published 11 Aug 2015

Another day spent mostly putting out database fires. Ongoing database migration efforts mean we are dealing with around double the normal system load, which has caused previously fixed performance bottlenecks to rear their ugly heads once again.

While I have not yet had a chance to completely write up the problem, those who have been following from the start will know what I’m talking about. I’m not sure when I will find the effort to fully explain the amount of effort which has been thrown at this particular issue, but it’s safe to say it will continue until we find the cause.

Today I figured our upgrade path from Percona Server 5.6.x to MySQL 5.7.x. Not as straightforward as it could be, due to the official MySQL upgrade process not playing nice with the custom changes that Percona makes to information_schema and performance_schema, but I got it working in the end.

Code changes to accompany the ongoing database migration that will work hand-in-hand to support multiple scores per user per beatmap are still ongoing. Today I fixed some shortcomings which still existed in bancho.



published 10 Aug 2015

Hope you are all having a productive and energetic start to your weeks.

Another quick Monday update, as I spent most of today catching up on completely uninteresting tasks that I will spare you the details of. This week will hopefully bring some exciting changes to the table which have taken a while to get ready for public consumption.

I can say that we may have made a breakthrough in graphics compatibility for the next osu! release (currently what you see on cutting-edge). While we are testing internally, the whole team is hopeful that this will bring us as close as we are going to get to 100% compatibility.

More to come on that soon, by means of a first-time guest post :).



published 08 Aug 2015

fireworks over tokyo bay, just an hour ago!



published 07 Aug 2015

I received a few emails recently asking why there were hold-ups with API bug fixes and improvements. Looking back at the commit log, it was quite apparently how forgotten the API has been in recent times, so I spent half a day going through the most active issues and fixing what I could.

So why do things like this get “forgotten”? It’s not like I’m purposely avoiding the API in this case. With the new osu!web in active development, it just doesn’t make sense to continue adding new features to the old framework. But I get you – completely abandoning something like the API can stall development for your external projects, and therefore I plan on committing more time to keeping the API offerings growing in the old framework until we have the new systems up and running.

Going forward, I plan to make the API offered for public access completely shared with the API used by the actual osu! site and game. This means that not only will there be less code paths for us to manage, but that third-party developers will be able to access (mostly) everything you can find in-game or on the official site. There will of course be some limitations in place where required for safety/privacy reasons, but I hope to make things as open as possible in a hope to foster some amazingly imaginative and useful additions to the osu! ecosystem.

So if you are a developer and have something you’d like to see added right now to the API, leave an issue on the above repo (make sure to search first to make sure it doesn’t already exist; if it does, add a comment with your purpose for the feature to give it more priority)!

Have a great weekend guys. I’ll try and do either some streaming or Q&A over the weekend time-permissive, so keep a watch on twitter :).



published 06 Aug 2015

Was a kind of NOOP day. Following up on legal issues, getting the next t-shirt designs into production, catching up on email and sleep. Was some progress on the new osu! website profiles for those of you following along. See if you can find the differences!