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@jodydonetti jodydonetti released this 13 Sep 19:28

🔒 Fix for distributed lock release when skipping L2 write

Community member @joaopbnogueira spotted a problem with an edge case: when using SkipDistributedCacheWrite the distributed locker was not being properly disposed, which was unfortunate.
Now this has been fixed.

See here for the issue.

🏷️ Fix for tag marker re-materialization

Community member @igor-henriques noticed an issues because of which when the tag marker (the special cache entry containing the RemoveByTag() timestamp) expired, it was being re-materialized with a newer timestamp: this could have led to the same results as a new RemoveByTag() call.
That was unfortunate, but it has now been fixed.

See here for the issue.

🏷️ Better handling of RemoveByTagBehavior.Remove

Community member @gpetrou asked for some help regarding a certain scenario, and during the explanation/investigation it emerged that FusionCache could have handled RemoveByTagBehavior.Remove in a slightly better way.
It was mostly an edge case, but still: now the way it is internally handled is even better than before.

See here for the issue.

🔭 Better observability for user-initiated cancellations

Community member @dzmitry-tsarevich highlighted that user-initiated cancellations were being handled in a little-too-aggressive way from the oint of view of observability: too much background noise was being generated, which could lead to bloat.
Now this has been made better, slimmer.

See here for the issue.

👷 New builder ext methods

Community member @Stepami noticed the lack of a specific ext method on the builder to register the distributed locker based on Redis, basically WithRedisDistributedLocker().

After accepting his PR, I noticed a couple of extra ones were also missing, and so I added them.

See here for the issue.

Also, community member @petriceko asked for a new overload of the WithOptions() ext method with better DI support: promptly, community member @vrbyjimmy made a PR to add that, which I merged.
Talk about community collaboration 🙂

See here for the issue.