Danv
Well-Known Member
- Aug 21, 2020
- 1,443
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then wouldn't attachments be broken for me period, not just in this app, but in general?Your ISP is blocking the attachments subdomain.
then wouldn't attachments be broken for me period, not just in this app, but in general?Your ISP is blocking the attachments subdomain.
You're currently posting from a proxy IP. If you disable that, you shouldn't be able to load the attachments domain, as it's known to be blocked by your ISP (1000s of other people have the same problem, and you can search for it on the forums).then wouldn't attachments be broken for me period, not just in this app, but in general?
Sorry, won't be able to test until tomorrowWhiteVanDaycare is that you refreshing on the indexer beta? I've been seeing requests coming through on the server non stop for a solid 20 minutes or something lol
If it is you, would be cool to know an estimate of how long it took you overall when it's done, just to have an estimate for having all cache misses
I tried rate limiter (asynciolimiter instead of aiolimiter though, it's still in my fork), but I still was getting errors even with like 20 to 5 requests per minute. As I see it whole problem not is per-user, it's overall forum load (not "ratelimiting you" but "ratelimiting everyone at the moment"). For sure it's better than firing requests without any limits at all, but not sure problem can be solved without explicit retries on 429.Hm, annoying, I'll look into it soon
Have you tried using proxy in my fork as I suggested before?then wouldn't attachments be broken for me period, not just in this app, but in general?
yes, as i mentioned here - it works with proxy in your modded versionHave you tried using proxy in my fork as I suggested before?
Then I think Sam is probably right. Your browser is proxied somehow while checker app is not. It's either try ask/force your ISP to unblock attachments domain or use proxy/vpn in both.yes, as i mentioned here - it works with proxy in your modded version
i'm using local Tor for it (SOCKS5 localhost:9150)
Do you ever plan to release an offical one on the main github page rather than requiring users to login and hunt through extra menus? It's 18 months out of date, it's time to push a proper update.there is a build available on github actions for you to try, here's hoping my server doesnt crap out.
MAKE SURE TO BACKUP YOUR db.sqlite3 DATABASE IN F59CHECKER CONFIG FOLDER
From what i can tell, he is releasing only the final version of the checker, leaving beta and alpha builds in the action tab for people that want it and to be fair, i find it ok. That way you have a stable release, but if you feel adventurous you can go on Buggy side of the deal, albeit with a couple hoops to pass by. What i mean is that 10.2 is stable release even if old, and in action tab is 11 but beta build. Considering how many changes to get it back to stable are needed in the past week, to me at least it makes sense why he is doing this way.Do you ever plan to release an offical one on the main github page rather than requiring users to login and hunt through extra menus? It's 18 months out of date, it's time to push a proper update.
My priority these days is another project. I wanted to finally release an update here but wanted to fix Linux Wayland issues. Seems like that not gonna happen easily, and now there's this huge new problem, once this current issue is fixed properly I'll make a releaseDo you ever plan to release an offical one on the main github page rather than requiring users to login and hunt through extra menus? It's 18 months out of date, it's time to push a proper update.
Looks like I'll end up with a mixed solution then, use aiolimiter but retry indefinitely with some delay if a rate limited response is received. Do you have your rate limited fork code anywhere?I tried rate limiter (asynciolimiter instead of aiolimiter though, it's still in my fork), but I still was getting errors even with like 20 to 5 requests per minute. As I see it whole problem not is per-user, it's overall forum load (not "ratelimiting you" but "ratelimiting everyone at the moment"). For sure it's better than firing requests without any limits at all, but not sure problem can be solved without explicit retries on 429.
upd: place you'd put limiter restriction is better than what I did, now I'm embarrased![]()
just checked back thought the logs for the night, no errors at all, and no activity currently. Looks like it's working well and so far it's been managing to keep up with demand (if it hadn't, it would've been going through a backlog of threads to cache slower than it is asked to cache them)there is a build available on github actions for you to try, here's hoping my server doesnt crap out.
Over 580 full refreshes without an error. Was decently fast considering I had forgot to bump the number of workers back up.WhiteVanDaycare is that you refreshing on the indexer beta? I've been seeing requests coming through on the server non stop for a solid 20 minutes or something lol
If it is you, would be cool to know an estimate of how long it took you overall when it's done, just to have an estimate for having all cache misses
Hmmm line 514 is in import_f95_watched_threads()... are you on latest build?EDIT: so a follow up check didn't even make it past the fast check stage
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haha yea i edited my thoughts as i was brainstorming and even im struggling to read it now.im having trouble following what youre saying, im too tired xD but from what it sounds like, its similar to what i actually did implement. read above ^^
that would be a great idea, except for one thing: game updates. kinda the whole point of all this really lmaohaha yea i edited my thoughts as i was brainstorming and even im struggling to read it now.
looks like you already implemented the main points
The one i was suggesting at the end was:
when user fast checks a game, return the timestamp of when the cache on server is due to expire (i.e. time when the server will attempt checking for changes as the cache would be stale). and if the next user fast check happens before that timestamp, do not include the game in the list of fast checks.
slightly reduces the load on your server as the data locally and on server are guaranteed to already be in sync until that timestamp
LOL - I forgot to exit before updating so files were locked. I'm an idiot basically. Updated again to Beta 1227 and the sync took awhile (it is 2,539 games though and it just ran in background).Hmmm line 514 is in import_f95_watched_threads()... are you on latest build?
Also please send that broken file it saved
I'll look into those, thanks for the reportLOL - I forgot to exit before updating so files were locked. I'm an idiot basically. Updated again to Beta 1227 and the sync took awhile (it is 2,539 games though and it just ran in background).
Some unusual behaviour - I updated just before exiting and installing update, yet got 38 updates that seem bogus (version change to N/A) and a few games that it says are no longer available on F95 (like https://f95zone.to/threads/quest-failed-chapter-2-christmas-special-frostworks.9774/ and https://f95zone.to/threads/sunny-love-to-cheat-v0-3-1-satanica-hime.195485/ ).
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