Autoskill new command for death skip

#437
I've been watching this issuetracker here for few weeks, and I've seen several features being rejected.  Among these, the recently requested function is skip of designated death.

But those who write scripts know when death from Arash or Chen Gong will happen. Therefore, there is no need to "detect" what I already know, I just need to tell the script.
What we need now is to add a new custom command to the autoskill maker that will notify the designated death.
I will understand if this should be rejected for other reasons.

I've rejected this too on Gamepress 😆
Even if there's an AutoSkill command that says someone's going to die, there's no way to know after exactly how many seconds. NP times can vary depending on the servant and the phones performance, data loading for the first time.
If we don't know when the NP ended. So, how long will we keep on clicking?
If we click more than required, we waste time which is counter-intuitive to this feature.
If we click less, it's useless.
Since there's no way to detect death, there's no way to detect how much to click either.
Does that make sense?
Then there was a suggestion to keep clicking till we reach next wave, but there's no guarantee there will be a 'next' wave. It might be the last turn.
Then maybe we can check for both result screens and next wave, but we might skip even the result screen if we click too much.
So, we have to check for possibly all result screens or maybe just the materials screen 🤔 .
If something like a connection failure happens between clicking that way, we won't be able to retry.
I did this similar: keep clicking till material drop screen shows up for 'Screenshot Drops' and it failed miserably in a lot of cases, so I rewrote it a bit to change click locations.
But, maybe I'm just overthinking and we might be able to do this somehow 🤔.

Oh I forgot that always happens after NP.
This function could be implemented after FGO official feature "NP skip" that Riyo always wanted.

I don't think FGO would ever get NP skip though 🤣
NPs are like the heart of FGO and DW puts maximum effort into making them.


Examples failing

The following examples fail with latest code and need to be fixed:

[ ] beam_bending.py

NameError: name 'length' is not defined

[ ] simpleflight.py

AttributeError: 'Model' object has no attribute 'variables'

[ ] water_tank.py (related to issue #361)

RuntimeWarning: Primal solution violates constraint: 21.5443469003 is greater than 1.

Add to make examples

@pgkirsch, are you on this?

It's on my radar but I'm not currently working on it. Should be easy so hopefully can get it done in the next day or so. Is that OK?
The beam bending example is a mess so I'm intending to redo it.

simpleflight exists in both docs/source/examples and gpkit/tests. Can I go ahead and remove the one from tests in light of issue #232?

yes, but note those two files differ, so please be sure to check out the diff and make sure everything relevant ends up in the final version.

Fixed by #378


Ensure DBI is loaded

Currently if connecting via the odbc package you have to separately load DBI. This should be handled implictly, either via:

Loading DBI as a dependency (likely this requires changing the DESCRIPTION file to have DBI under DEPENDS instead of IMPORTS).

Loading DBI within the if/else statement when its clear the user is connecting via odbc.

@beatricenixon  - if you are looking at the code to try and resolve #5 , it would be great if you could also resolve this too!

@beatricenixon  - if you are looking at the code to try and resolve #5 , it would be great if you could also resolve this too!


Update deployer to Google provided base image

The current deployer bases off of debian9
FROM launcher.gcr.io/google/debian9

You will want to base off our deployer_helm image, and remove any unecessary steps from the current Dockerfile
FROM gcr.io/cloud-marketplace-tools/k8s/deployer_helm:v0.6.2

Actually, it looks like this was resolved already in Pull #8


Fail to build with the latest version

$ make
mkdir -p static/docs_gen/api static/docs_gen/build
mkdir -p static/docs_gen/api static/docs_gen/plugin
mkdir -p static/docs_gen/api static/docs_gen/setup
mkdir -p static/docs_gen/api static/docs_gen/cli
go generate github.com/drone/drone/static
Cannot read bindata.go open bindata.go: no such file or directory
go generate github.com/drone/drone/template
go generate github.com/drone/drone/store/migration
go build
../../samalba/dockerclient/types.go:8:2: cannot find package "github.com/docker/docker/pkg/units" in any of:
	/usr/local/go/src/github.com/docker/docker/pkg/units (from $GOROOT)
	/Users/xx/gopath/src/github.com/docker/docker/pkg/units (from $GOPATH)
../../google/go-github/github/github.go:22:2: cannot find package "github.com/google/go-querystring/query" in any of:
	/usr/local/go/src/github.com/google/go-querystring/query (from $GOROOT)
	/Users/xx/gopath/src/github.com/google/go-querystring/query (from $GOPATH)
make: *** [build] Error 1

infact, docker does not have pkg/units now.

you need to compile with export GO15VENDOREXPERIMENT=1 because Drone uses Go vendoring and stores a copy of dockerclient in the vendor folder

@bradrydzewski sorry for updating an existing closed issue. However after setting GO15VENDOREXPERIMENT=1 (which isn't needed starting from Go 1.6) the error Cannot read bindata.go open bindata.go: no such file or directory is still there.
Snippet of Dockerfile.
    && git clone -b ${DRONE_BRANCH} --depth=1 https://${DRONE_PATH}.git ${GOPATH}/src/${DRONE_PATH} \
    && go version \
    && env | grep GO15VENDOREXPERIMENT \
    && make -C ${GOPATH}/src/${DRONE_PATH} deps \
    && make -C ${GOPATH}/src/${DRONE_PATH} gen \
    && make -C ${GOPATH}/src/${DRONE_PATH} build \

Output.
 It has been there for the better part of six months and I haven't figured out how to get rid of it 😄

Cannot read bindata.go open bindata.go: no such file or directory

@bradrydzewski haha, well thanks for getting back to me. Keep up the great work!


Suggestion for citing

Hello,
I saw that your citing section doesn't have a DOI included, some journals make it difficult to cite web resources without a DOI. I don't know if you are interested, but you could get one by using the Zenodo service. They automatically update the DOI with each release from the github repository and therefore allow citing specific versions of your package.
Cheers!

Is it possible for you to help me understand why the DOI badge in the readme links to a 404?

That's quite strange, clicking the badge works for me. I directly land on the Zenodo page, citing a version from today: Version 2 10.5281/zenodo.815658 	Jun 22, 2017

Oh it works now! nvm =)


generator swapped names

Issue Description:
Stirling Generator & Combustion Generator names are swapped.
What happens:
Stirling generator utilizes combustion, Combustion generator utilizes heat exchange.
What you expected to happen:
Combustion generator utilizes combustion, Stirling generator utilizes heat exchange.
Steps to reproduce:
1.Read the names

Affected Versions (Do not use "latest"):

EnderIO:1.9.4-<IP_ADDRESS>-alpha
EnderCore:1.9.4-<IP_ADDRESS>-alpha
Minecraft: 1.9.4
Forge:<IP_ADDRESS>8

Thanks for a good laugh.

And to be absolutely clear, Combustion generator uses coolant just like your usual vehicle engine does.
It does not use "heat exchange".

That said, may be add an optional Coolant input for Stirling? To increase its efficiency?


Panic in TargetManager.

This failure just surfaced in the test suite. @goller  Can you take a look?
panic: runtime error: invalid memory address or nil pointer dereference
[signal SIGSEGV: segmentation violation code=0x1 addr=0x0 pc=0x85cbd1c]

goroutine 65 [running]:
panic(0x986ad40, 0x1aa20008)
	/usr/local/go/src/runtime/panic.go:500 +0x331
github.com/influxdata/kapacitor/vendor/github.com/prometheus/prometheus/retrieval.(*TargetManager).Stop(0x1ae735c0)
	/root/go/src/github.com/influxdata/kapacitor/vendor/github.com/prometheus/prometheus/retrieval/targetmanager.go:83 +0xfc
github.com/influxdata/kapacitor/services/scraper.(*Service).scrape(0x1ac49400)
	/root/go/src/github.com/influxdata/kapacitor/services/scraper/service.go:111 +0x103
created by github.com/influxdata/kapacitor/services/scraper.(*Service).Open
	/root/go/src/github.com/influxdata/kapacitor/services/scraper/service.go:69 +0x133
FAIL	github.com/influxdata/kapacitor/server	0.223s

Fixed in #1354


[Zip][Portable] New Package: denoland.deno 1.25.3

Resolves #10476

Microsoft Reviewers: Open in CodeFlow

@msftbot zip

@msftbot zip

ref: https://github.com/denoland/deno/issues/5640

Ping-pong @stephengillie

/AzurePipelines run

/AzurePipelines run

/AzurePipelines run


Update web/ui/bindata.go

@knweiss
See #2628 for context.

Merging since master is broken right now.


Receiving a 401 Unauthorized all of a sudden

We have been running the Azure DevOps Security Scanner for quite some time now on our organization. We're running it as part of a release pipeline and it has been running smoothly up until 2 weeks ago. Since then we've been receiving 401 Unauthorized error messages. Here are the logs:
2021-05-30T04:00:50.8971063Z ##[section]Starting: ADO Security Scanner
2021-05-30T04:00:51.1828293Z ==============================================================================
2021-05-30T04:00:51.1829147Z Task         : Azure DevOps (ADO) Security Scanner
2021-05-30T04:00:51.1829723Z Description  : Scan Azure DevOps components for security issues.
2021-05-30T04:00:51.1830040Z Version      : 1.4.0
2021-05-30T04:00:51.1830429Z Author       : azsdktm
2021-05-30T04:00:51.1831064Z Help         : [More Information](http://aka.ms/devopskit/ADOSecurity)
2021-05-30T04:00:51.1831949Z ==============================================================================
2021-05-30T04:01:00.4339702Z Installing Module AzSK.ADO...
2021-05-30T04:01:43.2181662Z WARNING: Both Az and AzureRM modules were detected on this machine. Az and AzureRM modules cannot be imported in the
2021-05-30T04:01:43.2185265Z same session or used in the same script or runbook. If you are running PowerShell in an environment you control you can
2021-05-30T04:01:43.2189495Z  use the 'Uninstall-AzureRm' cmdlet to remove all AzureRm modules from your machine. If you are running in Azure
2021-05-30T04:01:43.2191862Z Automation, take care that none of your runbooks import both Az and AzureRM modules. More information can be found
2021-05-30T04:01:43.2193904Z here: https://aka.ms/azps-migration-guide
2021-05-30T04:01:54.1556256Z Successfully updated privacy settings.
2021-05-30T04:01:55.3962968Z Successfully changed policy settings
2021-05-30T04:01:55.4652994Z Log Analytics workspace logging is turned off.
2021-05-30T04:01:55.4676233Z Get-AzSKADOSecurityStatus -OrganizationName rr-wfm -DoNotOpenOutputFolder -PATToken $token -ProjectNames "RR" -BuildNames "*" -ReleaseNames "*" -ServiceConnectionNames "*" -AgentPoolNames "*" -ubc -ResourceTypeName All -IncludeAdminControls
2021-05-30T04:01:56.3149259Z Using '*' can take a long time for the scan to complete in larger projects.
2021-05-30T04:01:56.3151836Z You may want to provide a comma-separated list of projects, builds, releases, service connections, agent pools and variable groups.
2021-05-30T04:01:56.3153126Z
2021-05-30T04:01:58.5129988Z Organization not found: Incorrect organization name or you do not have necessary permission to access the organization.
2021-05-30T04:01:58.5614039Z InvalidOperation: The remote server returned an error: (401) Unauthorized.
2021-05-30T04:01:59.7932418Z ##[error]Could not perform ADO Security SVTs scan. Please check if task configurations are correct.
2021-05-30T04:01:59.9296947Z ##[error]ScriptHalted
2021-05-30T04:02:00.0766607Z ##[section]Finishing: ADO Security Scanner

As far as we can tell we haven't changed anything security related. We have a dedicated automation account for which we've created a Personal Access Token with the permissions described in the docs and we used that to establish the service connection. Verifying the service connection works as expected.
I did notice #23, but that seems to relate running the tool manually which is a different scenario I think.

Due to some access permission changes in the devops apis, the custom PAT token is not supporting scanning.
we are trying to figure out the solution.
Intermittent use full access token to run  the scan.

Hi Team, Can you please some updates on this issue?

Apologies for the inactivity on this thread. The ADO Scanner Extension task requires an Azure DevOps connection containing organization details and a PAT to scan the required resources. Due to some access permission changes in the DevOps APIs, the custom PAT token is not supporting scanning. We suggest intermittently using a full access token to run the scan. We will notify you if we make any changes regarding this.


Remove duplicate return type in create_redirect_url spec

While using oidcc, I noticed that one of the return types is duplicated. I wouldn't really define it as a bug, so I labelled it as an "improvement". 😄

Thanks @Nezteb :heart:

Pull Request Test Coverage Report for Build 191
Warning: This coverage report may be inaccurate.
This pull request's base commit is no longer the HEAD commit of its target branch. This means it includes changes from outside the original pull request, including, potentially, unrelated coverage changes.

For more information on this, see Tracking coverage changes with pull request builds.
To avoid this issue with future PRs, see these Recommended CI Configurations.
For a quick fix, rebase this PR at GitHub. Your next report should be accurate.

Details

0 of 0   changed or added relevant lines in 0 files are covered.
7 unchanged lines in 2 files lost coverage.
Overall coverage decreased (-0.6%) to 91.5%

Files with Coverage Reduction
New Missed Lines
%

src/oidcc_jwt_util.erl
2
79.33%

src/oidcc_token.erl
5
88.66%

Totals

Change from base Build 178:
-0.6%

Covered Lines:
1055

Relevant Lines:
1153

💛  - Coveralls


Current web layout difficult to navigate

Some of us have the feeling that the current layout (blue bar on the top with drop-down menu and left/right arrows) is not easy to use. In particular:

One a leaf page, users don't know where they are on the big map. I am now relying on the web address, which reflects the hierarchy, but a newcomer can easily get lost.
For example,  if I am on Electrical Conductivity > Tables of value, getting to the same table for permittivity needs a lot of clicks involving using the root drop-down menu again or many "previous chapter".
The "previous chapter" button on each index page doesn't make sense, since an index (landing) page is the first page of a particular topic. It may incorrectly remind people that the index page is preluded by another page.
Another fact that makes the navigation even more difficult is there are as many as 7 levels in the structure.

I think the essential problem is the drop-down menu is only for the first level, and the individual pages only show local information about the structure. It's not easy to access the middle levels. Those issues are not really bothering me, but may cause troubles for new users.
We can discuss.

Also, Do we want to put some thoughts about the organisation of Maxwell Fundamental? Few examples:
It is indeed not clear where to look to find the dipoles for example. They are right now in Maxwell Equation/Maxwell’s Equations in Homogeneous Media (so there are not referred as dipole). But there is also a section Analytic in Solving Maxwell Equation.
-The section Quick Guide to Maxwell’s Equations would do a great introduction page to the Maxwell's equation section in my opinion. It seems light compared to other same-level sections. Does it deserve its very own category in the index?
@lheagy @yangdikun @dougoldenburg : some thoughts about it?

Agreed, the navigation is tricky. I have been searching for ways to adapt the sidebar so that it gives you all of the contents for the current "chapter" you are in, but have not yet figured this out. I think this would resolve most of your points (the ability to get a global perspective of the chapter without getting lost in the entire site. If others are willing to help me search for a solution, that would be huge! I have been starting mainly from the sphinx documentation and the sphinx bootstrap theme.
One other method for helping with navigation is the appropriate use of internal links. For the example you gave with the table of electrical conductivity values, perhaps it would be beneficial to include a statement on that page along the lines of (I made up the references, they will need to be double-checked)

Similar tables are available for the other relevant physical properties :ref:`magnetic permeability <magnetic_permeability_table_of_values> and :ref:`dielectric permittivity <dielectric_permittivity_table_of_values>`

@yangdikun, I am not sure what you mean by "leaf-page", but there is a Site Map, accessible in the footer and at the bottom of the contents that was added in #213

@thast : I have moved your comment to issue #285 as it raises separate discussion points.

@lheagy Thanks for the explaining and constant improvement. I think the "Site Map" can solve a lot of navigating problems for now. Something we may want to keep on the list for the next iteration of refinement:
(1) The fully expanded site map is a bit long as a navigating tool. (I know it is what a site map is supposed to be)
(2) Not sure how intuitive for people to resort to Site Map if they are at "vector potentials" and want to go two levels up.
Maybe we can discuss this problem at the weekly meeting. @dougoldenburg

Another possible solution is something more interactive. It would be super helpful to see what currently is and is not under-construction. Possibly to see thumbnails of images, tooltips for which modules are math heavy or have an interactive notebook etc.
Something to build on could be here:
https://bl.ocks.org/mbostock/4339083
Or a force-directed graph (probably less useful as a navigation tool, but more useful for seeing links):
http://bl.ocks.org/MoritzStefaner/1377729
I talked briefly about this with @lheagy, there are a few things that either of us could do to highlight some more of the work to people from the very start.

👍 on the collapsible tree as a navigation tool! Another suggestion @rowanc1 raised is to color the nodes by ready (green) and under construction (amber?). This would set expectations for the page you are navigating to (instead of blindly navigating to a bunch of incomplete pages)
The force directed graph will be a valuable tool for looking at links (and for us identifying links, and gaps where there should be links), but it likely less urgent at this stage.

I have completed an initial prototype, I will clean it up and open a pull request in the next few days.

Having a read-the-docs style collapsible sidebar would also be very helpful for keeping track of where you are at any point

To work with the current theme, we will need to write a custom sidebar which accesses the doctree files

I have launched a version of em geosci using the read-the-docs theme: https://1-dot-emgeosci.appspot.com/
There are a few styling things that will need cleanup (eg adding back the "edit on github button", adding the creative commons license to the footer, styling on the autodoc'ed pages). These are minor though and can be implemented before making a transition.
Please have a look and see what you think! We can make a decision at the meeting next week.

I think it looks great.  I personally don't care too much if the equation number is on top, and i m sure Lindsey will find us a hack to bring it down at some point ;)

No contest! The ease of navigation and knowing where you are is far superior. The equation numbering is annoying but not a show-stopper.

I am going to close this for now with #322. We can re-open a separate issue for interactive visualizations


Lifecycle behavior and documentation?

How should one go about updating a local state of a component? I'm using react as a renderer.
The render method gets called before the connectedCallback, and it doesn't get rerendered after the connectedCallback updates the state.
Could you please point me to a documentation that lists all lifecycles events?

All lifecycle events applied by all mixins are shown here: http://skatejs.netlify.com/mixins. Each mixin has separate docs on each lifecycle callback.
If you want to do something after a render, you should use the rendered() callback. There's connecting and connected that wrap around connectedCallback(), but since renders are batched, you're not guaranteed to have a render happen sync in that.
To update local state, set the state prop on the element. For example:
onClick() {
  this.state = { clicked: true };
}

Thanks @treshugart.


Running DSPatch script in SniperSimulator

Hello,
Aftyer have succefully build and test script DSPatch, i try to use it in sniperSimulator ( hardware simulator. http://snipersim.org/w/The_Sniper_Multi-Core_Simulator
have you ever seen that kind of error?
i have put to dir the LD_LIBRARY_PATH=$(pwd) , libDSPatch.so
/home/chapoul/sniper/fff: symbol lookup error: /home/chapoul/sniper/fff: undefined symbol: _ZN7DSPatch9Component14SetInputCount_EiRKSt6vectorINSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEESaIS7_EE

I suggest you install DSPatch like this on the machine or VM that requires it:
git clone https://github.com/cross-platform/dspatch.git
cd dspatch
mkdir build
cd build
cmake ..
sudo make install

ok i restart, your DSPatchTutorial file past him correctly in the simulator, i retry.
thanks

it's a problem with the simulator, he doesn't recognize LD_LIBRARY_PATH=$(pwd) during running

You don't need LD_LIBRARY_PATH=$(pwd) anymore if you install DSPatch as above.
I may be misunderstanding the situation but it sounds like /home/chapoul/sniper/fff may be a x86 process trying to link against an x64 build of DSPatch. If this is the case, you'll need to build DSPatch for x86.

AAHhhhh! i have never think to that effectively after have watch simulator, taget is intel64 but in make file i see: lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/li
Building for x86 (intel64)
... exactly...

Do you know what change to cmake an x86 DSPatch, i have run clang but errors occured.
Cordially

solve, i have define gcc compilation for nehalem architecture ( architecture simulated).


decodeAttestationObject.ts AttestationStatement type incompatible with early 4.x.x versions of Typescript

Describe the issue
When using the latest version of @simplewebauthn/server 7.3.0 code fails to compile if using an early 4.x.x version of Typescript. The get size(): number getter on the AttestationStatement type causes errrors.
node_modules/@simplewebauthn/server/dist/helpers/decodeAttestationObject.d.ts:25:5 - error TS1131: Property or signature expected.

25     get size(): number;
       ~~~

node_modules/@simplewebauthn/server/dist/helpers/decodeAttestationObject.d.ts:25:9 - error TS1005: ';' expected.

25     get size(): number;
           ~~~~

node_modules/@simplewebauthn/server/dist/helpers/decodeAttestationObject.d.ts:25:15 - error TS1005: ';' expected.

25     get size(): number;
                 ~

node_modules/@simplewebauthn/server/dist/helpers/decodeAttestationObject.d.ts:26:1 - error TS1128: Declaration or statement expected.

26 };
   ~

Reproduction Steps

Create a new Typescript project using version 4.0.7.
npm install the latest version of @simplewebauthn/server.
import and use a method from the library.
Compile the project.

Expected behavior
The code will compile and run successfully.
Potential Solution
After some testing the definition of the size getter could be switch to a simple size property and the implementation (whether getter or property) can be left up to the implementing object.
As an example of how this solves the issue here is a link to a minimal solution. https://www.typescriptlang.org/play?#code/C4TwDgpgBAKhDOwoF4oG8BQVtXgSwC8IAuKAOwFcBbAIwgCcBuDAXwwwGMAbAQ3nlgBGKHipguEKhDLABcROiw4A5hCT4iACgCUpSrQaKcxqPTUV6ZKIObG2bTr36wATCLESpMuQiSZjGtCoAMzMDhJIwMKoZBAA7kI6zBFQwG4x8a5JnAD2ZPA5EgB0XDnKmlFFgdrMHHkFxaXlaVWEEDUYQA
type Test = {
    size: number;
}

class T1 implements Test {
    get size(): number {
        return 1;
    }
}

class T2 implements Test {
    size = 3;
}

let t1 = new T1();
let t2 = new T2();
console.log(t1.size);
console.log(t2.size);

Thank you for reporting this @chunter-lumin, generalizing size like that seems like a reasonable thing to support projects stuck on older versions of TypeScript.

@MasterKale is there a process for me to create a PR for this change? It's seemingly a simple update so I would be willing to do the work. Or will I just need to wait for a future release? My organization is hoping to use this library and I would rather not try to use an older version if I don't need to.

Welcome to the world of open-source, and thank you for showing an interest in my library. If your company is interested in a support contract for timelier updates for things like this we can work something out. Alternatively consider sponsoring me here on GitHub - it's not required, but would be a nice gesture especially if you're generating revenue in something that incorporates my work:
https://github.com/sponsors/MasterKale
While you consider that, I see you joined GitHub "this month" (according to your profile anyway) - you might also use this as an opportunity to learn the ropes of FOSS contributions here in GitHub land. That involves learning how to fork a project's repo, make the changes you want to see in the project, and then submit a PR to the project.

I did some digging tonight and now I'm torn on making this change. TypeScript 4.3 is the lowest version of the language that supports the get size(): number syntax that's raising the issue you reported. That's when TypeScript gained support for "Separate Write Types on Properties" was added:
https://www.typescriptlang.org/docs/handbook/release-notes/typescript-4-3.html#separate-write-types-on-properties
TypeScript 4.3 came out in May 2021. TypeScript 4.0 debuted August 2020. I understand how difficult it can be to upgrade TypeScript versions on more established applications, but is there something preventing you from updating your project to use a newer version of TypeScript? If not all the way to the latest TypeScript 5 then to at least 4.3?
Another thing I'm not looking forward to solving right now is how to wire up CI tests to make sure I don't cause a regression in the future because I forget why I'm not using get size(): number for what is a read-only property at runtime. That's why I want to say "this project supports TypeScript 4.3+" and be done with this.
...I'm going to sleep on this and decide what to do tomorrow.

Realistically, it is time for our projects to be updated to a newer version of Typescript as it's been about 2 years since our last update. A conversation partially stemming from this issue has started about upgrading to a newer version. From what I can tell simplewebauthn/server version 5.4.5 is the latest version that works with pre 4.3 Typescript, can you think of any concerns off the top of your head that using this version would cause?

From what I can tell simplewebauthn/server version 5.4.5 is the latest version that works with pre 4.3 Typescript, can you think of any concerns off the top of your head that using this version would cause?

Using a version of this library from a year ago in a security-sensitive part of your product isn't something I'm going to officially condone. You're welcome to peruse the CHANGELOG for v5.4.5 and look at subsequent releases to see if anything in there might impact your security modeling:
https://github.com/MasterKale/SimpleWebAuthn/blob/master/CHANGELOG.md#v545
Put another way, sacrificing your project's ability to use the latest version of this library for the sake of your developer tooling (vis-a-vis the version of TypeScript your devs can build against) is probably not going to ever be worth it...

@chunter301<EMAIL_ADDRESS>will allow you to kick that particular can down the road some with a tweak to the declaration of the AttestationStatement.size property. It's available now on NPM.
Please note that @simplewebauthn/server's minimum supported version of TypeScript is now version 4.4+. If your project remains stuck on TypeScript 4.0 and you still have issues, or if you wish to establish more timely support for future issues you encounter with SimpleWebAuthn, then please consider reaching out to establish a support contract with me.

Thanks @MasterKale! Appreciate the quick responses.


Export error sentinels as public

Hi, thank you for the project!
Wondering if there are some interest in exporting error sentinels as public here. 🙏
I know this was requested at #28 , we also require the sentinel to be public so we can analyze some archives and compare the errors, which otherwise will need to compare the error message directly.
With this change we publish all the sentinels, targeting experimental branch.
I understand if this is not the intended use case, hope we can discuss further on how it's best to analyze rar archive via this package.
Thank you!

Thank you @fudanchii!

Once merged, this closes #28.

@nwaples I really hope you can give us a few minutes to look over the current pull requests and open issue. <3

I did the patch myself. The eof ones shouldnt be exposed, but I exported all the others.


Allow wildcard service search for elasticsearch storage

Requirement - what kind of business use case are you trying to solve?
We have a need to collate traces across different services that share a specific tag value. The traces are initiated by separate HTTP requests and therefore appear as separate traces under separate services. We would like to search by a tag across all services with all matches displaying regardless of service name.
Problem - what in Jaeger blocks you from solving the requirement?
The jaeger-ui and the jaeger-query modules require service as a parameter.
Proposal - what do you suggest to solve the problem or improve the existing situation?
The jaeger-ui should include an 'All' or 'Any' option in the services dropdown.

The jaeger-query module should handle a request containing the value service=all or service=any by creating a new wildcard query. The elastic.NewWildcardQuery is supported by the bool.Must query builder.
Any open questions to address
I have a working example with tests but would like to discuss prior to opening a pull request.
I understand that Cassandra (the default storage) does not inherently support wildcard queries. How would you suggest to programmatically allow this only if the storage is elasticsearch? The query_parser module requires some changes that would potentially break Cassandra implementations.

How would you suggest to programmatically allow this only if the storage is elasticsearch.

Storage implementation supporting all/any  could return it from GetServices but perhaps c* could also support such query by leaving out service_name in queryByTag.

@pavolloffay I will investigate this option. I'll likely also need to have some type of front-end configuration option that will toggle this feature depending on storage type.
@yurishkuro I will explore this by potentially setting a configuration value to allow/disallow wildcard searching. If Cassandra does support this, as you say, this could alleviate my issue with developing this feature as storage-specific.


Reworked patch from https://github.com/jomihaka/dxvk-poe-hack for discard shaders until they be compiled

Adopted to dxvk master branch (new options in config file) and tested with games:

Path of Exile - playing without this patch just a pain in the ass, especially bosses with many visual effects (elder and his guardians, uber elder)
No Man's Sky - some shutters while compiling shaders can cause sound glitches and sometimes need to restart game to fix audio (maybe hardware or wine dependent, but this patch fixed it)

Upstreaming this is not an option.
First of all, applying it to games will break rendering in undefined ways. This is fine for some titles, but it is most definitely not fine for most of them, especially multiplayer games where rendering all parts of the scene is crucial. I don't want to add an option that breaks games, people will find ways to use it inappropriately.
Secondly, and I'm sorry to put it this way, but the solution presented here is awful. This is probably due to lack of familiarity with the code base, but that doesn't change that it is absolutely insane.
The only thing that this hack would need to do is skip the pipeline compilation that stalls the rendering thread. That's what my original hack did, and you can do that with three lines of code. No need for "placeholder shaders" that do nothing, no need to modify a total of ten files and scatter dirty code everywhere. Totally ridiculous for a workaround that is designed to break games.


[BUG] WIRC pipeline does not work

Describe the bug
There are many small issues with the WIRC pipeline that originate from the WIRC pipeline not having kept up with the other code development. (eg. CSVLog only outputs one row, darks not found errors).
Expected behaviour
It should work.

This was fixed by #949


bug(gatsby-plugin-fastify): Doesn't work as expected for SSR pages

Describe the bug
I use gatsby-plugin-fastify (v0.13.3) for my gatsby app (gatsby v5.13.3)  but I have noticed 2 issues:

When you navigate on a page which is SSR, it reloads the page, so it's losing state.
In a page with ssr links, eg. a portfolio page with links to sub pages, I get this error:
404 Not Found - http://localhost:8080/page-data/productID/page-data.json  (On prefetch)

I tested the app with gatsby serve also, but I don't have any issue.
To Reproduce
Create a page with sublinks and check network page in Chrome.
Expected behavior
It shouldn't reload page and it should fetch page-data without any issue.
System Info
Please provide information about your site via these means as possible:
gatsby-plugin-fastify (v0.13.3)
gatsby v5.13.3
Commands to run:
yarn build
yarn gserve

Hey @billypap1, thanks for the report. I don't have a lot of time to work on this. Anytime I do have will probably be working to replace this plugin with the new "adapter" spec Gatsby implemented. That'll fix a lot of these weird little issues.
I may have time the next couple days, I'll revisit that project and see what needs to be done. If you're interested in helping to get that across the line, let me know.

Sounds like it'll work.

This is the PR: https://github.com/gatsby-uc/plugins/pull/449
Honestly it's been months...many months... So I don't remember the status. Adapters are  what they are. The problem is netlify is putting in 0 effort to Gatsby or that spec and there are known issues they are not addressing. I'm sure we could get something working on Fastify, how well may be in question.
Because of Gatsby's slow death and my own personal life I'm putting almost no effort into any plugins. My honest recommendation would be to move to a new framework, but I recognize that's not always possible for folks. Spiritually I think Astro is probably the closest thing to Gatsby and Next is technically more familiar.
That said gatsby serve is better than it was when I started this project, though it probably has its issues like the rest of Gatsby. It may be adequate for production though I'll leave that up to you to decide.
If you're working for someone heavily invested in Gatsby who wants this adapter in top shape I'd be open to a contract to get this moving but otherwise I'll have little time for more than questions and PR reviews.
Hope this helps, let me know if you have any questions.

Thanks very much for the advice. I guess my intuition that Gatsby seemed weirdly abandoned was in fact correct. I will take a look and see about migrating my project.

Deprecating Package. See: #495 for more info.


How to make the toolbar stick to the top?

For lengthy documents the toolbar is not visible as you scroll down. So to access toolbar you have to scroll up to the top.
How can I make the toolbar stick to the top?
With my limited knowledge, I tried position: fixed and position: sticky with toastui-editor-toolbar with no luck.

My css looks like this, and it works.
/deep/ .toastui-editor-toolbar {
--top: 0;
position: sticky;
top: var(--top);
z-index: 50;
}

Thanks! It works for me too.


Use menu name or type name as tie breaker.

Description

I think even if there is no explicit order from attribute,
ordering items by using menu name (or type name) is better behaviour than some random order from GetTypes.
Changes made

Add ThenBy menu or type name after OrderBy order so they work as tie breaker.

Indeed. Thanks!


Separate lint steps in CI

🎉 To make them visible.

@marekdedic What do you think about this one?

Hi,
thinking about it... On the one hand, yes, it makes it more visible. On the other, it makes it more tied to the specific linters...

I let you cook in this soup.

Soup boiled. Thanks for the PR, I am not going to merge it however.

The mother of all PHP package templates https://github.com/ergebnis/php-library-template does this way:
every tool runs in a separate job.

Interesting template, thanks! But a huge overkill IMO :D


Unlock All Items bug

All of the hacks I've used so far (membership, pets, battle hacks, etc.) work except for Unlock Items. The items appear in my inventory for as long as I play the game, but when I refresh the tab or log off and log on again at a later time, some of the unlocked items disappear. Most noticeably, any buddy that was added after the update that added the School Bus + Emoji buddies disappear, along with some clothing and wands.
To recreate the bug, do the following:

Log into Prodigy.
Select a random world.
Wait for everything to load.
Use the Items hack and set all values to "9999".
Check "Buddies" slot in the inventory for recent (late 2023-present) items.
Refresh the page.
Repeat steps 1 through 3.

If the bug is not an issue for me exclusively, you should notice that buddies like the Circus Elephant, Lucky Seadragon, Dog Fish, Bronana, Glitterstar, Merahawk, and others have completely disappeared from your inventory and are unavailable to equip. It should be noted that if you selected any buddy I mentioned and then refreshed, that buddy will still be equipped, but you will not be able to select it again if you choose to hide it due to it completely disappearing from your obtained items.

What happens if you wanted a different amount of items then? Or didn't want them at all?

It gets reversed due to classic Epics.


Updated to add functions restriction

Reflect the discovered restriction -- user-defined functions also can't call each other.

@QuasarSE : Thanks for your contribution! The author, @tfitzmac, has been notified to review your proposed change.

@QuasarSE - thanks!

#sign-off


Thumbnail keep the aspect ratio

Would be nice if the thumbnail of the image would have the same aspect ratio as the image itself.
Image below (2 noe) has ~15:9 ratio not ~17:9 as you might think if you consider OnlyM thumbnail.
Comparison with SoundBox which is accurate.

@LvDaniel I'm not sure I understand the issue here. Both image thumbnails have the same aspect ratio.

@AntonyCorbett sorry I wasn't to clear. You're right, the ratio isn't changed but I was expecting to have those black lines on the left & right not on the top & bottom,
The thumbnail should look like how the image would be displayed to a 16:9 screen.

@LvDaniel Thanks for clarification. So the request is that the OnlyM thumbnail border should have 16:9 aspect ratio. Can I suggest you create another issue please?

Sure, I will and close this one. Thanks.


Blinking TMP when use ClippingBox

Overview
Clipping Box is not working properly with TMP - Text
Expected behavior
It is expected that TMP - Text don't blink when is entering in the mask.
Actual behavior
TMP - Text is "blinking" when the object is entering in the mask.
Steps to reproduce

Create a empty GameObject inside a card GameObject on ScrollingObjectCollection scene
Configure the object with the scale 0.005
Add TexMeshPro - Text component to the GameObject
Move the card GameObject in the axis X until the object is out of the mask
Go back the card GameObject to mask moving in the axis X

Video
https://user-images.githubusercontent.com/42873305/121743479-6b2bb680-cacf-11eb-84a8-c9f1d47d11c8.mp4
Unity editor version
2019.4.4f1
Mixed Reality Toolkit release version
v2.7.0

Happens on MRTK 2.6 as well. Very annoying.

Workaround: hide the TMP for one frame (e.g. move it to a hidden layer).

We appreciate your feedback and thank you for reporting this issue.
Microsoft Mixed Reality Toolkit version 2 (MRTK2) is currently in limited support. This means that Microsoft is only fixing high priority security issues. Unfortunately, this issue does not meet the necessary priority and will be closed. If you strongly feel that this issue deserves more attention, please open a new issue and explain why it is important.
Microsoft recommends that all new HoloLens 2 Unity applications use MRTK3 instead of MRTK2.
Please note that MRTK3 was released in August 2023. It features an all new architecture for developing rich mixed reality experiences and has a minimum requirement of Unity 2021.3 LTS. For more information about MRTK3, please visithttps://www.mixedrealitytoolkit.org.
Thank you for your continued support of the Mixed Reality Toolkit!


Adding IsVolatile property to Method class.

Consider:
struct Test {
    void method() volatile
    {
    }
};

The Method class doesn't have an IsVolatile property.
This property might be handy when analyzing the AST or to skip all volatile methods.

Maybe FunctionType.TypeQualifiers.IsVolatile should've worked but it evaluates to false.

Yes but needs to be implemented in C# right?


Move ticket cleaner process up the chain

so it can be supported by all registries when/if needed.
This partially handles #1254 . There have also been a number of reports, particularly be Ehcache (and some for Hazelcast) where expired entries are not immediately removed from the cache. Also, in certain cases if the eviction policy of the cache is different from the ticket expiration policy of CAS, where the latter is quicker to expire elements, we'd want entries in the cache gone as soon as possible and not rely on the cache policy to consume and allocate memory for what would effectively be dead objects for CAS.
This cleaning behavior is on by default, but for certain registries that do not need it, can be disabled.

There is also the opposite case where an entry in the cache expires quicker than what CAS has it set and then is immediately removed from the cache. In such cases, the cleaner would have no way to actually process the entry to invoke SLO via the logout manager. So we need direct hooks for caches to capture such events and route them to CAS for processing. This is the motivation for #1254

Moving to merge unless there are any questions.


listenAndPromise doesn't return data?

I'm just a little confused about using promises with reflux. I'm using qwest to query my endpoint as shown below, the onGetResourceCompleted handler fires as expected but data is undefined. Why is that?
var Actions = Reflux.createActions({
  'getResource': { asyncResult: true }
});

Actions.getResource.listenAndPromise(function (id) {
  return qwest.get('http://localhost:8000/my-data/'+id, null, { withCredentials: true });
});

var ServiceStore = Reflux.createStore({

  listenables: Actions,

  init: function () {
    Actions.getResource('');
  },

  onGetResourceCompleted: function (data) {
    console.log('OK', data); // Get's called but data is undefined. Why?
  }

});

I can see the data loads correctly by looking at dev tools as well as calling qwest in isolation by simply doing:
qwest.get('http://localhost:8000/my-data/'+id, null, { withCredentials: true }).then(function(data) {
  console.log('OK', data);
});

Can't really help you with this one here, it's likely not even a Reflux usage issue.  Please refer to help channels for this topic:
For questions please use the following communication channels:

StackOverflow with the refluxjs tag
#reflux channel on Reactiflux Slack group. Sign up here for an account.

Please only use the issue tracker for bugs and feature requests only.

I've asked the question on StackOverflow here.
I don't really get why this issue was closed. How is what I've described not a bug?

because you have code errors. (You're not doing anything with the promise.)

Yeah I don't know what you mean by 'You're not doing anything with the promise'. It's being returned from listenAndPromise as documented in the ReadMe.

listenAndPromise - Expects a function that returns a promise object, which is called when the action is triggered, after which promise is called with the returned promise object.

Which is what I'm doing here. The 'completed' listener fires with undefined where the loaded data is expected.
Actions.getResource.listenAndPromise(function (id) {
  return qwest.get('http://localhost:8000/my-data/'+id, null, { withCredentials: true });
});

The following works as expected. The 'completed' listener is called with the loaded data:
Actions.getResource.listen(function (id) {
  Actions.getResource.promise(
    qwest.get('http://localhost:8000/my-data/'+id, null, { withCredentials: true })
  );
});

My understanding of the docs is that the two snippets above should give the same result but they don't.

Maybe a bug?

My fetch function looks something like this:
fetch(id, params) {
  let method = 'GET';
  let url = getUrl(id, params);

  return sync(url, {method, body: params})
    .then(Actions.fetch.completed)
    .catch(Actions.fetch.failed);
},

This calls Store.onFetchcompleted with my response, which is great, but I can't chain anything off of my fetch (i.e. within the store) because triggerPromise doesn't resolve with anything. It'd be great if it actually passed back my data (i.e. args[0]) in that resolve call.

If it's any help I can get listenAndPromise working with a Qwest promise only if I wrap it in a Q promise like so:
function wrapQwest(promise) {
  var deferred = Q.defer();
  promise.then(function (data) {
    deferred.resolve(data);
  }).catch(function (error, response) {
    deferred.reject({
      status: this.status,
      response: response
    });
  });
  return deferred.promise;
}

...

Actions.someAction.listenAndPromise(function (params) {
  return wrapQwest(qwest.get(url, params));
});

So it seems reflux doesn't work with Qwest's promise implementation when used with listenAndPromise though it works fine with promise as stated above.

I've looked into this, and despite my initial thoughts that caused me to close this, I've now determined that this is actually not a bug, because I'm not sure it can be fixed. This is actually a design flaw that is creating a race condition.  I started to answer @willdady's SO question, and realized that my answer was actually a "non-answer", so I thought I'd bring it back to this issue.
Explanation
In the example given MyStore.init function initiates execution and the resolve/reject of the promise, but it doesn't actually do anything with the promise after that.
I think that's what @willdady intended, but I think where the "flaw" comes in, is how the async action handler works for the reflux completed child action shortcut. The shortcut will call the completed handler onGetResourceCompleted whenever the getResource method is called and finished executing.
The problem is that the reference of getResource is executed immediately, but it's the value that's asynchronous not the promise reference itself. In order to resolve his promise and return the value to a callback, he'd need to do this:
init: function(){
    return (function(){
      Actions.getResource('').then(function(data){
        return data;
      })
  })
}

Since onGetResourceCompleted executes immediately after getResource promise is executed, it's very unlikely the expected return value of the promise will have been assigned in time. The other problem, is that in order to delay the execution of the handler's callback, the handler needs to control invocation of the promise, meaning the promise would have to be returned as a deferred, instead of
In this case, the completed shortcut is redundant to the purpose of promises themselves, and you'd be better off removing the onGetResourceCompleted method entirely, and just executing Actions.getResource.then().catch() inside init would achieve the desired outcome without needing the Completed shortcut and listenAndPromise combo.
It's all very "inception"-ish, and I recommend some sort of adult beverage to ease the brain pain when you walk through this.
@willdady I'm sorry I didn't give this question the respect it deserved on the first go-around.
@spoike I have some thoughts on this, and I think they directly relate to our most recent roadmap discussion.  I think the shortcuts will wind up being deprecated, and the listen/promise might be handled slightly differently.
Going to tag this as 0.3.0.

As of 0.2.10, functions build with listenAndPromise no longer return a promise. In 0.2.9 they did.
Here's my code...
ClipActions.load.listenAndPromise(recordId =>
        request.get(`/records/${recordId}/clips`)
            .type('application/json')
            .then(res => res.body)
            .catch(err => {
                AlertActions.error(err.message, err.res.text);
                throw err;
            })
);

        it('should load clips', () => {
            let response = [{}, {}];

            let request = API
                .get(`/records/5/clips`)
                .reply(200, response);

            return ClipActions.load(5)
                .then(data => {
                    expect(data).to.deep.equal(response);
                    request.done();
                });
        });

With v0.2.9 and prior, this test passes.
With v0.2.10 and v0.2.11, I get the following error, because load() no longer returns a promise.
1) ClipActions load() should load clips:
     TypeError: Cannot call method 'then' of undefined

@spoike here's that explanation I was searching for. (see my comment above)

I've been meaning to move this issue to reflux-promise, since reflux and reflux-core doesn't have the promises in it's API any longer.

The problem I described though, has nothing to do with promises, it has to do with reflux-core and the design of action handlers.

@H3Chief I was mostly referring to @jfairley's comment and the actual facing issue which is a bug that should be adressed in reflux-promise.
The child actions issue should be worked on as well, and if that means changing the Reflux interface a bit, then that is okay with me as long as we follow semantic versioning for breaking changes.

FYI, we just upgraded to reflux-core:0.3.0 and reflux-promise:1.0.1, and actions again return promises. This is true for .listen as well as .listenAndPromse. I just assumed this issue was fixed and not yet closed.
To illustrate (snipped down for brevity):
actions:
PlayerActions.updateClip.listen(detail => {
    try {
        // ... do stuff
        PlayerActions.updateClip.completed();
    } catch (err) {
        PlayerActions.updateClip.failed(err);
    }
});

PlayerActions.checkHls.listenAndPromise(srcPath => request.get(srcPath).then(res => res.body));

tests
it('should ...', () => {
    return PlayerActions.updateClip({ ... })
        .then(res => {
            expect( ... ).to.equal( ... );
        });
});

it('should ...', () => {
    return PlayerActions.checkHls('http://...')
        .then(function (res) {
            expect(res).to.deep.equal({ ... });
        });
});

Any official word on this?  My impression is that this works, but it's unclear given the changelogs, etc.


Access to Sound#valueOf method through Reflection to avoid java.lang IncompatibleClassChangeError when using versions prior to 1.21.3

Seems to fix #157

I think it'd just be better if we finally switched to the method with a String parameter for the sound, that way custom sounds can finally be used. https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/Player.html#playSound(org.bukkit.Location,java.lang.String,float,float)


No voice on join call 2nd time

first i leave the meeting, when i join the same meeting 2nd time, voices no more working

@Mudassir-cpu we tried it, it is working for us. were there any specific conditions where it happened? if yes, then can you please provide the steps to reproduce the issue.

I'm using v2.1.5, i just calling meeting?.leave() and when i join again Videosdk initialize all thing happens again.
@IBAction func onCallEndButtonnTapped(_ sender: UIButton) {
        if NetworkManager.hasConnectivity() {
            meeting?.leave()
            }
            }

please try to rejoin meeting after removing meetingviewcontroller from memory, when i join second time meeting it shows microphone is no more using by App

issue still persists in latest.