ZOS_ChipHilseberg wrote:basically RequestGuildHistoryCategoryNewest is gone and RequestGuildHistoryCategoryOlder is now RequestMoreGuildHistoryCategoryEvents
and new events are sent to you on a timer
--- D:\Downloads\ESOUIDocumentationP23.txt 2019-07-28 14:13:17.000000000 -0500 +++ D:\Downloads\ESOUIDocumentationP23-2.txt 2019-07-28 13:57:13.000000000 -0500 @@ -8327,16 +8338,19 @@ -* RequestGuildHistoryCategoryNewest(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) -** _Returns:_ *bool* _requested_ +* HasGuildHistoryCategoryEverBeenRequested(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) +** _Returns:_ *bool* _hasEverBeenRequested_ +* HasOutstandingGuildHistoryRequest() +** _Returns:_ *bool* _hasOutstandingGuildHistoryRequest_ -* RequestGuildHistoryCategoryOlder(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) +* RequestMoreGuildHistoryCategoryEvents(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) ** _Returns:_ *bool* _requested_No insight here on what the timers are, but I'm sure any addon dev that is in a big enough guild with enough listings still in the store from the character copy would be able to create some history. With gold from a template char, it's easy to generate a ton of sales.
silvereyes wrote: »From the esoui gitter channel:ZOS_ChipHilseberg wrote:basically RequestGuildHistoryCategoryNewest is gone and RequestGuildHistoryCategoryOlder is now RequestMoreGuildHistoryCategoryEvents
and new events are sent to you on a timerBaertram wrote:Diff from esoui p23 and p23_2:--Added * SCT_EVENT_TYPE_HEAL_ABSORBED ** ITEM_COMBINATION_RESULT_IS_IN_HIDEY_HOLE * CRAFTING_RESULT_NO_RECIPE * NUM_ALCHEMY_TRAITS_PER_REAGENT h5. StoreDefaultSortField * STORE_DEFAULT_SORT_FIELD_NAME * STORE_DEFAULT_SORT_FIELD_VALUE 5. Globals * MAX_STORE_WINDOW_STACK_QUANTITY * HasOutstandingGuildHistoryRequest() ** _Returns:_ *bool* _hasOutstandingGuildHistoryRequest_ * HasAllianceLockPendingNotification() ** _Returns:_ *bool* _hasNotification_ * GetAllianceLockPendingNotificationInfo() ** _Returns:_ *integer:nilable* _campaignId_, *[Alliance|#Alliance]:nilable* _alliance_, *integer:nilable* _timeLeftS_ * MarkAllianceLockPendingNotificationSeen() * IsAlchemyItemTraitKnown(*[Bag|#Bag]* _reagentBagId_, *integer* _reagentSlotIndex_, *luaindex* _traitIndex_) ** _Returns:_ *bool* _isKnown_ * IsSmithingTraitKnownForPattern(*luaindex* _patternIndex_, *[ItemTraitType|#ItemTraitType]* _traitType_) ** _Returns:_ *bool* _known_ * CanCombinationFragmentBeUnlocked(*integer* _collectibleId_) ** _Returns:_ *bool* _canBeUnlocked_ * EVENT_CAMPAIGN_ALLIANCE_LOCK_PENDING (*integer* _campaignId_, *[Alliance|#Alliance]* _lockedToAlliance_, *integer* _timeLeftS_) * EVENT_CAMPAIGN_QUEUE_JOINED (*integer* _campaignId_, *bool* _isGroupMember_, *[Alliance|#Alliance]* _willLockToAlliance_) --Removed * HasGuildHistoryCategoryEverBeenRequested(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) ** _Returns:_ *bool* _hasEverBeenRequested_ * RequestMoreGuildHistoryCategoryEvents(*integer* _guildId_, *[GuildHistoryCategory|#GuildHistoryCategory]* _category_) ** _Returns:_ *bool* _requested_ * EVENT_CAMPAIGN_ALLIANCE_LOCK_ACTIVATED (*integer* _campaignId_, *[Alliance|#Alliance]* _wasLockedToAlliance_)
No insight here on what the timers are, but I'm sure any addon dev that is in a big enough guild with enough listings still in the store from the character copy would be able to create some history. With gold from a template char, it's easy to generate a ton of sales.
Oh, for sure. I’m not saying this would stress the system at all, but it could answer the questions about batch size and timing.sylviermoone wrote: »While I understand that the gold from a template character is enough to generate some sales, I'm not convinced that it's sufficient to fully mimic the volume of live.
It would still be nice to have clarification from the developers on this.
silvereyes wrote: »
I think it’s safe to say that if batch size doesn’t increase, or frequency increase, MM will be in no better situation after the patch.
That was fast.ZOS_GinaBruno wrote: »
- Improved the performance of the guild history window when looking at a large number of events.
silvereyes wrote: »Take all this with a very large grain of salt, though. PTS has practically no load, and I have no clue if the same throttles are applied to it as the ones that will be used for production.
there isn't much data on the PTS with which to test, so I cannot speak to load.
<snip>
I would *love* to see the PTS copied from live with a real week's worth of sales data.
Some lingering questions/concerns:
- Is there impact to the client side, especially for users who don't care? Think back to the issue where the updating status of each guild member brought lag crashing down on everyone and we had to start filtering guild lists to only show ourselves. Same thing here - is there behind-the-scenes rendering of this data client-side which may introduce lag to everyone? Hard to tell with limited data.
- Stress test - Is there any impact on the server having to push large amounts of data to large numbers of people? Again, with limited data and very few people on PTS, it's hard to tell. Is there extra load when people log in and need to get the most recent push? Is there extra load during primetime when LOTS of sales are happening every minute, etc... There are lots of different parameters that ought to be tested. Is all this data being stored in a central repository and then it needs to sort out which data to push to which people? I've no idea what the architecture of this system looks like, so... *shrug* Hard to tell what to ask.
<snip> we need to be able to test load. We can't do that without the full glut of data we usually work with and without lots of live sales occurring.
silvereyes wrote: »One thing that I don’t understand is why the data needs to be loaded so piecemeal. The historical data isn’t changing, so why not cache it to a static file every so often on the server side? The clients could download tons of data that way in large batches without straining the server in the least. Web servers do it all the time, and it’s highly scalable.
The small batches don’t even seem to help with the problems that the in-game UI has with displaying thousands of historical guild event rows at once. The small batch size would make more sense if those lists were paginated like guild store listings, but they aren’t.
The first results were for a test performed right after login. The second test was performed after the first ran.Looks very promising!!
Is this right after login, or had you been logged in for some amount of time?
... and he replied today:silvereyes wrote:I've been testing the guild history changes on PTS using https://www.esoui.com/downloads/info2432-GuildHistoryTest.html, and I'm seeing batches of slightly less than 100 records come in every 500-600ms or so.
Is that expected? The patch notes indicated that records would be pushed once per minute..
So it sounds like the only changes to guild history this patch are for updating the list with new sales that come in after you log in. If no changes have been made to queries for historical data, then that means we are still stuck with the abysmal 100 records every 30 seconds.ZOS-ChipHilseberg wrote:The behavior of the request for older info should be unchanged. PTS probably has 0s for the query cooldown.