post office full #4197

Closed
opened 2023-04-14 22:21:06 +00:00 by daydream · 9 comments
Member

again

again
AliasAlreadyTaken added the
3. source/ingame
label 2023-04-14 23:45:53 +00:00

Time to reveal the replacement :)

Time to reveal the replacement :)
AliasAlreadyTaken added the
1. kind/construction
label 2023-04-15 00:08:11 +00:00
Member

i cleared 10 "old" mailboxes, but we really do need the replacement ASAP

i cleared 10 "old" mailboxes, but we really do need the replacement ASAP
Member

Oh? What's the replacement? I still think an NPC ought to get the job. Talk to NPC -> select name in range A-D, E-I etc., then select name, then the NPC puts that player's mailbox on a table. Or your own for quick access.

Oh? What's the replacement? I still think an NPC ought to get the job. Talk to NPC -> select name in range A-D, E-I etc., then select name, then the NPC puts that player's mailbox on a table. Or your own for quick access.
flux added this to the flux's TODO list project 2023-05-15 21:31:24 +00:00
flux added the
4. step/at work
label 2023-05-15 21:31:34 +00:00
Member

i need to prioritize the scripts to

  1. move old mailboxes to the new post office
  2. automatically create the signs and directory for the new post office
i need to prioritize the scripts to 1. move old mailboxes to the new post office 2. automatically create the signs and directory for the new post office
flux added the
2. prio/elevated
label 2023-06-05 20:23:59 +00:00
flux added
4. step/ready to QA test
and removed
4. step/at work
labels 2023-06-07 22:57:24 +00:00
Member

i've finally gotten done w/ the new post office update script, and the post office migration script: 7847ee9edb (and subsequent minor updates)

some points:

  1. i apparently have multiple accidentally rented mailboxes in the old post office, and it may take a couple passes of the migration script to deal w/ those
  2. the numbering in the new post office doesn't bear much relation to the "existing" numbering. the "existing" numbering was way off (most "rows" of mailboxes were allotted an odd number of ids, while they're all evenly sized?), and i decided to go w/ a simpler approach.
  3. i've tested things extensively on my local server w/ a copy of the haven post offices, but we should certainly test the migration on the test server before deploying to the main server
  4. the post office management code is now part of the mailbox mod, and not yl_commons. the mailbox mod got a fairly extensive refactoring, in order to make the logic of managing individual boxes and post offices simpler.
i've finally gotten done w/ the new post office update script, and the post office migration script: https://gitea.your-land.de/your-land/mailbox/commit/7847ee9edb4bf3f4cfcbfaf750b8e7a53d4e6eb3 (and subsequent minor updates) some points: 1. i apparently have multiple accidentally rented mailboxes in the old post office, and it may take a couple passes of the migration script to deal w/ those 2. the numbering in the new post office doesn't bear much relation to the "existing" numbering. the "existing" numbering was way off (most "rows" of mailboxes were allotted an odd number of ids, while they're all evenly sized?), and i decided to go w/ a simpler approach. 3. i've tested things extensively on my local server w/ a copy of the haven post offices, but we should certainly test the migration on the test server before deploying to the main server 4. the post office management code is now part of the mailbox mod, and not yl_commons. the mailbox mod got a fairly extensive refactoring, in order to make the logic of managing individual boxes and post offices simpler.
Member

There are still plenty of boxes in the old post office building, even from players who are still active. The staff itself is not exemplary either. And there is still a sign on the road pointing to the post office.

Why not put a sign with an end date of 31.12. there, send an email to all defaulters and then make the eviction in the new year?

There are still plenty of boxes in the old post office building, even from players who are still active. The staff itself is not exemplary either. And there is still a sign on the road pointing to the post office. Why not put a sign with an end date of 31.12. there, send an email to all defaulters and then make the eviction in the new year?
Member

There are still plenty of boxes in the old post office building, even from players who are still active. The staff itself is not exemplary either. And there is still a sign on the road pointing to the post office.

Why not put a sign with an end date of 31.12. there, send an email to all defaulters and then make the eviction in the new year?

right, i need to actually run the update script on the main server

> There are still plenty of boxes in the old post office building, even from players who are still active. The staff itself is not exemplary either. And there is still a sign on the road pointing to the post office. > > Why not put a sign with an end date of 31.12. there, send an email to all defaulters and then make the eviction in the new year? right, i need to actually run the update script on the main server
Member

will run the script when the server is less busy, per Alias

will run the script when the server is less busy, per Alias
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2023-12-07 00:00:39 +00:00
flux removed this from the flux's TODO list project 2023-12-07 00:00:41 +00:00
Member

the new post office is fully functional and old mailboxes have been migrated

the new post office is fully functional and old mailboxes have been migrated
flux closed this issue 2023-12-07 00:01:03 +00:00
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Reference: your-land/bugtracker#4197
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