn't be used often enough
anything we cache would be evicted almost instantly
Might be that I'm not entirely sure how the river/streamed updates work, but if you kept the update stream in JSON format (for web/API use) rather than binary, would that be any faster once multiple systems are indexing? (As far as the entire system load involved in serving the requests)
load from requests isn't a problem
eh, I'm sure we'll continue to look into ways to improve it
The reminder text simplying increases the time it takes for each item to go out, from what I understand. This wouldn't really have much to do with caching the actual river since the river already has a list of items and such that need to go out, but it isn't being filled fast enough.
It makes sense that the reminder text increased the processing time beyond what it could keep up with. What I wonder about is will further increase of players and clients effectively do the same thing again one day
at which point it would be much harder to fix
It isn't much time but when you want to process hundreds and thousands of items it is too much
yes Retik, which is why it's something we have to look into even once this initial problem is solved
I know this isn't a solution right now, but why not dumb the raw data to the public?
@compact isle is there any chance an API could be added to request the most recent change_id? It would be really helpful for users who don't care about history to just jump to the end instead of pulling everything old. Would help reduce the load.
You probably can't answer that, but it is something to think about. It would cut down on your processing time
He said the raw data is binary right now
^ not useful to you guys at all
Right, but we can be given the tools to make something like that useful
I was trying to say rather than (Gather Binary Data for changeset).ConvertToJson(), convert the Binary to JSON outright (to be the stream that is used by the API) and then just gather the JSON
which is more than we're willing to give away from what I understand
Right, which is what I was saying.
There could be a way in which we are given the data in such a way that we share the processing load
that's what we're doing with JSON lol
yes Zinsho, but then we'd have to constantly reindex / expire than JSON when items are changed etc
JSON is pretty processed stuff even at a .001s timer per item you are looking at extremely slow times
We can all sit on the outside and give suggestions, but we really can't do much but speculate. You guys know your system better than the rest of us
Of course we all like to help
not sure if we'd get much performance out of packing the data into a different format to be honest
a nice suggestion of course ๐
json is a pretty light payload already
The only performance benefit would be in a Binary->X converter being faster than Binary->JSON. But that still wouldn't fix the majority of performance if 60% is gathering the data.
The idea would be that you wouldn't have to gather all of the data, but you would be able to convert it in such a manor that the public could pull down
hashes are pretty damn fast, so you could generate look up tables since items don't really change all that often (some mods at least)
knowing the backend, unfortunately not really an option ๐ฆ
Yeah, that is the hard part lol
we have no real way of knowing how to help, but we can spitball
@compact isle my suggestion for data serialization is always google protobuf. Fast, efficient, it's magic.
isn't it basically json
nah, it's a json header that describes the format then binary data
(not exactly json but ya)
kind of boils down to the problem of us using our website display information for bulk data tho
eh
Sounds like you guys need some dedicated api servers ๐
and/or a separate dataset that is trimmed down to only what is needed for bulk API rather than all the website display information (Not sure how much would be trimmed down but if that's part of the problem then I'm sure at least some could be).
It's better to build up than trim down
It sounds like that is what is happening, but it is building up too much
that's usually dealt with by a parser that discards art info for example
so each request would generate a bunch of different subsets of the json, which individually has less load but if you allow too much customization it might clog up once it's going over the same data to generate different formats for all the requests
right
this is completely different
but couldn't the requests be distributed across an array of more servers?
that could be expanded to meet demand
that's still going to be centralized because the data's coming from game servers
but he just said the data is in raw binary and has to be processed
but they won't let us share the processing load
so instead of processing everything 1000x times, and sending it to 1000x clients
send it to an array of your own servers
and let them distribute the work
then have a proxy that services requests
what, to the clients?
and sends those requests to the array for processing
yes that's a solution
clients, meaning all of us requesting from the APIs
something that would be interesting
if you treat the parts of the change id as separate streams
then you could concurrently request each shard's data (from a consumption point of view)
you guys would need to distribute a client that we could use
or someway to connect to the peer-to-peer network
could the stream's change_id be made deterministic? meaning there's only one stream
if you pass a high number for all shards but one then you'll only get that shard's changes / change_id
that would split the load pretty well
4 servers splitting the work of one wouldn't be too bad
I'm meaning from the client's perspective
will get you the top ~5k items on the first shard
that was pretty quick
yeah, a good way to increase items per second
Ah, just loading all the shards into one?
not sure I understand but it looks like Emmitt does heh
basically each shared gets a go message, and it returns all the data once they are done
did you just come up with a really large id yourself
4 times lol
so that's the maximum id value
and passing that to the server gets the tip of the stream?
well no
ya don't think that's right
the first value would be used like the normal stream
it's just guaranteed to not have any stashes in it
so when the server compiles the stashes it has after the change id
it will only serve stashes from the first shard
as it has no stashes on the other shards with a change_id greater than max uint64
so basically all 4 shards are working on the same data pool?
no, change ids are unique across all shards
ah ok
right because now you can 0-*-*-*-*, *-0-*-*-*, etc client side
Yeah, it shouldn't take too long
@wind garden basically you can run 5 instances of your processor concurrently
by setting the max id of the change_id for each shard
Shard 0: 0-9223372036854775807-9223372036854775807-9223372036854775807-9223372036854775807
Shard 1: 9223372036854775807-0-9223372036854775807-9223372036854775807-9223372036854775807
Shard 2: 9223372036854775807-9223372036854775807-0-9223372036854775807-9223372036854775807
Shard 3: 9223372036854775807-9223372036854775807-9223372036854775807-0-9223372036854775807
Shard 4: 9223372036854775807-9223372036854775807-9223372036854775807-9223372036854775807-0
0 and 1 are the same
rip
and 2 should be 3...
you went 0,0,1,3,4
yep
But point is made. And since each shard uses it's own change IDs, you won't duplicate the retrievals
should be good
looks to be that way
sounds like all changesets are split, but I'm betting there's no guarantee that your stash would be on shard 1 on every change.
@wind garden adding more shards basically parses out to be null, so you get the start for every shard
"next_change_id":"2151-4130-2564-4088-1240" after adding a 6th
i see
at least the input is sanitized hehe
servers explode when you give it > 5 shards ๐
if nothing else issues like today where it's not keeping up you could see if it was any individual shard that was slow, or all 5 (since the 'fast' ones would keep sending new changesets and the slow ones would stay on a given changeid for longer)
input has to be 5
which shard you're on is determined by the stash's internal id
well isn't that a way to scale things too?
couldn't you add more shards in the future?
not sure it's a uINT64 though, just changed shard 5 to *808 rather than *807 and it didn't reset
makes sense
we can add more shards in the future so that method would have to be flexible enough for that
just talked to Jonathan and he said he'd prefer people just treated it as a string blob so that there's no dependencies on the number of shards
but whatevs ยฏ_(ใ)_/ยฏ
could you allow for inputs < max_shards
so if I take a current change_Id, 26964087-28958182-26932736-31198706-29232635, I can split it into 5 while masking each shard with 9223372036854775807, and it will pick up from where I left off, right?
I mean, passing in max int is easier on everyone
true
yes Retik
awesome
has the reminder text been removed from the stream?
things are loading fast for me here
once it's built
must just be the faster internet at work
it's faster now because we put the webserver we were testing on back into the rotation
looks to be 10-25s
yeah
But should be at least a bit faster assuming you weren't processor/network bound since you can run 5 instances
(Once you update to account for that)
concurrency is the best
now if xyz just doesn't update poe.trade to do that, I can have a competitive advantage for an hour or two! mua ha ha ha
It shouldn't make too much of a difference
it won't once the fix is complete
in the current state I could likely get ahead of poe.trade
if i'm not already
What would you need to be able to figure out if you are or not? Someone to put up a new stash/item to see when it appears?
process all the shards at once vs one shard 5 times
No, to figure out if he's ahead of poe.trade
you start getting just a few items once you're catching up
then 0 when you've caught up
oh guess work
he is basically sniping items, so if he gets there before anyone else then he knows he is ahead
@bitter wave just put one of your items in a public stash tab while having a real time search on poe.trade open
see who sees it first
wouldn't you always see it first
usually
but if i was behind I wouldn't
if we're at the same place, i'm likely a bit faster
but I don't know by how much
Right, but if you are both at the top, then you win
Stone of Lazhwar, 1 alch, player: MaeriDrain, going up as soon as I can tab back over
but ya, that's how you measure the delay
retik, do you store the information or you just parse and dumb?
ya i wrote a bunch last night that will pull all his non-currency data
Retik is going to be a crimelord of Wraeclast one day
nice
then i add my search criteria dynamically with current prices minus some undercut
when he retires he'll be a Beachlord
i ignore anything below 15c
so at 15c i look for anything 10c or less, at 40c, anything 20c or less, and 80c anything 30c or less
right
it was actually working too
but because of delay stuff was already sold
found a crown of eyes for 10c when going rate is like 40
hmm, sounds like I need to do some work lol
it's been a fun project because it gets more advanced every new league
i'm always adding on to it
Yeah, if only GGG didn't mind these clients getting out lol
hrm... might be fun trying to build one for that in powershell... only question is how quickly it retrieves the data
for anyone with a memory injector it wouldn't be hard to make a trade bot
I've encountered them in the wild
i think within 2-3 generations of CPU, it will be possible for game devs to make games that are cheat-proof
ehh i think it would be a bit harder than that
Everything you need is a chat command
you could get pretty far with OCR / parsing the logs / issuing commands
as of intel's 6600 processor they have something called a memory enclave that allows processes to allocate isolated memory that only they can access
/trade <player name>
so it's just a matter of time before windows and other operating systems utilize that feature
item data can be copied to the clipboard
quick someone ban emmitt
how do you know when someone joins your party?
didn't think they included that
could do it in powershell for sure. And then just use filesystemmonitor with onmodify to trigger the script
i already do that for my message relay app
i'm reading the client.txt and relaying messages to my phone
just open a file stream and you're good to go
i am surprised it doesn't have a rollover size
l2log4net
or if it does rollover, it's a large value
only 256mb after 2.5 years?
ye
i was sure mine was much larger than that
i clear the file periodically though, because it takes too long to read through when it's that large
2 years for this one
It normal that my log has all kinds of debug about being unable to find resource files?
2016/12/03 16:42:22 68434703 10f [DEBUG Client 7944] [WARMUP READ] Cannot find resource file: Art/Models/Items/Weapons/OneHandWeapons/Daggers/Dagger7.ao
that?
yeah
idk
Started on 11/18, never happened before that in my log
ya i've seen it a lot
odd that it wouldn't be logged
makes sense why it wouldn't be
why?
because I could automate the trade process with logs + ctrl c
oh right
read party invite -> move mouse to accept
you would have to do a little ocr at this point
not that you should
last thing I need is bots to compete with
just convering my ass lol
I am surprised you don't compete with bots honestly
HFT tends to lend itself to bots
Although, currency is probably easier to farm
yeah, poe.trade is still running slow. Says 2 minutes ago on my item that I added ~10-15
@compact isle ran into a problem, doing requests concurrently gets me throttled immediately by the server
so if i space my requests out, then i'm running them serially
which is no faster than just requesting all at once
dang is it faster though
about 3-5k items per second
what did it used to be?
poe.trade was getting 62/second earlier
mine was about 100/second
i actually think it's still faster running them in serial
When it throttles, what does it return as the json?
{"error":{"message":"You are requesting stashes frequently. Please try again later."}}
ohhh i see what was happening
nope
nevermind
not faster?
no i mean why i'm running too fast
i thought I wasn't delaying like usual but I was
normally i have a 1.5 second delay between requests
but when i have 5 threads that aren't synchronized
they can all request at once
so have to bump it to every 7.5s or so? Or have to stagger
unless they remove the throttle I think i'd need to serialize them
put a lock around the loop
you wouldn't have to serialize
just stagger enough that you don't get hit by the limit
that's basically serial though
if I can only do a request every 1.5 seconds
and before i could request all 5 shards
is that the lowest you can get?
now i can only retrieve 1 shard every 1.5 seconds
i'll try lowing it, but I think so
i think I remember novyn saying it was 1sec minimum
i had it at 1.5sec to be safe
ya just got throttled at 1sec
it actually makes it easy to handle the data though getting smaller chunks more smoothly
instead of having to wait 10 seconds to get new data I get data all through those 10 seconds
mmk
well dangit
then it was fater to do it all at once >.>
as long as I'm being throttled
ah throttling lol
5*1.5 > 5
ye
although this will be faster if it ever slows down again
for request times that are > 7.5 seconds
OR i'll be getting throttled at 1.5 seconds still
what's the actual throttle time?
2 seconds?
iirc 45/min
if you go over 2 requests per second it'll lock you out for 60s
ya it's a lot less forgiving that that
ah
i can't do 1 request per second even
are those the same times for pulling from character data?
https://www.pathofexile.com/character-window/get-items this end point
no
using the weird shard method or back to normal now?
normal
awesome
we were testing poe.trade before and it seemed fine
crisis averted for now at least
MSRP was 2ex the other day
ya the market is still equalizing
Anyone know why POE-TradeMacro would be ignoring mods here and on any item?
Wrong key? I am not familiar, but the crafted mod may also throw it off
maybe the clipboard data changed?
do you have the most recent version?
I am not too familiar with the tool, but there could be many different things wrong
I grabbed the recent version, this was also happening with the version that came out on launch
on breach launch
AHK v 2.0-a075
is there a price check macro for poe.trade?
ctrl+c and item and it gets an approx price?
Poe trade macro yeah
@wind garden Please look at the Pinned message for #price-check๐
cool thanks
@chrome topaz I think I'm seeing a bug on poe.trade. If you search Hegemony's Era right now, there's a staff listed as 482.22 dps. All other staffs closet to the same stats are around 390dps. They're not even close to each other. I think the dps on that staff is wrong.
hmm I had "Normalize Quality" off
think that was the issue, probably had 20% qual while the others don't
just as a note to everyone, it looks like flasks don't include their utility stat on the website at the moment
rip website
yea
why has it been down so much lately?
people buying stash tabs?
when they go down the site does
api I think
needs contact with the realm for items and such in threads
It looks like automod missed the last item showcase
google?
You cannot find your googles ?
the server backend is down, all the website can do is cry
things will come back up but the trade api has been temporarily disabled
how temporarily? ๐
wait this is more severe than just needing a reboot?
it broke lol
waiting on new binaries to be built, so not too long hopefully
yeah some backend issue with public API + quad tabs
ah
Chris estimated around an hour for the fix
Novynn, have you noticed this morning the trade API slowing down a bit?
things were back to 8sec or so
when they had been at 1.6sec or less
might have just been heavy load
we were investigating why the website seemed to be slow in general before everything went down
hmm so possibly related
i was noticing things taking longer to show up on poe.trade as well
glad it was super fast immediately after the patch though ๐
omg
i just looked at the new tabs
there's a quad tab???
that exists?
well played GGG, take my money
ya lol, I was surprised too
the question is, do they have upgrades
unfortunately not
or better yet, could i compress 4 premium stash tabs into one quad
I just hate scrolling through pages and pages of tabs
this^^
can't wait until we get 2048 tabs
I got excited because I thought you meant the game
Would you happen to know if quad tabs will be coming to the Guild Stash as well Novynn?
I would not know sorry
api still down?
yep
well i just spent $60 on a supporter pack I probably didn't need, oh well
here's hoping they making divination card tab a bit more space efficient
4 cards per page is a little wasteful
Don't worry, GGG needs it!
@wind garden Have you tried using the filter function on the div tab?
Makes me not mind it having be so large.
You can have it filter by completed sets, unowned sets, etc
speaking of filter
everyone complaning about not having map tabs
what I really want is a sort button
Yeah, sorting by tiers would be a really nice QoL.
totally
especially with the quad tabs
can just make a quad map tab
then click a sort button
mab
bam**
good thing there's a filter ๐
i need the stash api back so I can continue trading ๐ฆ
@compact isle be sure to let us know asap, if it's anything like earlier this week, there's a killing to be made
because people keep lowering their prices because their stuff isn't selling and they don't know why
then when the api comes back everything becomes visible
my friend got a 6L chest drop the other night and sold it for 10c, which was the going rate at the time
next night they were 70c
ya of course
website in general still seems slower than usual atm though so investigating that as well
- ddos the API 2) people lower prices 3) ??? 4) profit!
it just might work....
maybe let people draw dividers into the quad stash so they can ctrl+click into specific regions
doing a 1 hour countdown now, api will be back up after the deploy is done
lol
Sir, please, you're scaring the api. โฌโโฌ๏ปฟ ใ( ใ-ใใ)
...
Well, that could get completely butchered.
and countdow finally starts
I get my information too early lol
so it will be fixed in an hour?
30min
did you read our discussion the other day about concurrently updating from each of the shards?
yeah. are you using this?
i implemented it with the ability to turn it on or off
i had it disabled becaues updates were only taking 1.5 seconds
but catching up, might be useful
update time has to be slower than 7.5 seconds to be useful
Yeah, only 2 requests/1s though
just get more IPs
i think the 45 requests /min is correct
45/min is the default api
i get throttled at 1.5 sec intervals but not at 1.6sec
which is really annoying
the character tab stuff throttles after 45 requests
no matter how fast
what api were you thinking of for 2/sec?
idk, he helps run it lol
i know but i'm going on real usage
i have one
it works up until faster than 1.5 sec intervals
yes, and i log it
it's all quite clear
I'm not actually doing it
oh
i'll start single threadded and see what the speed looks like
last time the api was restarted things were actually really fast
oo 35% pack size, not too bad
to be honest with the speed now concurrent will most likely be slower
and I was saying 2 per second because that's what the code says
but it might lie who knows
easy to test
interested to know what emmit finds
oh
it does the ratelimit hit then checks if it's limited
so technically that would make it a max of 1 per second
ya
I think, whoever made this abstracted everything way too much
yep, it rate limits 1 before it should
lol
basically you would have to sync your clock with the server clock to make sure you didn't hit more than once a second lol
60s lockout timer, right?
ya
yeah so talking it over with Paul it seems that the ratelimit rules are when you get ratelimited not how many you can do before you get ratelimited
if you can't do more than 1.5s then it sounds like the standard website stuff is getting in the way
that would be the 45 request mark
by limited I mean restricted
the 60sec timeout?
ye
at 2/s you get the timeout
^
1.1
closer
503 now instead of 403
and we're off
3sec per pull
still better singlethreaded
not bad not bad
that's the idea
ye, the intention is that it forces you to put a sleep in your consumer
right
too bad it's not rate limited per/shard
so if you were to request 0-0-0-0-0 faster than 1.5sec you would get rate limited. but if you pulled each shard concurrenctly every 1.5 seconds you wouldn't
the api support compression?
yes
hell yeah
gzip
oh that's dumb
Tabula Rasa is registering that it's rarity is "Rare"
instead of Unique
lol
ha
lol
me too
I can do 1/s forever though
1/s
if (end_query - start_query) < requests_per_second:
time.sleep(requests_per_second - (end_query - start_query))
else it just continues
that's exactly what i'm doing
I'll wait a bit longer
in the grand scheme of things, 500ms doesn't really matter
just got limited
at 1s?
shouldn't that be seconds_per_request instead of requests_per_second
staff accounts aren't limited ๐ผ
ya it works for a while then gets limited
mm the rarity thing was my fault
i thought the API sent it as a string and not an int
Request 10: took 0.503000020981 seconds
fetched
Sleeping for 0.496999979019 seconds
Request 11: took 0.167999982834 seconds
limited
Sleeping for 0.832000017166 seconds
definitely something fishy there
what do you mean?
I was limited after waiting for the second to finish
isn't that limited coming from your code?
when iti throttles you, it's for 60 seconds
maybe it's not precise enough
oh, are you determining whether it's limited by how long it took to complete?
how come your requests are taking 0.5s?
I haven't seen it drop below 1s for a long time
getting empty stashes
http://api.pathofexile.com/public-stash-tabs?id=9223372036854775807-9223372036854775807-9223372036854775807-9223372036854775807-9223372036854775807
I am writting a tester, so I don't really need real data
well, was writting one
looks like 1/s with some delay for your ping works
looks like actual data queries are taking ~2s
way too many things to pull down
<NextChangeID xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ShardIds>
<long>27638327</long>
<long>29694522</long>
<long>27615737</long>
<long>32000672</long>
<long>29982694</long>
</ShardIds>
</NextChangeID>
use those
getting really bad fps lag
my app isn't finding any deals anymore....suspicious as to whether there's just none out there or if something changed
the only other things changed in this patch was the whole item mods being sorted wrong thing
ya it seems fine
just weird that there's more trades during the day than at evening
maybe more snipers to compete with in the evening
item stat ordering, how it works?
evening in the us
evening in us equals morning in eu
guess I don't know where the majority of the player base is
ah ha!
I knew I had to have introduced a bug causing me to not see any deals
Stupid rarity check
I added rarity as a search criteria. but adding "any" to the rarity enum messed things up. My default search rarity was normal instead of any. so it was only matching normal items >.>
it's gotta be frustrating to have people always blame poe.trade for not being up to date
ignorant masses
is there a guide or anything similar on how to iterate over the skilltree json to build a tree?
Just like you would any other json object, there are a few main sections though
hmm ok yeah. I guess i'll just start having a play with it
This may help with the structure. It's in class form instead of json
A lot less to read over
Main, and Root are the same thing. It is left for backwards compatibility
cs looks like c#
Cs is c#
cool
@compact isle do you know if internal api rate limits have changed? https://github.com/xyzz/acquisition/issues/371 seems 45 tabs 60 seconds no longer works
hey @chrome topaz I think i've encountered an issue with poe.trade, i thought it had to do with the api problems recently but even now, i don't find my item. I now see why : with this search http://poe.trade/search/owaaoheteriduk I don't see my boots (note that the "crafted" option is on "either". But with http://poe.trade/search/taretazatabesi (just switched the life mod to the crafted equivalent), the boots finally show up. I don't know if it's a known issue or not. Thanks for your time ๐
it's working as intended, your life mod is not explicit so it's not showing
he would need to use total life to see it
oh ok... I just ... can't stop to think that I miss trades because people are making the same mistake as me and not finding my item =x
people prob do that all the time, there are a lot of mod options there
well if you open the mod box and search maximum life the [total] mod is the first one showing
x)
it's a reminder for all of us
@chrome topaz It seems like the with internal api you get 45 requests then are locked out for 60s
I have tried 1/s, 2/s, 3/s, and you still get locked out after 45 requests
idk what's happening with the API righ tnow
it was really delayed for a bit
20+ seconds per request
now it's back down to 2-3sec
and poe.trade is really behind
several minutes
are you seeing network issues connecting to the site?
I'm seeing some general softlayer issues here and there, and lots of people are posting in the sub about instance problems, lag spikes, etc.
network has been really unstable since the last patch
bad fps/latency problems
i haven't tracked how it's affected the API but I'm guessing they're related
make stash api fast again
2. 96-95-25-206-static.hfc.comcastbusiness.net 0.0% 10 5.7 12.6 1.9 49.2 14.7
3. 96.120.104.165 0.0% 10 19.4 31.3 12.3 75.1 21.4
4. xe-3-2-1-sur02.michiganave.dc.bad.comcast.net 0.0% 10 15.3 29.4 10.9 92.2 25.7
5. s01d1.northport.fl.westfl.comcast.net 0.0% 10 15.3 26.6 15.3 65.6 14.8
6. be-33657-cr02.newyork.ny.ibone.comcast.net 0.0% 10 28.5 26.2 20.2 32.1 4.0
7. hu-0-10-0-1-pe03.111eighthave.ny.ibone.comcast.net 0.0% 10 21.4 23.7 18.6 28.5 3.2
8. xe-0-0-1.bbr01.tl01.nyc01.networklayer.com 0.0% 10 25.8 24.5 20.0 33.3 4.0
9. ae5.cbs02.tl01.nyc01.networklayer.com 40.0% 10 23.5 24.9 21.1 29.2 3.5
10. ae0.cbs01.eq01.chi01.networklayer.com 30.0% 10 53.2 49.5 42.2 58.5 6.6
11. ae1.cbs01.eq01.dal03.networklayer.com 80.0% 10 67.8 64.8 61.8 67.8 4.3
12. ae33.bbr02.eq01.dal03.networklayer.com 0.0% 10 57.8 59.4 53.3 67.9 4.1
13. ae6.dar01.dal06.networklayer.com 0.0% 10 56.8 58.2 54.2 65.1 3.6
14. po1.fcr01.sr02.dal06.networklayer.com 0.0% 10 84.5 64.9 52.9 89.8 12.6
15. 7c.c9.f617.ip4.static.sl-reverse.com 10.0% 10 79.1 61.3 53.1 79.1 8.0```
Pushed 28192564-30283035-28156268-32636593-30583040 : 6018 items; fetch took 80.1773109436 API rate 75.0586410192 items/s
Change id: 28192609-30283108-28156305-32636659-30583093
Pushed 28192609-30283108-28156305-32636659-30583093 : 5801 items; fetch took 39.0494060516 API rate 148.555396523 items/s
Change id: 28192658-30283153-28156357-32636703-30583150
Pushed 28192658-30283153-28156357-32636703-30583150 : 5338 items; fetch took 54.7960891724 API rate 97.4157112419 items/s
Change id: 28192702-30283217-28156410-32636758-30583225
Pushed 28192702-30283217-28156410-32636758-30583225 : 5957 items; fetch took 114.121814013 API rate 52.1986094556 items/s
Change id: 28192767-30283291-28156479-32636811-30583272
it was really slow for a while
mad amounts of packet loss coming out of the softlayer us network to dallas
mtr
(multiple trace route, there are tools to do it for linux, winmtr for windows, etc.)
k
between 1.5 and 5s for me to pull data
softlayer's VA gateway seems to be flapping all over the internet too, I keep getting routed through NY to get to it and I'm in DC, should be a straight hop out to the IAD network
getting up to 90% loss between NYC and WDC nodes on softlayer
first response already has someone showing the same problems with softlayer
prob
anyone know how to fix the offline skill tree save as feature overwriting other builds?
annoying as fuck
and the save feature as well
even if I choose the build I want to overwrite it'll still overwrite the one that was open when I opened the program
the "save" and "save as" buttons at the bottom work on the currently opened build (not on the build selected in the build list, those can be saved via context menu). maybe that is your problem?
but it assumes I'm trying to save to the build that it had open when I started the program
even though I had already reset and made a new tree
random functionality change that fucked it all up I guess?
if you reset and make a new tree, that is still done in the build you have opened
it was a functionalitiy change, yeah. we changed to a document based model because what we had before was really weird
the previous one seemed normal
to make a new build, you can click on "new top level build"
save as is usually used if you want to save your current document as something new
but all it does is rename
I can understand the save feature doing it but save as shouldn't
it replaces an existing build with the current one and renames it
instead of adding the new one to the list
that only happens for me if the build was created and not yet saved (which is a bug i just noticed)
lemme check
I have a ranger tree
that I created and saved
btw it didn't switch ascendancy to ranger even though I picked ascendancy nodes
I'll reset make a new tree and save as
nvm it just reset the tree
the already saved tree
fuck me sideways this new iteration is just bad
it resets the tree of the opened build, which is saved in another state (reseting is just a form of changing the document, so it has unsaved changes). if you then do save as, you have a new build and the old one old one is reverted to its saved state.
for me that's the expected behaviour
ok, that's something that other document related programs don't have, as they have no file list. i think showing the current and not the saved state there makes more sense, but that's something where there are different opinions
well, i wouldn't be opposed to that idea. but that would create a much bigger outcry
why?
now the most heard issue is that changes to a build "overwrite" its state because you need to discard them to get the saved state back (when what they really wanted to do was creating a new build). with automatic saving, the saved state would just be lost because saving happens implicitly.
yes, because there also should be a "+" button
there is a "new build" button
well it's hidden under the File menu and i bet most users have no idea it even exists
its on the bottom of the build list
(well, its named "new top level build")
maybe it could be duplicated next to the reset button so it's more obvious
@compact isle was there a change made that doesn't allow equipped items to be listed on the forum anymore?
i'm trying to use acquisiton to post a 6l im using. anything in stash will get updated to forum, my equipped items wont
Can I ask here for help with the loot filter? How do I make it work?
To show yellows and up and items that will vendor for a fair amount of currency?
Are you looking to make your own? Using an already made filter would certainly be easier.
https://www.pathofexile.com/forum/view-thread/1246208
I was using this one that a friend of mine linked. Do you have one you'd recommend shael?
neversink is a good one
i really need to make my own index
relying on others just never quite gets what I need
poe.xyz.is > poe.trade
@chrome topaz i need a way to get stat data about items. And sadly you don't support any APIs ๐ฆ (that I know of)
poe.ninja has some that I'm using but they're sometimes out of date
i think he's using the bottom 10% of prices averaged. I'd like to get bottom 1%
Pull it from GGG they have the API everyone uses
pull what?
the stash API?
that's what I mean, I'd need to make my own index that keeps track of history in order to get the stat data I want
the stat data would probably kill me
do you host poe.trade yourself?
i really don't think it would be that bad for me to do though. I like trackpete's idea of using ElasticSearch for the backend. Then I could get the list of popular uniques from poe.ninja. Then I only need to index those uniques and not bother with all the rare/magic items.
@chrome topaz you were having issues getting throttled the other day weren't you?
did you find out what rate you had to pull at?
@compact isle I'm getting throttled at while running at 2sec intervals
0.5 calls/sec
this does look like what xyz was asking about
it looks like the new max is 12 calls/min
that's.....sad
is that even enough to keep up with the stream?
ok what the eff
throttled again even at 5sec
this isn't enough to keep up
there wasn't any changes to the rate limit on public stash tabs
how do you know?
well dang, it's not throttling me here at work
did they throttle my IP specifically????
@compact isle help ๐ฆ
the ratelimits haven't changed
well we can see an IP trying to do it too often
are you sure you're not running another one from the same IP?
there we go
all fixed
my client now checks to see if it's on the same subnet as my router. If it is, it will connect to the duplex tcp channel of my main server and stream the data from it rather than requesting it from GGG's server.
Nice
@wind garden it was an issue with acquisition, not poe.trade
I see thanks
@chrome topaz is there any way you could make "Fixed price" more obvious or distingushed between the normal price thingy?
like red letters with a red box outline lol
i get messaged all the time by people offering low offers and say they didn't see the fixed price
^
it's super annoying
i don't know if it's in the results from the API but when i put Fixed Price, i'd LOVE if people knew they can't do the "can i give you 10 jeweler's 15 chromes and 2 vaal orbs" thing
@chrome topaz Is there an oversight with the Blight enchants? I seem to be unable to search by the explicit enchants in the drop down menu.
poe.ninja is not working atm?
working for me
@desert roost the blight enchants should be up now
Thank you!
how does poe.trade know if people are online?
website troubles?
@wind garden is poe.ninja yours?
no
I skimmed through chat a bit, @wind garden are you developing a "deals" tool? could you tell me more please?
i have my own app but it's not public
I'm just curious about your tech stack, not the usage of the app itself
mmk
it just processes the public stash api
i can set criteria to search for
if it finds an item in the stash api stream, it notifies me so I can make an offer on it
so you keep a history to "know" a good price, or you just set that yourself?
i use the poe.ninja api to get MSRP prices for things
oh, TIL poe.ninja exposes API
not publicly
is the dev here?
no
ah
I see, awesome
@compact isle any idea what's with the website?
it's down while something gets sorted out in the backend
I'm sure there'll be a post about it at some point
mm just came up
yay
yay posting items on the forum is faster now
shouldn't be any more timeouts with acquisiton and stuff
Nice
why is there so much more delay between when you make a change for your stash and when the update goes out?
it used to be when you changed zones and it was almost instant
now it's like minutes later
as far as I know nothing has changed with that
@wind garden i have also noticed that..probably the servers are going crazy
@chrome topaz have you notice poe.trade not sorting by price properly? For example, right now the prophecy From The Void is selling for 1.5ex and 95c. Even at the selling exchange rate for ex to chaos of 71, that 1.5ex is 106c. So the 95c should be getting listed above the 1.5ex but isn't.
good point
@compact isle the trade api is really delayed right now
by at least 10-15minutes
i'm getting whispers for things that have long been sold already and I can see them still listed on poe.trade
i checked my stash api service and it's up to date and going fast
pulling ever 1.6sec
i'm assuming poe.trade is caught up as well, so it would seem the delay is coming from GGG's server
actually, i think it is an issue with poe.trade after all
live search on poe.trade picks up a chance almost instantly
but the normal search is way delayed
normal search can be delayed sometimes yes, normally for about 30s-5m
also funny thing, I noticed some people listing currency for really weird rates, http://currency.poe.trade/search?league=Breach&online=x&want=6&have=6
I guess they meant to select chaos instead of exalt
Yeah that happens a lot. For some reason setting a stack of ex as ~b/o xx/xx <other currency> trips people up
A few people do put up 'WTS 1 ex for 1 ex' as a joke though now and then
Does somebody know if the Procurement Dev is also here?
Could anyone help me with the trademakro for poe? My issue is I don't know how to disable the ctrl+a shortcut. i tried to alter some script parts but yeah, I failed. I used the ctrl+a shortcut for marking everything in chat but now I can't could someone give a suggestion on how to disable that. Thanks in advance!
@long stratus there is an options UI, you don't need to edit any AHK scripts. Right-click the tray icon and choose PoE (Trade) Item Info Settings
also the latest version changed ctrl-a to ctrl-e by default so it doesn't interfere with selecting text
it seems the dev itself changed this out
it was ctrl+a but now its fixed to ctrl+e
ty for the reply though ๐
np, you might want to check out the options anyway
Just did, hole cow no more manual scrolling in the stash tab. This makro is just amazing ;D
holy cow*
hey fam! is there any way to parse certain wiki pages in a comfy way? unless i'm mistaken, it seems like my best bet is manually parsing a html response then fishing for what i need
i'm making a discord bot command atm, which would return gem stats (of specific levels of a gem)
there is api http://pathofexile.gamepedia.com/api.php
see the documentation on how to use it
also all items (except div cards for now) use SMW, you can use SMW api to get data from pages
oh this is awesome
suddenly i have more than just that command in my mind. thanks a lot
Hey, anybody knows if you can get banned by using Poe-Trada macro?
no, it's safe to use
I would kick GGG in the nuts if they banned for this...
srsly its a really neat tool that saves time
They have no idea if you're using it. You're safe.
It is POE policy that macros are okay as long as it doesn't A. hack(aka break the game and do things you can't do otherwise) B. press more than one button at once with a single key press, it's okay.
oh, it's just a game overlay, yeah game overlays are fine. I mean, you'd be banned by using Steam otherwise, because of their overlay. ๐
@oblique karma yeah it's fine
Thanks ๐
@compact isle online api has been returning 0 players for about 3 hours 40 minutes now
is poe.trade tango down or something?
Well, that really sucks. :/ Can't sell anything. nice
it's fixed now, by the way
awesome, thanks for the heads up @chrome topaz and the awesome work you do for this game !
@compact isle is it possible to disable "Login protection enabled. You must wait 3600 seconds before logging in."? my online-bot cannot login into the poexyzis account. I assume somebody banned it again
it's not banned
can that login protection thing be removed?
that's a good question
I think it tries to login while the website is half-down, then crashes
then supervisor restarts the process and it tries to log in again
I found a lot of errors where it failed to find <input name="hash"> element
but I don't see any login form redesign or anything that could cause this
@compact isle i'm pretty sure i've waited for more than an hour now
and it still says the same thing
"Login protection enabled. You must wait 3600 seconds before logging in."
looks like you triggered the 20 logins per 24 hours rate limit
and you keep getting limited because you're accessing the login page itself so many times
from the same IP
Is online-bot open source?
what's with poe.trade?
I'm thinking it got ddos'd
ddos'd to kill then xyz (maybe) fell asleep is my presumption
sorry for a dumb question, but, how often the initial "next_change_id" is updated on the request with no id provided
I mean when hitting the endpoint, I am given the same initial state with next_change_id":"2151-4130-3306-4050-1240", shouldn't this differ to provide the current_state and then send new deltas?
@compact isle mentioning you just in case you could clarify a bit, If this is unacceptable, I won't do so in the future, sorry.
all good @tulip gale, just don't expect an immediate answer outside of work hours ๐
the next_change_id will change when one of the old tabs that it contains on Standard gets updated and there's room for another one that would've previously been in the next set of changes
so it requires a bit of time to catch up with the "realtime"
if I understand it correctly
well, it seems like people overcomplicate the whole process when it's actually really simple
I am testing it with 2s between requests
and in 15 mins I am still getting next change id
every public stash tab on our end has a single "change_id" param. When something in the stash changes it gets assigned the latest change_id (shared across all stashes)
so all the stashes at the start are just ones that haven't been updated in ages, but it still gives their current state
it'll take hours to catch up to the top of the river
hi, can anyone link the docs of public stash tab api?
thx!
no, but if you don't care about the current state of standard tabs you can start later on
how can I get the more recent change id? or is there a way to get a change id that doesn't have any data yet
well a change id that doesn't have any data quickly fills up with some
you can get a recent one from http://poe.ninja/stats if you want
can i somehow filter the changes that server returns? like league-specific