Playerprefab doesent spawn, but why?

When I host the player prefab doesn't spawn, and I don't know why.
That is the NetworkManager code:
`using System;
using System.Collections.Generic;
using System.Linq;
using kcp2k;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace Mirror
{
public enum PlayerSpawnMethod { Random, RoundRobin }
public enum NetworkManagerMode { Offline, ServerOnly, ClientOnly, Host }
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Manager")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-manager")]
public class NetworkManager : MonoBehaviour
{
    /// Enable to keep NetworkManager alive when changing scenes.
    // This should be set if your game has a single NetworkManager that exists for the lifetime of the process. If there is a NetworkManager in each scene, then this should not be set.</para>
    [Header("Configuration")]
    [FormerlySerializedAs("m_DontDestroyOnLoad")]
    [Tooltip("Should the Network Manager object be persisted through scene changes?")]
    public bool dontDestroyOnLoad = true;

    /// Multiplayer games should always run in the background so the network doesn't time out.
    [FormerlySerializedAs("m_RunInBackground")]
    [Tooltip("Multiplayer games should always run in the background so the network doesn't time out.")]
    public bool runInBackground = true;

    /// Should the server auto-start when 'Server Build' is checked in build settings
    [Tooltip("Should the server auto-start when 'Server Build' is checked in build settings")]
    [FormerlySerializedAs("startOnHeadless")]
    public bool autoStartServerBuild = true;

    /// Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.
    [Tooltip("Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
    public int serverTickRate = 30;

    /// Automatically switch to this scene upon going offline (on start / on disconnect / on shutdown).
    [Header("Scene Management")]
    [Scene]
    [FormerlySerializedAs("m_OfflineScene")]
    [Tooltip("Scene that Mirror will switch to when the client or server is stopped")]
    public string offlineScene = "";

    /// Automatically switch to this scene upon going online (after connect/startserver).
    [Scene]
    [FormerlySerializedAs("m_OnlineScene")]
    [Tooltip("Scene that Mirror will switch to when the server is started. Clients will recieve a Scene Message to load the server's current scene when they connect.")]
    public string onlineScene = "";

    // transport layer
    [Header("Network Info")]
    [Tooltip("Transport component attached to this object that server and client will use to connect")]
    [SerializeField]
    protected Transport transport;

    /// Server's address for clients to connect to.
    [FormerlySerializedAs("m_NetworkAddress")]
    [Tooltip("Network Address where the client should connect to the server. Server does not use this for anything.")]
    public string networkAddress = "localhost";

    /// The maximum number of concurrent network connections to support.
    [FormerlySerializedAs("m_MaxConnections")]
    [Tooltip("Maximum number of concurrent connections.")]
    public int maxConnections = 100;

    [Header("Authentication")]
    [Tooltip("Authentication component attached to this object")]
    public NetworkAuthenticator authenticator;

    /// The default prefab to be used to create player objects on the server.
    // Player objects are created in the default handler for AddPlayer() on
    // the server. Implementing OnServerAddPlayer overrides this behaviour.
    [Header("Player Object")]
    [FormerlySerializedAs("m_PlayerPrefab")]
    [Tooltip("Prefab of the player object. Prefab must have a Network Identity component. May be an empty game object or a full avatar.")]
    public GameObject playerPrefab;

    /// Enable to automatically create player objects on connect and on scene change.
    [FormerlySerializedAs("m_AutoCreatePlayer")]
    [Tooltip("Should Mirror automatically spawn the player after scene change?")]
    public bool autoCreatePlayer = true;

    /// Where to spawn players.
    [FormerlySerializedAs("m_PlayerSpawnMethod")]
    [Tooltip("Round Robin or Random order of Start Position selection")]
    public PlayerSpawnMethod playerSpawnMethod;

    /// Prefabs that can be spawned over the network need to be registered here.
    [FormerlySerializedAs("m_SpawnPrefabs"), HideInInspector]
    public List<GameObject> spawnPrefabs = new List<GameObject>();

    /// List of transforms populated by NetworkStartPositions
    public static List<Transform> startPositions = new List<Transform>();
    public static int startPositionIndex;

    /// The one and only NetworkManager
    public static NetworkManager singleton { get; internal set; }

    /// Number of active player objects across all connections on the server.
    public int numPlayers => NetworkServer.connections.Count(kv => kv.Value.identity != null);

    /// True if the server is running or client is connected/connecting.
    public bool isNetworkActive => NetworkServer.active || NetworkClient.active;

    // TODO remove this
    // internal for tests
    internal static NetworkConnection clientReadyConnection;

    /// True if the client loaded a new scene when connecting to the server.
    // This is set before OnClientConnect is called, so it can be checked
    // there to perform different logic if a scene load occurred.
    protected bool clientLoadedScene;

    // helper enum to know if we started the networkmanager as server/client/host.
    // -> this is necessary because when StartHost changes server scene to
    //    online scene, FinishLoadScene is called and the host client isn't
    //    connected yet (no need to connect it before server was fully set up).
    //    in other words, we need this to know which mode we are running in
    //    during FinishLoadScene.
    public NetworkManagerMode mode { get; private set; }

    // virtual so that inheriting classes' OnValidate() can call base.OnValidate() too
    public virtual void OnValidate()
    {
        // always >= 0
        maxConnections = Mathf.Max(maxConnections, 0);

        if (playerPrefab != null && playerPrefab.GetComponent<NetworkIdentity>() == null)
        {
            Debug.LogError("NetworkManager - Player Prefab must have a NetworkIdentity.");
            playerPrefab = null;
        }

        // This avoids the mysterious "Replacing existing prefab with assetId ... Old prefab 'Player', New prefab 'Player'" warning.
        if (playerPrefab != null && spawnPrefabs.Contains(playerPrefab))
        {
            Debug.LogWarning("NetworkManager - Player Prefab should not be added to Registered Spawnable Prefabs list...removed it.");
            spawnPrefabs.Remove(playerPrefab);
        }
    }

    // virtual so that inheriting classes' Reset() can call base.Reset() too
    // Reset only gets called when the component is added or the user resets the component
    // Thats why we validate these things that only need to be validated on adding the NetworkManager here
    // If we would do it in OnValidate() then it would run this everytime a value changes
    public virtual void Reset()
    {
        // make sure someone doesn't accidentally add another NetworkManager
        // need transform.root because when adding to a child, the parent's
        // Reset isn't called.
        foreach (NetworkManager manager in transform.root.GetComponentsInChildren<NetworkManager>())
        {
            if (manager != this)
            {
                Debug.LogError($"{name} detected another component of type {typeof(NetworkManager)} in its hierarchy on {manager.name}. There can only be one, please remove one of them.");
                // return early so that transport component isn't auto-added
                // to the duplicate NetworkManager.
                return;
            }
        }

        // add transport if there is none yet. makes upgrading easier.
        if (transport == null)
        {

#if UNITY_EDITOR
// RecordObject needs to be called before we make the change
UnityEditor.Undo.RecordObject(gameObject, "Added default Transport");
#endif
            transport = GetComponent<Transport>();

            // was a transport added yet? if not, add one
            if (transport == null)
            {
                transport = gameObject.AddComponent<KcpTransport>();
                Debug.Log("NetworkManager: added default Transport because there was none yet.");
            }
        }
    }

    // virtual so that inheriting classes' Awake() can call base.Awake() too
    public virtual void Awake()
    {
        // Don't allow collision-destroyed second instance to continue.
        if (!InitializeSingleton()) return;

        Debug.Log("Mirror | mirror-networking.com | discord.gg/N9QVxbM");

        // Set the networkSceneName to prevent a scene reload
        // if client connection to server fails.
        networkSceneName = offlineScene;

        // setup OnSceneLoaded callback
        SceneManager.sceneLoaded += OnSceneLoaded;
    }

    // virtual so that inheriting classes' Start() can call base.Start() too
    public virtual void Start()
    {
        // headless mode? then start the server
        // can't do this in Awake because Awake is for initialization.
        // some transports might not be ready until Start.
        //
        // (tick rate is applied in StartServer!)

#if UNITY_SERVER
if (autoStartServerBuild)
{
StartServer();
}
#endif
}
    // virtual so that inheriting classes' LateUpdate() can call base.LateUpdate() too
    public virtual void LateUpdate()
    {
        UpdateScene();
    }

    // keep the online scene change check in a separate function
    bool IsServerOnlineSceneChangeNeeded()
    {
        // Only change scene if the requested online scene is not blank, and is not already loaded
        return !string.IsNullOrWhiteSpace(onlineScene) && !IsSceneActive(onlineScene) && onlineScene != offlineScene;
    }

    public static bool IsSceneActive(string scene)
    {
        Scene activeScene = SceneManager.GetActiveScene();
        return activeScene.path == scene || activeScene.name == scene;
    }

    // full server setup code, without spawning objects yet
    void SetupServer()
    {
        // Debug.Log("NetworkManager SetupServer");
        InitializeSingleton();

        if (runInBackground)
            Application.runInBackground = true;

        if (authenticator != null)
        {
            authenticator.OnStartServer();
            authenticator.OnServerAuthenticated.AddListener(OnServerAuthenticated);
        }

        ConfigureHeadlessFrameRate();

        // start listening to network connections
        NetworkServer.Listen(maxConnections);

        // call OnStartServer AFTER Listen, so that NetworkServer.active is
        // true and we can call NetworkServer.Spawn in OnStartServer
        // overrides.
        // (useful for loading & spawning stuff from database etc.)
        //
        // note: there is no risk of someone connecting after Listen() and
        //       before OnStartServer() because this all runs in one thread
        //       and we don't start processing connects until Update.
        OnStartServer();

        // this must be after Listen(), since that registers the default message handlers
        RegisterServerMessages();
    }

    /// Starts the server, listening for incoming connections.
    public void StartServer()
    {
        if (NetworkServer.active)
        {
            Debug.LogWarning("Server already started.");
            return;
        }

        mode = NetworkManagerMode.ServerOnly;

        // StartServer is inherently ASYNCHRONOUS (=doesn't finish immediately)
        //
        // Here is what it does:
        //   Listen
        //   if onlineScene:
        //       LoadSceneAsync
        //       ...
        //       FinishLoadSceneServerOnly
        //           SpawnObjects
        //   else:
        //       SpawnObjects
        //
        // there is NO WAY to make it synchronous because both LoadSceneAsync
        // and LoadScene do not finish loading immediately. as long as we
        // have the onlineScene feature, it will be asynchronous!

        SetupServer();

        // scene change needed? then change scene and spawn afterwards.
        if (IsServerOnlineSceneChangeNeeded())
        {
            ServerChangeScene(onlineScene);
        }
        // otherwise spawn directly
        else
        {
            NetworkServer.SpawnObjects();
        }
    }

    /// Starts the client, connects it to the server with networkAddress.
    public void StartClient()
    {
        if (NetworkClient.active)
        {
            Debug.LogWarning("Client already started.");
            return;
        }

        mode = NetworkManagerMode.ClientOnly;

        InitializeSingleton();

        if (runInBackground)
            Application.runInBackground = true;

        if (authenticator != null)
        {
            authenticator.OnStartClient();
            authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
        }

        // In case this is a headless client...
        ConfigureHeadlessFrameRate();

        RegisterClientMessages();

        if (string.IsNullOrWhiteSpace(networkAddress))
        {
            Debug.LogError("Must set the Network Address field in the manager");
            return;
        }
        // Debug.Log($"NetworkManager StartClient address:{networkAddress}");

        NetworkClient.Connect(networkAddress);

        OnStartClient();
    }

    /// Starts the client, connects it to the server via Uri
    public void StartClient(Uri uri)
    {
        if (NetworkClient.active)
        {
            Debug.LogWarning("Client already started.");
            return;
        }

        mode = NetworkManagerMode.ClientOnly;

        InitializeSingleton();

        if (runInBackground)
            Application.runInBackground = true;

        if (authenticator != null)
        {
            authenticator.OnStartClient();
            authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
        }

        RegisterClientMessages();

        // Debug.Log($"NetworkManager StartClient address:{uri}");
        networkAddress = uri.Host;

        NetworkClient.Connect(uri);

        OnStartClient();
    }

    /// Starts a network "host" - a server and client in the same application.
    public void StartHost()
    {
        if (NetworkServer.active || NetworkClient.active)
        {
            Debug.LogWarning("Server or Client already started.");
            return;
        }

        mode = NetworkManagerMode.Host;

        // StartHost is inherently ASYNCHRONOUS (=doesn't finish immediately)
        //
        // Here is what it does:
        //   Listen
        //   ConnectHost
        //   if onlineScene:
        //       LoadSceneAsync
        //       ...
        //       FinishLoadSceneHost
        //           FinishStartHost
        //               SpawnObjects
        //               StartHostClient      <= not guaranteed to happen after SpawnObjects if onlineScene is set!
        //                   ClientAuth
        //                       success: server sends changescene msg to client
        //   else:
        //       FinishStartHost
        //
        // there is NO WAY to make it synchronous because both LoadSceneAsync
        // and LoadScene do not finish loading immediately. as long as we
        // have the onlineScene feature, it will be asynchronous!

        // setup server first
        SetupServer();

        // call OnStartHost AFTER SetupServer. this way we can use
        // NetworkServer.Spawn etc. in there too. just like OnStartServer
        // is called after the server is actually properly started.
        OnStartHost();

        // scene change needed? then change scene and spawn afterwards.
        // => BEFORE host client connects. if client auth succeeds then the
        //    server tells it to load 'onlineScene'. we can't do that if
        //    server is still in 'offlineScene'. so load on server first.
        if (IsServerOnlineSceneChangeNeeded())
        {
            // call FinishStartHost after changing scene.
            finishStartHostPending = true;
            ServerChangeScene(onlineScene);
            print("ServerChangeScene sucessfully");
        }
        // otherwise call FinishStartHost directly
        else
        {
            FinishStartHost();
        }
    }

    // This may be set true in StartHost and is evaluated in FinishStartHost
    bool finishStartHostPending;

    // FinishStartHost is guaranteed to be called after the host server was
    // fully started and all the asynchronous StartHost magic is finished
    // (= scene loading), or immediately if there was no asynchronous magic.
    //
    // note: we don't really need FinishStartClient/FinishStartServer. the
    //       host version is enough.
    void FinishStartHost()
    {
        // ConnectHost needs to be called BEFORE SpawnObjects:
        // https://github.com/vis2k/Mirror/pull/1249/
        // -> this sets NetworkServer.localConnection.
        // -> localConnection needs to be set before SpawnObjects because:
        //    -> SpawnObjects calls OnStartServer in all NetworkBehaviours
        //       -> OnStartServer might spawn an object and set [SyncVar(hook="OnColorChanged")] object.color = green;
        //          -> this calls SyncVar.set (generated by Weaver), which has
        //             a custom case for host mode (because host mode doesn't
        //             get OnDeserialize calls, where SyncVar hooks are usually
        //             called):
        //
        //               if (!SyncVarEqual(value, ref color))
        //               {
        //                   if (NetworkServer.localClientActive && !getSyncVarHookGuard(1uL))
        //                   {
        //                       setSyncVarHookGuard(1uL, value: true);
        //                       OnColorChangedHook(value);
        //                       setSyncVarHookGuard(1uL, value: false);
        //                   }
        //                   SetSyncVar(value, ref color, 1uL);
        //               }
        //
        //          -> localClientActive needs to be true, otherwise the hook
        //             isn't called in host mode!
        //
        // TODO call this after spawnobjects and worry about the syncvar hook fix later?
        NetworkClient.ConnectHost();

        // server scene was loaded. now spawn all the objects
        NetworkServer.SpawnObjects();

        // connect client and call OnStartClient AFTER server scene was
        // loaded and all objects were spawned.
        // DO NOT do this earlier. it would cause race conditions where a
        // client will do things before the server is even fully started.
        //Debug.Log("StartHostClient called");
        StartHostClient();
    }

    void StartHostClient()
    {
        //Debug.Log("NetworkManager ConnectLocalClient");

        if (authenticator != null)
        {
            authenticator.OnStartClient();
            authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
        }

        networkAddress = "localhost";
        NetworkServer.ActivateHostScene();
        RegisterClientMessages();

        // ConnectLocalServer needs to be called AFTER RegisterClientMessages
        // (https://github.com/vis2k/Mirror/pull/1249/)
        NetworkClient.ConnectLocalServer();

        OnStartClient();
    }

    /// This stops both the client and the server that the manager is using.
    public void StopHost()
    {
        OnStopHost();

        // calling OnTransportDisconnected was needed to fix
        // https://github.com/vis2k/Mirror/issues/1515
        // so that the host client receives a DisconnectMessage
        // TODO reevaluate if this is still needed after all the disconnect
        //      fixes, and try to put this into LocalConnection.Disconnect!
        NetworkServer.OnTransportDisconnected(NetworkConnection.LocalConnectionId);

        StopClient();
        StopServer();
    }

    /// Stops the server from listening and simulating the game.
    public void StopServer()
    {
        // return if already stopped to avoid recursion deadlock
        if (!NetworkServer.active)
            return;

        if (authenticator != null)
        {
            authenticator.OnServerAuthenticated.RemoveListener(OnServerAuthenticated);
            authenticator.OnStopServer();
        }

        // Get Network Manager out of DDOL before going to offline scene
        // to avoid collision and let a fresh Network Manager be created.
        // IMPORTANT: .gameObject can be null if StopClient is called from
        //            OnApplicationQuit or from tests!
        if (gameObject != null
            && gameObject.scene.name == "DontDestroyOnLoad"
            && !string.IsNullOrWhiteSpace(offlineScene)
            && SceneManager.GetActiveScene().path != offlineScene)
            SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());

        OnStopServer();

        //Debug.Log("NetworkManager StopServer");
        NetworkServer.Shutdown();

        // set offline mode BEFORE changing scene so that FinishStartScene
        // doesn't think we need initialize anything.
        mode = NetworkManagerMode.Offline;

        if (!string.IsNullOrWhiteSpace(offlineScene))
        {
            ServerChangeScene(offlineScene);
        }

        startPositionIndex = 0;

        networkSceneName = "";
    }

    /// Stops and disconnects the client.
    public void StopClient()
    {
        if (mode == NetworkManagerMode.Offline)
            return;

        if (authenticator != null)
        {
            authenticator.OnClientAuthenticated.RemoveListener(OnClientAuthenticated);
            authenticator.OnStopClient();
        }

        // Get Network Manager out of DDOL before going to offline scene
        // to avoid collision and let a fresh Network Manager be created.
        // IMPORTANT: .gameObject can be null if StopClient is called from
        //            OnApplicationQuit or from tests!
        if (gameObject != null
            && gameObject.scene.name == "DontDestroyOnLoad"
            && !string.IsNullOrWhiteSpace(offlineScene)
            && SceneManager.GetActiveScene().path != offlineScene)
            SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());

        OnStopClient();

        //Debug.Log("NetworkManager StopClient");

        // set offline mode BEFORE changing scene so that FinishStartScene
        // doesn't think we need initialize anything.
        // set offline mode BEFORE NetworkClient.Disconnect so StopClient
        // only runs once.
        mode = NetworkManagerMode.Offline;

        // shutdown client
        NetworkClient.Disconnect();
        NetworkClient.Shutdown();

        // If this is the host player, StopServer will already be changing scenes.
        // Check loadingSceneAsync to ensure we don't double-invoke the scene change.
        // Check if NetworkServer.active because we can get here via Disconnect before server has started to change scenes.
        if (!string.IsNullOrWhiteSpace(offlineScene) && !IsSceneActive(offlineScene) && loadingSceneAsync == null && !NetworkServer.active)
        {
            ClientChangeScene(offlineScene, SceneOperation.Normal);
        }

        networkSceneName = "";
    }

    // called when quitting the application by closing the window / pressing
    // stop in the editor. virtual so that inheriting classes'
    // OnApplicationQuit() can call base.OnApplicationQuit() too
    public virtual void OnApplicationQuit()
    {
        // stop client first
        // (we want to send the quit packet to the server instead of waiting
        //  for a timeout)
        if (NetworkClient.isConnected)
        {
            StopClient();
            //Debug.Log("OnApplicationQuit: stopped client");
        }

        // stop server after stopping client (for proper host mode stopping)
        if (NetworkServer.active)
        {
            StopServer();
            //Debug.Log("OnApplicationQuit: stopped server");
        }

        // Call ResetStatics to reset statics and singleton
        ResetStatics();
    }

    /// Set the frame rate for a headless builds. Override to disable or modify.
    // useful for dedicated servers.
    // useful for headless benchmark clients.
    public virtual void ConfigureHeadlessFrameRate()
    {

#if UNITY_SERVER
Application.targetFrameRate = serverTickRate;
// Debug.Log($"Server Tick Rate set to {Application.targetFrameRate} Hz.");
#endif
}
    bool InitializeSingleton()
    {
        if (singleton != null && singleton == this)
            return true;

        if (dontDestroyOnLoad)
        {
            if (singleton != null)
            {
                Debug.LogWarning("Multiple NetworkManagers detected in the scene. Only one NetworkManager can exist at a time. The duplicate NetworkManager will be destroyed.");
                Destroy(gameObject);

                // Return false to not allow collision-destroyed second instance to continue.
                return false;
            }
            //Debug.Log("NetworkManager created singleton (DontDestroyOnLoad)");
            singleton = this;
            if (Application.isPlaying)
            {
                // Force the object to scene root, in case user made it a child of something
                // in the scene since DDOL is only allowed for scene root objects
                transform.SetParent(null);
                DontDestroyOnLoad(gameObject);
            }
        }
        else
        {
            //Debug.Log("NetworkManager created singleton (ForScene)");
            singleton = this;
        }

        // set active transport AFTER setting singleton.
        // so only if we didn't destroy ourselves.
        Transport.activeTransport = transport;
        return true;
    }

    void RegisterServerMessages()
    {
        NetworkServer.OnConnectedEvent = OnServerConnectInternal;
        NetworkServer.OnDisconnectedEvent = OnServerDisconnect;
        NetworkServer.OnErrorEvent = OnServerError;
        NetworkServer.RegisterHandler<AddPlayerMessage>(OnServerAddPlayerInternal);

        // Network Server initially registers its own handler for this, so we replace it here.
        NetworkServer.ReplaceHandler<ReadyMessage>(OnServerReadyMessageInternal);
    }

    void RegisterClientMessages()
    {
        NetworkClient.OnConnectedEvent = OnClientConnectInternal;
        NetworkClient.OnDisconnectedEvent = OnClientDisconnectInternal;
        NetworkClient.OnErrorEvent = OnClientError;
        NetworkClient.RegisterHandler<NotReadyMessage>(OnClientNotReadyMessageInternal);
        NetworkClient.RegisterHandler<SceneMessage>(OnClientSceneInternal, false);

        if (playerPrefab != null)
            NetworkClient.RegisterPrefab(playerPrefab);

        foreach (GameObject prefab in spawnPrefabs.Where(t => t != null))
            NetworkClient.RegisterPrefab(prefab);
    }

    // This is the only way to clear the singleton, so another instance can be created.
    // RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
    public static void ResetStatics()
    {
        // call StopHost if we have a singleton
        if (singleton)
            singleton.StopHost();

        // reset all statics
        startPositions.Clear();
        startPositionIndex = 0;
        clientReadyConnection = null;
        loadingSceneAsync = null;
        networkSceneName = string.Empty;

        // and finally (in case it isn't null already)...
        singleton = null;
    }

    // virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
    public virtual void OnDestroy()
    {
        //Debug.Log("NetworkManager destroyed");
    }

    /// The name of the current network scene.
    // set by NetworkManager when changing the scene.
    // new clients will automatically load this scene.
    // Loading a scene manually won't set it.
    public static string networkSceneName { get; protected set; } = "";

    public static AsyncOperation loadingSceneAsync;

    /// Change the server scene and all client's scenes across the network.
    // Called automatically if onlineScene or offlineScene are set, but it
    // can be called from user code to switch scenes again while the game is
    // in progress. This automatically sets clients to be not-ready during
    // the change and ready again to participate in the new scene.
    public virtual void ServerChangeScene(string newSceneName)
    {
        if (string.IsNullOrWhiteSpace(newSceneName))
        {
            Debug.LogError("ServerChangeScene empty scene name");
            return;
        }

        if (NetworkServer.isLoadingScene && newSceneName == networkSceneName)
        {
            Debug.LogError($"Scene change is already in progress for {newSceneName}");
            return;
        }

        // Debug.Log($"ServerChangeScene {newSceneName}");
        NetworkServer.SetAllClientsNotReady();
        networkSceneName = newSceneName;

        // Let server prepare for scene change
        OnServerChangeScene(newSceneName);

        // set server flag to stop processing messages while changing scenes
        // it will be re-enabled in FinishLoadScene.
        NetworkServer.isLoadingScene = true;

        loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);

        // ServerChangeScene can be called when stopping the server
        // when this happens the server is not active so does not need to tell clients about the change
        if (NetworkServer.active)
        {
            // notify all clients about the new scene
            NetworkServer.SendToAll(new SceneMessage { sceneName = newSceneName });
        }

        startPositionIndex = 0;
        startPositions.Clear();
    }

    // This is only set in ClientChangeScene below...never on server.
    // We need to check this in OnClientSceneChanged called from FinishLoadSceneClientOnly
    // to prevent AddPlayer message after loading/unloading additive scenes
    SceneOperation clientSceneOperation = SceneOperation.Normal;

    internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperation = SceneOperation.Normal, bool customHandling = false)
    {
        if (string.IsNullOrWhiteSpace(newSceneName))
        {
            Debug.LogError("ClientChangeScene empty scene name");
            return;
        }

        //Debug.Log($"ClientChangeScene newSceneName: {newSceneName} networkSceneName{networkSceneName}");

        // Let client prepare for scene change
        OnClientChangeScene(newSceneName, sceneOperation, customHandling);

        // After calling OnClientChangeScene, exit if server since server is already doing
        // the actual scene change, and we don't need to do it for the host client
        if (NetworkServer.active)
            return;

        // set client flag to stop processing messages while loading scenes.
        // otherwise we would process messages and then lose all the state
        // as soon as the load is finishing, causing all kinds of bugs
        // because of missing state.
        // (client may be null after StopClient etc.)
        // Debug.Log("ClientChangeScene: pausing handlers while scene is loading to avoid data loss after scene was loaded.");
        NetworkClient.isLoadingScene = true;

        // Cache sceneOperation so we know what was requested by the
        // Scene message in OnClientChangeScene and OnClientSceneChanged
        clientSceneOperation = sceneOperation;

        // scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
        // Do not call FinishLoadScene here. Custom handler will assign loadingSceneAsync and we need
        // to wait for that to finish. UpdateScene already checks for that to be not null and isDone.
        if (customHandling)
            return;

        switch (sceneOperation)
        {
            case SceneOperation.Normal:
                loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
                break;
            case SceneOperation.LoadAdditive:
                // Ensure additive scene is not already loaded on client by name or path
                // since we don't know which was passed in the Scene message
                if (!SceneManager.GetSceneByName(newSceneName).IsValid() && !SceneManager.GetSceneByPath(newSceneName).IsValid())
                    loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName, LoadSceneMode.Additive);
                else
                {
                    Debug.LogWarning($"Scene {newSceneName} is already loaded");

                    // Reset the flag that we disabled before entering this switch
                    NetworkClient.isLoadingScene = false;
                }
                break;
            case SceneOperation.UnloadAdditive:
                // Ensure additive scene is actually loaded on client by name or path
                // since we don't know which was passed in the Scene message
                if (SceneManager.GetSceneByName(newSceneName).IsValid() || SceneManager.GetSceneByPath(newSceneName).IsValid())
                    loadingSceneAsync = SceneManager.UnloadSceneAsync(newSceneName, UnloadSceneOptions.UnloadAllEmbeddedSceneObjects);
                else
                {
                    Debug.LogWarning($"Cannot unload {newSceneName} with UnloadAdditive operation");

                    // Reset the flag that we disabled before entering this switch
                    NetworkClient.isLoadingScene = false;
                }
                break;
        }

        // don't change the client's current networkSceneName when loading additive scene content
        if (sceneOperation == SceneOperation.Normal)
            networkSceneName = newSceneName;
    }

    // support additive scene loads:
    //   NetworkScenePostProcess disables all scene objects on load, and
    //   * NetworkServer.SpawnObjects enables them again on the server when
    //     calling OnStartServer
    //   * NetworkClient.PrepareToSpawnSceneObjects enables them again on the
    //     client after the server sends ObjectSpawnStartedMessage to client
    //     in SpawnObserversForConnection. this is only called when the
    //     client joins, so we need to rebuild scene objects manually again
    // TODO merge this with FinishLoadScene()?
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        if (mode == LoadSceneMode.Additive)
        {
            if (NetworkServer.active)
            {
                // TODO only respawn the server objects from that scene later!
                NetworkServer.SpawnObjects();
                // Debug.Log($"Respawned Server objects after additive scene load: {scene.name}");
            }
            if (NetworkClient.active)
            {
                NetworkClient.PrepareToSpawnSceneObjects();
                // Debug.Log($"Rebuild Client spawnableObjects after additive scene load: {scene.name}");
            }
        }
    }

    void UpdateScene()
    {
        if (loadingSceneAsync != null && loadingSceneAsync.isDone)
        {
            //Debug.Log($"ClientChangeScene done readyConn {clientReadyConnection}");

            // try-finally to guarantee loadingSceneAsync being cleared.
            // fixes https://github.com/vis2k/Mirror/issues/2517 where if
            // FinishLoadScene throws an exception, loadingSceneAsync would
            // never be cleared and this code would run every Update.
            try
            {
                FinishLoadScene();
            }
            finally
            {
                loadingSceneAsync.allowSceneActivation = true;
                loadingSceneAsync = null;
            }
        }
    }

    protected void FinishLoadScene()
    {
        // NOTE: this cannot use NetworkClient.allClients[0] - that client may be for a completely different purpose.

        // process queued messages that we received while loading the scene
        //Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
        NetworkServer.isLoadingScene = false;
        NetworkClient.isLoadingScene = false;

        // host mode?
        if (mode == NetworkManagerMode.Host)
        {
            FinishLoadSceneHost();
        }
        // server-only mode?
        else if (mode == NetworkManagerMode.ServerOnly)
        {
            FinishLoadSceneServerOnly();
        }
        // client-only mode?
        else if (mode == NetworkManagerMode.ClientOnly)
        {
            FinishLoadSceneClientOnly();
        }
        // otherwise we called it after stopping when loading offline scene.
        // do nothing then.
    }

    // finish load scene part for host mode. makes code easier and is
    // necessary for FinishStartHost later.
    // (the 3 things have to happen in that exact order)
    void FinishLoadSceneHost()
    {
        // debug message is very important. if we ever break anything then
        // it's very obvious to notice.
        //Debug.Log("Finished loading scene in host mode.");

        if (clientReadyConnection != null)
        {

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(clientReadyConnection);
#pragma warning restore 618
clientLoadedScene = true;
clientReadyConnection = null;
}
        // do we need to finish a StartHost() call?
        // then call FinishStartHost and let it take care of spawning etc.
        if (finishStartHostPending)
        {
            finishStartHostPending = false;
            FinishStartHost();

            // call OnServerSceneChanged
            OnServerSceneChanged(networkSceneName);

            // DO NOT call OnClientSceneChanged here.
            // the scene change happened because StartHost loaded the
            // server's online scene. it has nothing to do with the client.
            // this was not meant as a client scene load, so don't call it.
            //
            // otherwise AddPlayer would be called twice:
            // -> once for client OnConnected
            // -> once in OnClientSceneChanged
        }
        // otherwise we just changed a scene in host mode
        else
        {
            // spawn server objects
            NetworkServer.SpawnObjects();

            // call OnServerSceneChanged
            OnServerSceneChanged(networkSceneName);

            if (NetworkClient.isConnected)
            {
                // let client know that we changed scene

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientSceneChanged(NetworkClient.connection);
#pragma warning restore 618
}
}
}
    // finish load scene part for server-only. . makes code easier and is
    // necessary for FinishStartServer later.
    void FinishLoadSceneServerOnly()
    {
        // debug message is very important. if we ever break anything then
        // it's very obvious to notice.
        //Debug.Log("Finished loading scene in server-only mode.");

        NetworkServer.SpawnObjects();
        OnServerSceneChanged(networkSceneName);
    }

    // finish load scene part for client-only. makes code easier and is
    // necessary for FinishStartClient later.
    void FinishLoadSceneClientOnly()
    {
        // debug message is very important. if we ever break anything then
        // it's very obvious to notice.
        //Debug.Log("Finished loading scene in client-only mode.");

        if (clientReadyConnection != null)
        {

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(clientReadyConnection);
#pragma warning restore 618
clientLoadedScene = true;
clientReadyConnection = null;
}
        if (NetworkClient.isConnected)
        {

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientSceneChanged(NetworkClient.connection);
#pragma warning restore 618
}
}
    ///
    /// Registers the transform of a game object as a player spawn location.
    /// <para>This is done automatically by NetworkStartPosition components, but can be done manually from user script code.</para>
    ///
    /// <param name="start">Transform to register.</param>
    // Static because it's called from NetworkStartPosition::Awake
    // and singleton may not exist yet
    public static void RegisterStartPosition(Transform start)
    {
        // Debug.Log($"RegisterStartPosition: {start.gameObject.name} {start.position}");
        startPositions.Add(start);

        // reorder the list so that round-robin spawning uses the start positions
        // in hierarchy order.  This assumes all objects with NetworkStartPosition
        // component are siblings, either in the scene root or together as children
        // under a single parent in the scene.
        startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
    }

    /// Unregister a Transform from start positions.
    // Static because it's called from NetworkStartPosition::OnDestroy
    // and singleton may not exist yet
    public static void UnRegisterStartPosition(Transform start)
    {
        //Debug.Log($"UnRegisterStartPosition: {start.name} {start.position}");
        startPositions.Remove(start);
    }

    /// Get the next NetworkStartPosition based on the selected PlayerSpawnMethod.
    public Transform GetStartPosition()
    {
        // first remove any dead transforms
        startPositions.RemoveAll(t => t == null);

        if (startPositions.Count == 0)
            return null;

        if (playerSpawnMethod == PlayerSpawnMethod.Random)
        {
            return startPositions[UnityEngine.Random.Range(0, startPositions.Count)];
        }
        else
        {
            Transform startPosition = startPositions[startPositionIndex];
            startPositionIndex = (startPositionIndex + 1) % startPositions.Count;
            return startPosition;
        }
    }

    void OnServerConnectInternal(NetworkConnectionToClient conn)
    {
        //Debug.Log("NetworkManager.OnServerConnectInternal");

        if (authenticator != null)
        {
            // we have an authenticator - let it handle authentication
            authenticator.OnServerAuthenticate(conn);
        }
        else
        {
            // authenticate immediately
            OnServerAuthenticated(conn);
        }
    }

    // called after successful authentication
    // TODO do the NetworkServer.OnAuthenticated thing from x branch
    void OnServerAuthenticated(NetworkConnectionToClient conn)
    {
        //Debug.Log("NetworkManager.OnServerAuthenticated");

        // set connection to authenticated
        conn.isAuthenticated = true;

        // proceed with the login handshake by calling OnServerConnect
        if (networkSceneName != "" && networkSceneName != offlineScene)
        {
            SceneMessage msg = new SceneMessage() { sceneName = networkSceneName };
            conn.Send(msg);
        }

        OnServerConnect(conn);
    }

    void OnServerReadyMessageInternal(NetworkConnectionToClient conn, ReadyMessage msg)
    {
        //Debug.Log("NetworkManager.OnServerReadyMessageInternal");
        OnServerReady(conn);
    }

    void OnServerAddPlayerInternal(NetworkConnectionToClient conn, AddPlayerMessage msg)
    {
        //Debug.Log("NetworkManager.OnServerAddPlayer");

        if (autoCreatePlayer && playerPrefab == null)
        {
            Debug.LogError("The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.");
            return;
        }

        if (autoCreatePlayer && playerPrefab.GetComponent<NetworkIdentity>() == null)
        {
            Debug.LogError("The PlayerPrefab does not have a NetworkIdentity. Please add a NetworkIdentity to the player prefab.");
            return;
        }

        if (conn.identity != null)
        {
            Debug.LogError("There is already a player for this connection.");
            return;
        }

        OnServerAddPlayer(conn);
    }

    void OnClientConnectInternal()
    {
        //Debug.Log("NetworkManager.OnClientConnectInternal");

        if (authenticator != null)
        {
            // we have an authenticator - let it handle authentication
            authenticator.OnClientAuthenticate();
        }
        else
        {
            // authenticate immediately
            OnClientAuthenticated();
        }
    }

    // called after successful authentication
    void OnClientAuthenticated()
    {
        //Debug.Log("NetworkManager.OnClientAuthenticated");

        // set connection to authenticated
        NetworkClient.connection.isAuthenticated = true;

        // proceed with the login handshake by calling OnClientConnect
        if (string.IsNullOrWhiteSpace(onlineScene) || onlineScene == offlineScene || IsSceneActive(onlineScene))
        {
            clientLoadedScene = false;

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(NetworkClient.connection);
#pragma warning restore 618
}
else
{
// will wait for scene id to come from the server.
clientLoadedScene = true;
clientReadyConnection = NetworkClient.connection;
}
}
    void OnClientDisconnectInternal()
    {
        //Debug.Log("NetworkManager.OnClientDisconnectInternal");

#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientDisconnect(NetworkClient.connection);
#pragma warning restore 618
}
    void OnClientNotReadyMessageInternal(NotReadyMessage msg)
    {
        //Debug.Log("NetworkManager.OnClientNotReadyMessageInternal");
        NetworkClient.ready = false;

#pragma warning disable 618
OnClientNotReady(NetworkClient.connection);
#pragma warning restore 618
OnClientNotReady();
        // NOTE: clientReadyConnection is not set here! don't want OnClientConnect to be invoked again after scene changes.
    }

    void OnClientSceneInternal(SceneMessage msg)
    {
        //Debug.Log("NetworkManager.OnClientSceneInternal");

        // This needs to run for host client too. NetworkServer.active is checked there
        if (NetworkClient.isConnected)
        {
            ClientChangeScene(msg.sceneName, msg.sceneOperation, msg.customHandling);
        }
    }

    /// Called on the server when a new client connects.
    public virtual void OnServerConnect(NetworkConnectionToClient conn) {}

    /// Called on the server when a client disconnects.
    // Called by NetworkServer.OnTransportDisconnect!
    public virtual void OnServerDisconnect(NetworkConnectionToClient conn)
    {
        // by default, this function destroys the connection's player.
        // can be overwritten for cases like delayed logouts in MMOs to
        // avoid players escaping from PvP situations by logging out.
        NetworkServer.DestroyPlayerForConnection(conn);
        //Debug.Log("OnServerDisconnect: Client disconnected.");
    }

    /// Called on the server when a client is ready (= loaded the scene)
    public virtual void OnServerReady(NetworkConnectionToClient conn)
    {
        if (conn.identity == null)
        {
            // this is now allowed (was not for a while)
            //Debug.Log("Ready with no player object");
        }
        NetworkServer.SetClientReady(conn);
    }

    /// Called on server when a client requests to add the player. Adds playerPrefab by default. Can be overwritten.
    // The default implementation for this function creates a new player object from the playerPrefab.
    public virtual void OnServerAddPlayer(NetworkConnectionToClient conn)
    {
        Transform startPos = GetStartPosition();
        GameObject player = startPos != null
            ? Instantiate(playerPrefab, startPos.position, startPos.rotation)
            : Instantiate(playerPrefab);

        // instantiating a "Player" prefab gives it the name "Player(clone)"
        // => appending the connectionId is WAY more useful for debugging!
        player.name = $"{playerPrefab.name} [connId={conn.connectionId}]";
        NetworkServer.AddPlayerForConnection(conn, player);
    }

    /// Called on server when transport raises an exception. NetworkConnection may be null.
    public virtual void OnServerError(NetworkConnectionToClient conn, Exception exception) {}

    /// Called from ServerChangeScene immediately before SceneManager.LoadSceneAsync is executed
    public virtual void OnServerChangeScene(string newSceneName) {}

    /// Called on server after a scene load with ServerChangeScene() is completed.
    public virtual void OnServerSceneChanged(string sceneName) {}

    /// Called on the client when connected to a server. By default it sets client as ready and adds a player.
    public virtual void OnClientConnect()
    {
        // OnClientConnect by default calls AddPlayer but it should not do
        // that when we have online/offline scenes. so we need the
        // clientLoadedScene flag to prevent it.
        if (!clientLoadedScene)
        {
            // Ready/AddPlayer is usually triggered by a scene load completing.
            // if no scene was loaded, then Ready/AddPlayer it here instead.
            if (!NetworkClient.ready)
                NetworkClient.Ready();

            if (autoCreatePlayer)
                NetworkClient.AddPlayer();
        }
    }

    // Deprecated 2021-12-11
    [Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
    public virtual void OnClientConnect(NetworkConnection conn) => OnClientConnect();

    /// Called on clients when disconnected from a server.
    public virtual void OnClientDisconnect()
    {
        if (mode == NetworkManagerMode.Offline)
            return;

        StopClient();
    }

    // Deprecated 2021-12-11
    [Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
    public virtual void OnClientDisconnect(NetworkConnection conn) => OnClientDisconnect();

    /// Called on client when transport raises an exception.
    public virtual void OnClientError(Exception exception) {}

    /// Called on clients when a servers tells the client it is no longer ready, e.g. when switching scenes.
    public virtual void OnClientNotReady() {}

    // Deprecated 2021-12-11
    [Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
    public virtual void OnClientNotReady(NetworkConnection conn) {}

    /// Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed
    // customHandling: indicates if scene loading will be handled through overrides
    public virtual void OnClientChangeScene(string newSceneName, SceneOperation sceneOperation, bool customHandling) {}

    /// Called on clients when a scene has completed loaded, when the scene load was initiated by the server.
    // Scene changes can cause player objects to be destroyed. The default
    // implementation of OnClientSceneChanged in the NetworkManager is to
    // add a player object for the connection if no player object exists.
    public virtual void OnClientSceneChanged()
    {
        // always become ready.
        if (!NetworkClient.ready) NetworkClient.Ready();

        // Only call AddPlayer for normal scene changes, not additive load/unload
        if (clientSceneOperation == SceneOperation.Normal && autoCreatePlayer && NetworkClient.localPlayer == null)
        {
            // add player if existing one is null
            NetworkClient.AddPlayer();
        }
    }

    // Deprecated 2021-12-11
    [Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
    public virtual void OnClientSceneChanged(NetworkConnection conn) => OnClientSceneChanged();

    // Since there are multiple versions of StartServer, StartClient and
    // StartHost, to reliably customize their functionality, users would
    // need override all the versions. Instead these callbacks are invoked
    // from all versions, so users only need to implement this one case.

    /// This is invoked when a host is started.
    public virtual void OnStartHost() {}

    /// This is invoked when a server is started - including when a host is started.
    public virtual void OnStartServer() {}

    /// This is invoked when the client is started.
    public virtual void OnStartClient() {}

    /// This is called when a server is stopped - including when a host is stopped.
    public virtual void OnStopServer() {}

    /// This is called when a client is stopped.
    public virtual void OnStopClient() {}

    /// This is called when a host is stopped.
    public virtual void OnStopHost() {}
}

}
`
Can somebody please help me?

I am sorry but you cant just post that much code without any other info. If you want someone to help you then provide more info and simple steps to reproduce it.


Fix: Updated AU regex and added SG regex for is_passport.

The AU Passport regex has included 2 leading letters in upper case since 2014-15. Although there are still possibilities of finding a single leading digit passport number.
Other services have been updated see: https://learn.microsoft.com/en-us/purview/sit-defn-australia-passport-number
While some have not: https://www.microfocus.com/documentation/idol/IDOL_24_2/EductionGrammars_24.2_Documentation/PII/Content/PII/PII_Examples_Passport.htm
Updated the regex to include both options.
Added tests for negative and positive results.
I also added the SG passport regex and tests for that, reference: https://learn.microsoft.com/en-us/purview/sit-defn-singapore-passport-number
Ran 2 tests in 0.011s

OK
OK - test_invalid_passport_number
OK - test_valid_passport_number

Process finished with exit code 0

Hey @benjaminlhai thanks for noting this and thanks for the contribution! 🎉

hey @theteladras, Thanks for this package, I'll be sure to continue contributions.   Just to note - publishing seems to be having issues, for now I'm referencing the package via git+xxx://, could you take a look when you have a moment?

@benjaminlhai To let you know that the issue with the package deployment has been resolved, sorry for the delay.


doxygen: 1.9.7 -> 1.9.8

Automatic update generated by nixpkgs-update tools. This update was made based on information from https://repology.org/project/doxygen/versions.
meta.description for doxygen is: Source code documentation generator tool
meta.homepage for doxygen is: https://www.doxygen.nl/
meta.changelog for doxygen is: https://www.doxygen.nl/manual/changelog.html
Updates performed

Version update

To inspect upstream changes

Release on GitHub

Compare changes on GitHub

Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 1.9.8 with grep in /nix/store/008g63hg70vkdfpv28wzfi1v5cmr45dg-doxygen-1.9.8
found 1.9.8 in filename of file in /nix/store/008g63hg70vkdfpv28wzfi1v5cmr45dg-doxygen-1.9.8

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

21166 total rebuild path(s)

21166 package rebuild(s)

First fifty rebuilds by attrpath

AusweisApp2
CHOWTapeModel
ChowCentaur
ChowKick
ChowPhaser
CuboCore.coreaction
CuboCore.corearchiver
CuboCore.corefm
CuboCore.coregarage
CuboCore.corehunt
CuboCore.coreimage
CuboCore.coreinfo
CuboCore.corekeyboard
CuboCore.corepad
CuboCore.corepaint
CuboCore.corepdf
CuboCore.corepins
CuboCore.corerenamer
CuboCore.coreshot
CuboCore.corestats
CuboCore.corestuff
CuboCore.coreterminal
CuboCore.coretime
CuboCore.coretoppings
CuboCore.coreuniverse
CuboCore.libcprime
CuboCore.libcsys
DisnixWebService
EBTKS
EmptyEpsilon
HentaiAtHome
LibreArp
LibreArp-lv2
MIDIVisualizer
MMA
OSCAR
OVMF
OVMFFull
PageEdit
R
SDL
SDL2
SDL2_gfx
SDL2_image
SDL2_image_2_0_5
SDL2_mixer
SDL2_mixer_2_0
SDL2_net
SDL2_sound

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/008g63hg70vkdfpv28wzfi1v5cmr45dg-doxygen-1.9.8 \
  --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 doxygen https://github.com/r-ryantm/nixpkgs/archive/f4dab6c2b71603b734105daa8bddfcd12b654f8e.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/008g63hg70vkdfpv28wzfi1v5cmr45dg-doxygen-1.9.8
ls -la /nix/store/008g63hg70vkdfpv28wzfi1v5cmr45dg-doxygen-1.9.8/bin

Pre-merge build results
NixPkgs review skipped

Maintainer pings

You'll need someone from committers group to be able to merge it.

Thanks for the heads up, @trofi, previous updates to this package seem to have been merged by you and other folks mentioned in my previous comment, yet the usernames are no longer found in the Nixpkgs committers team. What's the best approach to get commiter's eyes on this? Randomly pick folks from the Nixpkgs committers team?

Good question.
I usually rely on people that go through the queue of pull requests. Some people do it on a regular basis.
If that does not happen for a while it might help posting to PRs ready for review thread. It gets recreated periodically. Current incarnation is https://discourse.nixos.org/t/prs-ready-for-review/3032.
Sometimes people have some luck asking on Matrix: https://matrix.to/#/#dev:nixos.org

That's helpful. Thanks, @trofi!

Thanks everyone for helping getting this merged, much appreciated 🙂🙏


LTE training on 360 images

Hello, thanks very much for your intelligent work about image super-resolution (LTE) and image warping (LTEW), which gives me much guidance.
My problem is that: when I use LTE or LIIF for training the 360 image super-resolution task, using datasets provided by LAU-Net [1], the ws-psnr metric degrades during training, and the performance is bad. However, when using EDSR with pixel-shuffle for up-sampling, the training process has no problem.
I wonder if you have encountered similar problems, and if you have some possible solutions to address training on 360 images (ERP images).
[1] LAU-Net: Latitude Adaptive Upscaling Network for Omnidirectional Image Super-Resolution

Hi @caozidong
We found that LTE or LTEW even converges with 360 datasets when we use rectangular patches (e.g., 128x16) instead of square patches (e.g., 48x48) as training inputs.
We hypothesize that deep neural networks should see vertical information simultaneously since 360 images show severe distortion near boundaries.
p.s. Images in 360 datasets have severe JPEG distortion to meet the hardware-limited constraints. Therefore network should be capable of removing artifacts.

Thanks for your patience!


 and  throw React warnings.

Both <Flex bg="blue" /> and <Box bg="blue" />  work as documented, however, they throw React warnings:
Warning: Unknown prop `bg` on <div> tag. Remove this prop from the element. For details, see https://fb.me/react-unknown-prop
    in div (created by Base)
    in Base (created by Box)
    in Box (created by Flex)
    in Flex (created by Styled(Flex))
    in Styled(Flex) (at App.js:24)
    in div (created by t)
    in div (created by t)
    in t (at App.js:18)
    in div (created by Base)
    in Base (created by Styled(Base))
    in Styled(Base) (created by Styled(Styled(Base)))
    in Styled(Styled(Base)) (at App.js:17)
    in App (at Root.js:14)
    in Router (created by BrowserRouter)
    in BrowserRouter (at Root.js:13)
    in Root (at index.js:6)

@karland it's not a new issue. Been discussed here #276 #266

@costagolub Thanks.

I'm seeing the warning for
<Flex f={1} />

IMO this issue should be reopened. #276 and #266 are both closed and the warning hasn't been fixed yet

@smith-kyle it looks like Flex & Box doesn't run through the blacklist.
Alternatively, you can use Row & Column which should allow you to use the f attribute without the unknown props warning.

After more investigating, I've found 2 issues:

Flex & Box doesn't run through src/hoc.js so blacklist isn't filtered out. https://github.com/jxnblk/rebass/pull/334
tag-hoc doesn't clean styled-component props. https://github.com/jxnblk/tag-hoc/pull/2

Anyways, I've submitted PRs that should fix those issues and get rid of those unknown prop warnings for Flex & Box as well as Row & Column.


[QUESTION] c.User_id doesn't work

Initial Check

Make sure you've checked the following:

[] Python version is 3.7;
[] Updated Twint with pip3 install --user --upgrade -e git+https://github.com/twintproject/twint.git@origin/master#egg=twint;
twint-2.1.20
[] I have searched the issues and there are no duplicates of this issue/question/request.

Command Ran
I want to search for profile information using 'user_id', this is my code tried:
`u = twint.Config()
u.User_id = '2304166112'
u.User_full=True
user_filename = 'left_profile.csv'
u.Output = user_filename
u.Store_csv = True
twint.run.Lookup(u)`
Description of Issue
I have the updated twint : twint-2.1.20
However I got this error messgae:
ERROR:root:twint.run:Lookup:Unexpected exception occured. Traceback (most recent call last):   File "C:\ProgramData\Anaconda3\lib\site-packages\twint\run.py", line 292, in Lookup     config.Username = get_event_loop().run_until_complete(get.Username(config.User_id))   File "C:\ProgramData\Anaconda3\lib\site-packages\nest_asyncio.py", line 59, in run_until_complete     return f.result()   File "C:\ProgramData\Anaconda3\lib\asyncio\futures.py", line 181, in result     raise self._exception   File "C:\ProgramData\Anaconda3\lib\asyncio\tasks.py", line 249, in __step     result = coro.send(None)   File "C:\ProgramData\Anaconda3\lib\site-packages\twint\get.py", line 166, in Username     return soup.find("a", "fn url alternate-context")["href"].replace("/", "") TypeError: 'NoneType' object is not subscriptable
Referring to  #629 , i searched for the twitter page :
https://twitter.com/intent/user?user_id=2304166112
it indeed returned the profile of the user with this user_id, which means this user_id is valid.
What's the problem here?
Environment Details

Using Windows + Jupyter Notebook

I have the same issue. On twint 2.1.20 and python 3.8.2. Using Windows + PyCharm.

The URL https://twitter.com/intent/user?user_id=2304166112 is valid indeed. I guess the "popup" asking to follow causes the problem. (See screenshot).
Unfortunately I don't know how to solve that.

Yeah, I found a temparory way around. Have a look at https://github.com/digitalPlayer1125/twitterUsernamefromUserID

The URL https://twitter.com/intent/user?user_id=2304166112 is valid indeed.
But it shows a "popup" asking to follow and that's causing the problem I guess. (See screenshot).
Unfortunately I don't know how to solve that.

https://twitter.com/i/user/2304166112 the url doesn't need valid

Yeah, I found a way around using selenium. Have a look at https://github.com/digitalPlayer1125/twitterUsernamefromUserID

Thanks for the solution! I'm currently using this to scrape username and it works well.

I'm getting this error. Using Python 3.9. Last version of Twint:
twint.run.Search(c)
File "C:\Python39\lib\site-packages\twint\run.py", line 327, in Search
run(config, callback)
File "C:\Python39\lib\site-packages\twint\run.py", line 226, in run
get_event_loop().run_until_complete(Twint(config).main(callback))
File "C:\Python39\lib\asyncio\base_events.py", line 642, in run_until_complete
return future.result()
File "C:\Python39\lib\site-packages\twint\run.py", line 154, in main
await task
File "C:\Python39\lib\site-packages\twint\run.py", line 164, in run
self.config.Username = await get.Username(self.config.User_id)
File "C:\Python39\lib\site-packages\twint\get.py", line 166, in Username
return soup.find("a", "fn url alternate-context")["href"].replace("/", "")
TypeError: 'NoneType' object is not subscriptable
This is the code I'm running.
Has anybody solved this?
import twint

c = twint.Config()
c.User_id = 'xxxxxxx'
twint.run.Search(c)


Have any plan to support chatglm serial models?

I plan to support new models as they come out. I focus most of my efforts on models that are better than previous models and mostly let others add older models through PRs.

I plan to support new models as they come out. I focus most of my efforts on models that are better than previous models and mostly let others add older models through PRs.

I want to add chatglm2 and chatglm3 models. Is there any documentation to guide me how to add them?

Hi @user-ZJ, I would love to support more models. There is no documentation yet, but that is subject to change as AutoAWQ now has a dedicated documentation page. Do you plan to try and add support yourself?
Documentation is live:
https://casper-hansen.github.io/AutoAWQ/

Hi @user-ZJ.
How about your progress？Are you working on the AWQ quantization of chatglm3 models?


Turning cells into buttons or links?

I'm having a lot of issues trying to turn specific cells of a data set into buttons or links.
I've been trying to use the derivedAttributes to insert html tags around the cell's value, but they are just rendered as text. When I try to use JS to create an element, they produce an error, since the derivedAttributes seem to be expecting strings or numbers.
I thought about using onRefresh, with a function that goes through every cell and determines whether or not it needs a link, but I couldn't differentiate between cells of a different category than the one I'm interested in.
Does anyone have any recommendations? I'm pretty stuck on this, and I can't find a way to accomplish what I want yet.

Your best bet will be to put some Javascript into the onRefresh callback for sure. In terms of finding the right cells, there might not be enough information in the class attributes to easily find what you need but maybe I can help you figure it out... For which cells do you want buttons?

Thanks, I appreciate it a lot. Also PivotTable.js has been great to work with so far.
So I just want to be able to add buttons to cells of a particular attribute. Let's say I had Name, Version, and Service Pack all on the left hand side, so they're grouped by rows, I just want to  alter the cells within the Names column. I've been able to set up my own onRefresh function that color codes any dates, but those had a specific format I could identify and parse through. In this instance, I can only think of checking the cell's value with an array of all unique values of Names...


No more bins are placed and there are lanterns in the queue lines

Probably something has been changed in the game, that the API for the addon has changed, or something?
In any case, it is no longer possible to place bins. Queue TV is only placed on every second path, and there are lanterns on the others. In the meantime, benches are also no longer placed.
Lanterns:

No more bins:

The error message is "cannot place that here, can not be placed in queue":

Haven't been having this issue with lanterns, but I've definitely been having issues with bins. The plugin just doesn't place them at all, either automatically or using the Build on All Paths option. Version 0.5.1's Add button works, but 1.0.0 and 1.0.1 do not.

This PR changed the way the indices of footpathadditionplace work. If you replace addition + 1 with just addition in the Plugin js file it works as expected again.

This PR changed the way the indices of footpathadditionplace work. If you replace addition + 1 with just addition in the Plugin js file it works as expected again.

Can confirm, that does the trick here! Much appreciated, thank you. :)

This PR changed the way the indices of footpathadditionplace work. If you replace addition + 1 with just addition in the Plugin js file it works as expected again.

Yes, this works. You need to do it in 2 places in the code and everything is OK again :)

Can confirm this works. Thank you for finding this.

Can confirm this https://github.com/tubbo/openrct2-benchwarmer/issues/76#issuecomment-1793735455


Run ansible-galaxy collecion install commands until success 5 times

Sometimes ansible-galaxy collection install fails with [WARNING]: Skipping Galaxy server https://galaxy.ansible.com/api/. Got an
unexpected error when getting available versions of collection fedora.linux_system_roles: 'results'
ERROR! Unexpected Exception, this is probably a bug: 'results'

[citest]


Incompatible with newest cs2 update?

On my setup the server crashes occasionally on the newest update.

After updating metamod and counterstrikesharp, I can no longer reproduce this.

Most stuff work, but agent patch logic broke due to schema changes. I recommend using the latest version I just released.


Add contrib.pretty submodule to add pretty-formatting in IPython

Usage:
from dataclasses_struct.contrib.ipython import init_pretty_repr

init_pretty_repr()

import dataclasses_struct as dcs
# ...

Then instances of any class decorated with @dcs.dataclass() will have a _repr_pretty_ method that causes it to be formatted with indentation and color (if rich is installed) when displayed in the IPython shell and in Jupyter notebooks.

Codecov Report

Merging #6 (3eb1553) into main (9be9677) will decrease coverage by 10.12%.
The diff coverage is 2.77%.

:exclamation: Your organization is not using the GitHub App Integration. As a result you may experience degraded service beginning May 15th. Please install the Github App Integration for your organization. Read more.
@@             Coverage Diff             @@
##             main       #6       +/-   ##
===========================================
- Coverage   97.35%   87.24%   -10.12%
===========================================
  Files           5        6        +1
  Lines         302      337       +35
===========================================
  Hits          294      294
- Misses          8       43       +35

Files Changed
Coverage Δ

dataclasses_struct/_dataclass.py
97.12% <ø> (ø)

dataclasses_struct/contrib/ipython.py
0.00% <0.00%> (ø)

dataclasses_struct/__init__.py
100.00% <100.00%> (ø)

See example here: https://gist.github.com/harrymander/5df6d287b00233c42a4a4cda3361e566

Nice, that's a good way to handle it for efficiency.

One issue with this approach is with requiring an import order like this. In a bigger project where you might import this library into multiple files it is going to be annoying to ensure this patch is applied first.
For instance in my case I'm going to need to add this patching step in my main module, which in my view should not have this sort of involvement with libraries that submodules are using.

Probably also need to guard against multiple calls to init_pretty_repr.

Yes agree that that approach is not ideal. However, I'm trying to keep things as close as possible to standard dataclasses, which are supposed to be fairly basic.
Note other libraries which offer dataclass-like classes like pydantic and attrs don't built-in pretty reprs. E.g. pydantic tells you to use rich: https://docs.pydantic.dev/latest/integrations/rich/, which already natively supports dataclasses.
I discovered you can use %load_ext rich in IPython or notebooks to wrap all objects' repr in rich.print. See example here: https://gist.github.com/harrymander/f9f1b03779b55c9d649bbed89c8de87b

I had not heard of Rich, and although it seems interesting it is a shame to need yet another dependancy to do something IPython already does and only takes a single method to support.
One thing I'm missing from these other options that IPython pprint gave me was an easy way to output all ints as hex globally. Really invaluable for all machine-level work.


Request for new synonym MONDO:0016089

Mondo term
infantile Krabbe disease
Synonyms
infantile onset Krabbe disease, infantile-onset Krabbe disease
Synonym type
exact
Additional comments
PMID:20301416

Dear @peupeubangbang,
Thank you for reaching out to the Mondo Disease Ontology, part of the Monarch Initiative!
We have received your ticket and will review it as soon as possible.
If you have any additional information or updates relevant to your inquiry, please add them in a comment on this ticket. Your input is valuable in helping us understand and resolve the issue effectively.
Thank you for your contributions to Mondo!
Sincerely,
The Mondo Team

Infantile onset Krabbe disease should be an exact synonym of infantile Krabbe disease:
Based on the article provided by the collaborator (PMID:20301416), recommend including 'infantile-onset Krabbe disease' and 'infantile onset Krabbe disease' as exact synonyms for 'infantile Krabbe disease'.


Publishes actions to main

This PR adds publishing of release versions of actions into the main branch.

The updated version of transpiled js for each action must be committed as part of each PR that makes a change. This can be done by running pnpm build which outputs the build file to the correct location for each action. An additional step has been added to the build workflow that checks for any uncommitted changes to the index.js of each action and fails if there are some. At the moment it doesn't provide any action outside of altering the author of the PR via a failed build, we could consider doing some additional helpful things like raising a PR targeting the PR source branch with the contents of the js file.
An additional publish job has been added to the build workflow that only runs when actions are being published. It checks whether the current version of each action has already been published and if not then tags the repo. This runs within the changesets/action GitHub action which will push any new tags to the repo and create GitHub releases for us.
Tags are in the format name.version e.g. (add-changeset.1.0.0) instead of the standard changeset format name@version as we can't use that format in workflows.

This runs within the changesets/action GitHub action which will push any new tags to the repo and create GitHub releases for us.

I have a feeling this isn't going to work with the different tagging format as the action specifically looks for the tag format name@version :(

This runs within the changesets/action GitHub action which will push any new tags to the repo and create GitHub releases for us.

I have a feeling this isn't going to work with the different tagging format as the action specifically looks for the tag format name@version :(


[PDI-16845] When accessing files using vfs, sftp connections remain o…

…pen even after transformation/job completes

re-worked custom sftp provider, file system and file object
added cusomt providers.xml to make our custom sftp provider managed by vfs
sftp file system is now releasable even when there are open file objects (but not open streams!). this allows us to release sftp connections when a job or transformation is finished.

please, have a look at SftpFileSystemWindowsProvider's javadoc for details

Build Completed
:fire: This pull request has some issues. It would be preferable to fix them in order for it to be just perfect. See below for more details. Some links are also available below for further assistance in addressing those issues.
Build Commands
mvn -Dsurefire.runOrder=alphabetical -B -fn -f 'pom.xml' -pl 'engine,core' -P '!assemblies' -amd clean install && mvn -B -f 'pom.xml' -pl 'engine,core' -P '!assemblies' -amd site

Cleanup Commands
mvn -B -f 'pom.xml' -pl 'engine,core' -P '!assemblies' -amd build-helper:remove-project-artifact

Changed files
  core/src/main/java/org/pentaho/di/core/fileinput/FileInputList.java
  core/src/main/java/org/pentaho/di/core/vfs/ConcurrentFileSystemManager.java
  core/src/main/java/org/pentaho/di/core/vfs/KettleVFS.java
  core/src/main/java/org/pentaho/di/core/vfs/SftpFileObjectWithWindowsSupport.java
  core/src/main/java/org/pentaho/di/core/vfs/SftpFileSystemWindows.java
  core/src/main/java/org/pentaho/di/core/vfs/SftpFileSystemWindowsProvider.java
  core/src/main/resources/org/pentaho/di/core/vfs/providers.xml
  core/src/test/java/org/pentaho/di/core/vfs/SftpFileObjectWithWindowsSupportTest.java
  engine/src/main/java/org/pentaho/di/job/Job.java
  engine/src/main/java/org/pentaho/di/trans/Trans.java

Unit Test Coverage
These statistics help you identify how your changes have affected the coverage of the following files. If a file is not in this list, then its coverage was not affected by your changes. To get some help interpreting these metrics, please refer to Jacoco's documentation.

:warning: Coverage Changes: <0.1% (click to expand)
org.pentaho.di.core.vfs.KettleVFS

Branch Change: -0.9% :small_red_triangle_down:
Instruction Change: -0.5% :small_red_triangle_down:
Line Change: -1.2% :small_red_triangle_down:
Method Change: -0.8% :small_red_triangle_down:

org.pentaho.di.core.injection.bean.BeanInjector

Branch Change: -0.7% :small_red_triangle_down:
Complexity Change: -1.2% :small_red_triangle_down:

org.pentaho.di.job.entries.evalfilesmetrics.JobEntryEvalFilesMetrics

Branch Change: -0.4% :small_red_triangle_down:
Complexity Change: -0.5% :small_red_triangle_down:

org.pentaho.di.trans.steps.dimensionlookup.DimensionLookupMeta

Branch Change: -1.8% :small_red_triangle_down:
Complexity Change: -1.1% :small_red_triangle_down:
Instruction Change: -0.4% :small_red_triangle_down:
Line Change: -0.3% :small_red_triangle_down:

org.pentaho.di.trans.steps.groupby.GroupByMeta

Branch Change: -1% :small_red_triangle_down:
Complexity Change: -1.1% :small_red_triangle_down:
Instruction Change: -0.1% :small_red_triangle_down:
Line Change: -0.3% :small_red_triangle_down:

org.pentaho.di.trans.steps.replacestring.ReplaceStringMeta

Instruction Change: -0.1% :small_red_triangle_down:

org.pentaho.di.trans.steps.rowgenerator.RowGeneratorMeta

Branch Change: -2.6% :small_red_triangle_down:
Complexity Change: -1.5% :small_red_triangle_down:
Instruction Change: -0.1% :small_red_triangle_down:

org.pentaho.di.trans.steps.singlethreader.SingleThreaderMeta

Instruction Change: -0.1% :small_red_triangle_down:

org.pentaho.di.trans.steps.sort.SortRowsMeta

Instruction Change: -0.1% :small_red_triangle_down:

org.pentaho.di.trans.steps.synchronizeaftermerge.SynchronizeAfterMergeMeta

Instruction Change: -0.1% :small_red_triangle_down:

org.pentaho.di.trans.steps.salesforceupdate.SalesforceUpdateMeta

Instruction Change: -0.2% :small_red_triangle_down:

@mbatchelor can you please take a look?

Great job on this. Really nice solution!


Animated View inside TouchableNativeFeedback

I get an error (Attempted to assign to readonly property.) when nesting an Animated.View inside a TouchableNativeFeedback.
Here is a minimal repro case.
class Test extends Component {
  state = {
    animatedValue: new Animated.Value(0),
  };

  render() {
    return (
      <TouchableNativeFeedback>
        <Animated.View style={{ color: this.state.animatedValue }}>
          ...
        </Animated.View>
      </TouchableNativeFeedback>
    );
  }
}

This happens because the animated value object gets frozen / sealed when it's animated view is a direct child of TouchableNativeFeedback. Adding a intermediate View between the TouchableNativeFeedback and the AnimatedView works around the issue.

Any progress on getting this fixed. I have an Android project where I'm testing animating flex values inside a TouchNativeFeedback and this is proving to be a major hurdle since I can't add an intermediary View.


VSCode 1.12.1: No 'dotnet' command at all

Pardon for the ugly formatting... Don't know what is happening there
Environment data
dotnet --info output:
(as the title explains, exactly this is the problem: NO 'dotnet' command)
uname -a (so, it's Linux...):
Linux juliet 3.16.0-4.686-pae #1 SMP Debian 3.16.39-1+deb8u2 (2017-03-17) i686 GNU/Linux
(yes, it's i686, not x64)
VS Code version: 1.12.1
C# Extension version: 1.9.0
Mono Debug version: 0.15.5
Steps to reproduce
1st - On a clean Debian Jessie i686, as root, open a bash and:

apt-get update
apt-get dist-upgrade
apt-get install locate
apt-get install mono-complete
sync ; updatedb
close the bash

2nd - Install VSCode and the extensions.
3rd - Open a bash and try:

which dotnet
whereis dotnet
locate dotnet

Expected  behavior
Well? I don't know!
Actual behavior
ad 1:
root@juliet:~# which dotnet
root@juliet:~# _
(means the which command returned nothing)
ad 2:
root@juliet:~# whereis dotnet
dotnet: /usr/share/dotnet
root@juliet:~# cd /usr/share/dotnet ; ls -l
total 0
ad 3:
root@juliet:~# locate dotnet | grep dotnet$
/usr/lib/mono/gac/gtk-dotnet
/usr/lib/mono/gac/policy.2.10.gtk-dotnet
/usr/lib/mono/gac/policy.2.4.gtk-dotnet
/usr/lib/mono/gac/policy.2.6.gtk-dotnet
/usr/lib/mono/gac/policy.2.8.gtk-dotnet
/usr/share/dotnet
/usr/share/cli-common/policies.d/010-2.10.gtk-dotnet
/usr/share/cli-common/policies.d/010-2.4.gtk-dotnet
/usr/share/cli-common/policies.d/010-2.6.gtk-dotnet
/usr/share/cli-common/policies.d/010-2.8.gtk-dotnet

@MrScoville are you trying to do .NET Core development? If so, from your install steps it looks like you didn't install the .NET Core SDK. If so, follow instruction on: https://www.microsoft.com/net/core#linuxdebian

No, I want to do Mono development.
Thank you in advance!
2017-05-11 18:09 GMT+02:00 Gregg Miskelly<EMAIL_ADDRESS>
@MrScoville https://github.com/mrscoville are you trying to do .NET
Core development? If so, from your install steps it looks like you didn't
install the .NET Core SDK. If so, follow instruction on:
https://www.microsoft.com/net/core#linuxdebian
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/OmniSharp/omnisharp-vscode/issues/1474#issuecomment-300838497,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AVuDNUBWD2VTD9037bdrwL4PSpxu84tTks5r4zKygaJpZM4NYFcd
.

@MrScoville In that case you don't need dotnet. You can set csharp.suppressDotnetInstallWarning in your settings (Preferences->Settings in VS Code to open the file) to disable the warning.

@MrScoville: Did @gregg-miskelly's response above solve the problem for you?

Hopefully @gregg-miskelly's response helped solve the problem you described. Let me know if that's not the case.


Improve isolation from system Python.

Exclude a users site.py using PYTHONNOUSERSITE.
Create a pyvenv.cfg file to exclude system-site-packages.

See this stackoverflow post for more
information.
Issue was discovered by @whitequark and reported in
https://github.com/QuickLogic-Corp/quicklogic-fpga-toolchain/issues/5#issuecomment-723464697

FYI - @whitequark


Update Castle.Core to 5.1.0

As requested in #621, this updates the following packages:

Castle.Core: 5.0.0 -> 5.1.0
Castle.Core-log4net: 5.0.0 -> 5.1.0
Castle.Core-NLog: 5.0.0 -> 5.1.0

Thanks @jeme!


fix: provide access to /dist built files for the package in NPM

Blocks: #94
Installing this in example-greeting-service via NPM, I got the error:
Error: Cannot find module<EMAIL_ADDRESS>Please verify that the package.json has a valid "main" entry

Add a files entry to package json ala libhoney-js and initialize an .npmignmore

Used npm pack to verify that this works and saw that this change will generate a tarball with just the dist folder, README and LICENCE 🎉


fix: less cpu and memory consumption during scanning

Signed-off-by: chenk<EMAIL_ADDRESS>Description
Introduce slow flag for less cpu and memory consumption during scanning
Related issues

Close #359

Checklist

[x] I've read the guidelines for contributing to this repository.
[x] I've added tests that prove my fix is effective or that my feature works.
[x] I've updated the documentation with the relevant information (if needed).
[x] I've added usage information (if the PR introduces new options)
[x] I've included a "before" and "after" example to the description (if the PR is a user interface change).

I had no idea trivy had such a flag!

its new ,  added in trivy v0.35.0


firebase_core 0.5.0-dev.1 version solving failed

dependencies:
  flutter:
    sdk: flutter

  firebase_core: "0.5.0-dev.1"
  firebase_auth: "0.16.1"

Running "flutter pub get" in <myappname>...

Because firebase_auth 0.16.1 depends on firebase_core ^0.4.4 and <myappname> depends on firebase_core 0.5.0-dev.1, firebase_auth 0.16.1 is forbidden.
So, because <myappname> depends on firebase_auth 0.16.1, version solving failed.
pub get failed (1; So, because <myappname> depends on firebase_auth 0.16.1, version solving failed.)
Process finished with exit code 1

I am following official FlutterFire docs but getting above error while installing packages.

@deependrasolanky note that 0.5.0-dev.1 is prerelease versions of firebase_core. Consider to use latest stable firebase_core: ^0.4.5 with stable firebase_auth.
Closing since this is not an issue with flutter.
What the official FlutterFire docs do you mean?

@VladyslavBondarenko I am referring to https://firebase.flutter.dev/docs/overview for the docs.
dependencies:
  flutter:
    sdk: flutter
  firebase_core: "0.5.0-dev.1"

For beginners in Flutter it is suggested to mention package incompatibility in the docs.

@deependrasolanky
consider to open issue about this in the flutterfire repository https://github.com/FirebaseExtended/flutterfire/issues


Show vm name as page title, fix #58

This is amazing fixing. Let me merge it firstly and we will try it tomorrow.


Product sale price

The sale price is 0 by default. At this moment this results in a 100% discount on the product.
When setting the prices to the same value (price: 100, sale price, 100) you still see the product as if it is on sale.
I suggest that when the sale value is 0. The price of the product should only show the product price and when the prices of the sale and the product price are the same. The product should not show as if it is on sale.

This should have been defaulted to empty. If it's empty there's no sale price. so save it empty rather than 0.


added walla's news flash parser

Needs to be merged with Emanuel's changes (getting date of last news flash from db does not take the site's name into account)
Needs testing

Great job, although it's slowly becoming a mess, we need to think about how can we unify most of the API so it would be as much the same as possible between different scrapers. Right now it feels as if there a lot of duplicate code, what do you say? @elashahar01 @sagivharel @atalyaalon

I agree. After validation of my changes we should decide how to merge the two versions together to one API. @Mano3


version update

Checklist

[x ] Used a personal fork of the feedstock to propose changes
[ x] Bumped the build number (if the version is unchanged)
[ x] Reset the build number to 0 (if the version changed)
[ x] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)
[x ] Ensured the license file is being packaged.

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.

This release contains API changes that are not compatible with 1.19.3 or earlier.


Fix #3: Parse rebar.config

TODO

[X] Merge #5

We can add tests after #4 is implemented so that we can test that the desired options have the desired effect.


Is there any tutorial on how to actually use OpenVino Pre-Trained Model?

I would like to try and replicate something like the smart classroom demo but I only am interested with the raising hand detection. My questions are:

Considering on the fact I dont need other functionality, basically I just need person-detection-raisinghand-recognition-0001 (both bin and xml) right or do i need to use all 5 of the models like the smart classroom models?
2.I have tried numerous ways on how to actually start coding(visual studio,pycharm) and after a week I am still stuck at square one so Can anybody please guide me step by step on how to actually setup my environment?

Update:
I managed to figure out how to compile the samples and now I am facing a new error which is:
Severity	Code	Description	Project	File	Line	Suppression State
Error (active)	E1696	cannot open source file "gflags/gflags.h"	smart_classroom_demo	C:\Program Files (x86)\IntelSWTools\openvino_2019.1.148\inference_engine\samples\smart_classroom_demo\main.cpp	7

@iqrammm
To get some understanding of API and how to infer networks you can refer to hello_classification as the simplest sample. Note, it is not detection but classification sample.
person-detection-raisinghand-recognition usage
Yes, person-detection-raisinghand-recognition can be used as a stand alone model. But smart_classroom_demo's pipeline requires some other models in addition. I can suggest two options:

Take a look at object_detection_demo_ssd_async and change how it processes net outputs in the way similar to smart_classroom_demo
Remove other models usage from smart_classroom_demo

Compile issue
I assume you are missing some include paths while compiling. The simplest way to build samples is to run build_samples_msvc.bat.
In cmd run
cd C:\Program Files (x86)\IntelSWTools\openvino_2019.1.148\inference_engine\samples
build_samples_msvc.bat

I think it is good idea to build samples with build_samples_msvc.bat and if it succeeds, it can be claimed there is an IDE configuration problem.

@iqrammm, can the issue be closed?


Table view for location charts

Add a switch to allow maps to be rendered as a sorted table instead

Done


Fix dependencies handling

Error handling
Catch result of dependencies

I'd like to adapt tagpr instead of release branch. I created a PR (#17) which add a tagpr workflow of GitHub Actions. Then I changed the base branch of this PR to main.


Preventing updates back to a golang variable

Is there a way to prevent writing back to a golang variable from the Goja VM in script?
var myway :=2;
vm.Set("myvar", myvar)
Can I prevent write back to a variable from JS/Goja?
Such as:  'myvar=1'
Thank you.

Same rules as with Go apply: if you pass a pointer changes will affect the original, if you pass a value it's a copy and therefore changes will not affect the original.
In your example setting "myvar=1" in JS will not update Go variable.

Is there a way to make a pass by ref data structure like a Go Struct readonly in the goja VM? Pass by ref is faster I believe with by large structures. Also methods don't transfer when you user pass by value. Also when pass by ref only has to be done once.
Thank you

The only way I can think of is using ES6 Proxy which is available in es6 branch. See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Proxy

Proxying is an interesting concept. However can it be done in Golang and sent to the Goja VM as a proxy?

Proxy is available in goja in the es6 branch.

Would you add the Go variable to the VM and then execute a proxy wrapper in the VM as a secondary script? How would this be done?

You could either implement the proxy in Go and use (*Runtime).NewProxy() or implement the handler in JS, the latter would probably be easier as there is plenty of information online.


Fix: typescript-linter

Linter was running into an infinite loop when .contextignore was missing.
Added an npm run dev script to quickly run the linter without building (easier to debug)

:tada: This PR is included in version 1.5.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Small improvements for better use

Changes:

Made classes an optional argument with the default class being "1"

Added:

disable_legend argument to optionally not display classes in legend
clear_positions() function to remove all points from a class (or all classes) with external call

Note:
I haven't made changes to the doc so far

the docs build is not your fault. I have an outdated config file that readthedocs finally stopped supporting. I'll fix that in a separate PR

Thank you for the contribution @Xraydylan ! You are actually the first contributor outside of me for this repo :) I really appreciate you taking the time to do this work


Description is incomplete/strongly misleading

The description provided of how the value for this property is calculated is incomplete and suggests that the list will be empty if none of the languages preferred by the user intersect with localizations declared by application, which is not the case. Instead, if none of the users languages match, whatever language happens to be listed first in the apps localizations is returned, which directly contradicts the statement in the Remarks section - "best current runtime language value(s) preferred by the user" it is not. Not when returned value is not even in the list of languages known to the user.   The guidelines article surprisingly is more thorough https://docs.microsoft.com/en-us/windows/uwp/design/globalizing/manage-language-and-region#app-runtime-language-list , this piece of the official API reference should at very least link to it.

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

ID: 0db59e0e-98c9-833b-742b-4ef3c5d9f9b9
Version Independent ID: 041fcb3f-c585-23aa-d7cb-1b6837e0aeae
Content: ApplicationLanguages.Languages Property (Windows.Globalization) - Windows UWP applications
Content Source: https://cpubwin.visualstudio.com/DefaultCollection/windows-uwp/_git/winrt-api-build?path=%2fwinrt-api-build%2fwindows.globalization.applicationlanguages.yml&version=GBlive&_a=contents
Product: uwp
Technology: winrt-reference
Git Login: Karl-Bridge-Microsoft
Microsoft Alias: kbridge

Topic has been updated with detail from overview.


chore(master): release 1.0.1

:robot: I have created a release beep boop
1.0.1 (2024-01-16)
Bug Fixes

remove testing code (bea7f72)

This PR was generated with Release Please. See documentation.

:robot: Release is at https://github.com/metailurini/terraform-metailurini-tesseract/releases/tag/v1.0.1 :sunflower:


Professional Edition

Will this work on Professional Edition?

Hi @SalesforceBobLightning,
Unfortunately, I don't believe this will work in Professional Edition because the app requires Apex and use of the REST API, which might not be enabled in Professional Edition orgs.
Although my app is available to be installed as a managed package, it has to be a "certified" app for Professional Edition, and I don't have the time or resources to go through that process right now. Sorry :(


Added ability to request a particular aspect of a metric.

See Configuration section of README for details.

@balena-ci I self-certify!


AttributeError: 'str' object has no attribute 'get_index_struct' when loading index from load_index_from_storage

Question Validation

[x] I have searched both the documentation and discord for an answer.

Question
I have developed a chatbot using llama index and streamlit. However, when I run the app, I encounter an AttributeError: 'str' object has no attribute 'get_index_struct' when trying to load the index using load_index_from_storage.
It's strange because a few weeks ago, my code was working perfectly fine, and the chatbot was functioning properly. Recently, I added a new file to my content folder to create the index and store the JSON files in the storage folder. But now, I'm getting the aforementioned error when running the app.
Here's the relevant code snippet:
def get_response(query_engine, query):
    try:
        stored_response = c.execute("SELECT response FROM history WHERE LOWER(query) = LOWER(?)", (query,)).fetchone()

        if stored_response is not None:
            response = stored_response[0]
        else:
            response = query_engine.query(query)
            if not isinstance(response, dict):
                raise TypeError(f"Unexpected type {type(response)} for response.")
            response = str(response)
            c.execute("INSERT INTO history (query, response) VALUES (?, ?)", (query, response))
            conn.commit()

        return response
    except Exception as e:
        st.error(f'Error: {str(e)}')

def check_json_integrity(filepath):
    try:
        with open(filepath, 'r') as f:
            json.load(f)
        print(f"No issues found in {filepath}.")
    except json.JSONDecodeError as e:
        print(f"Invalid JSON in {filepath}. {str(e)}")
        return False
    return True

def main():
    storage_path = './storage'

    json_files = [
        os.path.join(storage_path, 'graph_store.json'),
        os.path.join(storage_path, 'docstore.json'),
        os.path.join(storage_path, 'vector_store.json'),
        os.path.join(storage_path, 'index_store.json')
    ]

    json_files_integrity = all([check_json_integrity(filepath) for filepath in json_files])

    if not json_files_integrity:
        raise ValueError("One or more storage files are not valid JSON files.")

    storage_context = StorageContext.from_defaults(persist_dir=storage_path)
    index = load_index_from_storage(storage_context)
    query_engine = index.as_query_engine()

I'm wondering if there have been any recent changes or updates that could be causing this issue. Has anyone else faced this problem before, and if so, were they able to find a solution?

I managed to solve it. If anyone ever face this issue, please make sure the dependencies are of same versions.


Add some fields to bigquery

<cc/ @jtattermusch who is most familiar with this code>
@ctiller , unfortunately looks like this still didn't fix the issue. I noticed that the new field is inside 'clientStats' column group (i.e which is a column in the "middle of the schema") and as per the documentation here: https://cloud.google.com/bigquery/docs/tables#updateschema, new columns can only be added at the end of the table.
For now to unblock the tests, I suggest you delete the key i.e del stats['requestResults'] inside the loop at: https://github.com/grpc/grpc/blob/master/tools/run_tests/performance/bq_upload_result.py#L119
We will figure out a way to add these to the schema later.