Open JohnSmithToYou opened 5 months ago
I tested my (.continueignore using ripgrep/ignore (the tool you are using, I think) and it processes my file correctly so I think it's on your end.
One thing to keep in mind, traversing folders without using ripgrep/ignore is tricky because ripgrep/ignore (and git) have special logic because of negation patterns. Also, I see you're ignoring many types of extensions. I suggest don't bother. There is no way to ever get that right! Who knows what kind of project uses your tool. Why not provide a default .ignore file that people can either use or customize? It will clean up your code too.
I changed my batch size from 100 to 5 and got a lot less exceptions related to database contention and open files. I would be good if this were configurable.
@breynolds3 was this filesPerBatch
that you changed?
@sestinj I changed getBatchSize() in core/indexing/CodebaseIndexer.ts
@JohnSmithToYou I finally got around to cloning this repo you shared. As you said, right upon downloading it started to freeze things up, and there were a ton of debug messages about having failed to chunk the .bin files. Because users don't always have the chance or even know about .continueignore right when they download, we do want to at least exclude very common binary formats, and for some reason we didn't have .bin in our list! So added that.
And then I tried adding a .continueignore
at the root with *.bin
on the first line, I removed ~/.continue/index, reloaded the window, and then indexing completed without any of the errors about .bin files.
Next I tried with your .continueignore sample and oddly I didn't get any errors regarding the .bin files in this case either (and indexing generally went much more quickly, so I believe that many files were ignored). Were you still getting the .bin debug warnings when using this .continueignore?
Before submitting your bug report
Relevant environment info
Description
Once Continue starts to index my Unity project tens of thousands of error messages occur:
After about 20K-30K errors I start getting this instead:
Shortly indexing grinds to a halt and it stops at 25%. My SSD is at 80% load. Continue doesn't seem to respond to anything. I've tried a different embeddingsProvider and rebuilt the index five times but that didn't help.
Note: I created a .continueignore file hoping to reduce the number of files it loads (I tested it with git check-ignore), but Continue seems to ignore it! Bare in mind, a tiny Unity project like mine is typically no less than 50K files!
sample.continueignore.txt
My config:
To reproduce
1) Download a random Unity project from github. Like this one: https://github.com/SikPang/Unity_VampireSurvivors_Copy 2) Load it into VS Code + Continue 3) Observe
Note: Normally you need to install Unity in order to generate all of the files extra files. Developers are suppose to strip out the generated folders using .gitignore, but the project I linked above forgot to do this. It is a good snapshot of a typical Unity project under development. It will take a while to download. This means you don't need to install Unity to reproduce the problem. It just won't compile.
Log output