No server-id.json file created in the config directory

I am trying to deploy this chart but am getting the following error
Unhandled exception: Error when opening /factorio/config/server-id.json for writing: No such file or directory
This seems to be an autogenerated file, but since all the config files are mounted in read only as a ConfigMap, it cannot create it.

I just had this same issue when trying to deploy. Maybe its due to changes in the most recent update? Is this a newly generated file?

I just had this same issue when trying to deploy. Maybe its due to changes in the most recent update? Is this a newly generated file?

Would you mind placing in your values file? I am wondering if it's related to 1.1 that was released, I haven't created a new server on that version yet.

Would you mind placing in your values file? I am wondering if it's related to 1.1 that was released, I haven't created a new server on that version yet.

# Number of replicas to create (only 1 is supported)
replicaCount: 1

image:
  repository: "factoriotools/factorio"
  # Container image pull policy
  pullPolicy: IfNotPresent
  # Overrides the image tag whose default is the chart appVersion.
  tag: "latest"

# Security options the operator container should run with
securityContext:
  runAsUser: 1000
  fsGroup: 2000

service:
  type: LoadBalancer
  port: 30000
# Compute Resources required by the operator container
resources: # +doc-gen:break
  requests:
    memory: 512Mi
    cpu: 500m
# Node labels for pod assignment
# Example:
# nodeSelector:
#  beta.kubernetes.io/os: linux
#  beta.kubernetes.io/arch: amd64
nodeSelector: {} # +doc-gen:break

# Tolerations for pod assignment
tolerations: []

# Affinity rules for pod assignment
affinity: {}

# Sets the data persistence volume configuration
persistence:
  dataDir:
    Size:
    existingClaim: synology-nfs-pvc
  storageClass:
factorioServer:
  # specify a save name
  save_name: "game-save"
  # Generate a New Save
  generate_new_save: true
  # Update mods on start
  update_mods_on_start: false
  # lets the game know if you want to load the latest save
  load_latest_save: false
  # Location of the configuration files that are generated
  config_path: /srv

serverSettings:
  # Your Instance Name
  name: name
  # Your Instance Description
  description: "Factorio running on Kubernetes"
  tags:
  - game
  - tags
  # Maximum number of players allowed, admins can join even a full server. 0 means unlimited.
  max_players: 0
  # Game visibility
  visibility:
    # Game will be published on the official Factorio matching server
    public: true
    # Game will be broadcast on LAN
    lan: true
  # Your factorio.com login credentials. Required for games with visibility public
  username<EMAIL_ADDRESS>  password: 'pw'
  # Authentication token. May be used instead of password above.
  token: ''
  # password required to log into the factorio server
  game_password: 'pw'
  # When set to true, the server will only allow clients that have a valid Factorio.com account
  require_user_verification: true
  # optional, default value is 0. 0 means unlimited.
  max_upload_in_kilobytes_per_second: 0
  # optional, default value is 5. 0 means unlimited.
  max_upload_slots: 5
  # optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.
  minimum_latency_in_ticks: 0
  # Players that played on this map already can join even when the max player limit was reached.
  ignore_player_limit_for_returning_players: false
  # possible values are, true, false and admins-only
  allow_commands: admins-only
  # Autosave interval in minutes
  autosave_interval: 10
  # server autosave slots, it is cycled through when the server autosaves.
  autosave_slots: 5
  # How many minutes until someone is kicked when doing nothing, 0 for never.
  afk_autokick_interval: 0
  # Whether should the server be paused when no players are present.
  auto_pause: true
  # specifies if anyone can pause or only admins
  only_admins_can_pause_the_game: true
  # Whether autosaves should be saved only on server or also on all connected clients. Default is true.
  autosave_only_on_server: true
  #  Highly experimental feature, enable only at your own
  #  risk of losing your saves. On UNIX systems, server will fork itself to create an
  #  autosave. Autosaving on connected Windows clients will be disabled regardless of
  #  autosave_only_on_server option.
  non_blocking_saving: false
  #  Long network messages are split into segments that are sent
  #  over multiple ticks. Their size depends on the number of peers currently connected.
  #  Increasing the segment size will increase upload bandwidth requirement for the server
  #  and download bandwidth requirement for clients. This setting only affects server
  #  outbound messages. Changing these settings can have a negative impact on connection
  #  stability for some clients.
  minimum_segment_size: 25
  minimum_segment_size_peer_count: 20
  maximum_segment_size: 100
  maximum_segment_size_peer_count: 10

# Password and port for the rcon service
rcon:
  password: "01234567890123456"
  port: 27015

map_gen_settings:
  #The inverse of water scale in the map generator GUI.
  terrain_segmentation: 1
  #  The equivalent to water coverage in the map generator GUI. Higher coverage means
  #  more water in larger oceans.
  #  Water level = 10 * log2(this value)
  water: 1
  # Width and height of map, in tiles; 0 means infinite
  width: 0
  # Width and height of map, in tiles; 0 means infinite
  height: 0
  # Multiplier for biter free zone radius
  starting_area: 1
  peaceful_mode: false
  autoplace_controls:
    coal:
      frequency: 1
      size: 1
      richness: 1
    stone:
      frequency: 1
      size: 1
      richness: 1
    copper-ore:
      frequency: 1
      size: 1
      richness: 1
    iron-ore:
      frequency: 1
      size: 1
      richness: 1
    uranium-ore:
      frequency: 1
      size: 1
      richness: 1
    crude-oil:
      frequency: 1
      size: 1
      richness: 1
    trees:
      frequency: 1
      size: 1
      richness: 1
    enemy-base:
      frequency: 1
      size: 1
      richness: 1
  cliff_settings:
    # Name of the cliff prototype
    name: cliff
    # Elevation of first row of cliffs
    cliff_elevation_0: 10
    # Elevation difference between successive rows of cliffs.
    # This is inversely proportional to frequency in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency.
    cliff_elevation_interval: 40
    # Called cliff continuity in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid
    richness: 1
  # Overrides for property value generators (map type)
  # Leave elevation blank to get normal terrain.
  # Use ''elevation'': ''0_16-elevation'' to reproduce terrain from 0.16.
  # Use ''elevation'': ''0_17-island'' to get an island.
  # Moisture and terrain type are also controlled via this.
  # "control-setting:moisture:frequency:multiplier is the inverse of the moisture scale in the map generator GUI."
  # "control-setting:moisture:bias is the moisture bias in the map generator GUI."
  # "control-setting:aux:frequency:multiplier is the inverse of the terrain type scale in the map generator GUI."
  # "control-setting:aux:bias is the teraain type bias in the map generator GUI."
  property_expression_names:
    control-setting:moisture:frequency:multiplier: '1'
    control-setting:moisture:bias: '0'
    control-setting:aux:frequency:multiplier: '1'
    control-setting:aux:bias: '0'
  starting_points:
  - "x": 0
    "y": 0
  # Use null for a random seed, number for a specific seed.
  seed: null

map_settings:
  difficulty_settings:
    recipe_difficulty: 0
    technology_difficulty: 0
    technology_price_multiplier: 1
    research_queue_setting: after-victory
  pollution:
    enabled: true
    # these are values for 60 ticks (1 simulated second)
    # amount that is diffused to neighboring chunk
    diffusion_ratio: 0.02
    min_to_diffuse: 15
    ageing: 1
    expected_max_per_chunk: 150
    min_to_show_per_chunk: 50
    min_pollution_to_damage_trees: 60
    pollution_with_max_forest_damage: 150
    pollution_per_tree_damage: 50
    pollution_restored_per_tree_damage: 10
    max_pollution_to_restore_trees: 20
    enemy_attack_pollution_consumption_modifier: 1
  enemy_evolution:
    enabled: true
    time_factor: 4.0e-06
    destroy_factor: 0.002
    pollution_factor: 9.0e-07
  enemy_expansion:
    enabled: true
    min_base_spacing: 3
    max_expansion_distance: 7
    friendly_base_influence_radius: 2
    enemy_building_influence_radius: 2
    building_coefficient: 0.1
    other_base_coefficient: 2
    neighbouring_chunk_coefficient: 0.5
    neighbouring_base_chunk_coefficient: 0.4
    max_colliding_tiles_coefficient: 0.9
    settler_group_min_size: 5
    settler_group_max_size: 20
    min_expansion_cooldown: 14400
    max_expansion_cooldown: 216000
  unit_group:
    min_group_gathering_time: 3600
    max_group_gathering_time: 36000
    max_wait_time_for_late_members: 7200
    max_group_radius: 30
    min_group_radius: 5
    max_member_speedup_when_behind: 1.4
    max_member_slowdown_when_ahead: 0.6
    max_group_slowdown_factor: 0.3
    max_group_member_fallback_factor: 3
    member_disown_distance: 10
    tick_tolerance_when_member_arrives: 60
    max_gathering_unit_groups: 30
    max_unit_group_size: 200
  steering:
    default:
      radius: 1.2
      separation_force: 0.005
      separation_factor: 1.2
      force_unit_fuzzy_goto_behavior: false
    moving:
      radius: 3
      separation_force: 0.01
      separation_factor: 3
      force_unit_fuzzy_goto_behavior: false
  path_finder:
    negative_path_cache_delay_interval: 2
    fwd2bwd_ratio: 5
    goal_pressure_ratio: 2
    max_steps_worked_per_tick: 100
    max_work_done_per_tick: 8000
    use_path_cache: true
    short_cache_size: 5
    long_cache_size: 25
    short_cache_min_cacheable_distance: 10
    short_cache_min_algo_steps_to_cache: 50
    long_cache_min_cacheable_distance: 30
    cache_max_connect_to_cache_steps_multiplier: 100
    cache_accept_path_start_distance_ratio: 0.2
    cache_accept_path_end_distance_ratio: 0.15
    negative_cache_accept_path_start_distance_ratio: 0.3
    negative_cache_accept_path_end_distance_ratio: 0.3
    cache_path_start_distance_rating_multiplier: 10
    cache_path_end_distance_rating_multiplier: 20
    stale_enemy_with_same_destination_collision_penalty: 30
    ignore_moving_enemy_collision_distance: 5
    enemy_with_different_destination_collision_penalty: 30
    general_entity_collision_penalty: 10
    general_entity_subsequent_collision_penalty: 3
    extended_collision_penalty: 3
    max_clients_to_accept_any_new_request: 10
    max_clients_to_accept_short_new_request: 100
    direct_distance_to_consider_short_request: 100
    short_request_max_steps: 1000
    short_request_ratio: 0.5
    min_steps_to_check_path_find_termination: 2000
    start_to_goal_cost_multiplier_to_terminate_path_find: 500
    overload_levels:
    - 0
    - 100
    - 500
    overload_multipliers:
    - 2
    - 3
    - 4
  max_failed_behavior_count: 3
    ```

# Number of replicas to create (only 1 is supported)
replicaCount: 1

image:
  repository: "factoriotools/factorio"
  # Container image pull policy
  pullPolicy: IfNotPresent
  # Overrides the image tag whose default is the chart appVersion.
  tag: "latest"

# Security options the operator container should run with
securityContext:
  runAsUser: 1000
  fsGroup: 2000

service:
  type: LoadBalancer
  port: 30000
# Compute Resources required by the operator container
resources: # +doc-gen:break
  requests:
    memory: 512Mi
    cpu: 500m
# Node labels for pod assignment
# Example:
# nodeSelector:
#  beta.kubernetes.io/os: linux
#  beta.kubernetes.io/arch: amd64
nodeSelector: {} # +doc-gen:break

# Tolerations for pod assignment
tolerations: []

# Affinity rules for pod assignment
affinity: {}

# Sets the data persistence volume configuration
persistence:
  dataDir:
    Size:
    existingClaim: synology-nfs-pvc
  storageClass:
factorioServer:
  # specify a save name
  save_name: "game-save"
  # Generate a New Save
  generate_new_save: true
  # Update mods on start
  update_mods_on_start: false
  # lets the game know if you want to load the latest save
  load_latest_save: false
  # Location of the configuration files that are generated
  config_path: /srv

serverSettings:
  # Your Instance Name
  name: name
  # Your Instance Description
  description: "Factorio running on Kubernetes"
  tags:
  - game
  - tags
  # Maximum number of players allowed, admins can join even a full server. 0 means unlimited.
  max_players: 0
  # Game visibility
  visibility:
    # Game will be published on the official Factorio matching server
    public: true
    # Game will be broadcast on LAN
    lan: true
  # Your factorio.com login credentials. Required for games with visibility public
  username<EMAIL_ADDRESS>  password: 'pw'
  # Authentication token. May be used instead of password above.
  token: ''
  # password required to log into the factorio server
  game_password: 'pw'
  # When set to true, the server will only allow clients that have a valid Factorio.com account
  require_user_verification: true
  # optional, default value is 0. 0 means unlimited.
  max_upload_in_kilobytes_per_second: 0
  # optional, default value is 5. 0 means unlimited.
  max_upload_slots: 5
  # optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.
  minimum_latency_in_ticks: 0
  # Players that played on this map already can join even when the max player limit was reached.
  ignore_player_limit_for_returning_players: false
  # possible values are, true, false and admins-only
  allow_commands: admins-only
  # Autosave interval in minutes
  autosave_interval: 10
  # server autosave slots, it is cycled through when the server autosaves.
  autosave_slots: 5
  # How many minutes until someone is kicked when doing nothing, 0 for never.
  afk_autokick_interval: 0
  # Whether should the server be paused when no players are present.
  auto_pause: true
  # specifies if anyone can pause or only admins
  only_admins_can_pause_the_game: true
  # Whether autosaves should be saved only on server or also on all connected clients. Default is true.
  autosave_only_on_server: true
  #  Highly experimental feature, enable only at your own
  #  risk of losing your saves. On UNIX systems, server will fork itself to create an
  #  autosave. Autosaving on connected Windows clients will be disabled regardless of
  #  autosave_only_on_server option.
  non_blocking_saving: false
  #  Long network messages are split into segments that are sent
  #  over multiple ticks. Their size depends on the number of peers currently connected.
  #  Increasing the segment size will increase upload bandwidth requirement for the server
  #  and download bandwidth requirement for clients. This setting only affects server
  #  outbound messages. Changing these settings can have a negative impact on connection
  #  stability for some clients.
  minimum_segment_size: 25
  minimum_segment_size_peer_count: 20
  maximum_segment_size: 100
  maximum_segment_size_peer_count: 10

# Password and port for the rcon service
rcon:
  password: "01234567890123456"
  port: 27015

map_gen_settings:
  #The inverse of water scale in the map generator GUI.
  terrain_segmentation: 1
  #  The equivalent to water coverage in the map generator GUI. Higher coverage means
  #  more water in larger oceans.
  #  Water level = 10 * log2(this value)
  water: 1
  # Width and height of map, in tiles; 0 means infinite
  width: 0
  # Width and height of map, in tiles; 0 means infinite
  height: 0
  # Multiplier for biter free zone radius
  starting_area: 1
  peaceful_mode: false
  autoplace_controls:
    coal:
      frequency: 1
      size: 1
      richness: 1
    stone:
      frequency: 1
      size: 1
      richness: 1
    copper-ore:
      frequency: 1
      size: 1
      richness: 1
    iron-ore:
      frequency: 1
      size: 1
      richness: 1
    uranium-ore:
      frequency: 1
      size: 1
      richness: 1
    crude-oil:
      frequency: 1
      size: 1
      richness: 1
    trees:
      frequency: 1
      size: 1
      richness: 1
    enemy-base:
      frequency: 1
      size: 1
      richness: 1
  cliff_settings:
    # Name of the cliff prototype
    name: cliff
    # Elevation of first row of cliffs
    cliff_elevation_0: 10
    # Elevation difference between successive rows of cliffs.
    # This is inversely proportional to frequency in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency.
    cliff_elevation_interval: 40
    # Called cliff continuity in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid
    richness: 1
  # Overrides for property value generators (map type)
  # Leave elevation blank to get normal terrain.
  # Use ''elevation'': ''0_16-elevation'' to reproduce terrain from 0.16.
  # Use ''elevation'': ''0_17-island'' to get an island.
  # Moisture and terrain type are also controlled via this.
  # "control-setting:moisture:frequency:multiplier is the inverse of the moisture scale in the map generator GUI."
  # "control-setting:moisture:bias is the moisture bias in the map generator GUI."
  # "control-setting:aux:frequency:multiplier is the inverse of the terrain type scale in the map generator GUI."
  # "control-setting:aux:bias is the teraain type bias in the map generator GUI."
  property_expression_names:
    control-setting:moisture:frequency:multiplier: '1'
    control-setting:moisture:bias: '0'
    control-setting:aux:frequency:multiplier: '1'
    control-setting:aux:bias: '0'
  starting_points:
  - "x": 0
    "y": 0
  # Use null for a random seed, number for a specific seed.
  seed: null

map_settings:
  difficulty_settings:
    recipe_difficulty: 0
    technology_difficulty: 0
    technology_price_multiplier: 1
    research_queue_setting: after-victory
  pollution:
    enabled: true
    # these are values for 60 ticks (1 simulated second)
    # amount that is diffused to neighboring chunk
    diffusion_ratio: 0.02
    min_to_diffuse: 15
    ageing: 1
    expected_max_per_chunk: 150
    min_to_show_per_chunk: 50
    min_pollution_to_damage_trees: 60
    pollution_with_max_forest_damage: 150
    pollution_per_tree_damage: 50
    pollution_restored_per_tree_damage: 10
    max_pollution_to_restore_trees: 20
    enemy_attack_pollution_consumption_modifier: 1
  enemy_evolution:
    enabled: true
    time_factor: 4.0e-06
    destroy_factor: 0.002
    pollution_factor: 9.0e-07
  enemy_expansion:
    enabled: true
    min_base_spacing: 3
    max_expansion_distance: 7
    friendly_base_influence_radius: 2
    enemy_building_influence_radius: 2
    building_coefficient: 0.1
    other_base_coefficient: 2
    neighbouring_chunk_coefficient: 0.5
    neighbouring_base_chunk_coefficient: 0.4
    max_colliding_tiles_coefficient: 0.9
    settler_group_min_size: 5
    settler_group_max_size: 20
    min_expansion_cooldown: 14400
    max_expansion_cooldown: 216000
  unit_group:
    min_group_gathering_time: 3600
    max_group_gathering_time: 36000
    max_wait_time_for_late_members: 7200
    max_group_radius: 30
    min_group_radius: 5
    max_member_speedup_when_behind: 1.4
    max_member_slowdown_when_ahead: 0.6
    max_group_slowdown_factor: 0.3
    max_group_member_fallback_factor: 3
    member_disown_distance: 10
    tick_tolerance_when_member_arrives: 60
    max_gathering_unit_groups: 30
    max_unit_group_size: 200
  steering:
    default:
      radius: 1.2
      separation_force: 0.005
      separation_factor: 1.2
      force_unit_fuzzy_goto_behavior: false
    moving:
      radius: 3
      separation_force: 0.01
      separation_factor: 3
      force_unit_fuzzy_goto_behavior: false
  path_finder:
    negative_path_cache_delay_interval: 2
    fwd2bwd_ratio: 5
    goal_pressure_ratio: 2
    max_steps_worked_per_tick: 100
    max_work_done_per_tick: 8000
    use_path_cache: true
    short_cache_size: 5
    long_cache_size: 25
    short_cache_min_cacheable_distance: 10
    short_cache_min_algo_steps_to_cache: 50
    long_cache_min_cacheable_distance: 30
    cache_max_connect_to_cache_steps_multiplier: 100
    cache_accept_path_start_distance_ratio: 0.2
    cache_accept_path_end_distance_ratio: 0.15
    negative_cache_accept_path_start_distance_ratio: 0.3
    negative_cache_accept_path_end_distance_ratio: 0.3
    cache_path_start_distance_rating_multiplier: 10
    cache_path_end_distance_rating_multiplier: 20
    stale_enemy_with_same_destination_collision_penalty: 30
    ignore_moving_enemy_collision_distance: 5
    enemy_with_different_destination_collision_penalty: 30
    general_entity_collision_penalty: 10
    general_entity_subsequent_collision_penalty: 3
    extended_collision_penalty: 3
    max_clients_to_accept_any_new_request: 10
    max_clients_to_accept_short_new_request: 100
    direct_distance_to_consider_short_request: 100
    short_request_max_steps: 1000
    short_request_ratio: 0.5
    min_steps_to_check_path_find_termination: 2000
    start_to_goal_cost_multiplier_to_terminate_path_find: 500
    overload_levels:
    - 0
    - 100
    - 500
    overload_multipliers:
    - 2
    - 3
    - 4
  max_failed_behavior_count: 3
    ```

Only new thing I added was  negative_path_cache_delay_interval: 2 under path_finder due to a previous error message. I am also building the container locally as the image hasn't been pushed yet for the latest

Only new thing I added was  negative_path_cache_delay_interval: 2 under path_finder due to a previous error message. I am also building the container locally as the image hasn't been pushed yet for the latest

Just for clarification, are you saying you are building the 1.1 docker container locally?
If so, can you place your docker file also?
I apologize for the questions, I'm just trying to gather the information to debug it :)

Just for clarification, are you saying you are building the 1.1 docker container locally?
If so, can you place your docker file also?
I apologize for the questions, I'm just trying to gather the information to debug it :)

I am just running git clone https://github.com:factoriotools/factorio-docker.git && cd factorio-docker/1.1/ && docker build -t factoriotools/factorio .

I am just running git clone https://github.com:factoriotools/factorio-docker.git && cd factorio-docker/1.1/ && docker build -t factoriotools/factorio .

The 1.1.11 Docker image isn't building and hasn't been pushed, so you just have to go into the 1.1/ directory inside the repo and build it manually.
It seems like this server-id.json is a new file generated by newer versions of the server. It contains an autogenerated secret and an ID from the server. According to this Reddit comment, it's only for public games, and it relates to the matchmaking API. So, I don't think you can fill this in the values file like the other files. I guess maybe you could run the raw container manually and generate a file with the settings you could copy over to your values file, but I'm not sure if that would be very sound or even work at all.

The 1.1.11 Docker image isn't building and hasn't been pushed, so you just have to go into the 1.1/ directory inside the repo and build it manually.
It seems like this server-id.json is a new file generated by newer versions of the server. It contains an autogenerated secret and an ID from the server. According to this Reddit comment, it's only for public games, and it relates to the matchmaking API. So, I don't think you can fill this in the values file like the other files. I guess maybe you could run the raw container manually and generate a file with the settings you could copy over to your values file, but I'm not sure if that would be very sound or even work at all.

Neat, this didn't come up in my testing. I'll work on this over the weekend. Since it is the first time slot I will have available.
I believe you are correct it's how I'm mounting my configs into that directory. I believe I can specify the subpath in the mountvolume section, this should allow the main folder to have the proper permissions to write the file it needs to.

Neat, this didn't come up in my testing. I'll work on this over the weekend. Since it is the first time slot I will have available.
I believe you are correct it's how I'm mounting my configs into that directory. I believe I can specify the subpath in the mountvolume section, this should allow the main folder to have the proper permissions to write the file it needs to.

Yeah I think it would only have come up if you had set the game to public.

Yeah I think it would only have come up if you had set the game to public.

Hey guys, just wanted to post a follow up here, I have been looking into this issue:

I confirmed that it is related to publicly posting the game.
The subpath did not seem to work as it didn't allow me to write the files to the directory anymore

I am looking at trying to sidecar a container to properly move the files into the correct location so we can have a directory that allows us to write to the proper location.
However, I can also see there is a pull request we can put into the factoriotools repository. If we can get them to expose the locations of the configs as ENVs instead of just copying them to a location it would also solve this problem. Specifically, if we can just get the --server-id location as an ENV we would be fixed here.
This did also remind me that we are not listing the adminlist.json, whitelist.json, or the banlist.json in the configmap. So I imagine this would also cause some issues when we go to create these files IE ban someone from the server. So we would also run into this issue from this perspective.
The below code snippit is from the docker-entrypoint.sh that is run on startup so you can easily see what I am referencing
FLAGS=(\
  --port "$PORT" \
  --server-settings "$CONFIG/server-settings.json" \
  --server-banlist "$CONFIG/server-banlist.json" \
  --rcon-port "$RCON_PORT" \
  --server-whitelist "$CONFIG/server-whitelist.json" \
  --use-server-whitelist \
  --server-adminlist "$CONFIG/server-adminlist.json" \
  --rcon-password "$(cat "$CONFIG/rconpw")" \
  --server-id /factorio/config/server-id.json \
)

I might see if I can get ahold of the maintainers of the docker project to see if they would be open to changing that script specifically as I continue to work on the sidecar solution. In the meantime @samcat116 , do you want to see if you can modify the docker-entrypoint.sh to point to a different location?

Hey guys, just wanted to post a follow up here, I have been looking into this issue:

I confirmed that it is related to publicly posting the game.
The subpath did not seem to work as it didn't allow me to write the files to the directory anymore

I am looking at trying to sidecar a container to properly move the files into the correct location so we can have a directory that allows us to write to the proper location.
However, I can also see there is a pull request we can put into the factoriotools repository. If we can get them to expose the locations of the configs as ENVs instead of just copying them to a location it would also solve this problem. Specifically, if we can just get the --server-id location as an ENV we would be fixed here.
This did also remind me that we are not listing the adminlist.json, whitelist.json, or the banlist.json in the configmap. So I imagine this would also cause some issues when we go to create these files IE ban someone from the server. So we would also run into this issue from this perspective.
The below code snippit is from the docker-entrypoint.sh that is run on startup so you can easily see what I am referencing
FLAGS=(\
  --port "$PORT" \
  --server-settings "$CONFIG/server-settings.json" \
  --server-banlist "$CONFIG/server-banlist.json" \
  --rcon-port "$RCON_PORT" \
  --server-whitelist "$CONFIG/server-whitelist.json" \
  --use-server-whitelist \
  --server-adminlist "$CONFIG/server-adminlist.json" \
  --rcon-password "$(cat "$CONFIG/rconpw")" \
  --server-id /factorio/config/server-id.json \
)

I might see if I can get ahold of the maintainers of the docker project to see if they would be open to changing that script specifically as I continue to work on the sidecar solution. In the meantime @samcat116 , do you want to see if you can modify the docker-entrypoint.sh to point to a different location?

Hey guys sorry for the delay, had some real life distractions come up, I am in the middle of switching jobs.
I put in a pull request for new ENV vars that would address this issue.
I am not sure why their automated tests are failing since I could build it locally, but with that script modification and a few tweaks to the variables file you should be able to get this up and running.

Is there anything I can do to help with this? Public server listing without having to modify the upstream container would be kinda handy for a thing I'm working on.

It looks like I'm still waiting for the other project to approve my pull request. In the meantime you can build the container with the changes I made. That worked for me when I was testing.

Solved with https://github.com/SQLJames/factorio-server-charts/pull/13


generatetoaddress and generate issue

generatetoaddress and generate not working  on regtest

I tried generate and generatetoaddress, and they all work well. Please check your config, make sure bitcoindiamondd work on regtest network.


dxx-rebirth: 0.60.0-beta2-unstable-2024-08-11 -> 0.60.0-beta2-unstable-2024-11-16

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for dxx-rebirth is: Source Port of the Descent 1 and 2 engines
meta.homepage for dxx-rebirth is: https://www.dxx-rebirth.com/
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes

Compare changes on GitHub

Impact
Checks done

built on NixOS
The tests defined in passthru.tests, if any, passed
found 0.60.0-beta2-unstable-2024-11-16 in filename of file in /nix/store/5mhjvlawcqsaxfx0fyk1xp2h03g9a021-dxx-rebirth-0.60.0-beta2-unstable-2024-11-16

Rebuild report (if merged into master) (click to expand)

2 total rebuild path(s)

2 package rebuild(s)

First fifty rebuilds by attrpath

dxx-rebirth

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/5mhjvlawcqsaxfx0fyk1xp2h03g9a021-dxx-rebirth-0.60.0-beta2-unstable-2024-11-16 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A dxx-rebirth https://github.com/r-ryantm/nixpkgs/archive/97e4c816726c38dcbe43818d5267ba382d1f74f9.tar.gz

Or:
nix build github:r-ryantm/nixpkgs/97e4c816726c38dcbe43818d5267ba382d1f74f9#dxx-rebirth

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/5mhjvlawcqsaxfx0fyk1xp2h03g9a021-dxx-rebirth-0.60.0-beta2-unstable-2024-11-16
ls -la /nix/store/5mhjvlawcqsaxfx0fyk1xp2h03g9a021-dxx-rebirth-0.60.0-beta2-unstable-2024-11-16/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
nixpkgs-review result
Generated using nixpkgs-review.
Command: nixpkgs-review

x86_64-linux

:x: 2 packages failed to build:

d1x-rebirth-full
d2x-rebirth-full

:white_check_mark: 1 package built:

dxx-rebirth

Maintainer pings
cc @peterhoeg for testing.

[!TIP]
As a maintainer, if your package is located under pkgs/by-name/*, you can comment @NixOS/nixpkgs-merge-bot merge to automatically merge this update using the nixpkgs-merge-bot.

Add a :+1: reaction to pull requests you find important.

nixpkgs-review result
Generated using nixpkgs-review.
Command: nixpkgs-review pr 360650

x86_64-linux

:white_check_mark: 1 package built:

dxx-rebirth


How does one reliably detect e. g. h.264 with the vcodec format filter?

Checklist

[X] I'm asking a question and not reporting a bug/feature request
[X] I've looked through the README
[X] I've read the guidelines for opening an issue
[X] I've searched the bugtracker for similar questions including closed ones

Question
I want to select specific codecs that I can decode in hardware as my default configuration and I couldn’t find clear documentation about what values are to be expected in this field. It seems to match against the vcodec column of the format table, which means that if I e. g. only want h.264 video from youtube I can use a [vcodec^=?avc] filter.
My question is: Is there a general convention about this value among extractors so that when I use said filter as my default, it will reliably work with other extractors that supply this field too or do I have to expect that some extractors might need e. g. a [vcodec^=?h264] filter?
In the first case, I think, there should be a bit more documentation about these conventions, e. g. I’d need to know how to match hevc videos.
In the latter case, it would be a nice feature to have regex matching in format filters.
Verbose log
No response

I found an extractor that doesn’t adhere to this format: Tiktok sets vcodec=h264.


Has anyone gotten this error before?

Describe your bug here.
Whenever I go to the freeplay it keeps on breaking and it's displaying this error message:
FreeplayState.hx (line 74)
flixel/FlxGame.hx (line 637)
flixel/FlxGame.hx (line 724)
flixel/FlxGame.hx (line 677)
flixel/FlxGame.hx (line 545)
openfl/events/EventDispatcher.hx (line 402)
openfl/display/DisplayObject.hx (line 1399)
Uncaught Error: Null Object Reference
Does anyone know how to fix this?
Command Prompt/Terminal logs (if existing)
No response
Are you modding a build from source or with Lua?
Source
What is your build target?
Windows
Did you edit anything in this build? If so, mention or summarize your changes.
No just using the mods folder

Not a bug
Make a new week file

Not a bug Make a new week file

Ok I will! Thanks!

Close this issue

Close this issue

I updated this photo just incase they say "where?" but I don't that that will happen anyways


./build-ios.sh release failed with iOS17.4 incompatible errors

Describe your environment. Describe any aspect of your environment relevant to the problem, including your SDK version, platform, OS version, etc. If you're reporting a problem with a specific version of a library in this repo, please check whether the problem has been fixed on main brach.
iOS 17.4, macOS14.5
Steps to reproduce.
Describe exactly how to reproduce the error. Include a code sample if applicable.
./build-ios.sh release
What is the expected behavior?
What did you expect to see?
./build-ios.sh release successfully
What is the actual behavior?
What did you see instead?
failed with errors, see below logs
Additional context.
Add any other context about the problem here.
CMake Generate step failed.   Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:249:1: note: 'SCNetworkReachabilityCreateWithName' has been explicitly marked deprecated here
SCNetworkReachabilityCreateWithName             (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:111:36: error: 'SCNetworkReachabilityCreateWithAddress' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilityRef ref = SCNetworkReachabilityCreateWithAddress(kCFAllocatorDefault, (const struct sockaddr*)hostAddress);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:209:1: note: 'SCNetworkReachabilityCreateWithAddress' has been explicitly marked deprecated here
SCNetworkReachabilityCreateWithAddress          (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:207:8: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilitySetCallback(self.reachabilityRef, TMReachabilityCallback, &context))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:210:12: error: 'SCNetworkReachabilitySetDispatchQueue' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilitySetDispatchQueue(self.reachabilityRef, self.reachabilitySerialQueue))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:358:1: note: 'SCNetworkReachabilitySetDispatchQueue' has been explicitly marked deprecated here
SCNetworkReachabilitySetDispatchQueue           (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:224:13: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetCallback(self.reachabilityRef, NULL, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:242:5: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetCallback(self.reachabilityRef, NULL, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:245:5: error: 'SCNetworkReachabilitySetDispatchQueue' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetDispatchQueue(self.reachabilityRef, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:358:1: note: 'SCNetworkReachabilitySetDispatchQueue' has been explicitly marked deprecated here
SCNetworkReachabilitySetDispatchQueue           (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:291:9: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(!SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:303:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:324:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:355:5: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:368:6: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if (SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:382:6: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if (SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:413:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
14 errors generated.
make[2]: *** [lib/CMakeFiles/mat.dir//third_party/Reachability/ODWReachability.m.o] Error 1
make[1]: *** [lib/CMakeFiles/mat.dir/all] Error 2
make: *** [all] Error 2
[  1%] Building C object lib/CMakeFiles/mat.dir//third_party/Reachability/ODWReachability.m.o
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:98:36: error: 'SCNetworkReachabilityCreateWithName' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilityRef ref = SCNetworkReachabilityCreateWithName(NULL, [hostname UTF8String]);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:249:1: note: 'SCNetworkReachabilityCreateWithName' has been explicitly marked deprecated here
SCNetworkReachabilityCreateWithName             (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:111:36: error: 'SCNetworkReachabilityCreateWithAddress' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilityRef ref = SCNetworkReachabilityCreateWithAddress(kCFAllocatorDefault, (const struct sockaddr*)hostAddress);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:209:1: note: 'SCNetworkReachabilityCreateWithAddress' has been explicitly marked deprecated here
SCNetworkReachabilityCreateWithAddress          (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:207:8: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilitySetCallback(self.reachabilityRef, TMReachabilityCallback, &context))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:210:12: error: 'SCNetworkReachabilitySetDispatchQueue' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilitySetDispatchQueue(self.reachabilityRef, self.reachabilitySerialQueue))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:358:1: note: 'SCNetworkReachabilitySetDispatchQueue' has been explicitly marked deprecated here
SCNetworkReachabilitySetDispatchQueue           (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:224:13: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetCallback(self.reachabilityRef, NULL, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:242:5: error: 'SCNetworkReachabilitySetCallback' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetCallback(self.reachabilityRef, NULL, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:298:1: note: 'SCNetworkReachabilitySetCallback' has been explicitly marked deprecated here
SCNetworkReachabilitySetCallback                (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:245:5: error: 'SCNetworkReachabilitySetDispatchQueue' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
SCNetworkReachabilitySetDispatchQueue(self.reachabilityRef, NULL);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:358:1: note: 'SCNetworkReachabilitySetDispatchQueue' has been explicitly marked deprecated here
SCNetworkReachabilitySetDispatchQueue           (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:291:9: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(!SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:303:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:324:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:355:5: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:368:6: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if (SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:382:6: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if (SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
/Users/jacob/work/cpp_client_telemetry/third_party/Reachability/ODWReachability.m:413:8: error: 'SCNetworkReachabilityGetFlags' is deprecated: first deprecated in iOS 17.4 [-Werror,-Wdeprecated-declarations]
if(SCNetworkReachabilityGetFlags(self.reachabilityRef, &flags))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use URLSession or NWConnection to create connections that dynamically handle changing networks. Use NWPathMonitor to enumerate available network interfaces.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk/System/Library/Frameworks/SystemConfiguration.framework/Headers/SCNetworkReachability.h:278:1: note: 'SCNetworkReachabilityGetFlags' has been explicitly marked deprecated here
SCNetworkReachabilityGetFlags                   (
^
14 errors generated.
make[2]: *** [lib/CMakeFiles/mat.dir//third_party/Reachability/ODWReachability.m.o] Error 1
make[1]: *** [lib/CMakeFiles/mat.dir/all] Error 2
make: *** [all] Error 2

closing as duplicate to #1261

@lalitb it's better to upgrade the home page status. it says iOS10+ all good, but it stops some version now.
so 1DS is not open for adoption for iOS? what's the alternatives?

so 1DS is not open for adoption for iOS?

@jacobjiangwei This issue was closed for #1261. 1DS should support iOS 17.4, macOS14.5, we need help from community to fix this issue.


Unicode to ASCII in HL7 Messages

Problem statement
Our HL7 message are UTF-8 encoded.  Some STLTs (CA-PHD & IL-PHD) convert UTF-8 to ASCII which causes the extended ASCII values for diacritics (Latin letters) to be converted to "?" or whatever they coded for their state; thus results do not automatically match to existing patient results in the STLT's surveillance system.
What you need to know
(1) CA-DPH has requested that we convert the diacritics to English letters, and we agree this is the best solution.  Below are a couple of options, but the engineers need to decide which is best.
Option 1:  Removing non-ascii is nice concise .replace(/[ÀÁÂÃÄÅ]/g,"A") .replace(/[ÈÉÊË]/g,"E") .replace(/[Î]/g,"I") .replace(/[Ô]/g,"O") .replace(/[Ù]/g,"U") .replace(/[Ç]/g,"C") but it's a LOT of rescanning the same string... It might be better to do a first pass/check IF there are any non-ascii characters in a string via a simple grep before running the replaces.
Option 2:  Logic for removing diacritics from letters (i.e. turning unicode into ascii): https://stackoverflow.com/questions/18123501/replacing-accented-characters-with-plain-ascii-ones
(2) There should be a setting on the Receiver, maybe replaceDiacritics, that defaults to false, but can be set to true on the Receiver who want the diacritics replaced.
Acceptance criteria

[ ] Diacritics are converted to English letters if the Receiver setting, replaceDiacritics: true

Update: code in production already.


Ability to get keys from the wallet using the api

Currently it is possible to get your seeds already and can you authorize transactions using the wallet endpoints, hence security wise we already are completely in the open on those endpoints.
Therefore it wouldn't hurt to expose also a wallet endpoint to get the spendable keys for a given unlockhash, Knowing this I propose the following wallet API extension:
GET /wallet/key/:unlockhash

In the end I don't think we'll really need it though. Even though I did finish this feature already. See other open 0.6 issues for more info.

Closed via 496e280.


[Proposal] Use RequiresPreviewFeaturesAttribute instead of ObsoleteAttribute to indicate alpha APIs.

Describe the proposal
Currently alpha APIs are decorated with the ObsoleteAttribute which causes the compiler to generate a warning/error when used. While the generated message is not entirely accurate, it does ensure users see and understand the risks of using a potentially unstable API.
.NET 6 introduced a new attribute, RequiresPreviewFeaturesAttribute, which serves a purpose similar to our use of ObsoleteAttribute. This generates a similar message (but from the Rosyln analyzer rather than the compiler itself), and requires a slightly different method to disable (via MSBuild property).  The main disadvantage is disabling applies to all uses of such decorated APIs, rather than individual uses.
Still, RequiresPreviewFeaturesAttribute feels like a more appropriate way to indicate alpha APIs.

Another option is to create our own attribute and set of Roslyn analyzers that have our specific desired semantics; this could then be a start to additional work to help ensure best practices when using the SDK.

@philliphoff - Would this be a breaking change if we switched them all over? Or is there a way to avoid that?
Or, is this proposal just to use it for new features and the old features will be [Obsolete] until they're no longer preview?

@halspang Yes, it would be breaking in that it's a different compiler/analyzer error to disable.  That said, I just discovered that .NET 8 includes a new ExperimentalAttribute which seems even closer to what we want.  (RequiresPreviewFeaturesAttribute was originally targeted at APIs in .NET itself but would still have been better than ObsoleteAttribute.) I suggest we wait until .NET 6 support is dropped and then switch to ExperimentalAttribute, as a whole, so users needn't have to change how they suppress the warnings more than once.

Oh, this isn't about an analyzer, my bad.


Update dvc commit documentation

I think I have all comments resolved now, please take a look at the latest commit on the branch.

Great stuff @robogeek ! Thanks!


Added Doug Finke's ImportExcel module

Let me know of changes needed. Thanks for putting this together

Thanks for your contribution @dfinke ! Asked for some minor changes. Let me know if you have any question

@dfinke If you prefer I can do those minor adjustments. Let me know. Thanks

Please do. Thank you.
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To: ClaudioESSilva/PowerShellModulesCentral
Cc: Doug Finke; Mention
Subject: Re: [ClaudioESSilva/PowerShellModulesCentral] Added Doug Finke's ImportExcel module (#11)
@dfinkehttps://github.com/dfinke If you prefer I can do those minor adjustments. Let me know. Thanks
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Thanks for your contribution @dfinke !


Add easy conversions for tuples/arrays for Color

This makes it somewhat easier to convert Color to other color types, such as piet::Color.

Thanks!
@jackpot51 Thoughts?

Looks good, merging


txpool changes for eip-3860

shanghai changes to txpool.
intrinsic gas updated to match the new version in Erigon.
unsure if the isShanghai check is robust enough or there would be a better way to approach this.

now making use of the chain config after it was moved over to erigon-lib.  This will likely overwrite existing config in this bucket but the types overlapped so shouldn't be an issue


Sharp increase in resource usage between v0.9 and v0.10

In a project with about 60 ko:// references, we are seeing a sudden increase in the resource usage in our CI workers, causing all our release jobs to fail due to go build processed being killed.
Judging by the logs ("Building github.com/triggermesh/triggermesh/cmd/..."), it seems like builds are now started all at once, without respecting nprocs. This wasn't the in v0.9 (again, only judging by the logs).
Before

After

@imjasonh No, no building of multi-platform images.
I'll try disabling SBOM generation and report back.

No, but I'll ask around 🤔

Same issue with --sbom=none. The CPU is maxed out and go build processes are being killed by the OOM killer.

@antoineco how do you get graphs like that?
I'm curious if we need something like
https://github.com/uber-go/automaxprocs

@dprotaso They are from CircleCI.
I didn't have time to investigate further yet, but I have a feeling parallelism isn't regulated at all anymore. Based solely on the logs output, we used to observe nprocs builds concurrently. Now all builds seem to start at once. And since we have ~60 images to build during releases, it OOMs almost instantly.

Playing with Circle CI - by default it reads GOMAXPROCS as 36, but using automaxprocs it calculates it to be 4 (at least for my large instance). So I think using  automaxprocs would be beneficial here to figure out the default in a container environment.
But GOMAXPROCS has been in use for quite some time in ko so I wonder if the prior parallelization code wasn't working as expected?

Oh wow 36 for 8 CPU cores, that's unexpectedly high. Thanks for looking into it!

@antoineco can you test the above change in our CI?

@dprotaso sure thing.
I just did, and it worked like a charm 👍 It seems like ko is now building 16 images in parallel on a worker with 8 CPU cores.
Building TriggerMesh's components was super quick (warm build cache) and the resource usage was very reasonable.
Thanks for the patch!


Convert to pnpm to fix autocompletions

By converting to pnpm we can now patch our dependencies which is amazing since most of our meaningful code lies in our dependencies.
Changes made in this pr:
Started depending on a bunch of new packages.
Explanation: We already depended on them, our package manager just wasn't aware of that since npm probably has some tricks pnpm doesn't, or something along those lines.
Update react-router-dom
Explanation: It was causing some issues with pnpm, but I also don't think it causes any issues to update it in this pr.
Use react-router-dom in experiments/browser_based_querying/src/QueryFragmentAdapter.tsx
Explanation: We used react-router-dom and react-router together, which caused problems for pnpm, so we had to pick one according to SO, and it was easier to move to react-router-dom.
Patches I've added:
<EMAIL_ADDRESS>=> Fix autocompletions giving a directive when you wanted to autocomplete a field. Should still allow autocompleting directives after fields.
<EMAIL_ADDRESS>=> Stop randomly logging from the lexer.

To note: we get these warnings on install, but they can be fixed in a future pr:
 WARN  deprecated<EMAIL_ADDRESS><EMAIL_ADDRESS>is no longer maintained and not recommended for usage due to the number of issues. Because of the V8 engine whims, feature detection in old core-js versions could cause a slowdown up to 100x even if nothing is polyfilled. Some versions have web compatibility issues. Please, upgrade your dependencies to the actual version of core-js.
Packages: -1
-
Progress: resolved 717, reused 717, downloaded 0, added 1, done
 WARN  Issues with peer dependencies found
.
└─┬ monaco-graphql 1.2.0
  └── ✕ unmet peer<EMAIL_ADDRESS>|| ^3.0.0": found 2.6.2

We used react-router-dom and react-router together, which caused problems for pnpm

Can you say more about the problems here and why we needed to switch?

We used react-router-dom and react-router together, which caused problems for pnpm

Can you say more about the problems here and why we needed to switch?

I'd love to give more info, but to be honest I don't know exactly what the problem was, I just know that switching away from using both at once solved the problem described here: https://stackoverflow.com/a/73713976


About SE-ResNeXt-101 (32 x 4d)

Hi @hujie-frank ,
Have you runned SE-ResNeXt-101 (32 x 4d)  on caffe before? No matter how many GPUs I use, the memory problem is serious. SE-ResNeXt-50 is Ok.

Actually, the standard Caffe does little work on memory optimization. You'd better find another version conducted much memory optimization (maybe you can try this ) or use more efficient training system, such as MXNet.

The caffe version of memory optimization (https://github.com/yjxiong/caffe/tree/mem) has some issues when using simase network. But I don't know why, maybe there are some bugs in the implementations.


Diagnostic show in wrong line

Environment

Elixir & Erlang versions (elixir --version): 1.14.2 OTP 24
Elixir Language Server version:
Operating system: Linux
Editor or IDE name (e.g. Emacs/VSCode): nvim
Editor Plugin/LSP Client name and version: v0.12.0

Current behavior
neovim:

vscode:

Example code:
defmodule Mix1 do
 def hello do
    test "Smith
  end

  def test(name) do
    "name: #{name}"
  end

  def print() do
    "Tell me more!"
  end
end

Expected behavior
Diagnostic line should be 4.

No.
The error is name:, before that there is just a string. Elixir itself will give you the same error.

@csokun If you believe this is an actual bug then please open an issue in elixir-lang/elixir


Add conditional resource synchronization to the resource sync controller

Controllers behind optional features such as the encryption controller
which is disabled by default for all OpenShift apiservers, have no way
to synchronize secrets/configmaps conditionally. For instance, the
encryption controller tried to synchronize its encryption-config very
often even though encryption is disabled. To mitigate that, some
controllers have some logic to set the SyncResource source
conditionally. An empty source meaning that the sync controller will
skip syncing the object. Since this is very hacky, it would be best to
have preconditions that need to be fulfilled before synchronizing
resources.
To improve that, the ResourceSyncer interface was extended to
add SyncConfigMapCondtionally and SyncSecretConditionally
functions. This allows adding conditional syncs per resource to the
original resource sync controller instead of adding a new controller
dedicated for that.
Related Bugzilla: https://bugzilla.redhat.com/show_bug.cgi?id=1982726
Cause of the bug: the static pod deployer always sync the encryption config secret even when the feature is disabled: https://github.com/openshift/library-go/blob/d429589a7691e57aedcf382d251e6e0ebb4ed0bb/pkg/operator/encryption/deployer/revisionedpod.go#L72-L77
Solution: sync conditionnaly with a controller
Proof: https://github.com/openshift/cluster-kube-apiserver-operator/pull/1250

/retest

/lgtm

/approve

/cherrypick release-4.9

/cherrypick release-4.8


Fixed JSON import

No reason to use parse_json(), because data.data is already a string.

The way I was writing custom data to the tiles resulted in it not being stored as a JSON. By default, parse_json() should be used.


Meet requirements for deferred Clippy warnings

📚 Context
As first raised at cartesi/rollups#159, Clippy raises a few warnings which could not be addressed at said PR.
In the meantime, the corresponding lints listed below were disabled during CI runs:

new_ret_no_self;
module_inception - affects code generated via state-fold-types.

✔ Solution
For, module_inception, we'd have the choice of suppressing the warnings via configuration or changing the business logic to meet the lint requirements. Both options would depend on cartesi/rollups-node#31 being completed.
In the case of new_ret_no_self, we would need changing the business logic to return the proper types.
📈 Subtasks
Meet requirements for:

[x] upper_case_acronyms, allowed at 02f79f9
[x] new_ret_no_self
[x]  too_many_arguments, disabled at 93ac09
[ ] module_inception or suppress it via linter annotations (depends on #31)

Let's postpone fixing the warning for too_many_arguments](https://github.com/cartesi/rollups/commit/93ac098f3760d636228c70bfcf6d6c4b8aec6486) for when the Dispatcher is rewritten.

Also, module_inception should be dealt with when the state-fold is refactored after it's merged as part of #31.

Remaining warnings to be fixed at #46


Let hover check flutter version

A lot of support questions are due to old versions of flutter. Perhaps we should let hover check the flutter version and display and quit with an error when it is not compatible.

Flutter version is checked by the flutter toolkit.
What's is missing IMO is a check on the flutter channel (as the README says go-flutter project tries to stay compatible with the beta channel )
I created https://github.com/go-flutter-desktop/hover/pull/10, in this PR hover checks the channel of flutter and print an warning if the channel isn't beta


cmd/go: c-shared header does not compile on Visual Studio

What version of Go are you using (go version)?
go1.13.5 windows/386
Does this issue reproduce with the latest release?
Yes
What did you do?
go build -buildmode=c-shared -o client.dll test.go
this command generated a client.h header file, it has some code like this:
typedef signed char GoInt8;
typedef unsigned char GoUint8;
typedef short GoInt16;
typedef unsigned short GoUint16;
typedef int GoInt32;
typedef unsigned int GoUint32;
typedef long long GoInt64;
typedef unsigned long long GoUint64;
typedef GoInt32 GoInt;
typedef GoUint32 GoUint;
typedef SIZE_TYPE GoUintptr;
typedef float GoFloat32;
typedef double GoFloat64;
typedef float _Complex GoComplex64;
typedef double _Complex GoComplex128;
What did you expect to see?
Hope it can be compiled in VC
What did you see instead?
But this file can not compile in Visual Studio, the error is :
Error	28	error C2061: syntax error : identifier 'GoUintptr'
Error	30	error C2061: syntax error : identifier 'GoComplex64'
Error	32	error C2061: syntax error : identifier 'GoComplex128'

And I'm curious that there is no lib file, how is the msvc link the code?

I have the same problem, did you find for a solution?

And I'm curious that there is no lib file, how is the msvc link the code?

MSVC can link Go DLL's compiled by MinGW using different tricks.
The one I use the most is this one:
# 1. Build MinGW DLL.
go build -buildmode=c-shared -o foo.dll . # Generate MinGW DLL
# 2. Generate a def file out of the DLL.
gendef foo.dll
# 3. Generate the MSVC import library.
dlltool --input-def foo.def --output-lib foo.lib
# 4. Compile the C file using MSVC with the import library previously generated.
# There is no need for foo.dll to be present when compiling C,
# but it must be available when running the resulting binary.
cl.exe main.c foo.lib

And I'm curious that there is no lib file, how is the msvc link the code?

MSVC can link Go DLL's compiled by MinGW using different tricks.
The one I use the most is this one:
# 1. Build MinGW DLL.
go build -buildmode=c-shared -o foo.dll . # Generate MinGW DLL
# 2. Generate a def file out of the DLL.
gendef foo.dll
# 3. Generate the MSVC import library.
dlltool --input-def foo.def --output-lib foo.lib
# 4. Compile the C file using MSVC with the import library previously generated.
# There is no need for foo.dll to be present when compiling C,
# but it must be available when running the resulting binary.
cl.exe main.c foo.lib

The last line can you explain? I have no c file I'm only using go. How can I do this?

The last line can you explain? I have no c file I'm only using go. How can I do this?

If you are only using Go why do you need Visual Studio? cl.exe is the Microsoft C/C++ compiler shipped with Visual Studio, and main.c is just used here as an example, the actual command will probably be more complex if the C project contains more files.


Update Systems Admin Page

The System Admin Page needs to be redesigned. If you have a system that is deployed on multiple namespaces or has a ton of instances it gets uneven on the page. So we should find a way to clean this up and present it better to the Admins.
Edited to add info from beer-garden/beer-garden#778:

The System Admin page is becoming very unbalanced when a plugin has multiple deployments across various namespaces and instances. We need to address a better way to visually display this data.
The big things to consider:

Grouping of like Systems either by Namespace or System Name
Functions that target the Namespace-System-Version and the Instance
How to give admins a quick view of everything online vs offline

Blocked by #1


Debugging can fail if in the middle of execution.

Tests seem to randomly fail with an error like so:
3883 Error 00:54:22: Cell execution failed without request, for cell Index 1 Error: custom request failed
2022-01-13T00:54:22.6282630Z     at vscode-file://vscode-app/home/runner/work/vscode-jupyter/vscode-jupyter/.vscode-test/vscode-linux-x64-insiders/VSCode-linux-x64/resources/app/out/vs/workbench/workbench.desktop.main.js:1499:7618
2022-01-13T00:54:22.6283553Z     at runMicrotasks (<anonymous>)
2022-01-13T00:54:22.6284102Z     at processTicksAndRejections (internal/process/task_queues.js:93:5)
2022-01-13T00:54:22.6284981Z 3883 Warn 00:54:22: Cell completed with errors Error: custom request failed
2022-01-13T00:54:22.6286048Z     at vscode-file://vscode-app/home/runner/work/vscode-jupyter/vscode-jupyter/.vscode-test/vscode-linux-x64-insiders/VSCode-linux-x64/resources/app/out/vs/workbench/workbench.desktop.main.js:1499:7618
2022-01-13T00:54:22.6286999Z     at runMicrotasks (<anonymous>)
2022-01-13T00:54:22.6287543Z     at processTicksAndRejections (internal/process/task_queues.js:93:5)
2022-01-13T00:54:22.6288440Z 3883 Info 00:54:22: Cell Index:1, state:3, exec: undefined. Completed with errors

This exception is thrown by VS code itself when trying to send a debug request.
In the cases where this is happening, the kernel may be in the middle of executing a line of code.
We might:

Try this in a loop
Not fail the cell execution (by try catching the debug request?)

It's also strange is that when this failure occurs, the IW thinks it's still debugging on tests after this point that aren't actually doing any debugging.

I believe the line in the IW that causes the failure is this one:
https://github.com/microsoft/vscode-jupyter/blob/c60dcfdc13062f69bccbed9df6dcde61086d1a23/src/client/datascience/jupyter/interactiveWindowDebugger.ts#L90


Composite views sometimes don't get out of passivation state

From times to times, composite views don't get out of their passivation state when a new event is created

Passivation is not something we rely on anymore for the moment


It would be great to find either in azure docs or in portal.azure.com a list of all PAAS, list of all SAAS and IAAS options

The list here does not seem to be complete.
It would be great to find either in azure docs or in portal.azure.com a list of all PAAS, list of all SAAS and IAAS options. Is it possible to give the entire list?

Document Details
⚠ Do not edit this section. It is required for learn.microsoft.com ➟ GitHub issue linking.

ID: 952ee382-9a9e-0f79-807b-1f7c2b819a42
Version Independent ID: 82f16168-5f05-f8e3-8971-fa9c7cbb828f
Content: Use platform as a service (PaaS) options - Azure Architecture Center
Content Source: docs/guide/design-principles/managed-services.md
Service: architecture-center
Sub-service: guide
GitHub Login: @martinekuan
Microsoft Alias: architectures

@mukundkatpatal
Thanks for bringing this to our attention.
I'm going to assign this to the document author so they can take a look at it accordingly.

Thank you for your feedback.  We have created internal ticket 196626 to track and investigate this issue.

#please-close


Render mini roundabout

Tags:

highway=mini_roundabout
direction = clockwise/anticlockwise

example node: https://www.openstreetmap.org/node/3692891

This kind of roundabout is really small, I guess there's no need for additional asphalt geometry.
As for markings, do they only have road markings like this in the UK or is it more or less the same in other countries (EU/US)? It might be not a good idea to render it if it's region-specific.

As for markings, do they only have road markings like this in the UK or is it more or less the same in other countries (EU/US)? It might be not a good idea to render it if it's region-specific.

Most countries I've been to in Europe don't have a standard layout, they differ wildly even within towns, but the ones with arrows are more uncommon compared to those without. The sizes differ of the islands differ as well, but I feel a white marking a bit bigger than that UK one would pass almost everywhere. Is it possible for you to add stop lines?
An increasing amount has a raised paved island or an element bolted onto the road due to bad visibility of the painted ones, but since this is not tagged there is no way to differentiate.
I can put you a list of different examples here if you want, but you will probably find more with a quick overpass turbo query (except for the US, they don't seem to know what a roundabout is) or a look on the wiki page of that tag


refactor awstats module

Motivation for this change
After some discussion in https://github.com/NixOS/nixpkgs/pull/72961, I took over as the maintainer for awstats with a mandate to refactor it. The new module is much more flexible, and should cover most use cases.
Things done

[ ] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nix-review --run "nix-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[ ] Fits CONTRIBUTING.md.

Examples
service.awstats = {
  enable = true;
  configs = {
    "basic.com" = {
      logFile = "/path/to/log/file";
      # in this case you can access the stats at basic.com/awstats
    };
    "advancedconfig" = {
      logFile = "/path/to/log/file";
      domain = "foo.com";
      hostAliases = "www.foo.com";
      extraConfig = {
        "ValidHTTPCodes" = "404";
      };
      webService = {
        hostname = "awstats.foo.com";
	urlPrefix = "";
      };
    };
    "mail.com" = {
      type = "mail";
      logFile = "journalctl $OLD_CURSOR -u postfix.service | ${pkgs.perl}/bin/perl ${package.out}/share/awstats/tools/maillogconvert.pl standard |";
      logFormat = "%time2 %email %email_r %host %host_r %method %url %code %bytesd";
    };
  };
  updateAt = "hourly";
};

@griff I haven't tested the mail config but it should mostly work - let me know how you go.
If anyone else can test this too that would be good. @aanderse

@aristaeus I'd like to move this along so I will probably try to do some testing on this. Can you provide me with a minimal configuration to get this up and running? I have an apache server with 2 domains I can test this on.

services.awstats = {
  enable = true;
  configs."foobar.com" = {
    logFile = "/path/to/logs/access.log";
    webService = {
      enable = true;
      hostname = "awstats.foobar.com";
      urlPrefix = "/stats";
    };
  };
  updateAt = "minutely";
};

@aristaeus ping

@aristaeus all folders under /var/lib/awstats is coming out as 744 with permissions. I think we need 755 or such?

I haven't quite figured out why this happens yet but this change seems to have broken builds of the manual for me:
<3>
<3>manual-combined.xml:74241: element link: validity error : IDREF attribute linkend references an unknown ID "opt-services.httpd"
<3> 74237     <listitem>
<3> 74238      <para>
<3> 74239       The <link linkend="opt-services.awstats">awstats</link> module has been rewritten
<3> 74240       to serve stats via static html pages, updated on a timer, over <link linkend="opt-services.nginx.virtualHosts">nginx</link>,
<3> 74241       instead of dynamic cgi pages over <link linkend="opt-services.httpd">apache</link>.
<3> 74242      </para>
<3> 74243      <para>
<3>
<3>manual-combined.xml:74239: element link: validity error : IDREF attribute linkend references an unknown ID "opt-services.awstats"
<3> 74235      </itemizedlist>
<3> 74236     </listitem>
<3> 74237     <listitem>
<3> 74238      <para>
<3> 74239       The <link linkend="opt-services.awstats">awstats</link> module has been rewritten
<3> 74240       to serve stats via static html pages, updated on a timer, over <link linkend="opt-services.nginx.virtualHosts">nginx</link>,
<3> 74241       instead of dynamic cgi pages over <link linkend="opt-services.httpd">apache</link>.
<3>
<3>manual-combined.xml:74245: element link: validity error : IDREF attribute linkend references an unknown ID "opt-services.awstats"
<3> 74241       instead of dynamic cgi pages over <link linkend="opt-services.httpd">apache</link>.
<3> 74242      </para>
<3> 74243      <para>
<3> 74244       Minor changes will be required to migrate existing configurations. Details of the
<3> 74245       required changes can seen by looking through the <link linkend="opt-services.awstats">awstats</link>
<3> 74246       module.
<3> 74247      </para>
<3>
<3>manual-combined.xml fails to validate
<3>builder for '/nix/store/cz0hj40312p7ajf88ii2hvc5p1kmgfz1-nixos-manual-combined.drv' failed with exit code 3

I can dig into this more after the holidays, but I wanted to put this here so I know where to look and in case someone else can already see what's happening.

@ArdaXi fixed


Multipart Tutorials disappear

Describe the bug
Multipart Tutorials disappear
Steps to reproduce the behavior
1.Navigate to https://arcade.makecode.com/beta#
Expect behavior
It should be:

Actual behavior
Multipart Tutorials disappear

Additional context
1.OS: Windows(rs6)
2.arcade version: 1.7.16
3.Microsoft MakeCode version: 7.3.17

@Sheila111 I think this is intentional as we have new skillmap content. @kiki-lee to confirm.

Yep.  There should be no more multi-part tutorials.


fix assign to shipment options in boxesView

 2.0 BUG: #tiny ManageBoxes Assign to Shipment Does Not Correctly Fetch Only Outbound Preparing Shipments


add version compatible testiing

Codecov Report

Merging #1717 (3f289db) into main (fe910ad) will increase coverage by 0.25%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##             main    #1717      +/-   ##
==========================================
+ Coverage   61.60%   61.85%   +0.25%
==========================================
  Files         134      135       +1
  Lines       22672    22876     +204
==========================================
+ Hits        13968    14151     +183
- Misses       7129     7134       +5
- Partials     1575     1591      +16

Impacted Files
Coverage Δ

pkg/meta/config.go
53.24% <0.00%> (-1.42%)
:arrow_down:

pkg/meta/utils.go
71.18% <0.00%> (-0.49%)
:arrow_down:

pkg/meta/tkv_etcd.go
77.77% <0.00%> (ø)

pkg/meta/sql.go
67.02% <0.00%> (+0.01%)
:arrow_up:

pkg/meta/tkv.go
76.55% <0.00%> (+0.04%)
:arrow_up:

pkg/meta/tkv_prefix.go
96.61% <0.00%> (+0.18%)
:arrow_up:

pkg/meta/redis.go
73.16% <0.00%> (+0.18%)
:arrow_up:

pkg/meta/dump.go
75.86% <0.00%> (+2.01%)
:arrow_up:

pkg/chunk/cached_store.go
80.33% <0.00%> (+3.00%)
:arrow_up:

pkg/chunk/utils_unix.go
93.33% <0.00%> (+20.00%)
:arrow_up:

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refactor(interactive): Support Fetching Meta By Calling Procedure in Compiler

What do these changes do?
To get schema, run call graph.procedure.meta.schema();, which returns the schema in FLEX specification in json string;
To get statistiscs, run call graph.procedure.meta.statistics();, which returns the statistics in json string;

Related issue number

Fixes

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 34.40%. Comparing base (4eadc2e) to head (c8ad40c).
Report is 53 commits behind head on main.

Additional details and impacted files

@@             Coverage Diff             @@
##             main    #4215       +/-   ##
===========================================
- Coverage   46.45%   34.40%   -12.06%
===========================================
  Files         173      126       -47
  Lines       16171    13209     -2962
===========================================
- Hits         7512     4544     -2968
- Misses       8659     8665        +6

see 162 files with indirect coverage changes

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doc added in https://github.com/alibaba/GraphScope/pull/4215/commits/978579a9273c415798e810d256708fa8c9d693ba


NFT page doesn’t allow removal of faulty address

I made a mistake by adding BDoge contract address on the NFT page of the gateway.
The shown error keeps on popping up and I can’t find a way to delete and correct this.

This message refreshes every 10 seconds in console

This issue comes up on the edge browser. The bobagateway on google chrome doesn’t show this error.

@Claude-Mon I believe I have the same issue with importing the BobaDoge NFT's. I'm on chrome and getting the error. Quite persistent. The issue I posted just under yours is regarding this issue too. Would be nice if we could remove imported addresses.

This problem has been fixed by doing the following: in edge browser, go to settings and reset. Also did I re-install metamask. After doing this, the NFT page has been restored and no message coming up anymore.

Nice, that worked, thanks. I did a chrome reset and cleared cache. Have to re import my punks though so this is a temp fix. I'll include these details in my post and tag you.