[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1

The above errors repeat for a few hundred more lines.

It's kind of hard to test for a crash right now due to this error. Let me know what info I can provide to help track it down.

Alright, got a log from right after a crash with the release files. Unfortunately not seeing anything super helpful, other than the fact that that same error is in there.

RenderingPluginLog.txt
[OSVR Rendering Plugin] OnGraphicsDeviceEvent(Initialize).

[OSVR Rendering Plugin] Passed Unity device/context to RenderManager library.
OSVRDisplayConfiguration::parse(): Using mono point sample distortion.
OSVRDisplayConfiguration::parse(): Processing JSON data into mono point samples description structure.
OSVRDisplayConfiguration::parse(): Initial processing complete. Loaded mono point samples data with 1411 and 1411 samples per eye, respectively.
OSVRDisplayConfiguration::parse(): Using distortion method "mono_point_samples_built_in": "OSVR_HDK_13_V1"
[OSVR Rendering Plugin] CreateRenderManagerFromUnity Success!
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1

^^^^
THIS REPEATS A TON!!!!

Then, near the end
vvv

[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetViewport, returning cached values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetProjectionMatrix, returning default values. Eye = 1
[OSVR Rendering Plugin] Error in GetEyePose, returning default values. Eye = 1
[OSVR Rendering Plugin] Shutting down RenderManager.
[OSVR Rendering Plugin] OnGraphicsDeviceEvent(Shutdown).

[OSVR Rendering Plugin] OnGraphicsDeviceEvent(Shutdown).

[OSVR Rendering Plugin] Current device type not supported

@nanospork thanks, that's also what I see. Can you try this updated OSVR-Unity package and see if it fixes those issues?
https://drive.google.com/file/d/0B0X-T5b2-zcOQ3FiYlQ2MlZJbWM/view?usp=sharing

Haven't had much time to test yet, but so far this one is functioning normally. Will let you know if it crashes!

@nanospork thanks. When you get a chance I might ask that you test this as well (or instead) since it's a simpler fix:

Start with the official OSVR-Unity plugin (not the changes from the Unity package above)
Replace \Assets\Plugins\x86_64\osvrUnityRenderingPlugin.dll with https://drive.google.com/open?id=0B0X-T5b2-zcOampQM3pySVZ6STg
If you still see the crash with that version, here is a new OSVR-Unity plugin to test instead of the one linked above: https://drive.google.com/open?id=0B0X-T5b2-zcOcE9VZVJDdWptOXM:

Update: The first package has not randomly crashed for me so far, yay! However, I found an additional bug. When loading a new scene, a new, extra rendering window is created. The old window is never closed, and they just start to pile up until eventually Unity does crash.
However, this issue doesn't occur with the official plugin + new .dll. I had it crash once while loading a new scene, but I think that's because I replaced the plugin without restarting Unity. Once again, I'll let you know if I run into any crashes with this one. If I do, I'll give you an update and try the last solution.

Further update: Not sure if I should file a separate report for this, but while the test plugins you've sent me have been alleviating the crash in the editor, NO version of OSVR-Unity has worked in any builds so far (and I specifically checked x86_64.) I just get a frozen, but slightly jittery, screen. A peculiar issue. Not sure if it's a project setting I'm missing, perhaps?

Ran into the crash on scene load again with the official plugin + new .dll. Will try out the second solution soon.

@nanospork thanks! I ran into the same issue with that first package and it should be fixed in the second.
I'll try to reproduce the scene load error with the single .dll solution.

I was able to reproduce the scene load error in both my main project and a nearly-clean project. It does not happen every time though, so it might take a couple tries.

Package #2 seems to have fixed the extra window bug. It does seem to take significantly longer to enter Play Mode than it used to - like more than 10 seconds on an empty project. It also frequently crashes when entering Play Mode while using a Direct Mode osvr_server_config file.
Note that I still can't get any builds to work with Extended Mode configs, but they do work with Direct Mode.

Hmm, I'll look into the long startup time. I wasn't seeing frequent crashes, either. I have another dll to try with method #1 (replace osvrUnityRenderingPlugin.dll in the official build): https://drive.google.com/open?id=0B0X-T5b2-zcOampQM3pySVZ6STg
I'm able to run in extended or direct mode and switch scenes with these builds, so we might want to look into that separately.

First test with the official build and the new .dll - instant editor crash on scene change.

New .dll RenderingPluginLog.txt
[OSVR Rendering Plugin] OnGraphicsDeviceEvent(Initialize).

[OSVR Rendering Plugin] Passed Unity device/context to RenderManager library.
OSVRDisplayConfiguration::parse(): Using mono point sample distortion.
OSVRDisplayConfiguration::parse(): Processing JSON data into mono point samples description structure.
OSVRDisplayConfiguration::parse(): Initial processing complete. Loaded mono point samples data with 1411 and 1411 samples per eye, respectively.
OSVRDisplayConfiguration::parse(): Using distortion method "mono_point_samples_built_in": "OSVR_HDK_13_V1"
[OSVR Rendering Plugin] CreateRenderManagerFromUnity Success!
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] Shutting down RenderManager.
OSVRDisplayConfiguration::parse(): Using mono point sample distortion.
OSVRDisplayConfiguration::parse(): Processing JSON data into mono point samples description structure.
OSVRDisplayConfiguration::parse(): Initial processing complete. Loaded mono point samples data with 1411 and 1411 samples per eye, respectively.
OSVRDisplayConfiguration::parse(): Using distortion method "mono_point_samples_built_in": "OSVR_HDK_13_V1"
[OSVR Rendering Plugin] CreateRenderManagerFromUnity Success!
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] SetColorBufferFromUnity
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] ConstructBuffersD3D11
[OSVR Rendering Plugin] Could not finish presenting render buffers
[OSVR Rendering Plugin] Shutting down RenderManager.
[OSVR Rendering Plugin] UpdateRenderInfo Could not get renderinfo collection.
[OSVR Rendering Plugin] Shutting down RenderManager.

I didn't see this line in a test that didn't crash, might be helpful: [OSVR Rendering Plugin] Could not finish presenting render buffers
RenderManager Tests
These RenderManager examples work fine in both Extended and Direct Modes:
RenderManagerD3DPresentExample3D
RenderManagerOpenGLCAPIExample
RenderManagerOpenGLCAPISharedContextExample
RenderManagerOpenGLHighPolyTest
RenderManagerOpenGLSharedContextExample

These RenderManager examples do not work properly in Extended Mode:
RenderManagerD3DATWDoubleBufferExample - output is stuttery, image warps (but then I also don't have ATW enabled in my config)
RenderManagerD3DCAPIExample - Claims to render at ~7000 FPS, but the screen only updates every couple of seconds.
RenderManagerOpenGLQt5Example - "Qt5OpenGL.dll is missing from your computer"

These RenderManager examples do not work properly in Direct Mode:
RenderManagerD3DATWDoubleBufferExample - output is stuttery, image warps (but then I also don't have ATW enabled in my config)
RenderManagerD3DCAPIExample - Flashes a frame every half second or so, then blacks out
RenderManagerOpenGLQt5Example - "Qt5OpenGL.dll is missing from your computer"

Output Log - Extended Mode Unity Builds

Example Extended Mode output_log.txt

Initialize engine version: 5.5.0f3 (38b4efef76f0)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2)
    Vendor:   NVIDIA
    VRAM:     4059 MB
    Driver:   <IP_ADDRESS>66
Begin MonoManager ReloadAssembly
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.Analytics.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\OSVR.ClientKit.dll (this message is harmless)
Loading H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\OSVR.ClientKit.dll into Unity Child Domain
- Completed reload, in  0.148 seconds
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\System.dll (this message is harmless)
Platform assembly: H:\Unity\invasion-game\Builds\Build003d_osvr_64_Data\Managed\System.Xml.dll (this message is harmless)
desktop: 2560x1080 60Hz; virtual: 4480x1080 at 0,0
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 4480x1080 at 0,0
<RI> Initialized touch support.

UnloadTime: 22.155281 ms
Current Input Device: KeyboardAndMouse

=== And then some of my own stuff ===

Adding to the above, I just did a "clean" Nvidia driver update and it did not seem to affect anything.
As an aside, after further testing it seems like the last "package" solution (capi-v3) is no longer negatively affecting load times. Maybe I just needed a good restart of my system?
Anyway, that means that capi-v3 works fine except:

Possibly still crashes in Direct Mode in Editor. Will test again soon.
Extended Mode builds still just show a "frozen" image.

@nanospork I had the frozen image problem until I tried lower resolutions (lower than 1920x1080, try 1024x768 or 1366x768 - it doesnt seem to look any different either) , does it help?

@amiga No dice on the lower resolutions for me. Doesn't seem to help. Tried in Extended Mode, configuring the game for both "Left" and "Right" displays in the launcher at a handful of resolutions.

@nanospork thanks for the updates! Could you send me the project source? And also the config files you're using?
My focus is on fixing the random crashes without changing to the CAPI package if possible, and also without changing OSVR-Unity C# code if possible. I have one more replacement x64 osvrUntiyRenderingPlugin.dll to try, call it version 6: https://drive.google.com/open?id=0B0X-T5b2-zcOampQM3pySVZ6STg
(or I'll it out here if you want to share the source)
I'm not sure if the scene-switching crash is the same thing. It could be. If the dll above doesn't fix it. I might then like to see if changes to Math.cs have any effect. If those don't fix it, I think something else is causing it.
I don't think the extended mode issue is related to the issues above.
Is this normal? That is a very large virtual screen, and the desktop changes resolution:

desktop: 2560x1080 60Hz; virtual: 4480x1080 at 0,0
 Initializing input.
 Input initialized.
desktop: 1920x1080 60Hz; virtual: 4480x1080 at 0,0

Regarding the RM demos:
RenderManagerD3DATWDoubleBufferExample should work with ATW enabled, which might have performance issues on a 970.
RenderManagerD3DCAPIExample - A rendering delay is built into this example. This works as intended.
RenderManagerOpenGLQt5Example - DLL should be shipped with the SDK, thanks for pointing out the issue.

Version 6 Test Results

Occasional crash on scene load - no apparent consistency yet
Editor.log is huge, but the most relevant seeming output (everything I think after hitting "Play") is here: http://pastebin.com/qJpLQsgU
RenderPluginLog.txt here: http://pastebin.com/MkdAv9ZB
Some logs from a crash after which the Unity Bug Reporter actually appeared:
crash_a4a15d11577a224c9bb1333f40773496.zip

Bare-Bones Project Files
Press "/" to reload the current scene. After ~1-10 reloads, a crash occurs.
More Notes
I'm not entirely sure what the virtual screen is. I do have an Ultrawide monitor which would explain the width maybe? Is the virtual screen only supposed to be the size of the HDK screen, or HDK + other monitors?
Also, a random quirk that I've noticed with several of these, including Version 6 and I'm not sure which others: on scene load the Unity Editor loses focus, so I have to click on the play window again to provide input. The release version doesn't do this.

Forgot to upload project files. Here they are. Super bare-bones, but I can still reproduce the issue.
osvr-test.zip

@nanospork I haven't been able to reproduce in dozens of tries here. Looking at the error.log in the crash logs:

AcLayers.DLL caused an Access Violation (0xc0000005)
in module AcLayers.DLL at 0033:3f9c5f7c.

Any idea what this is? A google search reveals it might be something known to cause issues on Windows.
I am thinking the random crash is resolved and that this is a different, weird issue. The OSVR logs look fine, last Debug.Log in Editor.Log indicates success:

[OSVR-Unity] HMD connection established. You can ignore previous error messages indicating Display Startup failure.

The trouble is, the crashes only occur for me when I have the OSVR plugin imported into a project and the client kit and a display in the scene. :/
I'll see if I can find out what Aclayers.dll is. I guess the root of the problem is a conflict with something I have installed.

Does it crash if you're not using RenderManager at all?

If I disable/destroy the ClientKit and VRDisplay, there are no crashes even with the project imported, if that's what you're asking? If not, how would I test what you mean?

even with the plugin imported*

You would test it by removing the "renderManagerConfig" section from the server config file.

Only did one test, but I absolutely spammed scene reloads and couldn't get it to crash when removing the renderManagerConfig setting.
I'm going to try a system file check. Aclayers.dll appears to be a system file? Interestingly, one of the Google results I found was a crash someone was having in Elite: Dangerous in VR.
After that I'm going to try disabling f.lux (should have tried that a long time ago) and LG's "On Screen Control" software, as I could see both of those interfering with display things.

Interesting. Yes, I also think that software could be interfering with renderManager's display handling.

Still got a crash after SFC and disabling those two pieces of software. Going to try uninstalling the LG thing since it seems to be interfering with Windows scaling even after quitting? (It's set to 100% but still...)

Still no dice. Tried updating to the latest Unity as well, still getting the crash occasionally.
You attempted to reproduce the issue with the latest OSVR Runtime, right?
sigh I may be overdue for a fresh install of Windows anyway...

Just to be sure, did you reboot after uninstalling? I tested with the latest Runtime, and a slightly older runtime.

Yup, did reboot and just tried again. Still crashing.
I went in and tried to turn off all Nvidia ShadowPlay related stuff as well, just in case that was causing it. Didn't seem to help.
Windows 10 by the way - not sure if that was included in any of the crash logs.

And is this something you see all the time, even with the official Unity plugin (and not just the new dll)?

Yes, just tried in a bare-bones project with the official plugin and I got a crash the second time I tried re-loading the scene.

So, given that I was long overdue for a clean system install (haven't done one in... 4 years at least? And I did the in-place upgrade from Windows 7 to Windows 10) I just went with the nuclear option. I'm no longer getting the crash on scene load with the official plugin.
Sorry for wiping away the only evidence of this crash, but it seems to be pretty clear now that it was a conflict with something I had installed. As I re-install my programs, I will notify you immediately if anything causes the problem to resurface.
Note that I tested for the crash first thing after re-installing Windows. I do not have f.lux or even Nvidia GeForce Experience installed yet. I do wonder if GeForce Experience's screen-recording software was causing the problem, even though I tried to disable it. Or it could just be that my ancient, aching Windows installation was falling apart.

@nanospork Thanks for your help and patience! Glad to hear it's working now. Do let me know if that happens again as you re-install software.
I merged the osvrUnityRenderingPlugin.dll changes into the official build, so hopefully the random crash is no longer an issue. Let me know if that resurfaces as well.
OSVR-Unity Build #611 will the first build number with this fix, and you can download it here  until an issue with the CI build promotion is resolved (access.osvr is a few builds behind and not promoting new builds).

@DuFF14 Thanks for the link to the build!
I will definitely let you know if I run into more trouble. I'll try to re-install all but the most benign software one at a time, with Unity tests in-between.
Also, I haven't tested building in Unity yet, so I will report back when I find out if those issues are gone.

@DuFF14 Builds of Unity projects are working just fine in both Extended and Direct modes with both the official plugin and the one you linked. Extended and Direct modes also both work in the editor. No crashes on scene reload for either, and no random crashes so far with the new plugin.
Also, I apologize if my commentary is a bit "spammy" but I am sure that I would completely forget if I didn't make frequent updates. I hope that the information is at least useful to you.

Definitely appreciate the frequent updates, no apology necessary. Hopefully #209 is due to v-sync setting.

The issue has, so far, not resurfaced after installing f.lux, and with f.lux running actively. I think we can rule that out.
That leaves either Shadowplay or some corruption in my Windows install as the prime suspects. Let's hope it was simply the latter, and no one else ever has to deal with this issue ;)

Awesome. I could do some testing with Shadowplay as well. We have seen issues before that were due to corrupt installs of Windows. Going to close this issue, but feel free to keep providing updates.


fs.upwards-file-search not always returning absolute paths

In the docstring for fs.upwards-file-search, it says:
https://github.com/Olical/conjure/blob/a81977726f726b21d4bd75cea5bbbb7022005507/fnl/conjure/fs.fnl#L44-L48
I don’t think this is always correct. In my code, if the file is in the from-dir directory, what will be returned is the bare filename rather than the absolute path. I think this is because that’s what nvim.fn.findfile returns.

Thanks for catching this, I've updated the chain of functions based on findfile to now resolve paths to their absolute versions and then normalize them for the OS we're working on. I worry that this will break Windows support somehow as it usually does whenever I do anything path related 😢
I really need to get the test suite running under Windows like what is currently progressing in nfnl, but there's some Neovim Windows bugs around file trust stuff that needs to be fixed first. I think I won't port this system to Windows but instead include that as part of the nfnl port.
I'm wondering if I should normalize here, maybe just expanding to absolute paths is enough and the normalize step will be what breaks Windows support. I don't have a way to test this right now though, I have no idea what steps it would take to test this out on Windows.

Oh and the tests are failing in CI but not locally, drat!

Removed the normalize call, I think that's good in nfnl land but might break assumptions in Conjure around how we treat paths in the system.


Bump up to lm X11

Which replaces SbtExclusionRule with ExclusionRule.

s/util/lm/.

I will do a syntactic rewrite for this in sbt-migration-rewrites. I think this is ready to merge. Mind having a look @dwijnand ?


Inconsistencies with custom apps on the apps list

Description
As we know, custom apps are now also visible under the all apps listing. This can prove to be a little inconsistent as the behaviour for these apps becomes the same one as for the apps added on the config service when it shouldn't be the case.
At this moment it is possible to bookmark custom apps from the general view (& when searching for one as reported here) but nothing will happen (which is the expected behaviour for custom apps but having them on this list makes them inherit this behaviour that they should not have)
Steps to reproduce

Add a custom app
Go to the 'All apps' list, find the custom app and pin it

Obtained result
App is possible to pin but it won't be pinned (same when doing this on the search view)
https://user-images.githubusercontent.com/92332710/208417584-2a66a89d-bb4c-4252-b8cd-2bfa4a32044b.mp4
Expected result
Two options:

Keep custom apps on the 'all apps' list but remove the pin option from them.
Remove custom apps from the 'all apps' list which will make them unpinable (legacy web behaviour).

Closing this ticket as discussed on the daily. We will tackle this behaviour on the main screen redesign


WIP: Push latest images on every master merge

asfdasfas
Release note
dfdf

Issues go stale after 90d of inactivity.
Mark the issue as fresh with /remove-lifecycle stale.
Stale issues rot after an additional 30d of inactivity and eventually close.
If this issue is safe to close now please do so with /close.
Send feedback to sig-testing, kubernetes/test-infra and/or fejta.
/lifecycle stale

test


feat(github): Review the PR template

What does this PR do?
Change the PR template.

Motivation
There are a lot of comments in the current template and several of them seem unnecessary to me (they just describe with more words the current section name). It is a drawback when updating the PR description as we are polluted with this comments.

Additional Notes
I took the opportunity to reschuffle the sections, setting test and drawbacks/trade-offs sections before the additional notes which is an appendix section according to me (and I let a comment for this one only)

Possible Drawbacks / Trade-offs

Describe how to test/QA your changes

/merge

/gitlab resync-job-status

/merge


CodeMirror in a separate window

I wish I could use CodeMirror in a popup, like this:
var w = open('', '_blank', 'width=800,height=500'),
    place = w.document.body,
    cm = CodeMirror(place);

However it always looks up document from the current window.  How feasible would it be to refactor CodeMirror so it uses place.ownerDocument for all DOM manipulation?

This would be good to have, but somewhat involved to do. All references to window and document would have to be modified to point at the editor instance's window and document. And the addons that build nodes or register window-wide event listeners would also have to be updated.

Thanks.  So, for the time being I'll stick with loading the .js in the popup window so it gets the right window and document.


Suggestion: disallow synthetic imports for ES modules

TypeScript Version:  3.6.3

Search Terms: allowSyntheticDefaultImports esModuleInterop babel synthetic es modules default exports imports commonjs
Code
allowSyntheticDefaultImports is great when you're importing a CommonJS module, where/when Babel/TS will make sure there is a default export/import via their "interop" layers (e.g. esModuleInterop).
// foo.js
exports.foo = () => {}

// foo.d.ts
declare const _default: { foo: () => {} }
export = _default

// main.ts
import Foo from './foo';
Foo.foo(); // all good!

However, it's possible to shoot yourself in the foot by trying to import a non-existent default from an ES module.
// foo.js
export const foo = () => {}

// foo.d.ts
export declare const foo: () => {}

// main.ts
import Foo from './foo'; // no error, but should be `* as Foo`!
// runtime error!!
// TypeError: Cannot read property 'foo' of undefined
Foo.foo();

Ideally it would not be possible to use synthetic default imports with an ES module, so runtime errors such as the one above would not happen.

I found actually there is a checking, but it only works on exports.__esModule for d.ts file, currently typescript only emit exports.__esModule in .js file.
https://github.com/microsoft/TypeScript/issues/41898#issuecomment-742519356


EXLM-1672: mini-toc not shown in UE for RTE content headings

recognize the Heading elements even if they do not have ID attribute (part of auto-blocking) when in Universal Editor
Jira ID: EXLM-1672
Test URLs:

Before: https://main--exlm--adobe-experience-league.hlx.live/
After: https://bugfix-exlm-1672--exlm--adobe-experience-league.hlx.live/

closing this PR and fix via this change instead
https://github.com/adobe-experience-league/exlm/pull/971


[release/1.6] retry request on writer reset

when a put request is retried due to the response from registry, the body of the request should be seekable. A dynamic pipe is added to the body so that the content of the body can be read again. Currently a maximum of 5 resets are allowed, above which will fail the request. A new error ErrReset is introduced which informs that a reset has occured and request needs to be retried.
also added tests for Copy() and push() to test the new functionality
Signed-off-by: Akhil Mohan<EMAIL_ADDRESS>(cherry picked from commit 8f4c23b69f4f21c964cc097a5156e6eb22f1ed67)
Signed-off-by: Akhil Mohan<EMAIL_ADDRESS>

/assign @estesp @dmcgowan

/cc @dmcgowan @estesp @mikebrow

/unassign @estesp @dmcgowan


RuntimeError on download of IFC after custom pset deleted

Describe the bug 📝
In any version of IFC, when I create a new custom pset and then remove it with propertiesManager.removePset(model, expressID) (which is deleted successfully in the model) and then download the IFC file, I receive error of :
Download failed: RuntimeError: memory access out of bounds
at web-ifc.wasm:0xcb64c
at web-ifc.wasm:0xca2a2
at Object.RemoveLine (eval at newFunc (web-ifc-api.js:6010:1), :9:1)
at IfcAPI2.DeleteLine (web-ifc-api.js:72239:1)
at me.saveToIfc (index.mjs:11363:1)
at async downloadFile
But when I delete any existing pset, which comes with the model, and then download the IFC file, there's no error.
I've tested it with different versions of IFCs and sizes.
Reproduction ▶
No response
Steps to reproduce 🔢
No response
System Info 💻
components: "^2.3.14",
components-front: "^2.3.9",
ui: "^2.3.0",
ui-obc: "^2.3.2",

Used Package Manager 📦
npm
Error Trace/Logs 📃
No response
Validations ✅

[X] Read the docs.
[X] Check that there isn't already an issue that reports the same bug to avoid creating a duplicate.
[X] Make sure this is a repository issue and not a framework-specific issue. For example, if it's a THREE.js related bug, it should likely be reported to mrdoob/threejs instead.
[X] Check that this is a concrete bug. For Q&A join our Community.
[X] The provided reproduction is a minimal reproducible example of the bug.

Hey @Can-Gr!
This has been already solved in this commit and available in version<EMAIL_ADDRESS>Please, keep in mind while the pset can be deleted now, its IfcRelationship remains in the downloaded file as for now. We are working in some ways to delete relations as noted in issue https://github.com/ThatOpen/engine_components/issues/502.
Let me know if everything is ok to close this issue!

Hey @HoyosJuan! Yes, I can delete psets, download the model now and psets are not visible anymore on the element.
Thank you!
Although I'm not so sure what would be effect of remaining IfcRelationship, since I don't have a lot of knowledge about IFC structure..


clarification

Learn Build status updates of commit f3abf4a:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

dynamics-gp/installation/email-troubleshooting-guide.md
:white_check_mark:Succeeded
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For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the learn.microsoft.com contributor guidesPost your question in the Learn support channel


Cannot add repository

Hi, trying to add your repository to HA addons store and get:
expected a URL for dictionary value @ data['repository']. Got 'github.com/thejeffreystone/hassio_addons'

Try again, I Just tested it and it seems to be working now.
https://github.com/thejeffreystone/hassio_addons


1262 | Greatest Sum Divisible by Three | C++

Title - 1262. Greatest Sum Divisible by Three
What will change - Add C++ code to 1262. Greatest Sum Divisible by Three
Type of Issue -

[x] Adding New Code

Programming Language

[x] C++

Self Check

Ask for issue assignment and wait to get assigned to it before making Pull Request.
Add your file in the proper folder
Clean Code and Documentation for better readability
Add Title and Description of the program in the file

:star2: Star it :fork_and_knife:Fork it :handshake: Contribute to it!
Discord server ✉ - https://discord.gg/CXksGdn
Happy Coding,

@SSKale1 or @Yashica7  please, assign me (:

I dont know how the assigning works, but I can do this


Unsupported Configuration Items

The Configuring Accounts documentation does not mention that Multi-Factor Authentication (MFA) is not supported on the Skype for Business or Exchange account.
Conditional Access Policies are also not supported on the Skype for Business account.

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

ID: 6d495057-36be-b228-0483-aae89fd01666
Version Independent ID: f02fa875-b84b-5501-5879-17ea3d017142
Content: Configure accounts for Skype Room Systems v2
Content Source: Skype/SfbServer/deploy/deploy-clients/room-systems-v2-configure-accounts.md
Product: skype-for-business-itpro
GitHub Login: @jambirk
Microsoft Alias: jambirk

Honestly I'm not sure that MFA is a good idea on an SRSv2 device. @davgroom Can you comment further?

I say that we don't mention that it's not supported as it is not supported.  Documentation should call that out.

@greganth1 Thank you for this feedback
The MFA not being supported should be included in this doccument. I am sending this over to the Teams team so we can get this addressed appropriatly.
I was able to get this into the backlog for the Teams team. The team will get this prioritized into a sprint plan. Thank you for reporting and making the docs better. Much appreciated.
I made a note to request the team to update this when the work is complete.

The Teams team won't necessarily have the background to address this.  @davgroom Please respond.

@jambirk - we can assign the item in the backlog to Dave Groom. The GitHub item is tracked in the VSO product backlog so it can be prioritized with other work and doesn't get lost on GitHub Issues like the above one did for a couple of weeks.
Totally fine to respond and communicate here too. Just wanted to let everyone know the work is prioritized and tracked in the official product backlog.


HDDS-6186. Selective checks: skip integration check for unit test changes

What changes were proposed in this pull request?
unit and integration checks run tests in mutually exclusive submodules. We may skip integration check if only unit tests are changed.  However, we need to run integration if any helper is changed, since we don't know if it's used by integration tests or not.
We can distinguish tests and test utilities by:

file name pattern (Test*.java are tests, others are utilities) OR
extracting unit tests into separate submodule (similar to ratis-test in Ratis)

The first approach is quick and dirty.
The second one needs a bit more work, but is clean and has the additional benefit that all tests can be run despite any failures in dependencies.  (Currently a test failure in e.g. hdds-common causes build/test in hdds-server-framework and other modules that depend on it.)  The downside is that it may cause many merge conflicts for everyone (feature branches, other in-progress work, open PRs).
I propose to do it now the first way, then do it properly after current feature branches are merged.
https://issues.apache.org/jira/browse/HDDS-6186
How was this patch tested?
Added test cases in selective_ci_checks.bats.
bats dev-support/ci/selective_ci_checks.bats
 ✓ checkstyle and bats
 ✓ compose only
 ✓ compose and robot
 ✓ runner image update
 ✓ check script
 ✓ integration and unit: java change
 ✓ integration and unit: script change
 ✓ unit only
 ✓ unit helper
 ✓ integration only
 ✓ kubernetes only
 ✓ docs only
 ✓ java-only change
 ✓ java and compose change
 ✓ java and docs change
 ✓ pom change
 ✓ CI lib change
 ✓ CI workflow change
 ✓ root README
 ✓ ignored code
 ✓ other README

21 tests, 0 failures

https://github.com/adoroszlai/hadoop-ozone/actions/runs/1812880105

@GeorgeJahad @smengcl Here's my last selective check improvement for some time :), skipping integration tests for unit test changes.

+1 on the pr.

Thanks @GeorgeJahad and @smengcl for the review.


CVE-2019-14379 + CVE-2019-14439 in jackson datababind

OWASP valunerability due to new foud CVE;s in jackson-datababind

@tomakehurst Is it possible to publish a new release of wiremock-standalone with this fix?  We are using owasp in our pipelines and are being blocked at the moment.


♻ TinaCMS - Media Manager - Active item remains present on navigation

Pain
When I select an item in the media manager, I get a preview of it. When I navigate folders, the preview is still there.
Expected Behaviour
Once I navigate, the preview resets and is not shown

[x] Refactor

Example

Figure: Active item shown within a folder

Figure: Active item is still present even though I have navigate to another folder and the image does not exist in that folder

✅ Merged into main - awaiting next release


VS Code: make config features getter sync and properly dispose scheduled fetches

I noticed the async call on the critical path of the autocomplete pipeline and went to check if it slows us down. It turns out it can be made synchronous, which this PR does. Plus, it adds logic to clean setInterval calls properly.
Test plan
CI

Nvm, I was on the older version of the main branch


Error parsing valid SQL with aliases

Describe the bug
I am working on a SQL query fuzzer (see sqlfuzz crate) and I think it just found a bug in DataFusion.
The following SQL works fine in Spark but fails in DataFusion with ParserError("Expected ), found: __t404").
SELECT __t404.__c394, __t404.__c395, __t404.__c396, __t404.__c397
FROM ((
    (SELECT test1.c0 AS __c394, test1.c1 AS __c395, test1.c2 AS __c396, test1.c3 AS __c397
        FROM (test1)) __t398
    INNER JOIN
    (SELECT test1.c0 AS __c399, test1.c1 AS __c400, test1.c2 AS __c401, test1.c3 AS __c402
        FROM (test1)) __t403
    ON __t398.__c395 = __t403.__c401) __t404)
WHERE __t404.__c395 != __t404.__c396

Spark:
scala> spark.sql("""SELECT __t404.__c394, __t404.__c395, __t404.__c396, __t404.__c397
     | FROM ((
     |     (SELECT test1.c0 AS __c394, test1.c1 AS __c395, test1.c2 AS __c396, test1.c3 AS __c397
     |         FROM (test1)) __t398
     |     INNER JOIN
     |     (SELECT test1.c0 AS __c399, test1.c1 AS __c400, test1.c2 AS __c401, test1.c3 AS __c402
     |         FROM (test1)) __t403
     |     ON __t398.__c395 = __t403.__c401) __t404)
     | WHERE __t404.__c395 != __t404.__c396""").show
+------+------+------+------+
|__c394|__c395|__c396|__c397|
+------+------+------+------+
+------+------+------+------+

To Reproduce
Use sqlfuzz
Expected behavior
Query should work
Additional context
None

i tried it on sqlparser-rs, it doesn't work
use sqlparser::dialect::GenericDialect;
use sqlparser::parser::Parser;

fn main() {

    let dialect = GenericDialect {}; // or AnsiDialect

    let sql = "SELECT __t404.__c394, __t404.__c395, __t404.__c396, __t404.__c397
                FROM ((
                    (SELECT test1.c0 AS __c394, test1.c1 AS __c395, test1.c2 AS __c396, test1.c3 AS __c397
                        FROM (test1)) __t398
                    INNER JOIN
                    (SELECT test1.c0 AS __c399, test1.c1 AS __c400, test1.c2 AS __c401, test1.c3 AS __c402
                        FROM (test1)) __t403
                    ON __t398.__c395 = __t403.__c401) __t404)
                WHERE __t404.__c395 != __t404.__c396; ";

    let ast = Parser::parse_sql(&dialect, sql).unwrap();

    println!("AST: {:?}", ast);
}

➜  sp git:(master) ✗ cargo run
   Compiling sp v0.1.0 (/Users/willy/willy/df-workspace/sp)
    Finished dev [unoptimized + debuginfo] target(s) in 0.30s
     Running `target/debug/sp`
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: ParserError("Expected ), found: __t404")', src/main.rs:26:48
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

looks like the outer alias doesn't work. the following sql works
❯ SELECT __c394, __c395, __c396, __c397
FROM ((
    (SELECT test1.c0 AS __c394, test1.c1 AS __c395, test1.c2 AS __c396, test1.c3 AS __c397
        FROM (test1)) __t398
    INNER JOIN
    (SELECT test1.c0 AS __c399, test1.c1 AS __c400, test1.c2 AS __c401, test1.c3 AS __c402
        FROM (test1)) __t403
    ON __t398.__c395 = __t403.__c401) )
WHERE __c395 != __c396;
0 rows in set. Query took 0.004 seconds.

@andygrove i've made the pull request to sqlparser-rs to make nestedjoin support alias
I will update this https://github.com/apache/arrow-datafusion/blob/master/datafusion/sql/src/planner.rs#L731 after new sqlparser released

@andygrove the parser error fixed in #3072
now it raised another error
DataFusion CLI v10.0.0
0 rows in set. Query took 0.038 seconds.
SchemaError(FieldNotFound { qualifier: Some("__t404"), name: "__c395", valid_fields: Some(["__t398.__c394", "__t398.__c395", "__t398.__c396", "__t398.__c397", "__t403.__c399", "__t403.__c400", "__t403.__c401", "__t403.__c402"]) })

I feel like this might have the similar issue as #3073

I stumbled upon a bug that may be a simpler reproducer of this
❯ select a from (select a from (select 1 as a) as foo group by 1 order by a) as c;
SchemaError(FieldNotFound { field: Column { relation: Some("foo"), name: "a" }, valid_fields: Some([Column { relation: Some("c"), name: "a" }]) })

Interestingly if I remove as c in the outer expression it works:
❯ select a from (select a from (select 1 as a) as foo group by 1 order by a);
+---+
| a |
+---+
| 1 |
+---+
1 row in set. Query took 0.005 seconds.

It's also interesting that using positional column references in the order by works:
❯ select a from (select a from (select 1 as a) as foo group by 1 order by 1) as c;
+---+
| a |
+---+
| 1 |
+---+
1 row in set. Query took 0.005 seconds.

Furthermore, the bug reproduces only if group by a and order by a are both present:
❯ select a from (select a from (select 1 as a) as foo group by a) as c;
+---+
| a |
+---+
| 1 |
+---+
1 row in set. Query took 0.005 seconds.
❯ select a from (select a from (select 1 as a) as foo order by a) as c;
+---+
| a |
+---+
| 1 |
+---+
1 row in set. Query took 0.004 seconds.

This query seems to work great on datafusion 41.0.0
 andrewlamb@Andrews-MacBook-Pro-2:~/Software/datafusion2$ datafusion-cli
DataFusion CLI v41.0.0

> create or replace table test1(c0 int, c1 int, c2 int, c3 int);
0 row(s) fetched.
Elapsed 0.030 seconds.

> SELECT __t404.__c394, __t404.__c395, __t404.__c396, __t404.__c397
FROM ((
    (SELECT test1.c0 AS __c394, test1.c1 AS __c395, test1.c2 AS __c396, test1.c3 AS __c397
        FROM (test1)) __t398
    INNER JOIN
    (SELECT test1.c0 AS __c399, test1.c1 AS __c400, test1.c2 AS __c401, test1.c3 AS __c402
        FROM (test1)) __t403
    ON __t398.__c395 = __t403.__c401) __t404)
WHERE __t404.__c395 != __t404.__c396;
+--------+--------+--------+--------+
| __c394 | __c395 | __c396 | __c397 |
+--------+--------+--------+--------+
+--------+--------+--------+--------+
0 row(s) fetched.
Elapsed 0.046 seconds.


Oddity in navbar dragging

VSCode Version: 1.30.1
OS Version: Windows 10 x64 (1803)

Steps to Reproduce:

Open VSC
Move mouse to the right of the "help" button on the top navigation bar
click and hold and attempt to drag
the windows is not draggable from this point when logically it should.

Does this issue occur when all extensions are disabled?: Yes

This is fixed in more recent builds of VSC.
/duplicate


I think outline is not looking good

I'm pretty sure it's needed for accessibility?

I'm pretty sure it's needed for accessibility?

you seem to be right.


Support attribute on tag helper string properties for selections.

It seems only enum support for selections exists for Tag Helpers.  There are cases with custom tags where I'd like to give some selections but NOT limit to them.  I think it would be a great idea to have an attribute  - i.e. [HtmlAttributeSelections("1", "2", "3", etc...)] for strings, or [HtmlAttributeSelections(1, 2, 3, etc...)] for numbers, and so on;  Not sure how "smart" the tooling can get there, but just a thought. ;)  I looked for other issues on this but I didn't find any.

Hi @rjamesnw. Can you please provide more details regarding how this is going to be used?

@DamianEdwards FYI

This is an interesting idea and I can see the utility, but the implementation would be interesting. When you're typing in attribute values you're actually typing C# assignment expression values (i.e. you're literally typing the value being assigned to a C# property), and the IntelliSense provided there is all coming from the C# editor. We'd have to add additional values to the statement completion list that is shown. I think that capability was added to the editor in an update in 15.4 or 15.5, so it might be possible today, but not sure how much work.
Suggestions like this one that require changes to the Razor tooling in addition with the runtime are typically always longer lead and triaged with a lot more scrutiny, just due to the number of moving parts involved. Just setting some expectations.
So, while I like the idea, I think it currently falls into the category of things that will be unlikely to be invested in for quite a while.

At lease you like the idea, it’s a start! lol ;) Can you think of a workaround where I can use an enum OR string for the same attribute?

No, we have an issue on that already (attribute overloading) but it's also on the backlog.

@mkArtakMSFT I was creating special input tag helpers (as a library) and I wanted to create a global “” type element with “type” that has all the same “” types, but I didn’t like the idea of hard-coding attributes to an enum only. I was also thinking about “suggested” common values, such as button labels “Ok”, “Cancel”, “Yes”, “No”, etc, but keep it text entry so users can enter a different button name.


[Azure SignalR service]Support Private Link and add new api-version

Changes

The first commit copied everything from existing api-version 2018-10-01 without any change, for easier code review.  Please review later commits for real changes.
Adding Paths, Definitions for PrivateLink, and several new properties of SignalRResource.
Adding new api-version 2020-05-10.
Tools documented in https://github.com/Azure/adx-documentation-pr/wiki/Swagger-Validation-Tools are all passed.

And there was another related PR #8540, which was reviewed a few times.  On top of #8540, we added new api-version based on the comments.
Latest improvements:
MSFT employees can try out our new experience at OpenAPI Hub  - one location for using our validation tools and finding your workflow.

Contribution checklist:

[x] I have reviewed the documentation for the workflow.
[x] Validation tools were run on swagger spec(s) and have all been fixed in this PR.
[x] The OpenAPI Hub was used for checking validation status and next steps.

ARM API Review Checklist

[x] Service team MUST add the "WaitForARMFeedback" label if the management plane API changes fall into one of the below categories.
adding/removing APIs.
adding/removing properties.
adding/removing API-version.
adding a new service in Azure.

Failure to comply may result in delays for manifest application. Note this does not apply to data plane APIs.

[x] If you are blocked on ARM review and want to get the PR merged urgently, please get the ARM oncall for reviews (RP Manifest Approvers team under Azure Resource Manager service) from IcM and reach out to them.
Please follow the link to find more details on API review process.

/azp run automation - sdk

Can one of the admins verify this patch?

@juniwang It seems the example and json is not referred. Could you please solve it?

@juniwang It seems the example and json is not referred. Could you please solve it?

Intentionally not referenced. Because we are adding a new API-version. Just copy all files from existing api-version without any change.  Next PR, we will send the real changes including correct references. In this way, it's easier to do code-review.  Otherwise, there are too many files to review

Of course, we can append the real changes in this PR, if you'd like

If the API is not ready, it can't be merged. You can append change in this PR until it ready. Thanks!

/azp run automation - sdk

If the API is not ready, it can't be merged. You can append change in this PR until it ready. Thanks!

appended

For the LintDiff failure,  can somebody take a look? I don't get the point. What exactly is wrong in our paths?  Which word(s)?
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateEndpointConnections/{privateEndpointConnectionName}'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateLinkResources'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/listKeys'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/regenerateKey'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

For the LintDiff failure, can somebody take a look? I don't get the point. What exactly is wrong in our paths? Which word(s)?
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateEndpointConnections/{privateEndpointConnectionName}'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateLinkResources'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/listKeys'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/regenerateKey'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

@NullMDR @akning-ms Could you take a look? Does CI wrongly recognize the signalR?

@jianyexi Could you please help on this issue?

For the LintDiff failure, can somebody take a look? I don't get the point. What exactly is wrong in our paths? Which word(s)?
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateEndpointConnections/{privateEndpointConnectionName}'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/privateLinkResources'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/listKeys'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

R3021 - PathResrouceTypeNameCamelCase
Resource type naming must follow camel case. Path: '/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.SignalRService/signalR/{resourceName}/regenerateKey'
  at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:18

@ChenTanyi  there is a known issue on LintDiff  and we have fixed it in the  ~ Staging validation pipeline ,  you can just focus on the failure in ~ Staging validation (rest-api-specs) (LintDiff)    , it seems that the enum name  below is duplicated:
"x-ms-enum": {
            "name": "ServiceKind",
            "modelAsString": true
          },

For the x-ms-enum for ServiceKind, is it required to fix? If not, please help us move forward. Changes of this PR(including the referenced one) has been reviewing for more than 2 months, lots for our work are blocked.
It's hard for us to fix it now.  Because due to historic reasons, the Request and Response of PUT api are not sharing the same schema, ServiceKind is defined in both  Request and Response. Cannot revome any of them.

@juniwang Can you use a common #/definitions to describe these two same enum? SDK may not be possible to deal with duplicate name of enum.

For the x-ms-enum for ServiceKind, is it required to fix? If not, please help us move forward. Changes of this PR(including the referenced one) has been reviewing for more than 2 months, lots for our work are blocked.
It's hard for us to fix it now. Because due to historic reasons, the Request and Response of PUT api are not sharing the same schema, ServiceKind is defined in both Request and Response. Cannot revome any of them.

Could you rename one of them, or merge them into  a common object ?

From https://github.com/AzureSDKAutomation/azure-sdk-for-net/pull/1046, the .Net SDK was generated successfully.
Could you please give an example how to define properties of x-ms-enum in #/definitions/?

@juniwang I'm not sure about the #/definitions, but I found many in #/parameters. https://github.com/azure/azure-rest-api-specs/blob/84c087e5662c448b3ffe39263220ed77d18c9003/specification/apimanagement/control-plane/Microsoft.ApiManagement/preview/2017-03-01/apimtenant.json#L664 Not sure is it the same.
Actually for java SDK, we will ignore for same enum which will not cause error. Will it any other language generate failed due to the duplicate enum? @jianyexi

@juniwang I'm not sure about the #/definitions, but I found many in #/parameters. https://github.com/azure/azure-rest-api-specs/blob/84c087e5662c448b3ffe39263220ed77d18c9003/specification/apimanagement/control-plane/Microsoft.ApiManagement/preview/2017-03-01/apimtenant.json#L664 Not sure is it the same.
Actually for java SDK, we will ignore for same enum which will not cause error. Will it any other language generate failed due to the duplicate enum? @jianyexi

As I know,if the duplicate enum have different entries , the code gen will failed. This PR seems normal  But on the other way, if two enum have the same entries and name, we should use a common definition , e.g. https://github.com/azure/azure-rest-api-specs/blob/84c087e5662c448b3ffe39263220ed77d18c9003/specification/azsadmin/resource-manager/azurebridge/Microsoft.AzureBridge.Admin/preview/2016-01-01/AzureBridge.json#L483

/azp run automation - sdk

Thanks all for the replies. We fixed the x-ms-enum issue.
But looks we have another issue:  No readme.md specification configuration files were found that are associated with the files modified in this pull request, or swagger_to_sdk section in readme.md is not configured.  Please help

/azp run

/azp run

@juniwang There's a bug related to azure pipeline check update. Please add a new empty commit or close and open a new PR to mitigate.

/azp run automation - sdk

For the DotNET SDK build failure, it's kind of as expected. The error message is error CS0246: The type or namespace name 'SignalRUpdateParameters' could not be found, that's because in this PR we in deed deleted this type, which was used as input for SignalR_CreateOrUpdate(PUT), meanwhile the output of this API was using another schema SignalRResource, the input and output schema were inconsistent. So we did some refactoring, in future, we will use the same schema SignalRResource for both input and output to conform ARM spec, the input schema SignalRUpdateParameters is no longer needed.
However our test case in .Net SDK are still using SignalRUpdateParameters which causes the build failure. We will fix the test cases and manually send PR to .Net SDK repo after this PR merged.

/azp run automation - sdk

Can one of the admin review this PR?

@juniwang Could you please fix the lint CI error first? following the https://github.com/Azure/azure-rest-api-specs/blob/master/documentation/ci-fix.md
It seems the bot have wrongly removed the tags, I've added it again.
The api will need to wait for the ARM review. If you want to ask them for quick response, you could follow the first comment or send email to<EMAIL_ADDRESS>

Could you please tell me which enum should be fixed? The logs
"Must not have duplicate name of x-ms-enum extension , make sure every x-ms-enum name unique.
at specification/signalr/resource-manager/Microsoft.SignalRService/stable/2020-05-01/signalr.json:778" doesn't have concrete info. Looks like line 778 in that file is not relevent

Tried to search the file, and found ProvisioningState might be the one reported in Lint. Does this one actually break something? because I do see similar cases in other specs: Container Registry, Kusto, Batch AI and others.
If it's not required, we won't change it. Please clarify why this matters.

I think the above have discussed about it. You can use a common definition for it.
I think it is the new CI in automation. It is better to follow it since some service will use same name to describe different enum, which will break the sdk generation.

@jianyexi Can you add additional information about the CI?

@juniwang    Better to use a common definition for  provisioningState  at  line 1177 and 1456  , or you can change the x-ms-enum name for any of them .

the PR has been reviewing for 3 month， do we have a SLA for this?
Get Outlook for iOShttps://aka.ms/o0ukef

From: JianyeXi<EMAIL_ADDRESS>Sent: Tuesday, May 19, 2020 7:44:46 PM
To: Azure/azure-rest-api-specs<EMAIL_ADDRESS>Cc: Junbo Wang<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [Azure/azure-rest-api-specs] [Azure SignalR service]Support Private Link and add new api-version (#9377)
@juniwanghttps://nam06.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fjuniwang&data=02|01|juniwang%40microsoft.com|bcecb98c5ac949296c4c08d7fbea07ca|72f988bf86f141af91ab2d7cd011db47|1|0|637254854883506117&sdata=l1IGAH1mAe3X6DsyTXcPdJGMC%2BUIAG%2FvMKPuN4ZTwac%3D&reserved=0 Better to use a common definition for provisioningState at line 1177 and 1456 , or you can change the x-ms-enum name for any of them .
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/azp run automation - sdk

/azp run automation - sdk

/azp run automation - sdk

/azp run automation - sdk

@isra-fel Could you see about the .NET generation failure? Does it need to be fixed?

LGTM

Thanks for everyone for the kind and patient review. We will move forward, to fix the .Net unit tests, cli extensions and so on


warnings when reading in raw data

https://github.com/hkundel/CASC_Fish_Climate/blob/a5bf9980de13e2f67746b1c97389114d360fc231/Data_and_Scripts/Scripts/b_MN_Flat_File_Aggregation.Rmd#L109
see if we can fix these warnings that we get when reading in raw data files

I fixed these warnings with the data import in b_MI_Flat_File_Aggregation.Rmd


Safari and firefox extensions

Safari: https://developer.apple.com/library/safari/documentation/Tools/Conceptual/SafariExtensionGuide/UsingExtensionBuilder/UsingExtensionBuilder.html

Firefox: https://developer.mozilla.org/en-US/Add-ons

Since Firefox supports WebExtensions now this is almost trivial to port. I've made the necessary modifications in my firefox branch.
The chrome.storage.sync API is not yet supported in Firefox stable but it's apparently already implemented and will be available in Firefox 53. Because of this I added a fallback to chrome.storage.local.
I also had to add a host permission to the GitHub API endpoint, which is needed for the AJAX requests as documented here.
Despite the name of the branch, it should work on Chrome too.


WIP: update generate-base-image to build buster-slim images

@bahmutov curious what your thoughts are on this pattern

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

Closing this as we are now generating slim images with the merging of #597.


implement sapling support in lintrunner

implement sapling support in lintrunner
Summary:
We add a new implementation of the version_control::Repo trait and
hide all the implementations behind an opaque enum.
Test Plan: Verified sapling works in at least the default case.
Reviewers: suo
Subscribers:
Tasks:
Tags:

Stack created with Sapling. Best reviewed with ReviewStack.

#46
#47
-> #39
#45
#44
#43
#42

Commit for just this change since reviewstack is drunk: https://github.com/suo/lintrunner/pull/39/commits/3187bdc93b1414dfaa45196f6402f9c2b5d59678


docs: fix/add Toast / Custom component example / Razor code

🙋 Documentation Request
Toast documentation, "Custom component" example.
Toast example contains line:
ToastService.ShowToast<MyToastComponent, MyToastData>(new ToastParameters()
but
Example code does not contain source of MyToastComponent and MyToastData .
💁 Possible Solution
Add MyToastComponent razor code and MyToastData C# code.

It would be a good idea to add these files to the documentation.
You can find the code in the GitHub repo and this page in particular.

Fixed in next release. Files added to example


Add conda-forge install instructions to documentation

If it with mentioning which binaries are available on conda?
If it's the same as on pypi, worth mentioning that.

Thanks so much.


CsvWriter to output to a .gz file

Is it possible that we write to a gz file using CsvWriter?

Yes:
        using var s = File.Create("data.csv.gz");
        using var cs = new GZipStream(s, CompressionMode.Compress);
        using var sw = new StreamWriter(cs);
        using var csvWriter = CsvDataWriter.Create(sw);
        csvWriter.Write(...);


content: Fix bold code rendering with regular weight

Also format **bold text** using weightVariableTextStyle, fixing #499, and update a comment to point to #500.

Before
After

Fixes: #498
Fixes: #499

If #439 is merged first, I should update the commit message for
content: Fix bold code rendering with regular weight
because at that point the needed weightVariableTextStyle won't come from paragraph-content styles, but rather from a custom Typography value.

I expect the CI failure to be resolved with #502.

(Rebased atop the merged #502; PTAL.)

(Plus this, I guess:)

If #439 is merged first, I should update the commit message […]

Thanks for the review! Revision pushed.

Thanks! Looks good; merging.


cmd/server: filter as part of searching, not after the fact

Let's pass a closure through to exclude results prior to accumulation. This allows us to return more accurate results.
Issue: https://github.com/moov-io/watchman/issues/349

Codecov Report

Merging #350 (44dc7e3) into master (9c65e47) will decrease coverage by 0.02%.
The diff coverage is 89.28%.

:exclamation: Current head 44dc7e3 differs from pull request most recent head 487ccac. Consider uploading reports for the commit 487ccac to get more accurate results

@@            Coverage Diff             @@
##           master     #350      +/-   ##
==========================================
- Coverage   69.44%   69.41%   -0.03%
==========================================
  Files          33       33
  Lines        2209     2217       +8
==========================================
+ Hits         1534     1539       +5
- Misses        471      473       +2
- Partials      204      205       +1


Configure Jest testing

Running yarn test will look for all test files in the source (the exact pattern can be configured, we still have to decide how to organise it) and run them. It will also check coverage data which can be found in coverage/.
closes ASP-15 and ASP-16

We have enabled precommit hooks using husky - that's why you had to run prettier and other linting checks before you could commit :) that's just a way for us to enforce all contributors follow the same style and patterns.

I'm not sure why I had to run it across all files though, as I branched from master 🤔

@Ne0Strix, please adjust the test file regex and merge it in when ready 💯

Turns out that there was nothing to change as the given regex covers our desired filelocations


bug/Removes unused assignment - resolves issue 48

Description of changes
Removes the unused variable assignment of user =.  This was reported here though code climate.
Issue Resolved
Fixes #48

@rickr - FYI these CI failures are the same as the ones in PR 52.

maybe try running sudo service postgresql start or use the psql app

Yea - this is a docker/travis specific problem. Basically docker-compose is starting everything without waiting for psql to be started. I'll put a fix in momentarily.

@rickr - Rebased on master.  All checks green.  Ready for your review.  Thanks!

Looks good! Thanks!


Referenced assembly 'Fissoft.EntityFramework.Fts, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null' does not have a strong name.

Thank you for Fissoft.EntityFramework.Fts <IP_ADDRESS>.
When I try to reference Fissoft.EntityFramework.Fts.dll in a strong named assembly, I get the following error:
Referenced assembly 'Fissoft.EntityFramework.Fts, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null' does not have a strong name.
I expected the assembly to be signed by a strong name so that it can be used by other strong-named assemblies.
Thank you!

thanks ,I'v add a  strong name already.


Too many open files

2016/01/30 09:24:07 ERR [UPnP] port mapping fail, 未发现网关设备
2016/01/30 09:24:38 ERR [STUN] error on process, dial udp: lookup stun.l.google.com on <IP_ADDRESS>:53: dial udp <IP_ADDRESS>:53: socket: too many open files
2016/01/30 09:24:55 saveStore tempfile: open /root/.taipeitorrent/taipeitorrent771027708: too many open files```


AsyncStreamingClient does not respect exponential backoff ratelimit for 429

After setting up the AsyncStreamingClient for v2 I noticed a massive number of 429 error codes, thousands within 24 hours. I did some digging to figure out what is going on and haven't been able to spot the exact cause. What I did notice though is that twitters documentation says that you must use exponential backoff if the error code is 429 starting at 60 seconds but the code only does exponential backoff starting at the minimum 60 seconds when the error code is 420 which I have yet to see. This inevitably leads to the stream constantly attempting to reconnect too early increasing the time before it can reconnect the stream again due to too many connections leading to downtime on the stream.

This relates to issue #1986

Thanks for the report.
I noticed this recently, but I hadn't gotten around to committing a fix for it yet.


PHPLIB-186: Implement Manager accessors for core classes

Could be useful to get the manager from the Database class to instantiate the Collection class with the same manager. Example :
<?php

namespace App\Users;

use MongoDB;

class Users extends MongoDB\Collection
{

	//Get the Database class from the dependency injection engine (just for the example)
	public function __construct(MongoDB\Database $mongoDB)
	{
		parent::construct(
			$mongoDB->getManager(),
			$mongoDB->getDatabaseName(),
			"users"
		);
	}

	//Can now decorate the collection with specific methods :)

}

Manually merged in https://github.com/mongodb/mongo-php-library/commit/b4ba7a70c5de511292cf7fff9d70787422804ece.
This was planned for some time in PHPLIB-186, but I had not gotten around to adding the methods. Thanks for the contribution!


Fix handling of units and axis_labels in add_image

Description
The new axis_labels and units arguments for layers are iterables; they need to be added to the iterable arguments to avoid problems with the channel splitting in the case of an image stack.
Currently, this fails:
import napari
import numpy as np
v = napari.Viewer()
a = np.random.rand(2, 2)
v.add_image(a, axis_labels=('x', 'y'))

with:
TypeError: Received sequence for argument 'axis_labels', did you mean to specify a 'channel_axis'?

Maybe add a test? 😉

Added a simple test that takes the output of _get_state() to create a new layer. Will fail if any of the arguments are poorly treated in that is_sequence function.


Permissions denied via Settings are still treated as granted

Expected behaviour
Denied permission brings up dialog to accept permission again when relevant action is performed
Actual behaviour
Denied permission is seen as granted even after app is killed and restarted
Steps to reproduce

Accept permission via popup presented  Dexter.checkPermission(listener, Manifest.permission.WRITE_EXTERNAL_STORAGE)
Go to Settings > Apps > Your app > deny Storage permission
Go back into app and perform same action. onPermissionGranted is still triggered and no popup to accept Storage permission is presented

Version of the library
compile 'com.karumi:dexter:2.3.1'
targetSdkVersion 23
Android 6.0.1
OnePlus 3

Hi @oseparovic
I just tried with the last version sample project and looks like its working fine. After manually denying the storage permission, Dexter shows the rationale dialog.
Let me ask you some questions to try to narrow down the issue:

Did you deny the permissions of the very same app you were executing?
 You should always call the continuePermissionRequest method to proceed with the request flow as described here.

100% my bad. Didn't call continuePermissionRequest in onPermissionRationaleShouldBeShown as you pointed out.
Thank you for the quick reply!


Generate metrics reference docs

It depends on #2162, so pls review that one first.
It also requires https://github.com/isovalent/metricstool/pull/3 to be merged and then a release of metricstool.
Fixes #1856

Where's the Netlify preview link when we need it?
Preview here.

Ok, after a few rebases this should be good now.
Here is the final docs preview: https://deploy-preview-2164--tetragon.netlify.app/docs/reference/metrics/
@mtardy Please take another look if you want.