The biggest thing I dislike about the World of Warcraft Armory is the fact that it throttles requests to 120 a minute. Of course, I understand why it does this, as it must prevent getting hit with so many requests so fast that it essentially gets DOS'd. This means, instead of bitching about the limit, instead I need to find an elegant solution to avoid hitting the Armory more than 120 times per minute with LibWowArmory.
There are several problems that I must tackle in order to implement this. Firstly, LibWowArmory is a library, which means I can have multiple calls to the Armory coming from multiple places. For instance, my web server calls the Armory from both the website and a nightly maintenance application. I need to find a way to centralize management of the number of calls the application is taking per minute.
Second, I can't block a webpage when a call to the Armory is queued, but I can block the maintenance program. I need to develop a queuing mechanism for both scenarios. Something elegant and AJAXish for webpages, and something else for client apps.
The need for this has come up because I'm on the verge of adding GearScores to the Six Minutes To Release website, and the average character GearScore creates over 15 calls to the Armory, one for the character and one for each item. Requests absolutely have to be throttled, or I'm going to run over the 120 requests per minute fast.
I'm hoping to get this done this weekend so that I can release it along with some bug fixes that were introduced with the Visual Studio 2010 conversion. Eventually, the library will go to .NET 4.0 as well, but I'm not going to do that until all of my libraries, websites, and applications are on the same page.
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In California, truck license plates are 7 characters, all numbers except for one letter in either the second or the sixth position. Whenever that letter is an X, I get nerd snipped into treating it as a multiplication problem and solving it in my head.
we should have paid more attention to the cats who, for decades, put their bodies on the line to walk on keyboards and sit on laptops and prevent us from programming
Former 2 time world champion DogPlayingTetris becomes the first player to ever rollover the level counter in NES Tetris, performing what's known in the community as "Rebirth". Final score: 29,486,164, 4216 lines, level 347 (256 + 91)... all huge world records. #tetris
I'd also love a 6 hour layover overnight instead of taking the red eye I was going to take and be 7 hours later getting into Cleveland than I wanted, why do you ask? #airporthell
Why yes, I'd love to leave at 4:40 to get to the airport at 6:20 for an 8:20 flight that got delayed to 9:05 which is too late for my connection so now I'm on a 10:20 flight instead. Why do you ask? #airporthell
@shanselman Who at Microsoft do I have to bribe to fix ADO so that those of us on dark mode who copy/paste text from one task to another can do so without our friends on light mode seeing dark text on a dark background?
I updated the blog post with a statement from Revival. While I'm not particularly happy with Revival's decision, I understand their motives. It's just a shame that it was someone from Interplay that had to go and do this. "By games for gamers" my ass.
Damn, got another Tetris world record! This time in the arcade variant developed by Atari. 6,008,005 points, 5,386 lines, round 363. Be warned, it's nearly FIVE HOURS. https://www.twitch.tv/videos/2131759212