Silent refresh causing excessive requests

Trying to use this library in an application to authenticate via our corporate SSO. Login is fine, and in my development environment (Firefox) the silent-refresh works fine. But when we deploy this, almost all users (majority Chrome users, in case it matters) have issues where the silent-refresh will fail, then start a feedback loop where it retries anywhere from 120 to 25 seconds in interval. We have had to disable the silent-refresh entirely and force-reload the app's tab before the access token expires. The error messages seen generally refer to problems with the iframe.
Has anyone else seen this, or something like it? The configuration of the UserManager is:
{
  authority: PROVIDER_BASE,
  client_id: CLIENT_ID,
  redirect_uri: REDIRECT_URI,
  response_type: "code",
  scope: "openid",
  automaticSilentRenew: false,
}

The only thing changed was the automaticSilentRenew setting (previously true).
I have tried doing the refresh manually (with my own injected iframe), but that fails when the library sees the incoming request lacking a value in the state parameter.

We have tracked down the root-cause of this issue: our production and staging servers use nginx to serve the application over SSL. By default, nginx sets the header X-Frame-Options to a value of DENY when serving SSL content. I am working on getting the servers' configurations updated (we have three layers of proxying, so this is an effort).
But this exposed the "real" problem: when this error occurred, the error message thrown by the component kind of obfuscates the issue; while it is clear that it involves the iframe element, it isn't clear that the X-Frame-Options setting is preventing the SSO response from being rendered/processed. And, worse, the component doesn't see the root cause of this and keeps trying to refresh, over and over again. In our case, this led to some users who had left the app open in a browser tab creating hundreds of login requests in just a few hours.
I would recommend that the component's error-handling being modified to detect this situation upon initial failure and disable the repeated retries. I can re-title this issue to reflect that, or I can close this issue and open a new one. Please let me know which you prefer.

I would recommend that the component's error-handling being modified to detect this situation upon initial failure and disable the repeated retries.

What i prefer is a solution, which is not tight to a specific "custom" setup. The detection to disable the repeated (failed) retries should be made independently of your reverse proxy header issue. Maybe a simple failed counter is enough...

I can re-title this issue to reflect that, or I can close this issue and open a new one. Please let me know which you prefer.

Lets keep using this issue, no need for a new one.

This issue (question) staled some time ago, closing it for now.


Is an update planned for version 0.3.74?

Hi,
I know you are very busy. Is there any way to support an update to 0.3.74? There were a lot of updates and bugfixes in the last weeks. Thanks again for this PPA.

As it's been said before, he is busy and will (most likely) eventually get around to update in due course. For not to hurry / disrupt. This is indeed... how we have our pkging setup for these distros. And it's gets provided to a high quality standards of as a result.

Hi Updated to 0.3.76. please check.

At the moment I can only confirm that it works with Linux Mint 21.2. Thanks a lot for your effort.

As complited


ziggy support

do you have any planning to support ziggy on luthier-ci? 'cause it's very interesting to get routers by function('route_name') on javascript.

It's a cool feature, but unfortunately, we are a little bit busy right now, so let me mark as possibly next-version milestone :+1:


fix(macro modify_shell_history, truncate_shell_history): avoid false positives from .zsh_history.new and .LOCK files

Signed-off-by: m4wh6k<EMAIL_ADDRESS>/kind bug
/kind rule-update
/area rules
What this PR does / why we need it:
The default macros modify_shell_history and truncate_shell_history match on .zsh_history.new and .zsh_history.LOCK files, which are temporary files created while using zsh. This causes rules using these macros to produce false positives. This PR changes the macros to use endswith rather than contains, which makes it work in the expected way.
Which issue(s) this PR fixes:
n/a
Does this PR introduce a user-facing change?:
No

@m4wh6k: Adding the "do-not-merge/release-note-label-needed" label because no release-note block was detected, please follow our release note process to remove it.

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository.

@m4wh6k: Adding the "do-not-merge/release-note-label-needed" label because no release-note block was detected, please follow our release note process to remove it.

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository.

[APPROVALNOTIFIER] This PR is NOT APPROVED
This pull-request has been approved by: m4wh6k
To complete the pull request process, please assign kaizhe after the PR has been reviewed.
You can assign the PR to them by writing /assign @kaizhe in a comment when ready.
The full list of commands accepted by this bot can be found here.

Needs approval from an approver in each of these files:

rules/OWNERS

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment

[APPROVALNOTIFIER] This PR is NOT APPROVED
This pull-request has been approved by: m4wh6k
To complete the pull request process, please assign kaizhe after the PR has been reviewed.
You can assign the PR to them by writing /assign @kaizhe in a comment when ready.
The full list of commands accepted by this bot can be found here.

Needs approval from an approver in each of these files:

rules/OWNERS

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment

Welcome @m4wh6k! It looks like this is your first PR to falcosecurity/falco 🎉

Welcome @m4wh6k! It looks like this is your first PR to falcosecurity/falco 🎉

Thanks for your pull request. Before we can look at it, you'll need to add a 'DCO signoff' to your commits.
:memo: Please follow instructions in the contributing guide to update your commits with the DCO
Full details of the Developer Certificate of Origin can be found at developercertificate.org.
The list of commits missing DCO signoff:

caf9972 fix(macro truncate_shell_history): avoid false positives from .zsh_history.new and .LOCK files

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository. I understand the commands that are listed here.

Thanks for your pull request. Before we can look at it, you'll need to add a 'DCO signoff' to your commits.
:memo: Please follow instructions in the contributing guide to update your commits with the DCO
Full details of the Developer Certificate of Origin can be found at developercertificate.org.
The list of commits missing DCO signoff:

caf9972 fix(macro truncate_shell_history): avoid false positives from .zsh_history.new and .LOCK files

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository. I understand the commands that are listed here.

/milestone 0.32.0

/lgtm

LGTM label has been added.  Git tree hash: 37b5756bb5703a5f11531a1851b1781c79db6293

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: Kaizhe, m4wh6k
The full list of commands accepted by this bot can be found here.
The pull request process is described here

Needs approval from an approver in each of these files:

rules/OWNERS [Kaizhe]

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment


Handle large integer values losslessly?

Currently these are formatted with scientific notation (in some cases lossily). For example (from a user JSON object from the Twitter API):
$ xq .id < twitter-test.json
1.470944601309528e18
$ jq .id < twitter-test.json
1470944601309528000
$ gojq .id < twitter-test.json
1470944601309528072

Is this intentional? I'm currently using gojq instead of jq specifically because of how it handles values like this, and the lossless approach seems like it would generally be the least likely to cause issues for users.

That is because xq and probably jq and most of other things that treats JSON use the double-precision floating point number to represent a JSON Number. Since double can't represent integers out of [-2^53+1,2^53-1] range precisely,<PHONE_NUMBER>309528072, 1.470944601309528e18 and<PHONE_NUMBER>309528000 results in the same double number (assuming some rounding mode). gojq does special handling on integers to handle such use-cases, but I dropped that support since

I think most of other things that reads/writes JSON has the same behavior, and users most likely should consider using some other representation (e.g. use string instead of number, unfortunately) to avoid this kind of incompatibility issue.
Difficult to give a good semantics that most people (and me) would agrees on it. e.g. should 2.0 be equal to 2 (big-int)?
Probably most people want them to be equal. Should 1.470944601309528e18 be equal to<PHONE_NUMBER>309528000 (big-int)? Probably no since 1.470944601309528e18 most likely meant to be some other value. Should<PHONE_NUMBER>309528000 in the input treated as a big-int? We don't know if they meant to be that specific integer or it was a result of rounding so don't know the user's intention.

Though I see a value of it. Maybe good to do treat integer-looking input as-is as much as possible when it is specified to do so? (related: #93, #82)

@MiSawa Thanks for the reply!
For me personally the general principle that I'd prefer in most contexts is that the tool should not change values that the user did not specifically ask to be transformed.
I just learned that this is what jq has done for numeric values for a couple of years in the master branch (although not in the latest official release). For example:
$ jq <<< "0.0001000"
0.0001000
$ jq <<< '18276318.736187263187638172'
18276318.736187263187638172
$ jq <<< '10000000000000000000000000000000000000012'
10000000000000000000000000000000000000012

(gojq gives the same result for the integral value, but drops the trailing zeros on the first example, and rounds the second.)


Migrate tests to vitest

Related to https://github.com/cosmiconfig/cosmiconfig/pull/283

Thanks for this, @beerose! 🙌
You should consider adding the following to conserve the coverage thresholds that were in place via package.json previously:

vite.config.ts

{
  test: {
    coverage: {
      branches: 100,
      functions: 100,
      lines: 100,
      statements: 100
    }
  }
}

May need to either reduce those figures slightly or get those few stay lines covered to keep the 100% targets.

@darkobits done. I added the coverage config to vite.config.ts and used istanbul provider (as before). The coverage is now at 100%.

Thanks for your effort - now other things can move on 🎉


[R] as_nanoarrow_array for nanoarrow_array_stream?

I wonder collect_array_stream can be accessed via as_nanoarrow_array(<nanoarrow_array_stream>)

that isn't something nanoarrow knows how to do

I see, I understand. And sorry, I completely misunderstood what collect_array_stream does.
It returns a LIST, not an array.......
Thanks for the quick reply!


Idea - blur content behind the BottomSheet

Do you think there could be an easy / cheap implementation for the blur effect ?
I`ll prove an example picture

Image was taken from the website https://ionic.io/blog/5-examples-of-the-new-ionic-6-bottom-sheet-modal

this is pretty clear answer to my question, thank you for your reply 🥰


Client side encryption support for blob storage

One of our clients requires us to use Client side encryption with azure blob storage. According to the documentation it's only supported currently with .NET, java and python libraries. Is there plans for supporting this in javascript libraries? Client side encryption & supported languages:
Describe the solution you'd like
I would like to see support for client side encryption in javascript libraries, too.
Describe alternatives you've considered
It's probably possible to implement client side encryption on our code, but it will depend on naming of certain header / metadata variables, which are internal to Azure's implementation. This can cause our code to break, if library/Azure's internal implementation of client side encryption changes.

/cc @jeremymeng


Create a policy that maps an intent to an action

The idea is that you'll be able to provide a dictionary of intent/action maps, so that every time one of these intents is identified Rasa Core will directly respond with that action regardless of the context

made PR for this #1701


Change dynamically the fields and the model of a formly form

I'm submitting a ...  (check one with "x")
[ ] bug report => search github for a similar issue or PR before submitting
[ ] feature request
[X ] support request
Minimal reproduction of the problem with instructions
Hi,
I'm trying to change dynamically the fields and the model of a formly form. I execute the following code to update these attributes: (The parent of this component updates the formly-form  of his child component)
Child component:
HTML:
<form class="formly" role="form" novalidate [formGroup]="form">
  <formly-form [model]="model" [fields]="fields" [form]="form" [options]="options">
  </formly-form>
</form>

TYPESCRIPT:
form = new FormGroup({});
fields = [];
model = {};
options: FormlyFormOptions = {};

constructor(private builder: FormlyFormBuilder ) { }

public updateForm(){
  this.form = new FormGroup({});
  this.fields = /*I get rightly the new fields*/;
  this.model = /* I get rightly the new model */;
  this.builder.buildForm(this.form, this.fields, this.model, this.options);
   ...
}

Although the fields change rightly, the displayed model matches the previous input model, but if I show the model separately (like {{ model | json }}), the formly-form shows the right model.
To exemplify:
My "formly-fields" is only an input text "name" and my "formly-model" is "name":"John Doe".
The field "name" displays "John Doe".
If I change "formly-fields" to an input text "name" and an input text "email", and I change my "formly-model" to "name": "Mary Doe" and<EMAIL_ADDRESS>The field "name" display "John Doe" and the field "email" display<EMAIL_ADDRESS>I wanna know how "reset" the "formly-model"... I'm not sure if it is related to the "initialValue"...
I appreciate any help that you can provide, thank you.
Please tell us about your environment:
Win 10, VSCode 1.18.1

Angular version: 5.0.0

Browser: [Firefox 57.0 ]

Language: [ TypeScript ]

hi, can you replicate your example using https://stackblitz.com/edit/angular-9wekfg

Thanks, I replicate my example https://stackblitz.com/edit/angular-nxpe8x, but here works rightly...
I don't now why that does not work on my code... is there a better way to change fields and model of a formly form?

unstead of changing the fields why not just using hideExpression, see https://stackblitz.com/edit/angular-a7ha4x


removes newline when saving file and adding 4 tabs instead of 2

Steps to reproduce :

create a .js file
add some content and new line at the end of the file
3 save

you will see that when saved it removes the newline

i have the same issue.


InfiniteMPOMatrix -> InfiniteMPO conversion

Started with Lioc Herviou's code. Uses directsum() to build the InfiniteMPO tensors. Supports dense and block-sparse under the hood (no if hasqns() code blocks).  Tested with Heisenberg/Hubbard models with 1-5 NN interactions and Lioc's FQHE model with Ncell=6 and Ly=3.
This is not the most efficient way to build InfiniteMPO, the output has extra columns and rows with I's and all zeros that should subsequently  be removed with block repsecting orthogonalization and or compression.  We should be able to build a more efficient  InfiniteMPO by using a block respecting directsum as described in eq. E3 in the Parker paper.  But if users are going to compress anyway, maybe this is not useful.

Looks great, thanks @JanReimers! Glad to see it ended up so simple.
I recall that you said something about having to make use of some slicing functionality from your package https://github.com/JanReimers/ITensorMPOCompression.jl to implement this function. I don't see that here, is that no longer necessary?

Yes, directsum made slicing unnecessary.

Yes, directsum made slicing unnecessary.

Great, thanks for clarifying. I imagine that slicing could be faster, at least the way directsum is implemented right now, so if we see any performance issues we could keep that in mind. directsum itself could be sped up with better slicing support (the implementation right now is simple but not designed for efficiency) so that is also something to keep in mind as a potential improvement.

Yes my anecdotal example for that is that early versions of the compression module did all the slicing at the ITensors level.  When I moved it down to the NDTensors level (with subtensors.jl) the performance improvement was stunning.


Remove syntax highlighting for C# verbatim strings due to bugs

This closes #32336.

Cherry-picked for 3.2.2.


Add support for custom headers

- Do you want to request a feature or report a bug?
feature
- What is the current behavior?
netlify custom headers (cf https://www.netlify.com/docs/headers-and-basic-auth/#custom-headers) are not supported
- If the current behavior is a bug, please provide the steps to reproduce.
attempt to use a custom header from a dev instance, do not see the expected value
- What is the expected behavior?
attempting to use a path covered by a header from a dev instance should return contents with that custom header
- Please mention your node.js, and operating system version.
all

Honoring headers like CSP defined in _headers file would be a great feature to see in netlify dev. Without that development pipeline loses a lot of consistency. Site that looks good on localhost may be a total mess when deployed on production (strict CSP won't allow inline JS and CSS to run, for example).


Inconsistent Login attempts - Waiting on server?

I have a pretty basic server running that myself and friends are having inconsistent connection/login attempts?  I was logged in for awhile an hour ago, logged off to eat, and upon coming back couldn't login.  Waited 5 minutes while I started at these logs and then trying again fixed it....
Pretty basic config:
docker run -d \
        --name valheim-server \
        --cap-add=sys_nice \
        --stop-timeout 120 \
        -e SERVER_PORT=4000 \
        -p 4000:4000/udp \
     ghcr.io/lloesche/valheim-server

Here are the logs for the last few minutes since I got wasn't able to get on and then was?
Sep 30 23:06:40 /supervisord: valheim-server DEBUG - [23555] - Waiting for server to listen on UDP port 4000
Sep 30 23:06:45 /supervisord: valheim-server DEBUG - [23555] - Waiting for server to listen on UDP port 4000
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Legacy Shaders/VertexLit shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Lux Lit Particles/ Bumped shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Standard (Specular setup)' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Standard (Specular setup) shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Standard (Specular setup)' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Additive shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Autodesk Interactive' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Autodesk Interactive shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Autodesk Interactive' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Unlit/Color shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Alpha Blended shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Alpha Blended Premultiply shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Standard' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server ERROR: Shader Standard shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Unsupported: 'Standard' - All subshaders removed
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Sep 30 23:06:49 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Sep 30 23:06:49 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Sep 30 23:06:49 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Sep 30 23:06:50 /supervisord: valheim-server DEBUG - [23555] - Waiting for server to listen on UDP port 4000
Sep 30 23:06:53 /supervisord: valheim-server Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
Sep 30 23:06:53 /supervisord: valheim-server UnloadTime: 14.707405 ms
Sep 30 23:06:53 /supervisord: valheim-server Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Amb_MainMenu).
Sep 30 23:06:53 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Get create world wordly
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Using environment steamid 892970
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Using steam APPID:892970
Sep 30 23:06:53 /supervisord: valheim-server [S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
Sep 30 23:06:53 /supervisord: valheim-server CAppInfoCacheReadFromDiskThread took 9 milliseconds to initialize
Sep 30 23:06:53 /supervisord: valheim-server Setting breakpad minidump AppID = 892970
Sep 30 23:06:53 /supervisord: valheim-server [S_API FAIL] Tried to access Steam interface SteamNetworkingUtils003 before SteamAPI_Init succeeded.
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Server ID<PHONE_NUMBER>7409920
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Authentication:k_ESteamNetworkingAvailability_Waiting
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Steam game server initialized
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Using default prefs
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Valheim version:0.211.7
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Render threading mode:SingleThreaded
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Missing audio clip in music respawn
Sep 30 23:06:53 /supervisord: valheim-server 09/30/2022 23:06:53: Builder started
Sep 30 23:06:55 /supervisord: valheim-server DEBUG - [23555] - Waiting for server to listen on UDP port 4000
Sep 30 23:06:56 /supervisord: valheim-server 09/30/2022 23:06:56: Loaded localization CSV:localization language:English
Sep 30 23:06:56 /supervisord: valheim-server 09/30/2022 23:06:56: Loaded localization CSV:localization_extra language:English
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty.so
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/party
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty.so
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty.so
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/party
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty.so
Sep 30 23:06:56 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/server/valheim_server_Data/Mono/libparty
Sep 30 23:06:56 /supervisord: valheim-server DllNotFoundException: party
Sep 30 23:06:56 /supervisord: valheim-server   at (wrapper managed-to-native) PartyCSharpSDK.Interop.PFPInterop.PartyInitialize(byte[],PartyCSharpSDK.Interop.PARTY_HANDLE&)
Sep 30 23:06:56 /supervisord: valheim-server   at PartyCSharpSDK.SDK.PartyInitialize (System.String titleId, PartyCSharpSDK.PARTY_HANDLE& handle) [0x00006] in <4d5b8d2a94a347d09410b73b7f7ad47f>:0
Sep 30 23:06:56 /supervisord: valheim-server   at PlayFab.Party.PlayFabMultiplayerManager.InitializeImpl () [0x000be] in <4d5b8d2a94a347d09410b73b7f7ad47f>:0
Sep 30 23:06:56 /supervisord: valheim-server   at PlayFab.Party.PlayFabMultiplayerManager._Initialize () [0x0000a] in <4d5b8d2a94a347d09410b73b7f7ad47f>:0
Sep 30 23:06:56 /supervisord: valheim-server   at PlayFab.Party.PlayFabMultiplayerManager.Start () [0x00000] in <4d5b8d2a94a347d09410b73b7f7ad47f>:0
Sep 30 23:06:56 /supervisord: valheim-server The shader Hidden/Dof/DepthOfFieldHdr (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) is not supported on this platform!
Sep 30 23:06:56 /supervisord: valheim-server The image effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) has been disabled as it's not supported on the current platform.
Sep 30 23:06:56 /supervisord: valheim-server The shader Hidden/SunShaftsComposite (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
Sep 30 23:06:56 /supervisord: valheim-server The shader Hidden/SimpleClear (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
Sep 30 23:06:56 /supervisord: valheim-server The image effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) has been disabled as it's not supported on the current platform.
Sep 30 23:06:56 /supervisord: valheim-server 09/30/2022 23:06:56: Game server connected
Sep 30 23:06:56 /supervisord: valheim-server 09/30/2022 23:06:56: UI Group status changed Menu = True
Sep 30 23:06:56 /supervisord: valheim-server Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 105711.
Sep 30 23:06:56 /supervisord: valheim-server Total: 140.362098 ms (FindLiveObjects: 10.733526 ms CreateObjectMapping: 21.778691 ms MarkObjects: 106.526802 ms  DeleteObjects: 1.321969 ms)
Sep 30 23:06:57 /supervisord: valheim-server Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
Sep 30 23:06:57 /supervisord: valheim-server UnloadTime: 24.453872 ms
Sep 30 23:06:57 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Sep 30 23:06:57 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Sep 30 23:06:57 /supervisord: valheim-server 09/30/2022 23:06:57: Using default prefs
Sep 30 23:06:57 /supervisord: valheim-server 09/30/2022 23:06:57: isModded: False
Sep 30 23:06:57 /supervisord: valheim-server 09/30/2022 23:06:57: Zonesystem Awake 3630121
Sep 30 23:06:57 /supervisord: valheim-server 09/30/2022 23:06:57: DungeonDB Awake 3630121
Sep 30 23:06:57 /supervisord: valheim-server 09/30/2022 23:06:57: Registering lobby
Sep 30 23:07:00 /supervisord: valheim-server DEBUG - [23555] - Server is now listening on UDP port 4000
Sep 30 23:07:02 /supervisord: valheim-server 09/30/2022 23:07:02: Audioman already exist, destroying self
Sep 30 23:07:03 /supervisord: valheim-server Unloading 527 unused Assets to reduce memory usage. Loaded Objects now: 106141.
Sep 30 23:07:03 /supervisord: valheim-server Total: 159.714981 ms (FindLiveObjects: 11.525948 ms CreateObjectMapping: 20.386555 ms MarkObjects: 125.306133 ms  DeleteObjects: 2.495235 ms)
Sep 30 23:07:13 /supervisord: valheim-server 09/30/2022 23:07:13: Zonesystem Start 3630121
Sep 30 23:07:13 /supervisord: valheim-server 09/30/2022 23:07:13: Added 3 locations, 0 vegetations, 0 environments, 0 biome env-setups from locations_cp1
Sep 30 23:07:13 /supervisord: valheim-server 09/30/2022 23:07:13: Added 1 locations, 0 vegetations, 1 environments, 0 biome env-setups from locations_mountaincaves
Sep 30 23:07:13 /supervisord: valheim-server 09/30/2022 23:07:13: DungeonDB Start 3630121
Sep 30 23:07:14 /supervisord: valheim-server 09/30/2022 23:07:14: Load world: wordly (wordly)
Sep 30 23:07:14 /supervisord: valheim-server 09/30/2022 23:07:14: Loading 362001 zdos , my id<PHONE_NUMBER> data version:28
Sep 30 23:07:18 /supervisord: valheim-server 09/30/2022 23:07:18: Loaded 100000 dead zdos
Sep 30 23:07:18 /supervisord: valheim-server 09/30/2022 23:07:18: Removed 0 OLD generated ZDOS
Sep 30 23:07:18 /supervisord: valheim-server 09/30/2022 23:07:18: Loaded 7416 locations
Sep 30 23:07:18 /supervisord: valheim-server The shader Hidden/Dof/DepthOfFieldHdr (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) is not supported on this platform!
Sep 30 23:07:18 /supervisord: valheim-server The image effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) has been disabled as it's not supported on the current platform.
Sep 30 23:07:18 /supervisord: valheim-server The shader Hidden/SunShaftsComposite (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
Sep 30 23:07:18 /supervisord: valheim-server The shader Hidden/SimpleClear (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
Sep 30 23:07:18 /supervisord: valheim-server The image effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) has been disabled as it's not supported on the current platform.
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Got status changed msg k_ESteamNetworkingConnectionState_Connecting
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: New connection
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Accepting connection k_EResultOK
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Connecting to Steamworks.SteamNetworkingIdentity
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Got status changed msg k_ESteamNetworkingConnectionState_Connected
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Connected
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Got connection SteamID<PHONE_NUMBER>4512790
Sep 30 23:09:39 /supervisord: valheim-server 09/30/2022 23:09:39: Got handshake from client<PHONE_NUMBER>4512790

The exact same problem is happening to me.
I deployed it on my apple M1 mac mini, using docker-compose.
I'm using a iptime router and fort forwarded from 2456-2458 to 2456-2458 on TCP & UDP.


Big ticket about Image handling

As discussed recently with the Timber core team, we have come to the conclusion that a lot of tickets/feature requests are about how we handle image in Timber. This ticket will serve as an archive for multiple tickets/pr's that are still based on the 1.x branch but might be helpful for development moving forward. Also some more recent issues and tickets.
Bottom line is that there are quite some issues with generation/deleting images and some requests regarding image manipulations via filters.
Image modification via filters

https://github.com/timber/timber/pull/1916
https://github.com/timber/timber/pull/1942
https://github.com/timber/timber/issues/1435
https://github.com/timber/timber/issues/2285

Images are not deleted

https://github.com/timber/timber/pull/2556
https://github.com/timber/timber/issues/2535

Image transformations error handling and edge cases

https://github.com/timber/timber/pull/2808
https://github.com/timber/timber/pull/2774 and its issue https://github.com/timber/timber/issues/2773
https://github.com/timber/timber/pull/2865
https://github.com/timber/timber/pull/2725
https://github.com/timber/timber/issues/2537
https://github.com/timber/timber/issues/2850

Image transformations feature requests

https://github.com/timber/timber/issues/2518
https://github.com/timber/timber/issues/2596

Image & Attachement classes

https://github.com/timber/timber/issues/2785

Sideloading

https://github.com/timber/timber/issues/1150

Thank you @Levdbas! I'll post this issue I wrote some years ago and never posted. While reading it again, I feel that it's still relevant and can provide a starter base to discuss future Timber image handling.

It's been a long time that I wanted to share my thoughts on image manipulation.
Indeed, images handling has changed over the last years. Developers work sometimes very hard to win a few bytes on other assets (js, css, etc.) while images have an incredible reduction weight and performance gain potential.
The ideal Twig image manipulation API
Here's my insights on an image manipulation API.

manipulations are defined in templates, at the image level. Having image sizes defined in a some config file is tedious and becomes a nightmare at scale. The solution I'll come with will still be compatible with a global config approach.
basic resize features: width/height/crop/fit
filters: blur/greyscale/sepia/etc.
format conversion: jpg/png/gif/webp/avif
ability to output a base64 encoded image (LQIP)
automatic optimization: jpegtran, pngquant, etc.
easy srcset generation (e.g. not having to define each image size), this a almost mandatory nowadays and is really time consuming with current API. This can be done by setting a range and a step sizer (say [300, 1200] with step size of 100 will generate 300, 400, 500, 600, 700, ..., up to 1200 or defined sizes [300, 600, 900]
generated images are stored in a different directory than the source directory (uploads). I think it's important to clearly distinguish source images and manipulated images. Thus they can safely deleted and regenerated if something changed in the API.
fluent API, that can be used as array and/or method chaining, you should not have to choose (https://github.com/timber/timber/issues/857)

So I came up building my own image manipulation library. It was built upon spatie/image which stands on thephpleague/glide which itself uses Intervention/image. Yes, I know that's a lot of dependencies but those are pretty solid ones and spatie/image very recently removed those dependencies (but requires PHP 8.2).
The twig filter can be used by chaining methods:
{{ img.file|width(300)|brightness(30)|blur(5)|to('webp') }}

or as an array:
{{ img.file|manipulate({
    width: 300,
    brightness: 30,
    blur: 5,
    format: 'webp'
}) }}

or both at the same time:
{{ img.file|manipulate({
    width: 300,
    brightness: 30,
    blur: 5,
})|to('webp') }}

You can generate an srcset by specifying a width range:
{{ img.file|manipulate({
    widths: {
        min: 300,
        max: 1200,
        step: 100,
    }
}) }}
// or
{{ img.file|widths({min: 300, max: 1200}) }}

Or defined sizes:
{{ img.file|widths([300, 768, 1024]) }}

A "scaler" will generate an image every 100px (the step can be changed in the image factory instanciation or overriden at image level). So the output will look like:

You can optimize an image (if your server have the necessary binaries):
{{ img.file|width(300)|optimize }}

Optimization can also be set as true so every images will go through an optimizer unless explicitly set to false at manipulation level.
Here's what it looks like in practice:
{% set operations = {
    width: 600,
    height: 600,
    crop: 'crop-center',
    srcset: [300, 800],
} %}
{% set operations_lqip = {
    width: 30,
    height: 30,
    crop: 'crop-center',
    blur: 10
} %}
<picture>
    <source
        data-srcset="{{ img.file|manipulate(operations)|to('webp') }}"
        type="image/webp"
    >

</picture>

More abstraction can be done for multiple format generation, I'm currently using this:
{{ picture(
    img.file,
    {
    	 widths: {
    	     min: 300,
    	     max: 700,
    	 },
        width: 600,
        height: 600,
        crop: 'crop-center',
    },
    {
        alt: img.alt|default(post.title),
        class: 'mix-blend-multiply',
        width: 600,
        height: 600,
    },
    ['webp', 'avif]
) }}

Will ouput:
<picture>
    <source
		srcset="image.avif 300w, image.avif 400w, image.avif 500w, image.avif 600w, image.avif 700w, image.avif 800w"
		type="image/avif"
    >
    <source
		srcset="image.webp 300w, image.webp 400w, image.webp 500w, image.webp 600w, image.webp 700w, image.webp 800w"
		type="image/webp"
    >

</picture>

Here is the signature:
{{ picture(
	realtive or absolute path to image,
    {
		manipulations
    },
    {
		attributes
    },
    [
    	formats
    ]
) }}

Bottom lines
Manipulations can be very greedy depending of many factors (number of images generated, number of manipulations applied, source file size, server capabilities, etc.), espacially if you generate a lot of sizes for your srcset attributes and offer multiple formats:
{% set operations = {
    width: 600,
    height: 600,
    crop: 'crop-center',
    widths: {
    	min: 300,
    	max: 1100,
    	step: 100,
    },
} %}
<picture>
    <source
        data-srcset="{{ img.file|manipulate(operations)|to('webp') }}"
        type="image/webp"
    >

</picture>

With a step set to 100px, the example above will generate 10 images per format. Which leads to 20 images, for one displayed image 😱. As a workaround, I introduced a kind of throttle mecanism which only generate 3 images per manipulation group per load (configurable), starting with the bigger ones. So on the first load:
srcset="image.webp 900w, image.webp 1000w, image.webp 1100w"

On the second load:
srcset="image.webp 600w, image.webp 700w, image.webp 800w, image.webp 900w, image.webp 1000w, image.webp 1100w"

On the third load:
srcset="image.webp 300w, image.webp 400w, image.webp 500w, image.webp 600w, image.webp 700w, image.webp 800w, image.webp 900w, image.webp 1000w, image.webp 1100w"

The downside is that if you make use of static cache, the first loaded version will be cached and the set of images will only be generated next time the cache expires.

Hi @nlemoine ,
You went all in with this! Love the ideas!

Manipulations are defined in templates, at the image level. Having image sizes defined in a some config file is tedious and becomes a nightmare at scale. The solution I'll come with will still be compatible with a global config approach.

Totally agree

basic resize features: width/height/crop/fit
filters: blur/greyscale/sepia/etc.
format conversion: jpg/png/gif/webp/avif
ability to output a base64 encoded image (LQIP)
automatic optimization: jpegtran, pngquant, etc.

Yes please!

easy srcset generation (e.g. not having to define each image size), this a almost mandatory nowadays and is really time consuming with current API. This can be done by setting a range and a step sizer (say [300, 1200] with step size of 100 will generate 300, 400, 500, 600, 700, ..., up to 1200 or defined sizes [300, 600, 900]

For me, this would be the biggest win personally.

generated images are stored in a different directory than the source directory (uploads). I think it's important to clearly distinguish source images and manipulated images. Thus they can safely deleted and regenerated if something changed in the API.

I totally agree with you on this one if it would be easy to load that image fluently from that directory.

fluent API, that can be used as array and/or method chaining, you should not have to choose (https://github.com/timber/timber/issues/857)

Mostly agree with you here, but maybe there should be a specific order in which manipulations are processed. With the chaining method, not sure this could case issues? In the end we want to make it as easy as possible for the end user. Not sure if two methods that do the same are the way to go there?
With a step set to 100px, the example above will generate 10 images per format. Which leads to 20 images, for one displayed image 😱. As a workaround, I introduced a kind of throttle mecanism which only generate 3 images per manipulation group per load (configurable), starting with the bigger ones. So on the first load:
This is simply amazing!

The downside is that if you make use of static cache, the first loaded version will be cached and the set of images will only be generated next time the cache expires.

We should just provide an action here were you can insert your own caching clearing method of choice.

The proposal from @nlemoine is very much on point and I think just what we need in Timber.
Five years ago, I also tried to summarize some of the issues that came up for image manipulation:

https://github.com/timber/timber/issues/857#issuecomment-364782702

I think the solution proposed by @nlemoine could solve a lot of problems developers ran into. I don’t think we have to go through all the issues again and see if we can solve them. I just want to list them here to give an overview and to make the link to the discussions from 2018.
Changing quality
We should be able to change the quality of images, either for all images or per instance.

https://github.com/timber/timber/issues/857
https://github.com/timber/timber/issues/693
https://github.com/timber/timber/issues/925

Upscaling and Retina
We should be able to control if an image should be upscaled or not.

https://github.com/timber/timber/issues/404
https://github.com/timber/timber/issues/1435

Better control of resizing process

https://github.com/timber/timber/issues/1332: We can control a max width and max height for an image, we have the letterbox filter, but there’s not enough control yet to proportionally resize an image to maximum dimensions when both width and height need to be set. This issue calls for another fit parameter.
https://github.com/timber/timber/issues/772: We have different crop modes when resizing an image. I would be nice to also handle a focal point.

Feature parity with WordPress

https://github.com/timber/timber/issues/629: This issue calls for flip and rotation functionality, which are actually missing pieces that would make the Timber image manipulation functionality match the requirements of a WP_Image_Editor class.

          We definitely need to discern the file types in the file names. Thanks for taking this on @expedition-robin-martijn!

As with all the PR involving file name changes for images, I wonder how we should handle this properly. Because this will cause a lot of files to be regenerated. It could cause lots of max execution errors and could quickly fill up space on some hosts and leave the uploads folder with lots of unused files.
Could we somehow add a migration path so that developers have a way to fix this on their sites?

Provide a way to delete all deprecated (or even all) WebP files using the WP CLI.
But then again, not all hosts allow you to run WP CLI. So maybe we could add integrations for popular image regeneration plugins that could handle the migration as well.
Maybe save generated WebP files to a different folder, as envisioned in https://github.com/timber/timber/issues/2866#:~:text=300%2C 600%2C 900]-,generated images are stored in a different directory than the source directory (uploads). I think it's important to clearly distinguish source images and manipulated images. Thus they can safely deleted and regenerated if something changed in the API.,-fluent API%2C that

I wonder whether we even should put this change behind a filter hook. The filter could be applied for all new Timber installations. For existing installations, we could maybe work with a flag that is saved in the wp_options database and is deleted once the change is through. Depending on the flag, we could show a notification in the admin dashboard.
I’m just thinking out loud here and am happy about better ideas.
Originally posted by @gchtr in https://github.com/timber/timber/issues/2876#issuecomment-1914234521

I love all of this


home assistant core does not have addons

does this package work with home assistant core? it disabled the addon option ...

I think you can use docker containers in combination with home assistant core.


Handle special ../ case for path

Nix doesn't parse ../ as a valid path it requires a trailing dot in
that case.
fixes #28

Looks great, a test for this would be awesome.


Contextual menu icon

Hello,
I'm new trying the PowerToys. For now it works just fine.
I only have a sugestion about the contextual menu icon. I'm not sure if this request was made already, so here we go.
On the dark theme, the icon for PowerRename contextual menu is no clearly visible, as it is black, over a dark background. So I thought that you maybe can make it white, or some brighter color (like the Share icon).

This might be a duplicate of #5061

This might be a duplicate of #5061

Looks like it.
This is not an issue on my computers, also dark theme. I wonder what makes the difference.


Failing tests for #16

See https://github.com/rectorphp/rector-doctrine/issues/16
@UniqueConstraint and @Index cannot be used on a class but must be used inside an annotation.
For attributes, that's the opposite, they must be declared on the class instead.
See docs https://www.doctrine-project.org/projects/doctrine-orm/en/2.9/reference/attributes-reference.html#attrref_joincolumn

@ruudk please create separate files for failing test cases as they have different syntax to avoid regression existing working example.

What do you mean? The @Index and @UniqueConstraint annotations cannot ever be put on a class. They are only allowed inside the @Entity annotation. For Attributes, it's the opposite. That's why I changed the current faulty tests, because they cannot be used like that in the real world anyway.

ok 👍 , I probably copy old/incorrect documentation/tutorial somewhere

please rebase.

@samsonasik Done, please approve workflow

This repository is only using rule from rector-src repository.
The right place for this test is in https://github.com/rectorphp/rector-src in AnnotationToAttributeRectorTest

Thanks :+1:


Considering VueJs

VueJs integration
Hi, thank you for your efforts in making this package available. However, I'm wondering if you are planning to consider VueJs framework in addition to its friends AngularJs and ReactJs? 👨🍳

Yup, we do. @vishakha94 any chance you could add a demo to the /demo folder?

Thank you, dude!

Demo is added!