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Recent updates to Multiverse Feedback: (Generated at 2024-05-15 14:41:44)
@Jack: Oh, hey, thanks!
@Jack & Alex: Excellent work! I wasn't expecting the problem to be hashed out when I woke up. :)
Hm... I guess I should bookmark the single random card address. I'm not sure if it has a use to other users, since a sample booster and/or 15 random cards seems to be a better way to get a glimpse into what's in Multiverse... and that might be the best way for people to experience random cards from this set. But with my article series, it's best that I get a single random card. Otherwise, I could be distracted by the other cards that populate, tempting me to choose a different card, and tainting the results.
Oh cool, nicely done! I'm glad I was going in the right direction.
I've mixed feelings about the "here's a thing that's like a lazily-loaded array". I like the idea a lot, and when it works, it lets you do a lot of stuff very clearly and efficiently. But there always seems to be a point where it's secretly converted to an array when you don't quite realise.
fixed!
I believe "Cards.nonsecondary" is what's called a "scope" in Rails terms. It's not actually accessed anything from the database yet. ".sample" operates on a ...oh. Oh. The sample method operates on an array, not on a scope... so it is pulling in every card from the database, because it's converting the scope into an array of every card!
Right, that's a moderately simple fix then.
Hm. Yeah, I'm a bit confused. You thought it was slow because of what you did to the mechanics? But it looks like it's choosing even one random card that's slow, not so much displaying it.
Is the github code up to date? My l33t google-fu says, it is basically just doing "Cards.nonsecondary" and then calling "sample" on that. Is there something about that that means the entire array needs to get loaded when it looks like it shouldn't? Or is something else the problem.
I really don't know why the /random function is so slow. It shouldn't actually be pulling every card out of the database. It will be pulling up the cardset permissions and the mechanic text for every cardset represented in the randomly selected cards, but that shouldn't affect the case where there's just one or two cards, especially given that popup previews of an arbitrary card are so quick.
Oh cool. OK, I'm wrong twice over, because I didn't realise that existed, and I assumed that, if it did, the overhead wouldn't make it timeout :)
In retrospect, maybe jmg's workaround is "go to random.org and get a random number between 36 and 81862" and "go to http://www.magicmultiverse.net/cards/[that number]"
PS: jmg, I'm enjoying reading that series.
As it happens, there is :) http://www.magicmultiverse.net/random?count=1
Would it be worth making "show a random card from multiverse" as a workaround (maybe add a secret "/random?n=1" parameter or something?).
Ah, yes. That's going to be particularly resource intensive with the tweaks I made to mechanics, and Heroku is still killing any request that takes longer than 30 seconds.
I have some performance enhancements in my sandbox which I should really deploy in the next few days, which I hope should remove a lot of the extra delay and perhaps even improve performance relative to before the mechanic tweaks.
The option on the front page to "See a Random Selection of all the cards on multiverse" tends to result in getting an Application Error screen, no matter what web browser I use. It works sometimes... but lately it only seems to do its job one out of every four days I try it.
Which kind of stinks. Because I was hoping to add some random cards from Multiverse into my According to Gatherer Cube. It isn't a real problem, since I can just take random cards from 'Cards with no home'... which in retrospect is probably more appropriate anyway. But multiverse.net/random still needs help.
Without typing them from hand.
See here
Mechanic expansion in comments is intentional, but not as useful as I'd expected it would be. I might switch it off.
Deathtouch was an unintentional omission. No idea how that happened. It's in now. (Might take a few hours to propagate across all server processes.)
There's no easy way to import Wizards mechanics into your cardset, but that's a good idea. Create an enhancement and I'll try to get that done.
Update: Flying (This creature can't be blocked except by creatures with flying or reach.), Lifelink (Damage dealt by this creature also causes you to gain that much life.) ... work
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) ... doesn't work
Is the replacement in comments intentional? I never noticed it before.
Is there a quick way to import the existing keywords into a set so I can also see them on the mechanics page? Seeing the number of times you have used a keyword is an invaluable tool and one of the reasons I wanted this.
Nope, just removed the () option for mana symbols everywhere; everyone should use {} now. I'll do a database edit to fix up the cards that were using them for mana symbols.
(1) (a) (b) awesome!
(Did you leave it an option somehow for people who used it, or just, everyone should use {} not () now? )
fixed, piggybacking on the urgent fix to visual spoiler
(1) Is this fixed now?
(2) I hope so.
(3) Yes, it is!
Should be OK now.
fixed, I believe
This is fixed for desktop browsers, I think. Mobile fix is still to come.
Okay, don't sweat it :)
Crap like that is not entirely unexpected when large updates are applied, which btw, are pretty cool so thumbs up.
Argh. Yep, confirmed. I'm trying to fix this urgently.
ETA: Yes, that seems to be it. It turns the images into blank images, but doesn't include their title text (which is still there, eg. if i copy it and paste elsewhere). That's a problem with the plugin not this website.
I'm using a plugin which may not do the right thing; if you like I can check if it works correctly with normal way of disabling images.
:)