Fixes #219 Addresses typos throughout the project

Signed-off-by: sudheesh001<EMAIL_ADDRESS>

Codecov Report

Merging #220 into master will not change coverage.
The diff coverage is 100%.

@@            Coverage Diff            @@
##             master     #220   +/-   ##
=========================================
  Coverage     74.29%   74.29%
  Complexity      390      390
=========================================
  Files           112      112
  Lines          1743     1743
  Branches        154      154
=========================================
  Hits           1295     1295
  Misses          380      380
  Partials         68       68

Impacted Files
Coverage Δ
Complexity Δ

...oding/asn/serializers/oer/OerLengthSerializer.java
76.19% <ø> (ø)
11 <0> (ø)
:arrow_down:

...ledger/quilt/jackson/InterledgerDeserializers.java
80% <ø> (ø)
4 <0> (ø)
:arrow_down:

...ava/org/interledger/ildcp/IldcpResponsePacket.java
66.66% <ø> (ø)
2 <0> (ø)
:arrow_down:

...dger/btp/asn/framework/BtpCodecContextFactory.java
92.3% <ø> (ø)
2 <0> (ø)
:arrow_down:

...main/java/org/interledger/btp/BtpSubProtocols.java
6.66% <ø> (ø)
1 <0> (ø)
:arrow_down:

...rc/main/java/org/interledger/ildcp/IldcpUtils.java
83.33% <ø> (ø)
2 <0> (ø)
:arrow_down:

.../java/org/interledger/core/InterledgerAddress.java
97.67% <ø> (ø)
7 <0> (ø)
:arrow_down:

...terledger/btp/asn/codecs/AsnBtpErrorDataCodec.java
100% <ø> (ø)
3 <0> (ø)
:arrow_down:

...g/interledger/quilt/jackson/InterledgerModule.java
100% <ø> (ø)
3 <0> (ø)
:arrow_down:

...erledger/quilt/jackson/InterledgerSerializers.java
81.81% <ø> (ø)
4 <0> (ø)
:arrow_down:

... and 1 more

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TensorFlow Warning Causes PyInstaller executable to crash

After a long time spent debugging, it was discovered that a few lines in the TensorFlow 2.8.0 library was casuing the PyInstaller executable to crash but did nothing but print a mere warning when simply running the code. The lines in question were lines 212 to 214 in the following file of Tensorflow 2.8.0: https://github.com/tensorflow/tensorflow/blob/v2.8.0/tensorflow/python/util/module_wrapper.py.
When run normally as a Python script, as simple warning is generated. However, after compiling the DolphinGUI.py code as an executable with PyInstaller and visualising a wav file selected by the user with the executable, the executable crashes with an error message beginning with "Unicodedecodeerror codec tensorflow utf 8". This problem was traced back to the module_wrappr TensorFlow file linked above.

This is a "hacky" fix to the issue, but the following worked.
Lines 212 to 215 of the TensorFlow library were manually changed within my Conda environment to the following:
`#if not (self._tfmw_print_deprecation_warnings and
#        self._tfmw_add_deprecation_warning(name, attr)):
#  func__fastdict_insert(name, attr)
func__fastdict_insert(name, attr)`

The deprecation warning print statement was commented out and func__fastdict_insert(name, attr) was immediately called after the commented out lines. Recompiling with PyInstaller after deleting the old build and spec files allowed me to successfully generate a SHAP-based explanation image of the machine learning model's insights for a specified wav file.


update merging namespaces notebook

Problem

metadata not included in upsert
code would fail if namespace contained more than 10k vectors

Solution

included metadata in upsert
added error handling for namespaces>10k

Type of Change

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] This change requires a documentation update
[ ] Infrastructure change (CI configs, etc)
[ ] Non-code change (docs, etc)
[X] None of the above: update to notebook

Test Plan
tested in colab

namespaces larger than 10k
vectors with metadata

@cwaddingham


Map does not start with seasons mod.

My map doesn't start and gets stuck on a black loading screen and the bepinEX log doesn't have any updates and it freezes, this after adding the seasons mod... I tested the latest version 1.3.4 and it didn't work, I downloaded a previous one 1.3.2 to test and the map doesn't start either.
Att.
While I was writing this report, I left the map trying to load but there was an update in the log and the game crashed, apparently it was due to lack of memory. However, it is strange because this does not happen with the Seasonality Mod, could there be some mod incompatibility?
Log File
[Message:   BepInEx] BepInEx <IP_ADDRESS> - valheim (01/07/2024 14:48:35)
[Message:   BepInEx] User is running BepInExPack Valheim version 5.4.2202 from Thunderstore
[Info   :   BepInEx] Running under Unity v2<IP_ADDRESS>28416
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader <IP_ADDRESS>]
[Info   :   BepInEx] Loaded 1 patcher method from [Valheim.ThisGoesHere <IP_ADDRESS>]
[Info   :   BepInEx] Loaded 1 patcher method from [StartupAccelerator <IP_ADDRESS>]
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.MonoMod.HookGenPatcher <IP_ADDRESS>]
[Info   :   BepInEx] 4 patcher plugins loaded
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Info   :HookGenPatcher] Previous MMHOOK location found. Using that location to save instead.
[Info   :HookGenPatcher] Already ran for this version, reusing that file.
[Message:This Goes Here] ThisGoesHere is deleting epicloot files from AllTheHeims because they're done wrong
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 96 plugins to load
[Info   :   BepInEx] Loading [Custom Graphics Settings 0.7.0]
[Info   :   BepInEx] Loading [Post Processing 0.1.2]
[Info   :   BepInEx] Loading [LocalizationCache 0.2.0]
[Info   :   BepInEx] Loading [Custom Raids 1.7.12]
[Info   :Custom Raids] Loading configurations...
[Info   :   BepInEx] Loading [Adventure Backpacks 1.7.5]
[Info   :   BepInEx] Loading [Epic Loot 0.10.1]
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #0 - 'localization' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #1 - 'localization_extra' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #2 - 'heightmap_message' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #3 - 'localization_hildir' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #4 - 'localization_emotes' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #5 - 'localization_ashlands' language: 'English'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #0 - 'localization' language: 'Portuguese_Brazilian'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #1 - 'localization_extra' language: 'Portuguese_Brazilian'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #2 - 'heightmap_message' language: 'Portuguese_Brazilian'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #3 - 'localization_hildir' language: 'Portuguese_Brazilian'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #4 - 'localization_emotes' language: 'Portuguese_Brazilian'
[Info   : Unity Log] 07/31/2024 21:16:11: Loaded localization file #5 - 'localization_ashlands' language: 'Portuguese_Brazilian'
[Info   :   BepInEx] Loading [Configuration Manager 18.3]
[Info   :   BepInEx] Loading [Creature Level & Loot Control 4.6.1]
[Info   :   BepInEx] Loading [Drop That! 3.0.5]
[Message:Drop That!]  Consider making backups before using this mod!
[Info   :   BepInEx] Loading [WorldAdvancementProgression 0.2.13]
[Info   :   BepInEx] Loading [Digitalroot ForsakenJVL 2.0.34]
[Info   :   BepInEx] Loading [BlacksmithTools 2.0.1]
[Info   :   BepInEx] Loading [JudesEquipment 2.2.4]
[Info   :   BepInEx] Loading [Quick Stack - Store - Sort - Trash - Restock 1.4.8]
[Info   :   BepInEx] Loading [Marketplace NPCs 1.0.0]
[Info   :Jotunn.Main] Initializing AssetManager
[Info   :   BepInEx] Loading [Hugos Armory 8.3.5]
[Warning:Hugos Armory] Failed to find 'C:\Games\Valheim\BepInEx\config\htd.armory_itemdata.cfg' will create config of same name with default values.
[Warning:Hugos Armory] Failed to find 'C:\Games\Valheim\BepInEx\config\htd.armory_recipeData.cfg' will create config of same name with default values.
[Warning:Hugos Armory] Failed to find 'C:\Games\Valheim\BepInEx\config\htd.armory_armorData.cfg' will create config of same name with default values.
 Privilege therefore is granted without check...
[Info   : Unity Log] Privilege UserGeneratedContent is not known on this platform. Privilege therefore is granted without check...
[Info   : Unity Log] Privilege CrossPlay is not known on this platform. Privilege therefore is granted without check...
[Info   : Unity Log] 07/31/2024 21:17:45: Set background loading budget to Low
[Info   :WardIsLove] WardIsLove [3.5.14] is up to date.
[Info   : Unity Log] 07/31/2024 21:17:47: Using environment steamid 892970
[Info   : Unity Log] 07/31/2024 21:17:47: Using steam APPID:892970
[Info   : Unity Log] 07/31/2024 21:17:48: Authentication:k_ESteamNetworkingAvailability_Attempting
[Info   : Unity Log] 07/31/2024 21:17:48: Starting to load scene:start.unity (169d7618616154c03be07e9ad3af5893)
[Info   : Unity Log] 07/31/2024 21:17:48: Set background loading budget to Normal
[Info   : Unity Log] 07/31/2024 21:17:52: Set background loading budget to High
[Info   : Unity Log] 07/31/2024 21:18:11: Set background loading budget to Low
[Warning: Unity Log] Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Amb_MainMenu).
[Info   : Unity Log] 07/31/2024 21:18:23: Steam initialized, persona:Johnzin
[Info   : Unity Log] 07/31/2024 21:18:23: PlayFab custom ID set to "Steam_76561198253843126"
[Info   : Unity Log] 07/31/2024 21:18:23: Using default prefs
[Info   : Unity Log] 07/31/2024 21:18:23: Valheim version: 0.218.19 (network version 27)
[Info   : Unity Log] Trying to set graphic mode to 'Custom'
[Info   : Unity Log] Graphic mode 'Custom' is not or no longer supported. Fallback to default mode for platform...
[Info   : Unity Log] Graphic mode 'Custom' applied!
[Info   : Unity Log] 07/31/2024 21:18:23: Worldgenerator version setup:2
[Info   :LocationReset] Adding Terminal Commands for location management.
[Info   :WorldAdvancementProgression] Adding Terminal Commands for key management.
[Info   :Jotunn.Managers.CommandManager] Adding 19 commands to the Console
[Info   : Unity Log] 07/31/2024 21:18:23: Render threading mode:MultiThreaded
[Info   :Jotunn.Managers.InputManager] Registering 5 custom inputs
[31/07/2024 21:18:24] [kg.Marketplace] Searching User ID...
[31/07/2024 21:18:24] [kg.Marketplace] User ID found:<PHONE_NUMBER>3843126
[31/07/2024 21:18:24] [kg.Marketplace] Replaced TMP for NPC
[Info   :StartupAccelerator] Batch-patched 32 methods after FejdStartup.Awake in 94 ms
[Info   : Unity Log] 07/31/2024 21:18:25: Checking for installed DLCs
[Info   : Unity Log] 07/31/2024 21:18:25: DLC:beta installed:False
[Info   :Jotunn.Main] Initializing KeyHintManager
[Warning:DragoonCapes] Mod Statuses Enabled: True
[Info   :Jotunn.Managers.KitbashManager] Applying Kitbash in 1 objects
[Info   :Jotunn.Managers.ItemManager] Adding 45 custom items to the ObjectDB
[Warning:Comfort Tweaks] GameObject: fire_pit,PieceName: $piece_firepit, Count: 1
[Warning:Comfort Tweaks] GameObject: fire_pit_iron,PieceName: $piece_firepit_iron, Count: 1
[Warning:Comfort Tweaks] GameObject: bonfire,PieceName: $piece_bonfire, Count: 2
[Warning:Comfort Tweaks] GameObject: hearth,PieceName: $piece_hearth, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_oven,PieceName: $piece_oven, Count: 1
[Warning:Comfort Tweaks] GameObject: forge,PieceName: $piece_forge, Count: 1
[Warning:Comfort Tweaks] GameObject: smelter,PieceName: $piece_smelter, Count: 1
[Warning:Comfort Tweaks] GameObject: blastfurnace,PieceName: $piece_blastfurnace, Count: 1
[Warning:Comfort Tweaks] GameObject: blackforge,PieceName: $piece_blackforge, Count: 1
[Warning:Comfort Tweaks] GameObject: charcoal_kiln,PieceName: $piece_charcoalkiln, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_walltorch,PieceName: $piece_sconce, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_wood,PieceName: $piece_groundtorchwood, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_green,PieceName: $piece_groundtorchgreen, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_blue,PieceName: $piece_groundtorchblue, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierfloor01,PieceName: $piece_brazierfloor01, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierfloor02,PieceName: $piece_brazierfloor02, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierceiling01,PieceName: $piece_brazierceiling01, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_bathtub,PieceName: $piece_bathtub, Count: 1
[Warning:Comfort Tweaks] GameObject: BatteringRam,PieceName: $tool_batteringram, Count: 1
[Warning:Comfort Tweaks] GameObject: BigCargoShipPlus,PieceName: $big_cargo_shipplus, Count: 1
[Warning:Comfort Tweaks] GameObject: Armory_TW,PieceName: $piece_armory_TW, Count: 1
[Info   : Unity Log] WackysDatabase Checking Cache Folder and Loading Any Item/Mock Clones
[Info   :WackysDatabase] Mat Cache Save
[Info   : Unity Log] [WackysDatabase]: Searching for files: C:\Games\Valheim\BepInEx\config\wackysDatabase\Materials
[Info   :WackysDatabase] extra YML read
[Info   :WackysDatabase] Finished reading YML files
[Info   : Unity Log] 07/31/2024 21:18:42: Sending PlayFab login request (attempt 1)
[Info   :WorldAdvancementProgression] Attempting to reload configuration...
[Info   :NoSmokeSimplified] NoSmokeSimplifiedConfig Reloaded
[Info   : Unity Log] 07/31/2024 21:18:44: Starting music menu
[Info   : Unity Log] 07/31/2024 21:18:44: PlayFab logged in as "Steam_76561198253843126"
[Info   : Unity Log] 07/31/2024 21:18:44: PlayFab local entity ID is A6F5D52C9CCDB191
[Info   : Unity Log] 07/31/2024 21:19:05: show character selection
[Info   : Unity Log] 07/31/2024 21:19:06: OnCharacterStart
[Message:Drop That!] Loading general configuration from C:\Games\Valheim\BepInEx\config\drop_that.cfg.
[Info   : Unity Log] 07/31/2024 21:19:10: Loading main scene
[Info   : Unity Log] 07/31/2024 21:19:11: Audioman already exist, destroying self
[Info   : Unity Log] 07/31/2024 21:19:11: Steam initialized, persona:Johnzin
[Info   : Unity Log] 07/31/2024 21:19:11: PlayFab custom ID set to "Steam_76561198253843126"
[Info   : Unity Log] 07/31/2024 21:19:11: Using default prefs
[Info   :Jotunn.Managers.CommandManager] Adding 19 commands to the Console
[Info   : Unity Log] 07/31/2024 21:19:11: Loading player profile barba branca
[Info   : Unity Log] 07/31/2024 21:19:11: isModded: True
[Info   : Unity Log] 07/31/2024 21:19:11: Zonesystem Awake 5229
[Info   : Unity Log] 07/31/2024 21:19:11: DungeonDB Awake 5229
[Info   : Unity Log] 07/31/2024 21:19:11: Steam initialized, persona:Johnzin
[Info   : Unity Log] 07/31/2024 21:19:11: Worldgenerator version setup:2
[Info   : Unity Log] Registered 'vapok.mods.adventurebackpacks ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'vapok.mods.adventurebackpacks ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'randyknapp.mods.epicloot ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'CL&LC ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.AllTheBases ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.AzuAntiArthriticCrafting ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.AzuExtendedPlayerInventory ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.AzuWearNTearPatches ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.AzuWorkbenchTweaks ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Backpacks ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.backpacks ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.BowsBeforeHoes ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.BowsBeforeHoes ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.LimitWorkstationDiscovery ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'WardIsLove ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Azumatt.WardIsLove PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.BowPlugin ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.BowPlugin ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.MagicBows ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.MagicBows ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.MagicPlugin ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.MagicPlugin ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.RenegadeVikings ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'blacks7ar.WieldEquipmentWhileSwimming ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'PotionsPlus ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'com.odinplus.potionsplus ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'com.odinplus.potionsplus PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'htd.armory ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'MarketplaceAndServerNPCs ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.AirAnimals ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.AirAnimals ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.AirAnimals CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.FarmHeim ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.FarmHeim ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.FarmHeim PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.FarmHeim CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.LandAnimals ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.LandAnimals ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.LandAnimals PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.LandAnimals CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.MedievalHeim ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.MedievalHeim PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinMounts ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinMounts ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinMounts PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinMounts CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinShipPlus ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinShipPlus PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.OdinShipPlus ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.SeaAnimals ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.SeaAnimals ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'marlthon.SeaAnimals CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'MonsterLabZ CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.blacksmithing ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.building ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Conversion Size & Speed ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.cooking ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.evasion SkillManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Exploration ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.farming ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'FoodCustomizer ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Foraging ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.lumberjacking ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.mining ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.packhorse SkillManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.ranching ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.sailing ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Sailing Speed ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Smart Skills ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.tenacity SkillManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'TombstoneLock ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Radamanto.RD_ItemDrop ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Radamanto.RD_ItemDrop ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'BruteWeapons ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'ragehatred.BruteWeapons ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'ReepusDeepusDelmeepus4902761.ChaosArmor ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'render_limits ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'RustyMods.Almanac ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'RustyMods.AlmanacClasses ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'RustyMods.AlmanacClasses PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'RustyMods.ItemControl ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'shudnal.HipLantern ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'shudnal.Seasons ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'southsil.SouthsilArmor ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'southsil.SouthsilArmor ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'structure_tweaks ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'TastyChickenLegs.LongerDays ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Warfare ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Warfare PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Warfare ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Warfare SkillManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Armory ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Armory PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Armory ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Monstrum ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Monstrum ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Monstrum PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Monstrum CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Wizardry ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Wizardry ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Wizardry PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'Therzie.Wizardry CreatureManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'WackyMole.WackysDatabase ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'XutzBR.ValheimCuisine ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'XutzBR.ValheimCuisine PieceManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'XutzBR.ValheimCuisine ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'xyz.alcan.comfortcalc ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'xyz.alcan.comfortcalc ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'GoldenJude_JudesEquipment ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'goldenrevolver.quick_stack_store ConfigSync' RPC - waiting for incoming connections
[Info   : Unity Log] Registered 'org.bepinex.plugins.gapfiller ItemManager ConfigSync' RPC - waiting for incoming connections
[Info   :WackysDatabase] Server Ready to receive AdminReload
[Info   :Jotunn.Managers.PrefabManager] Adding 552 custom prefabs to the ZNetScene
[Info   :WackysDatabase] Setting Cloned ZDO Data
[Warning:Comfort Tweaks] GameObject: BatteringRam,PieceName: $tool_batteringram, Count: 1
[Warning:Comfort Tweaks] GameObject: blackforge,PieceName: $piece_blackforge, Count: 1
[Warning:Comfort Tweaks] GameObject: blastfurnace,PieceName: $piece_blastfurnace, Count: 1
[Warning:Comfort Tweaks] GameObject: bonfire,PieceName: $piece_bonfire, Count: 2
[Warning:Comfort Tweaks] GameObject: charcoal_kiln,PieceName: $piece_charcoalkiln, Count: 1
[Warning:Comfort Tweaks] GameObject: charred_shieldgenerator,PieceName: $piece_shieldgenerator, Count: 1
[Warning:Comfort Tweaks] GameObject: fire_pit,PieceName: $piece_firepit, Count: 1
[Warning:Comfort Tweaks] GameObject: fire_pit_haldor,PieceName: $piece_firepit, Count: 1
[Warning:Comfort Tweaks] GameObject: fire_pit_hildir,PieceName: $piece_firepit, Count: 1
[Warning:Comfort Tweaks] GameObject: fire_pit_iron,PieceName: $piece_firepit_iron, Count: 1
[Warning:Comfort Tweaks] GameObject: forge,PieceName: $piece_forge, Count: 1
[Warning:Comfort Tweaks] GameObject: hearth,PieceName: $piece_hearth, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_bathtub,PieceName: $piece_bathtub, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierceiling01,PieceName: $piece_brazierceiling01, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierfloor01,PieceName: $piece_brazierfloor01, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_brazierfloor02,PieceName: $piece_brazierfloor02, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_blue,PieceName: $piece_groundtorchblue, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_green,PieceName: $piece_groundtorchgreen, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_groundtorch_wood,PieceName: $piece_groundtorchwood, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_oven,PieceName: $piece_oven, Count: 1
[Warning:Comfort Tweaks] GameObject: piece_walltorch,PieceName: $piece_sconce, Count: 1
[Warning:Comfort Tweaks] GameObject: smelter,PieceName: $piece_smelter, Count: 1
[Warning:Comfort Tweaks] GameObject: IronFirePit_Village,PieceName: $piece_IronFirePit_Village, Count: 1
[Warning:Comfort Tweaks] GameObject: BigCargoShipPlus,PieceName: $big_cargo_shipplus, Count: 1
[Warning:Comfort Tweaks] GameObject: Armory_TW,PieceName: $piece_armory_TW, Count: 1
[Warning:Comfort Tweaks] GameObject: food_smelter,PieceName: $food_smelter, Count: 1
[Warning:Comfort Tweaks] GameObject: IG_Candle_Tray,PieceName: $IG_Candle_Tray, Count: 1
[Warning:Comfort Tweaks] GameObject: IG_BrazierCeiling_1,PieceName: $IG_BrazierCeiling_1, Count: 2
[Warning:Comfort Tweaks] GameObject: IG_BigBrazierCeiling,PieceName: $IG_BigBrazierCeiling, Count: 2
[Warning:Comfort Tweaks] GameObject: IG_BigBrazierCeilingVanilla,PieceName: $IG_BigBrazierCeilingVanilla, Count: 1
[Warning:Comfort Tweaks] GameObject: stone_throne_1,PieceName: $stone_throne_1, Count: 1
[Warning:Comfort Tweaks] GameObject: mm_corewood_palisade_beacon,PieceName: $piece_mm_corewood_palisade_beacon, Count: 1
[Warning:Comfort Tweaks] GameObject: mm_horn_walltorch,PieceName: $piece_mm_horn_walltorch, Count: 1
[Warning:Comfort Tweaks] GameObject: mm_deerchandelier,PieceName: $piece_mm_deer_chandelier, Count: 1
[Warning:Comfort Tweaks] GameObject: mm_corewood_skull_candles,PieceName: $piece_mm_skull_candles, Count: 1
[Warning:Comfort Tweaks] GameObject: mm_corewood_brazier,PieceName: $piece_mm_corewood_brazier, Count: 1
[Info   : Unity Log] 07/31/2024 21:19:22: Checking for installed DLCs
[Info   : Unity Log] 07/31/2024 21:19:22: DLC:beta installed:False
[Warning: Unity Log] Unable to load font face for [AveriaSansLibre-Bold SDF] font asset.
[Info   :Jotunn.Managers.ItemManager] Adding 45 custom items to the ObjectDB
[Info   :Jotunn.Managers.ItemManager] Adding 44 custom recipes to the ObjectDB
[Info   :Jotunn.Managers.ItemManager] Adding 12 custom item conversions
[Info   :   Warfare] ODB Disabling recipe for Battleaxe
[Info   :   Warfare] ODB Disabling recipe for BattleaxeCrystal
[Info   :   Warfare] ODB Disabling recipe for FistFenrirClaw
[Info   :   Warfare] ODB Disabling recipe for SledgeDemolisher
[Info   :   Warfare] ODB Disabling recipe for SledgeIron
[Info   :   Warfare] ODB Disabling recipe for SledgeStagbreaker
[Info   : Unity Log] WackysDatabase ObjectDB 2nd Awake Load
[Info   : Unity Log] WackysDatabase ZnetActive in ObjectDB Awake
[Info   :Jotunn.Managers.PieceManager] Adding 485 custom pieces to the PieceTables
[Info   :Jotunn.Managers.NetworkManager] Registering 5 custom RPCs
[Warning:WackysDatabase] You Will be kicked from Multiplayer Servers! 0.0.1
[Info   : Unity Log] [WackysDatabase]: Searching for files: C:\Games\Valheim\BepInEx\config\wackysDatabase\Materials
[Info   :WackysDatabase] Beginning Update
[Info   :WackysDatabase]  Set Effects Loaded
[Info   :WackysDatabase] Setting Pickables
[Info   :WackysDatabase] Setting Treebase
[Info   : Unity Log] WackysDatabase Setting Piece data for fermenter
[Info   : Unity Log] WackysDatabase Setting Piece data for piece_cookingstation
[Info   : Unity Log] WackysDatabase Setting Piece data for piece_cookingstation_iron
[Info   : Unity Log] WackysDatabase Setting Piece data for piece_oven
[Info   : Unity Log] WackysDatabase Setting Creatures
[Info   : Unity Log] WackysDatabase Building Cloned Cache for Player Items/Mock
[Info   :WackysDatabase]  You finished wackydb reload
[Info   : Unity Log] 07/31/2024 21:19:34: Zonesystem Start 5229
[Message:Custom Raids] Writing random events (raids) for specific locations, eg. caves, to file C:\Games\Valheim\BepInEx\Debug\custom_raids.raids.location_events_before_changes.txt.
[Info   : Unity Log] 07/31/2024 21:19:35: Added 3 locations, 0 vegetations, 0 environments, 0 biome env-setups, 0 clutter  from main
[Info   : Unity Log] 07/31/2024 21:19:35: Added 1 locations, 0 vegetations, 2 environments, 0 biome env-setups, 0 clutter  from main
[Info   : Unity Log] 07/31/2024 21:19:35: Added 27 locations, 25 vegetations, 5 environments, 1 biome env-setups, 3 clutter  from main
[Info   : Unity Log] 07/31/2024 21:19:35: Added 4 locations, 0 vegetations, 1 environments, 0 biome env-setups, 0 clutter  from main
[Info   : Unity Log] 07/31/2024 21:19:35: Added 24 locations, 33 vegetations, 8 environments, 2 biome env-setups, 2 clutter  from main
[Error  : Unity Log] Could not allocate memory: System out of memory!
Trying to allocate: 89478144B with 16 alignment. MemoryLabel: Texture
Allocation happened at: Line:69 in
Memory overview
[ ALLOC_TEMP_TLS ] used: 82B | peak: 0B | reserved: 9043968B
[ ALLOC_DEFAULT ] used:<PHONE_NUMBER>B | peak: 0B | reserved:<PHONE_NUMBER>B
[ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 3135B | peak: 0B | reserved: 150994944B
[ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 237B | peak: 0B | reserved: 192937984B
[ ALLOC_GFX ] used:<PHONE_NUMBER>4B | peak: 0B | reserved:<PHONE_NUMBER>0B
[ ALLOC_CACHEOBJECTS ] used:<PHONE_NUMBER>B | peak: 0B | reserved:<PHONE_NUMBER>B
[ ALLOC_TYPETREE ] used: 147264568B | peak: 0B | reserved: 155189248B

I guess ValheimHDTerrain and overall amount of custom objects with hi-res textures is the case.
You can enable Logging in Seasons setting to see how much time it takes to process objects. And how much objects are tried to be processed. Maybe you don't need some of them. The mod doesn't process creatures, items and most stuff added by mods. Its main target is vegetation and other ground objects.
Some of the objects could be ignored with customized cache settings https://thunderstore.io/c/valheim/p/shudnal/Seasons/wiki/1483-recoloring-settings/ using ignorePrefab and ignorePrefabPartialName.
Anyway the amount of mods with custom objects is immense and at first you should find what mod is adding the objects that processed the most amount of time.

I'll try removing the textures from Willybach's HD

I believe the problem is in the amount of textures you need to create, as you described in the nexus

It apparently worked after removing the ValheimHDTerrain.dll and PostProcessing.dll mods from Willlybach's HD and using only the vanilla textures.
I tested it keeping only the HD textures from WillyBach's, without the HDTerrain and postprocessing dlls and the map started but returned an error. Apparently it is not able to create the textures with the HD models, anyway... is the Seasons Mod incompatible with HD textures?
[Info   :   Seasons] Custom environments loaded defaults
[Info   :   Seasons] Custom biome environments loaded defaults
[Info   :   Seasons] Custom events loaded defaults
[Info   :   Seasons] Custom lightings loaded defaults
[Info   :   Seasons] Custom stats loaded defaults
[Info   :   Seasons] Custom trader items loaded defaults
[Info   :   Seasons] Custom world settings loaded defaults
[Info   :   Seasons] Custom grass settings loaded defaults
[Info   :   Seasons] Custom clutter settings loaded defaults
[Info   :   Seasons] Custom biomes settings loaded defaults
[Info   :   Seasons] Season update pending: Spring -> Spring, Day: 0 -> 1
[Info   :   Seasons] Season: Spring, day: 1
[Info   :   Seasons] Minimap variant controller initialized in 3,45 seconds
[Info   : Unity Log] 08/01/2024 00:31:06: Loading dungeon
[Info   : Unity Log] 08/01/2024 00:31:06: Dungeon loaded with 10 rooms in 1,0009 ms.
[Info   : Unity Log] 08/01/2024 00:31:06: Loading room prefabs asynchronously
[Info   : Unity Log] 08/01/2024 00:31:06: Spawning dungeon
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()
[Error  : Unity Log] ArgumentException: Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')
Stack trace:
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors, System.Int32 miplevel) (at :0)
UnityEngine.Texture2D.SetPixels32 (UnityEngine.Color32[] colors) (at :0)
Seasons.CustomTextures.HaveCustomTexture (System.String textureName, Seasons.Seasons+Season season, System.Int32 variant, Seasons.TextureProperties properties, UnityEngine.Texture2D& texture) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.UpdateColors () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController+PrefabVariant.AddToPrefabList () (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.PrefabVariantController.AddControllerTo (UnityEngine.GameObject gameObject, System.Boolean checkLocation, ZNetView netView, WearNTear wnt, System.String prefabName, UnityEngine.MeshRenderer meshRenderer) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
Seasons.ZNetView_Awake_AddPrefabVariantController.Postfix (ZNetView __instance) (at <1ab91eb9b0b345d0aa10df063c1a3c37>:0)
(wrapper dynamic-method) ZNetView.DMDZNetView::Awake(ZNetView)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
ZNetScene:DMDZNetScene::CreateObject(ZNetScene, ZDO)
ZNetScene:CreateObjectsSorted(List1, Int32, Int32&) ZNetScene:CreateObjects(List1, List`1)
ZNetScene:CreateDestroyObjects()
ZNetScene:Update()

Errors you get are from Custom Texture and Game Texture size mismatch? What did you try to achieve?

HD textures in game and regular textures in Custom Textures?
regular textures in game and HD textures in Custom Textures?

If first option then you can delete or disable custom textures in config
If second then I should update the mod to support this.
In general yes I didn't test it well with different texture sizes for Custom Textures. As mod is mostly incompatible with HD textures.

Seasons.zip
Pls check if this version is not throwing the error you had.

First of all, sorry for the long text, but I needed to detail as much as I could so that I could understand this case.
I actually tried a few ways to start my map:

The first way I tried was what generated the first initial error in the topic, which was unable to generate custom textures and there was a lack of memory in the system, in this attempt I was using Willybach's HD textures in the game + dll ValheimHDTerrain & PostProcessing , this is the package that Willy recommends to run HD textures well in the game. Anyway, these were the settings I used on the first attempt.

On the second try, I removed the ValheimHDTerrain & PostProcessing DLL and kept only Willy's HD textures in the game. The map started in this configuration without the dll, however the Season log that I sent in my last comment, apparently only the game's original textures were generated, which Willy did not create in his texture pack, all the HD textures that his mod tried to generate custom templates returned the error: [Error: Unity Log] ArgumentException: Texture2D.SetPixels32: The size of the data to be filled was greater than the size of the data available in the source array. (Texture '').

After that I didn't try again. Do you have any suggestions I can give to be able to use your mod with HD textures? Maybe use Willy's HD textures
for seasonality in the Custom textures of your Season mod... I know you two don't get along very well, but I thought of it as a temporary solution at the moment, is it possible, what do you think?

Seasons.zip Pls check if this version is not throwing the error you had.

I'm going to test this version that I envy, in the two ways I tried described in the comment above, and I'll get back to you.

I doubt automatic HD textures variants generation will work. And even if it will the result won't be reasonably good to use.
Second option should be fixed with new version. But I need you to test if it really is.
Realistically I see only one way to use Seasons with HD textures. But I can't be sure it will be optimal in perfomance and resource usage.
You can:

disable any HD mods
automatically create textures for low-res variants to see what textures was generated
create hi-res versions for that textures
use the hi-res variants in Custom Textures way

Custom Textures does not provide replacement for any textures. It works only for textures that was generated automatically and just replace the texture on the fly.

In other words Custom Textures is the way to replace automatically generated textures with your own variants without a need of manually changing files in cache folder. But the texture contoller should be presented to be able to control texture variants in the game objects.
Damn more I try to explain less understandable it become. I will try to describe it in a more detailed way.

On a world launch the mod checks if there are cache folder previously generated with given cache revision (depends on cache settings).
Then it iterates through every object (prefab) registered in ZNetScene prefab list (objects that synced via clients).
In every prefab it tries to find a object that needs to be recolored (there are many rules for that configurable in https://thunderstore.io/c/valheim/p/shudnal/Seasons/wiki/1483-recoloring-settings/)
In that settings there are also rules for what color and pixels positions that should be recolored.
After that if the object has textures that satisfies the rules the seasonal color variants are applied to that textures generatin 16 variants of texture.
Then information about what exactly was recolored, what object, what child, what renderer and material, it saved in prefab controller list.
If you change Cache format setting in config to JSON then instead of cache.bin file in cache folder there will be cache.json and textures folder.
In cache.json there are list of all that controllers that describes what object was recolored and what textures should be applied at runtime.
Then at runtime when any object is initialized there is a check if that object is presented in that controller list.
Then any material that satisties the rule are added in a list of recolored materials.
Then mod checks what season is currently set, choose appropriate texture variant and applies it to the object.
So Custom Textures works only at the very last step when mod looks for what texture to use. It checks if there are any Custom Texture for that material set in the folder and if it is set then it apply that custom texture instead of pregenerated one.

seasons + willybach's HD textures

So what did you exactly do with HD textures?

Pls check if that version works fine. It doesn't need to reform texture cache. Just run as you did before.
Seasons.zip

Pls check if that version works fine. It doesn't need to reform texture cache. Just run as you did before.

I did as you advised, I installed the modified DLL season that you sent me in the first post. Start the mod with the update you made and only the original vanilla textures, when entering the map the season caches with the vanilla textures were generated, I closed the game and reinstalled the textures in HD, and redid the first step again. The map started, however some textures remained in vanilla resolution, but practically all were in HD. It's not 100% yet but it's already a light!

Pls check if that version works fine. It doesn't need to reform texture cache. Just run as you did before. Seasons.zip

I'm going to test it now with this new change you sent me

Looks like your issue with loading HD textures was fixed in published version 1.3.6.
If you have still issues with recoloring HD textures pls open another issue named accordingly for anyone else having the same problems.
Atm I don't think I can help much with automatic generation of variants but still. Low res textures also have lower amount of shades of color and hence it's possible to make variants automatically.


Start scanning every time Bluetooth gets .poweredOn

Hello there,
I need to be scanning for peripherals all the time when Bluetooth is .poweredOn. Thus I only need to cancel scanning when Bluetooth gets turned off (or when the app is quit by a user).
Firstly I used Core Bluetooth only to achieve this and all worked as expected:
extension BleManager: CBCentralManagerDelegate {
	public func centralManagerDidUpdateState(_ central: CBCentralManager) {
		switch central.state {
		case .poweredOn:
			manager.scanForPeripherals(withServices: [BleServices.myModule.uuid], options: nil)
		default:
                       ()
		}
	}

	public func centralManager(_ central: CBCentralManager, didDiscover peripheral: CBPeripheral, advertisementData: [String : Any], rssi RSSI: NSNumber) {
		print("didDiscoverPeripheral: \(peripheral)")
	}
}

Then I wanted to make it more reactive thus I used this framework trying to achieve the same behavior with following code:
centralManager.observeState()
   .filter { $0 == .poweredOn }
   .flatMap { _ -> Observable<ScannedPeripheral> in
      return self.centralManager.scanForPeripherals(withServices: [BleServices.myModule.uuid], options: nil)
   }
   .subscribe { event in
      print(event)
   }

Let's assume I start the app with Bluetooth turned on. Scanning works as expected. Then I turn the Bluetooth off and I get following message from Core Bluetooth:
[CoreBluetooth] API MISUSE: <CBCentralManager: 0x1c0263d40> can only accept this command while in the powered on state

After that, I turn the Bluetooth back on and the scanning does not work anymore (I mean new scanning should be started). I do not even receive that Bluetooth state changed (via centralManager.observeState()). As I understand, when I turn the bluetooth off, I receive an error via the scanning observable, which should cancel the observable. I can see in code that when disposing the observable, stopScan() is called. So I assume scanning should be stopped automatically when bluetooth is turned off.
I believe the code snippets using Core Bluetooth vs. using RxBluetoothKit are similar and should have similar behavior (am I missing something?). I am new to this so I am sorry if it is something trivial I should know how to use. However, I followed the documentation when writing the code.

Hey @troupmar, thanks for using our library!
First [CoreBluetooth] API MISUSE: <CBCentralManager: 0x1c0263d40> can only accept this command while in the powered on state means that you are calling some method on central manager while is is not poweredOn. From the code that you have pasted it looks ok - do you have any other code that does something on centralManager?
When bluetooth will be turned on then scanForPeripherals observable finishes with error, so it won't  wait for poweredOn state again. You need to handle such behaviour by yourself.

Hi @paweljaneczek,
firstly thank you for your comment. It helped me to clarify how the whole chain of commands work.
However, I haven't still solved the [CoreBluetooth] API MISUSE problem. I made a simple app to demonstrate what I am doing exactly:
import UIKit
import CoreBluetooth
import RxSwift
import RxBluetoothKit

@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
	var window: UIWindow?

	private let bag = DisposeBag()

	// 1) - initialization of CentralManager
	private let centralManager: CentralManager = {
		let bluetoothCommunicationSerialQueue = DispatchQueue(label: "bluetoothCommunicationSerialQueue")
		let centralManagerOptions = [
				// The system uses this UID to identify a specific central manager.
				// As a result, the UID must remain the same for subsequent executions of
				// the app in order for the central manager to be successfully restored.
				CBCentralManagerOptionRestoreIdentifierKey: "com.quanti.BleFramework",
				// A Boolean value that specifies whether the system should display a warning dialog
				// to the user if Bluetooth is powered off when the central manager is instantiated.
				CBCentralManagerOptionShowPowerAlertKey: false
			] as [String: AnyObject]

		return CentralManager(queue: bluetoothCommunicationSerialQueue, options: centralManagerOptions)
	}()

	func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
		// 2) - scanning of peripherals
		centralManager.observeState()
			.do(onNext: { state in
			   print(state)
			})
			.filter { $0 == .poweredOn }
			.take(1)
			.flatMap { _ -> Observable<ScannedPeripheral> in
			   return self.centralManager.scanForPeripherals(withServices: [CBUUID(string: "a54e8025-b815-41ba-bf3f-cbf7d06de5b4")], options: nil)
			}
			.subscribe { event in
			   print(event)
			}
			.disposed(by: bag)

		window = UIWindow(frame: UIScreen.main.bounds)
		if let window = window {
			let viewController = ViewController()
			viewController.view.backgroundColor = .red
			window.rootViewController = viewController
			window.makeKeyAndVisible()
		}

		return true
	}
}

I start the app with bluetooth turned off. Then I turn it on. The scanning starts. Then I turn it off again. This is the console output:
poweredOn
next(RxBluetoothKit.ScannedPeripheral)
error(Bluetooth is powered off)
2018-09-10 11:32:24.759544-0400 RxBluetoothKitTest[6143:1878801] [CoreBluetooth] API MISUSE: <CBCentralManager: 0x1d4479400> can only accept this command while in the powered on state

I think the problem is that when I turn the bluetooth off, scanForPeripherals sequence emits an error (Bluetooth is powered off) and then it gets disposed. When its disposed you call stopScan method on the bluetooth manager, but by that time the bluetooth is already off. I assume I should call dismiss on scanForPeripherals manually while bluetooth is still on so it all works as expected. But that, in my case, is not possible. As I mentioned before, I need to be scanning for peripherals all the time when bluetooth is on. And as I never get any callback telling me that bluetooth will go off soon I cannot call stopScan (or dismiss in your case) on time.
Could you recommend any way I could achieve desired behavior without getting the API MISUSE? I am also wondering what happens with the original Core Bluetooth's scanForPeripherals method when somebody turns the bluetooth off. Do you think it stops scanning automatically?
Thank you so much for your reply, I really appreciate it.

It looks like it is a bug in our library. We shouldn't call stopScan when bluetooth is not poweredOn. Will fix that.
Regarding your question about scanForPeripheral, yes it stops scanning when sombebody turns bluetooth off.
Thanks for pointing out that issue!

Thank you for the explanation and the fix! Great job with the library by the way 👍

Since it is resolved and fix was introduced I will close issue.


item is undefined, when parsing objects with a function.

in function: stringifyObject line: 29, item is undeclared, I believe you were meant to use value instead.
I created a pull request with the necessary change.

Fixed 1.3.1


adding feature to read meter data and example to test

Tested and working on my HS110(EU) - Thanks!

Feel free to merge it in then.


Can't override default values....

Since the typescript 2.4 update, it seems like the entire logic behind automapper has changed, which causes many breaking changes. The first was that while in the past, the source object was the standard, and all properties got copied, now the target comes first and only those properties you declare in your class will be copied. While I do not feel that this is the best logic for js/ts, it is easy enough to remedy. The one major shortfall in the new logic however, is that we are no longer able to set default values in our classes, because any property that has a value set will be ignored. at the vary least we should have the option to override the target. Am I missing this option, or is it in fact not implemented? Also, is there any chance of it being implemented in the future?

Hi @jphilippakos, thanks for getting in touch! I am not entirely sure I do understand what you are saying. I am not aware that I changed logic at all lately. Are you suggesting the JavaScript of the latest NPM package is behaving differently compared to other releases? Or are you using AutoMapper TypeScript source code directly in your project, resulting in any unexpected behavior? Cheers, Bert

Hi, sorry, I should have been more clear! It wasn't a recent change, we just recently ran into it since we had put off updating for a while.  The change was from 1.7.3 to 1.8.0. Before that update, all properties from the source object were copied (or ran through forMember), regardless of the structure of the target class. Ever since that update, it only copies properties that are declared in the current class, and that are not defined in the constructor. Declaring the properties, though not always ideal, is not a big deal.... However, if we are using a class that was not created solely to be used with automapper, we have to jump through hoops to set default values on the properties of the class, since automapper will now ignore any properties that have a value. I have not been able to find an option that will allow overriding existing values, my apologies if I missed something.

I think I get your point. I was not aware of this behavior at all. In other words, you were using a hidden gem ;) ... Would it be helpful to create a function like the (existing) counterpart ignoreAllNonExisting?

so an overrideExisting flag? That would definitely do the trick.... Especially if we can also make it a global setting when initializing automapper :)
Thank you!

Hi @jphilippakos, if the problem still occurs, could you please attach a small piece of sample code (a source and destination class, the mapping registration and calling code) to make this easier to reproduce for me?

I'm sorry for my delayed response. Using the latest version (1.8.3) or automapper-ts I haven't seen a difference.... Here is my sample code....
import "automapper-ts";

class SampleClass {
    propA = "class Property A";
    propB: string;
    propC: Date = null;
}

let source = {
    propA: "source Property A",
    propC: "1/10/2017",
    propD: "source Property D"
}

automapper.createMap("any", "SampleClass").convertToType(SampleClass)
    .forMember("propC", (opts: AutoMapperJs.IMemberConfigurationOptions) => {
        let val = opts.sourceObject[opts.sourcePropertyName];
        return new Date(val);
    });

let mapped = automapper.map("any", "SampleClass", source);

console.log(mapped);
import "automapper-ts";

class SampleClass {
    propA = "class Property A";
    propB: string;
    propC: Date = null;
}

let source = {
    propA: "source Property A",
    propC: "1/10/2017",
    propD: "source Property D"
}

automapper.createMap("any", "SampleClass").convertToType(SampleClass)
    .forMember("propC", (opts: AutoMapperJs.IMemberConfigurationOptions) => {
        let val = opts.sourceObject[opts.sourcePropertyName];
        return new Date(val);
    });

let mapped = automapper.map("any", "SampleClass", source);

console.log(mapped);

This is what I get....
SampleClass { propA: 'class Property A', propC: 2017-01-09T22:00:00.000Z }
However I expect to get...
SampleClass { propA: 'source Property A', propC: 2017-01-09T22:00:00.000Z }
(or even better....)
SampleClass { propA: 'class Property A', propC: 2017-01-09T22:00:00.000Z , propD: 'source Property D'}

Same issue here. I run TypeScript 2.6.1.
Default values defined in classes are kept instead of being overriden during the mapping result.

After debugging the unit test from #42, the issue is caused by this condition :
https://github.com/loedeman/AutoMapper/blob/8b3a230755814233acbd838abc5718a5636cbc46/src/ts/AutoMapperBase.ts#L88-L90
Comment seems to indicate an absuption that is wrong when using default value in classes.

The issue only occurs when property is not configured on the mapping.
Adding .forMember('prop', opts => opts.mapFrom('prop')) to the mapping configuration should help to workaround the issue.


undefined: termui.Point

I can't get termeter by following errors.
$ go get -v github.com/atsaki/termeter/cmd/termeter
github.com/atsaki/termeter
# github.com/atsaki/termeter
go/src/github.com/atsaki/termeter/barchart.go:31: undefined: termui.Point
go/src/github.com/atsaki/termeter/linechart.go:38: undefined: termui.Point
go/src/github.com/atsaki/termeter/list.go:31: undefined: termui.Point
go/src/github.com/atsaki/termeter/par.go:31: undefined: termui.Point
go/src/github.com/atsaki/termeter/widget.go:10: undefined: termui.Point

Thank you for reporting.
The issue occurs because termui became v2.
It was fixed by importing termui.v1 instead of v2.
I will rewrite the code to use v2 later.


Use a specific type for Azure resource IDs

In https://github.com/Azure/go-autorest/commit/ed4b7f5bf1ec0c9ede1fda2681d96771282f2862 we added functionality for parsing Azure resource IDs.  We should investigate if our codegen can emit the azure.Resource type instead of a plain ol' string for resource IDs.

@jhendrixMSFT so this'd be awesome to have 👍
We currently have an extended version of this behaviour within Terraform - where we parse all of the values out of the URI into a dictionary/map[string]string which allows us to key into particular values; which it'd be great to add to this implementation if possible. We've noticed that certain Azure API's can return resources in different cases however, as such we've got a few resources which contain snippets to below:
config := id.Path["redis"]
if config != nil {
  config := id.Path["Redis"]
}

(Redis isn't affected by this particular issue, it's just to demonstrate the point)
Is the intention to extend this behaviour to return the extra properties as strongly typed fields? e.g. in the case of Redis:

/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/Microsoft.Cache/Redis/{cacheName}/firewallRules/{ruleName}

type RedisFirewallResource struct {
  Resource azure.Resource
  CacheName string
  RuleName string
}

On a related note - it'd be really handy to have the reverse, to be able to return the URI without having to make a Get request to Azure if possible (but I think there's a separate issue tracking that) :)

@tombuildsstuff If we can get this reliably working for the base resource ID we can certainly look at extending it for provider-specific properties as you've outlined.  We can also add a method to reconstitute the URI.
CC @vladbarosan

@tombuildsstuff thanks for the feedback.
In the example you provided the ResourceId is for a RedisFirewallRule and our helper would should return the {ruleName} which is what the resource name is and what our helper would return.
Would it be enough for your use case to have the Resource Name and the complete Resource Name returned ( i.e. when they are scoped under another resource like in this case ) ? That way we can keep it generic.

@tombuildsstuff or maybe a wrapper type around the resource name which can either return the qualified name as a string or the actual resource name as a string or a map of the qualified resource name like in the terraform code

@vladbarosan so I was thinking it might be possible to generate a type for each API Type as from the Swagger, rather than just returning the name; since the Get calls require multiple values (e.g. Express Route Circuit Peerings which require the Resource Group Name, the Circuit Name and the Peering name)?

This issue should be resolved now, closing


pkg/helpers: Fix logic to detect if kernel supports bpf_ktime_get_boo…

…t_ns().
The kernel defines many BPF helpers functions and all of them have an ID [1]. Sadly, we cannot compare the number of helper functions with the ID to know if the kernel supports the given function.
Indeed, the kernel defines two abstract helper functions:

unspec which has ID 0 [2]
and __BPF_FUNC_MAX_ID which indicates the last ID [3].

The solution is then to test that latest helper is __BPF_FUNC_MAX_ID and that bpf_ktime_get_boot_ns() ID is lower.
Fixes: f87486947273 ("Rewrite detectBpfKtimeGetBootNs using sync.Once")
Fixes: ffb7d9910f2d ("gadgets: get timestamp from userspace on Linux <5.7")
[1]: https://github.com/torvalds/linux/blob/0e945134b680040b8613e962f586d91b6d40292d/include/uapi/linux/bpf.h#L5646
[2]: https://github.com/torvalds/linux/blob/0e945134b680040b8613e962f586d91b6d40292d/include/uapi/linux/bpf.h#L5647
[3]: https://github.com/torvalds/linux/blob/0e945134b680040b8613e962f586d91b6d40292d/include/uapi/linux/bpf.h#L5873

Why not to loop on the enum values looking for the one corresponding to this function:
		for _, v := range enum.Values {
			if v.Value == BpfKtimeGetBootNsFuncID && v.Name == "BPF_FUNC_ktime_get_boot_ns" {
				bpfKtimeGetBootNsExists = true
				return
			}
		}

It's slower but I think the code is easier to follow and we don't have to rely on the last one being __BPF_FUNC_MAX_ID.
The check on BpfKtimeGetBootNsFuncID is not strictly needed, but doesn't hurt.

once before loading the eBPF code

Just to be sure we're on the same page, the function is called once in the process life as it uses bpfKtimeGetBootNsOnce.


⚠ SolarOscp has degraded performance

In a29889f, SolarOscp ($SOLAROSCP_URL) experienced degraded performance:

HTTP code: 200
Response time: 264 ms

Resolved: SolarOscp performance has improved in 7c86354 after 10 minutes.


🐛 [gitea] Enabling ssl in the addon config does not enable ssl

Which addon?

Addon name : gitea
Addon version : 1.17.2

Describe the bug
If I enable ssl in the addon config the http port just listenes for http traffic.

To Reproduce

Go to 'addon config'
Click on 'ssl'
restart the service
open the web-ui with https://...
See error --> no TLS enabled

Full addon config
certfile: fullchain.pem
keyfile: privkey.pem
ssl: true

Findings
To enable ssl in gitea there should be some extension to the /data/gitea/conf/app.ini file:
...
[server]
PROTOCOL  = https
CERT_FILE = /ssl/fullchain.pem
KEY_FILE  = /ssl/privkey.pem
...

Tho, the service is run as the "gitea" user, and the "/ssl" mount is only imported, so the "root" user can read the key... This leads to gitea not starting the service (I've tried it by accessing the container and manually adding that config).
See:
bash-5.1# pwd
/ssl
bash-5.1# ls -lha
total 20K
drwxr-xr-x    3 root     root        4.0K Aug 13 07:10 .
drwxr-xr-x    1 root     root        4.0K Sep 12 07:09 ..
-rw-r--r--    1 root     root        3.6K Aug 13 07:10 fullchain.pem
-rw-------    1 root     root        1.7K Aug 13 07:10 privkey.pem

and
bash-5.1# ps aux
PID   USER     TIME  COMMAND
    1 root      0:00 /bin/s6-svscan /etc/s6
   15 root      0:00 s6-supervise gitea
   16 root      0:00 s6-supervise openssh
   17 git       0:06 /usr/local/bin/gitea web
   18 root      0:00 sshd: /usr/sbin/sshd -D -e [listener] 0 of 10-100 startups
   64 root      0:00 bash
   80 root      0:00 ps aux

Hi, thanks for reporting. Hi @baldarn, any idea ? Thanks!
I'll look at it also a bit later

You're welcome.
And I don't know if this should be a dedicated new issue, but when "ssl" is enabled and you click on "OPEN WEB UI" it's opening the http-url.
Would be nice to configure the base-url in the addon as well (lets say: my dns config is a bit more complex 😁).

At least the opening of webui with https is taken care of :-)

Hi @baldarn, do you want to take it or I do ? I think the best would be to add a custom script when the addon starts to create the lines in /data/gitea/conf/app.ini as proposed by financelurker; with replacing the real ssl paths with $(bashio::config 'certfile')

The other critical part would also be to manage to get access to the certfile and keyfile for the "git" user.

Indeed, however the good thing is that the script itself has root access. Either it could copy the ssl files to a location inside the container and provide this path to the data config (more secure), or it modifies the ssl certificates to add gitea access (more robust as permissions kept if the certificates change while the addon is running)

How are other addons handling this topic? I would prefer a solution where Let's Encrypt addon can renew the certs on the fly without service-disruption 🤘🏻

Hi! Sorry for the problem.
I usually use a retroproxy on top (like nginx) to take care of SSL.
I'll take a look to native SSL for the add-on

Perfect - with version <IP_ADDRESS> it seems to work. Changed the config (added ROOT_URL and DOMAIN) and the certificates from the let's encrypt addon are being used for TLS 👌🏻 I'll close that issue.


v1.0.0 Proposal

For discussion...
Breaking changes:

Use node.js-style error-first callbacks (PR #14, e3ed332)

Bug fixes:

Invoke callbacks for methods without response bodies; fix listener leak. (bug #10, PR #13, c51fab5)
Don't invoke connect callback until after handshake (PR #15, cca18c5)

New features:

Implement all Serf methods (PR #13, c51fab5)
Add a default connection syntax: Serf.connect(function () {...}) -> connects to <IP_ADDRESS>:7373 (PR #18)

Source changes:

Upgrade msgpack dependency (bug #15, PR #19)

CHANGELOG

Now that everything is merged, I'm happy with this as 1.0.0. I've been using this library all day and haven't encountered any problems.

Published as<EMAIL_ADDRESS>

Awesome, thanks for supporting this!


[Enhancement] Reduce log file size and Streamline debug output

Problem
The application produces too large a log file by default and makes it difficult to find out useful information at the debug level.
Solution

Refine logging level in different profiles.

Only rolling log mode is allowed.

Console logs are no longer recorded.

Other enhancement

Record the thread name and logger in the log.

Completed in https://github.com/apache/eventmesh-dashboard/pull/72


MistralAI Extraction How-To (with examples) throws an error

URL
https://python.langchain.com/v0.2/docs/how_to/extraction_examples/
Checklist

[X] I added a very descriptive title to this issue.
[X] I included a link to the documentation page I am referring to (if applicable).

Issue with current documentation:
I was having a problem with using ChatMistralAI for extraction, with examples, so I went and followed the how-to page exactly. Without examples it works fine, but when I add the examples as described here:
https://python.langchain.com/v0.2/docs/how_to/extraction_examples/#with-examples-
I get the following error:
HTTPStatusError: Error response 400 while fetching https://api.mistral.ai/v1/chat/completions: {"object":"error","message":"Unexpected role 'user' after role 'tool'","type":"invalid_request_error","param":null,"code":null}
Idea or request for content:
No response

Just as a follow up, I tried the ChatOpenAI client on the same data and it worked fine.

The error is returned by https://api.mistral.ai/v1/chat/completions.
Please check if the messages parameter meets the requirements(According to the Mistral.ai API documentation, the prompt role sequence has specific requirements).
You can find the documentation at https://docs.mistral.ai/api/
I hope this helps.

According to the mistral API, ToolMessage is the final calling message from the llm. If we pass other messages like SystemMessage or HumanMessage, it would through an error.
I'm trying to create an agent through langGraph and I encountered the same error.
I'm still figuring out any other way....but I literally don't see anything except clearing the previous messages. ☹

You need to make a separate Mistral API call after the ToolMessage  is called.
That's what Gemini said. e.g. :
Mistral API 1st call
[SystemMessage(...),  HumanMessage(...),  ToolMessage(...)]
Mistral API 2nd call:
[HumanMessage("tool message content"),  AIMessage(...)]


Pin in "File: Open Recent..." and in "Command palette..." - as in Tasks from VSCode version 1.72

VSCode 1.72 added Pinning in Tasks.
I would like identical pinning in "File: Open Recent..." and in "Command palette...".
I could dispense with the Project Manager extension if I added pinning in "File: Open Recent...".
And it would be more convenient than Project Manager, because it would be recent open along with pinned. In Project Manager, I have pinning in a completely separate panel.
If I had Pinning in the "Command palette...", I could dispense with extensions that create special custom menus.
As you can see, this would be very useful, and it would be at little cost, a solution identical to the one already in place for Tasks.

This feature request is now a candidate for our backlog. The community has 60 days to upvote the issue. If it receives 20 upvotes we will move it to our backlog. If not, we will close it. To learn more about how we handle feature requests, please see our documentation.
Happy Coding!

:slightly_smiling_face: This feature request received a sufficient number of community upvotes and we moved it to our backlog. To learn more about how we handle feature requests, please see our documentation.
Happy Coding!


New option and post hook to init repository with an initial commit

This need to be optional from cookiecutter prompt since some users may need to init repository on their own.

Done in v0.3.10-pre.6


Sensor state text is line wrapped if name is truncated

Home Assistant release (hass --version):
0.62.1
Python release (python3 --version):
3.6
Component/platform:
UI - binary sensor
Description of problem:
If the binary sensor name is too long, and the window is resized so that the name is cut off with "..." at the end, then the state text line wraps.

Expected:
No line wrapping in state text ever.
Problem-relevant configuration.yaml entries and steps to reproduce:
sensor.smartthings_multiv4_010658b8_1:
  friendly_name: Master bedroom temperature

Create a binary sensor, set the name to be long
1.1 In my case 26 characters
Resize the window
Notice the state text gets wrapped when the name text is truncated with ellipses.
3.1 In my case, with a 2 column window, it occurs if the card width is 294.5px

Additional info:

I can't, but one of the main devs can. @MartinHjelmare perhaps?

/move to home-assistant-polymer


SyntaxError: invalid syntax

What I'm trying to achieve
…
hello so i am get invalid syntax for every code with := in it example
    if file_url := instance.file_url:         delete_from_storage_task.delay(file_url)
do i have to change all the code with := to != or do i have to something else thanks in advance

Saleor version:

[x] dev (current master)
[ ] 3.0
[ ] 2.11
[ ] 2.10

Operating system:

[x] Windows
[ ] Linux
[ ] MacOS
[ ] Other

Hey, assigment oparetor := it's available from python 3.8, it's look like you're using wrong python version and this cause the syntax error. You should use python 3.8 or higher for Saleor also please check requirements in README.md before you will run Saleor.
https://github.com/mirumee/saleor#installation


[WIP DO NOT REVIEW] Add new assert and verbosity to existing assert

This is intended to help track down flutter/flutter#106277. The new assert can be removed once the issue has been resolved.
Relevant issue: flutter/flutter#106277
test-exempt: this is intended to catch a case that should never happen in the engine (sending a timestamp older than one it previously sent), so I'm unable to test this case since causing the assert to hit would involve adding code to the engine that we don't want in the engine :-)
Pre-launch Checklist

[x] I read the Contributor Guide and followed the process outlined there for submitting PRs.
[x] I read the Tree Hygiene wiki page, which explains my responsibilities.
[x] I read and followed the Flutter Style Guide, including Features we expect every widget to implement.
[x] I signed the CLA.
[x] I listed at least one issue that this PR fixes in the description above.
[x] I updated/added relevant documentation (doc comments with ///).
[x] I added new tests to check the change I am making, or this PR is test-exempt.
[x] I followed the breaking change policy and added Data Driven Fixes where supported.
[x] All existing and new tests are passing.

@Colton127

This PR has served its purpose and doesn't need to land.  Closing.


Cannot detect Arabic subtitle where it is available

Hello everyone.
https://www.crunchyroll.com/ar/is-it-wrong-to-try-to-pick-up-girls-in-a-dungeon/episode-1-bell-cranel-adventurer-678135
It says no arME subtitle though there is subtitle

Works for me.

Try deleting cookies if you changed VPN/Proxy location.

Thank you @DasKraken , never thought of this, After deleting cookies it just worked.


font url on browser platform

Hello guys
i want report a bug about ionic path , i added a font to assets folder ( like this src/assets/xxxx.ttf ) this code perfectly on ios, android and windows phone but on browser platform not working exactly !!!
and browser cant find font ( you can see on app.pinsood.com )
Ionic info:
cli packages: (/Users/mac/Documents/agorna_phone/node_modules)

    @ionic/cli-utils  : 1.9.2
    ionic (Ionic CLI) : 3.9.2

global packages:

    Cordova CLI : 7.0.1

local packages:

    @ionic/app-scripts : 2.1.4
    Cordova Platforms  : android 6.2.3 browser 4.1.0 ios 4.3.1 windows 4.4.3
    Ionic Framework    : ionic-angular 3.6.1

System:

    Node  : v8.4.0
    npm   : 5.3.0
    OS    : macOS Sierra
    Xcode : Xcode 8.2 Build version 8C38

and also cant load splash screen

Hello! Thank you for opening an issue with us!
For the splash screen, looking at the Cordova Plugin Page at the splash screen plugins and then clicking the "Browser" button on the top to limit to just those plugins compatible with the browser platform shows no plug-ins being compatible.
I will consult our PWA expert regarding your other issues with the browser platform.
I also urge that you ask this question on our forum or on our slack channel.
Thank you for using Ionic

thanks for follow up my issues


Dataset Viewer issue for ms_marco

Link
https://huggingface.co/datasets/ms_marco
Description
The dataset viewer is not working for dataset ms_marco.
Error details:
Error code:   JobRunnerCrashedError

Thanks for reporting, @jxmorris12.
The viewer is working now: