Newline tokens being replaced with OpAnd. Potentially causing a memory leak.

Perhaps your code is broken?

Do you have any other mods enabled? I suspect there's some conflict here. Since the parse error is in globals.gdc, I would try setting ReducePhysicsUpdatesEnabled to false in the config.
Regarding the memory usage, is this happening along with the screenshot you provided? If so, is the game playable?

By setting everything else to false but MeshGpuInstancingEnabled the game seems to get stuck in white screen without the errors in console at all.

When setting everything else to false but SmoothCameraEnabled will have the following error:
Godot Engine v3.5.2.stable.custom_build.170ba337a - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Graphics
Async. shader compilation: OFF

SCRIPT ERROR: Parse Error: Error parsing expression, misplaced: 'and'
          at: GDScript::load_byte_code (res://Scenes/Entities/Player/player.gdc:1482)
ERROR: Method failed. Returning: ERR_PARSE_ERROR
   at: GDScript::load_byte_code (modules\gdscript\gdscript.cpp:782)
ERROR: Cannot load byte code from file 'res://Scenes/Entities/Player/player.gdc'.
   at: (modules\gdscript\gdscript.cpp:2205)
ERROR: Failed loading resource: res://Scenes/Entities/Player/player.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: res://Scenes/Entities/Player/player.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scenes/Entities/Player/player.gd
   at: ResourceInteractiveLoaderText::poll (scene\resources\resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Scenes/Entities/Player/player.tscn'.
   at: (core\io\resource_loader.cpp:206)
ERROR: Failed loading resource: res://Scenes/Entities/Player/player.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
SCRIPT ERROR: Parse Error: Can't preload resource at path: res://Scenes/Entities/Player/player.tscn
          at: GDScript::load_byte_code (res://Scenes/World/world.gdc:5)
ERROR: Method failed. Returning: ERR_PARSE_ERROR
   at: GDScript::load_byte_code (modules\gdscript\gdscript.cpp:782)
ERROR: Cannot load byte code from file 'res://Scenes/World/world.gdc'.
   at: (modules\gdscript\gdscript.cpp:2205)
ERROR: Failed loading resource: res://Scenes/World/world.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: res://Scenes/World/world.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scenes/World/world.gd
   at: ResourceInteractiveLoaderText::poll (scene\resources\resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Scenes/World/world.tscn'.
   at: (core\io\resource_loader.cpp:206)
ERROR: Failed loading resource: res://Scenes/World/world.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: res://Scenes/Menus/Main Menu/main_menu.tscn:5 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scenes/World/world.tscn
   at: ResourceInteractiveLoaderText::poll (scene\resources\resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Scenes/Menus/Main Menu/main_menu.tscn'.
   at: (core\io\resource_loader.cpp:206)
ERROR: Failed loading resource: res://Scenes/Menus/Main Menu/main_menu.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
SCRIPT ERROR: Parse Error: Can't preload resource at path: res://Scenes/Menus/Main Menu/main_menu.tscn
          at: GDScript::load_byte_code (res://Scenes/Menus/Splash/splash.gdc:4)
ERROR: Method failed. Returning: ERR_PARSE_ERROR
   at: GDScript::load_byte_code (modules\gdscript\gdscript.cpp:782)
ERROR: Cannot load byte code from file 'res://Scenes/Menus/Splash/splash.gdc'.
   at: (modules\gdscript\gdscript.cpp:2205)
ERROR: Failed loading resource: res://Scenes/Menus/Splash/splash.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: res://Scenes/Menus/Splash/splash.tscn:5 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scenes/Menus/Splash/splash.gd
   at: ResourceInteractiveLoaderText::poll (scene\resources\resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Scenes/Menus/Splash/splash.tscn'.
   at: (core\io\resource_loader.cpp:206)
ERROR: Failed loading resource: res://Scenes/Menus/Splash/splash.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: Failed loading scene: res://Scenes/Menus/Splash/splash.tscn
   at: (main\main.cpp:2107)
ERROR: Condition "_first != nullptr" is true.
   at: SelfList<class DynamicFont>::List::~List (.\core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
   at: SelfList<struct RasterizerStorageGLES3::Material>::List::~List (.\core/self_list.h:108)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: ObjectDB::cleanup (core\object.cpp:2070)
ERROR: Resources still in use at exit (run with --verbose for details).
   at: ResourceCache::clear (core\resource.cpp:417)

When setting everything to false but MultiThreadNetworkingEnabled, I get this dialog.
This is GDWeave.log content:
2024-11-28 16:27:50.163 +07:00 [INF] This is GDWeave <IP_ADDRESS> - https://github.com/NotNite/GDWeave
2024-11-28 16:27:50.260 +07:00 [INF] BorderlessFix is active!
2024-11-28 16:27:50.264 +07:00 [INF] FreeFreecam is loaded!
2024-11-28 16:27:50.291 +07:00 [INF] [XENON]: Loading modifications for Scenes/Entities/Player/player.gdc
2024-11-28 16:27:50.293 +07:00 [INF] [XENON]: Loading InfiniteJump
2024-11-28 16:27:50.296 +07:00 [INF] [XENON]: Loaded successfully!
2024-11-28 16:27:50.310 +07:00 [INF] [calico.Mod] Running with config MeshGpuInstancingEnabled=False, MultiThreadNetworkingEnabled=True, PlayerOptimizationsEnabled=False, ReducePhysicsUpdatesEnabled=False, SmoothCameraEnabled=False
2024-11-28 16:27:50.367 +07:00 [INF] Loaded 12 mods: ["BashfulBuckets","BorderlessFix","BuffStack","FreeFreecam","MidiStrummer","Nilenta.Xenon","SizeUnlocker","TackleBox","Teemaw.Calico","UncappedSoda","WebfishingPlus","WebfishingRichPresence"]
2024-11-28 16:27:51.622 +07:00 [INF] [calico.SteamNetworkScript] Patching res://Scenes/Singletons/SteamNetwork.gdc
2024-11-28 16:27:51.654 +07:00 [INF] [calico.SteamNetworkScript] globals patch OK
2024-11-28 16:27:51.656 +07:00 [INF] [calico.SteamNetworkScript] ready patch OK
2024-11-28 16:27:51.658 +07:00 [INF] [calico.SteamNetworkScript] process patch OK
2024-11-28 16:27:51.661 +07:00 [INF] [calico.SteamNetworkScript] send_packet patch OK
2024-11-28 16:27:51.661 +07:00 [INF] [calico.SteamNetworkScript] after_steam_read patch OK
2024-11-28 16:27:51.663 +07:00 [INF] [calico.SteamNetworkScript] handle_packet patch OK
2024-11-28 16:27:51.663 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex lock patch OK
2024-11-28 16:27:51.664 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex unlock patch OK
2024-11-28 16:27:52.059 +07:00 [INF] [XENON]: Changed gravity to 32
2024-11-28 16:27:52.062 +07:00 [INF] [XENON]: Changed walk speed to 3.2
2024-11-28 16:27:52.062 +07:00 [INF] [XENON]: Changed sprint speed to 6.44
2024-11-28 16:27:52.062 +07:00 [INF] [XENON]: Changed jump height to 6
2024-11-28 16:27:52.062 +07:00 [INF] [XENON]: Changed dive distance to 9
2024-11-28 16:27:52.066 +07:00 [INF] [XENON]: Changed speed multiplier to 1
2024-11-28 16:27:52.069 +07:00 [INF] [XENON]: Changed freecam speed multiplier (1) to 4
2024-11-28 16:27:52.091 +07:00 [INF] [XENON]: Token(OpGreater, )
2024-11-28 16:28:07.733 +07:00 [ERR] ========== UNHANDLED EXCEPTION!!!
2024-11-28 16:28:07.734 +07:00 [ERR] Exception code: C0000005
2024-11-28 16:28:07.734 +07:00 [ERR] Exception address: 7FF65CFEDE7A

Thanks for sharing your logs and mods list. Unfortunately I haven't been able to reproduce a crash or memory usage with the latest version of these mods installed. Could you share your configurations for KMod, Xenon, and WebfishingPlus? I suspect there may be some difference between our configurations causing you to experience these issues.

Good day! Below here is my pack including all the configuration.
WEBFISHING_2.zip

Thanks for sharing, I've replicated your config using the same versions of each mod which listed its version in the manifest, and the latest version of the mods which do not. Unfortunately I'm still not able to reproduce any of the behavior you're seeing. Could you let me know if you still experience this after updating those other mods to their latest versions?

An interesting finding from someone in the WEBFISHING modding Discord community is that there's a conflict with TackleBox, but only if PlayerOptimizationsEnabled is false.

Scratch this comment https://github.com/tma02/calico/issues/1#issuecomment-2507231229, this is a separate issue and has nothing to do with TackleBox. I'll open another issue for that bug.

Thanks for sharing, I've replicated your config using the same versions of each mod which listed its version in the manifest, and the latest version of the mods which do not. Unfortunately I'm still not able to reproduce any of the behavior you're seeing. Could you let me know if you still experience this after updating those other mods to their latest versions?

Hello, I have updated all the mods to latest but unfortunately, it doesn't solve anything. Should I try the game with just calico and see if it works?

https://github.com/user-attachments/assets/3383710b-2953-4c9b-a728-3aa74e4ddb9f

Thanks for your time investigating this. I'm surprised to hear that Calico does not work for you on its own. I suppose this is still good information to work off of. From your screen recording it looks like there are some other files in your game root directory. Are you sure none of those are able to modify the game?
The game logs from this video and the initial report https://github.com/tma02/calico/issues/1#issue-2701161114 say that there is a parsing error in globals.gdc and player.gdc. Calico does not modify globals.gdc if ReducePhysicsUpdatesEnabled is set to false. Calico does not modify player.gdc if ReducePhysicsUpdatesEnabled, PlayerOptimizationsEnabled, and SmoothCameraEnabled are all set to false.
I saw in https://github.com/tma02/calico/issues/1#issuecomment-2505635878 you tried leaving only MeshGpuInstancingEnabled on, which would match a configuration where both globals.gdc and players.gdc are not patched, but it got stuck on the blue load screen with high memory usage. The only patch which is made under this config is to main_map.gdc. But before any of the mod logic starts, it should print to the game console with the message "[calico] Building mesh instances...".
The configuration you tried in https://github.com/tma02/calico/issues/1#issuecomment-2505643504 had a known issue (#2) which has been resolved in 0.2.1, but from my memory the log messages aren't the same.
This last configuration you tried in https://github.com/tma02/calico/issues/1#issuecomment-2505647294 is strange. I'm not sure where this crash occurred. Are you able to share the game logs instead of GDWeave logs with this configuration? If "[calico] Starting receiver network thread..." is never logged, then the crash is before Calico's thread starts.

Ah thanks for the logs. This helps me regain some sanity since it looks like each configuration's parse errors are only in files which are patched in that configuration.
Looking at the error, this is quite strange.
SCRIPT ERROR: Parse Error: Unexpected token: 'and':Node
          at: GDScript::load_byte_code (res://Scenes/Singletons/SteamNetwork.gdc:3)

This error means that the third token of this file is a logical and (&&) token with the name "Node". I'm able to reproduce this error message by inserting (not replacing) this token.
new IdentifierToken(TokenType.OpAnd, null, "Node")

I believe this is only possible if an And token's associated data was set to the index of "Node" in the script identifiers section. The first two tokens of SteamNetwork.gdc are [extends, "Node"] Since this is the third token of a script, I suspect the "Node" token is being duplicated, but with the And token's type. Looking at the other logs you've shared, they all point to unexpected Ands while parsing. I think this points to some problem in either token parsing or writing from GDWeave.
Is your GDWeave up to date?

Another possibility is that the Newline token itself is being read as the And token. Newline normally holds its indentation in this data. The indentation of this Newline is 0 which is the same as the index to "Node" if it were an identifier.

I haven't been able to repro without modifying 0.2.1 on any version of GDWeave so far. Anyway, I've made a change to make Calico's ScriptTokenizer more consistent with the base version. Please try building from https://github.com/tma02/calico/commit/9bec2738ae7744563ca94907c86a94554b51d560 or try these DLLs.
Teemaw.Calico.zip

I haven't been able to repro without modifying 0.2.1 on any version of GDWeave so far. Anyway, I've made a change to make Calico's ScriptTokenizer more consistent with the base version. Please try building from 9bec273 or try these DLLs. Teemaw.Calico.zip

Good day! I've tried the attached DLLs but again, it is still erroring with the same crash.
Godot Engine v3.5.2.stable.custom_build.170ba337a - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Graphics
Async. shader compilation: OFF

SCRIPT ERROR: Parse Error: Unexpected token: 'and':Node
          at: GDScript::load_byte_code (res://Scenes/Singletons/SteamNetwork.gdc:3)
ERROR: Method failed. Returning: ERR_PARSE_ERROR
   at: GDScript::load_byte_code (modules\gdscript\gdscript.cpp:782)
ERROR: Cannot load byte code from file 'res://Scenes/Singletons/SteamNetwork.gdc'.
   at: (modules\gdscript\gdscript.cpp:2205)
ERROR: Failed loading resource: res://Scenes/Singletons/SteamNetwork.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: Can't autoload: res://Scenes/Singletons/SteamNetwork.gd
   at: (main\main.cpp:1912)
Loading Resources...
547 Resoures Loaded from 32 Subdirectories.
Creating Voice Bank...
Generated Table lake with category fish
Generated Table ocean with category fish
Generated Table deep with category fish
Generated Table prehistoric with category fish
Generated Table rain with category fish
Generated Table alien with category fish
Generated Table void with category fish
Generated Table water_trash with category fish
Generated Table bush_bug with category bug
Generated Table shoreline_bug with category bug
Generated Table tree_bug with category bug
Generated Table seashell with category none
Generated Table trash with category none
Generated Table metal with category fish
Loading Particles for Preloading...
Particles Obtained
Loading General Save
Loading Save Slot 0
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Checking for save migrations...
Migrated save found.
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)

GDWeave.log
2024-11-30 13:16:59.389 +07:00 [INF] This is GDWeave <IP_ADDRESS> - https://github.com/NotNite/GDWeave
2024-11-30 13:16:59.450 +07:00 [INF] [calico.Mod] Running with config MeshGpuInstancingEnabled=False, MultiThreadNetworkingEnabled=True, PlayerOptimizationsEnabled=False, ReducePhysicsUpdatesEnabled=False, SmoothCameraEnabled=False
2024-11-30 13:16:59.456 +07:00 [INF] Loaded 1 mods: ["Teemaw.Calico"]
2024-11-30 13:17:00.417 +07:00 [INF] [calico.SteamNetworkScript] Patching res://Scenes/Singletons/SteamNetwork.gdc
2024-11-30 13:17:00.439 +07:00 [INF] [calico.SteamNetworkScript] globals patch OK
2024-11-30 13:17:00.441 +07:00 [INF] [calico.SteamNetworkScript] ready patch OK
2024-11-30 13:17:00.443 +07:00 [INF] [calico.SteamNetworkScript] process patch OK
2024-11-30 13:17:00.445 +07:00 [INF] [calico.SteamNetworkScript] send_packet patch OK
2024-11-30 13:17:00.446 +07:00 [INF] [calico.SteamNetworkScript] after_steam_read patch OK
2024-11-30 13:17:00.447 +07:00 [INF] [calico.SteamNetworkScript] handle_packet patch OK
2024-11-30 13:17:00.447 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex lock patch OK
2024-11-30 13:17:00.447 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex unlock patch OK
2024-11-30 13:17:12.822 +07:00 [ERR] ========== UNHANDLED EXCEPTION!!!
2024-11-30 13:17:12.822 +07:00 [ERR] Exception code: C0000005
2024-11-30 13:17:12.822 +07:00 [ERR] Exception address: 7FF666B1DE7A

GDWeave I'm using is on commit: NotNite/GDWeave@f0772d350e8f3d36eabb0c401c5a08776fcf35bd

Hmm everything from these logs are still consistent with that Newline token being miswritten or misread. This is a hard bug to pin down since I'm not able to repro locally. In a separate branch, I have added logging to SteamNetworkScriptMod to log the tokens that are being written. If you're willing to help with another repro, this should help us narrow down where this token is being mutated. https://github.com/tma02/calico/commit/95712e4452df4243497947eec69ea4cc67d6073c
I'll upload a zip with the DLL as well
steam_tokenizer_logging_enabled.zip
for your convenience.
Since this log is only in SteamNetworkModScript, you'll need at least MultiThreadNetworkingEnabled=True.

Hello! Thanks for your patience and helping me figuring this out.
I've tested your new DLL, here's the log output.
Game:
Godot Engine v3.5.2.stable.custom_build.170ba337a - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Graphics
Async. shader compilation: OFF

SCRIPT ERROR: Parse Error: Unexpected token: 'and':Node
          at: GDScript::load_byte_code (res://Scenes/Singletons/SteamNetwork.gdc:3)
ERROR: Method failed. Returning: ERR_PARSE_ERROR
   at: GDScript::load_byte_code (modules\gdscript\gdscript.cpp:782)
ERROR: Cannot load byte code from file 'res://Scenes/Singletons/SteamNetwork.gdc'.
   at: (modules\gdscript\gdscript.cpp:2205)
ERROR: Failed loading resource: res://Scenes/Singletons/SteamNetwork.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core\io\resource_loader.cpp:271)
ERROR: Can't autoload: res://Scenes/Singletons/SteamNetwork.gd
   at: (main\main.cpp:1912)
Loading Resources...
547 Resoures Loaded from 32 Subdirectories.
Creating Voice Bank...
Generated Table lake with category fish
Generated Table ocean with category fish
Generated Table deep with category fish
Generated Table prehistoric with category fish
Generated Table rain with category fish
Generated Table alien with category fish
Generated Table void with category fish
Generated Table water_trash with category fish
Generated Table bush_bug with category bug
Generated Table shoreline_bug with category bug
Generated Table tree_bug with category bug
Generated Table seashell with category none
Generated Table trash with category none
Generated Table metal with category fish
Loading Particles for Preloading...
Particles Obtained
Loading General Save
Loading Save Slot 0
Creature Already exists in journal.
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Checking for save migrations...
Migrated save found.
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)
ERROR: (Node not found: "Viewport" (relative to "chalk_canvas").)
   at: (scene\main\node.cpp:1477)
ERROR: ViewportTexture: Path to node is invalid.
   at: (scene\main\viewport.cpp:70)

GDWeave.log
2024-12-02 11:01:25.300 +07:00 [INF] This is GDWeave <IP_ADDRESS> - https://github.com/NotNite/GDWeave
2024-12-02 11:01:25.380 +07:00 [INF] [calico.Mod] Running with config DynamicZonesEnabled=False, MeshGpuInstancingEnabled=False, MultiThreadNetworkingEnabled=True, PlayerOptimizationsEnabled=False, ReducePhysicsUpdatesEnabled=False, SmoothCameraEnabled=False
2024-12-02 11:01:25.390 +07:00 [INF] Loaded 1 mods: ["Teemaw.Calico"]
2024-12-02 11:01:26.419 +07:00 [INF] [calico.SteamNetworkScript] Patching res://Scenes/Singletons/SteamNetwork.gdc
2024-12-02 11:01:26.453 +07:00 [INF] Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , CALICO)
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , PACKET)
Token(OpNot, )
IdentifierToken(Identifier, , QUEUE)
Token(OpNotEqual, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 0)
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpNotEqual, )
Token(OpNot, )
ConstantToken(Constant, , BoolVariant(True))
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , CALICO)
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , PACKET)
Token(OpNot, )
IdentifierToken(Identifier, , QUEUE)
Token(OpNotEqual, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 0)
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpNotEqual, )
Token(OpNot, )
ConstantToken(Constant, , BoolVariant(True))
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , ACTOR)
Token(OpNot, )
IdentifierToken(Identifier, , UPDATE)
Token(OpNot, )
IdentifierToken(Identifier, , STATE)
Token(OpNotEqual, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 0)
Token(OpAnd, )
Token(PrFunction, )
Token(OpAnd, )
IdentifierToken(Identifier, , exit)
Token(OpNot, )
IdentifierToken(Identifier, , tree)
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 1)
Token(BuiltInFunc, 63)
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , calico)
Token(OpAnd, )
IdentifierToken(Identifier, , Waiting)
Token(OpNot, )
Token(CfFor, )
Token(OpNot, )
IdentifierToken(Identifier, , network)
Token(OpNot, )
IdentifierToken(Identifier, , thread)
Token(OpNot, )
IdentifierToken(Identifier, , to)
Token(OpNot, )
IdentifierToken(Identifier, , finish)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 1)
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpNotEqual, )
Token(OpNot, )
ConstantToken(Constant, , BoolVariant(False))
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , wait)
Token(OpNot, )
IdentifierToken(Identifier, , to)
Token(OpNot, )
IdentifierToken(Identifier, , finish)
Token(OpAnd, )
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpNotEqual, )
Token(OpNot, )
ConstantToken(Constant, , BoolVariant(False))
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , wait)
Token(OpNot, )
IdentifierToken(Identifier, , to)
Token(OpNot, )
IdentifierToken(Identifier, , finish)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 0)
Token(PrFunction, )
Token(OpAnd, )
IdentifierToken(Identifier, , calico)
Token(OpNot, )
IdentifierToken(Identifier, , recv)
Token(OpNot, )
IdentifierToken(Identifier, , net)
Token(OpNot, )
IdentifierToken(Identifier, , thread)
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 1)
Token(CfWhile, )
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpAnd, )
Token(Newline, 2)
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpNot, )
IdentifierToken(Identifier, , lock)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , calico)
Token(OpNot, )
IdentifierToken(Identifier, , recv)
Token(OpNot, )
IdentifierToken(Identifier, , net)
Token(OpNot, )
IdentifierToken(Identifier, , process)
Token(OpNot, )
ConstantToken(Constant, , IntVariant(0))
Token(OpAnd, )
Token(Newline, 2)
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpNot, )
IdentifierToken(Identifier, , unlock)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
IdentifierToken(Identifier, , OS)
Token(OpNot, )
IdentifierToken(Identifier, , delay)
Token(OpNot, )
IdentifierToken(Identifier, , msec)
Token(OpNot, )
ConstantToken(Constant, , IntVariant(62))
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , Time)
Token(OpNot, )
IdentifierToken(Identifier, , get)
Token(OpNot, )
IdentifierToken(Identifier, , ticks)
Token(OpNot, )
IdentifierToken(Identifier, , msec)
Token(OpAnd, )
Token(OpAnd, )
Token(OpNot, )
ConstantToken(Constant, , IntVariant(62))
Token(OpAnd, )
Token(Newline, 0)
Token(OpAnd, )
Token(PrFunction, )
Token(OpAnd, )
IdentifierToken(Identifier, , calico)
Token(OpNot, )
IdentifierToken(Identifier, , send)
Token(OpNot, )
IdentifierToken(Identifier, , net)
Token(OpNot, )
IdentifierToken(Identifier, , thread)
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 1)
Token(CfWhile, )
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , THREAD)
Token(OpNot, )
IdentifierToken(Identifier, , RUN)
Token(OpAnd, )
Token(Newline, 2)
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpNot, )
IdentifierToken(Identifier, , lock)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
Token(CfFor, )
Token(OpNot, )
IdentifierToken(Identifier, , packet)
Token(OpNot, )
Token(OpIn, )
Token(OpNot, )
IdentifierToken(Identifier, , CALICO)
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , PACKET)
Token(OpNot, )
IdentifierToken(Identifier, , QUEUE)
Token(OpAnd, )
Token(Newline, 3)
Token(OpNot, )
IdentifierToken(Identifier, , calico)
Token(OpNot, )
IdentifierToken(Identifier, , send)
Token(OpNot, )
IdentifierToken(Identifier, , P2P)
Token(OpNot, )
IdentifierToken(Identifier, , packet)
Token(OpNot, )
IdentifierToken(Identifier, , on)
Token(OpNot, )
IdentifierToken(Identifier, , thread)
Token(OpNot, )
IdentifierToken(Identifier, , packet)
Token(OpAnd, )
Token(Newline, 2)
IdentifierToken(Identifier, , CALICO)
Token(OpNot, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , PACKET)
Token(OpNot, )
IdentifierToken(Identifier, , QUEUE)
Token(OpNot, )
IdentifierToken(Identifier, , clear)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
IdentifierToken(Identifier, , SEND)
Token(OpNot, )
IdentifierToken(Identifier, , NET)
Token(OpNot, )
IdentifierToken(Identifier, , MUTEX)
Token(OpNot, )
IdentifierToken(Identifier, , unlock)
Token(OpAnd, )
Token(OpAnd, )
Token(OpAnd, )
IdentifierToken(Identifier, , OS)
Token(OpNot, )
IdentifierToken(Identifier, , delay)
Token(OpNot, )
IdentifierToken(Identifier, , msec)
Token(OpNot, )
ConstantToken(Constant, , IntVariant(62))
Token(OpAnd, )
Token(OpNot, )
IdentifierToken(Identifier, , Time)
Token(OpNot, )
IdentifierToken(Identifier, , get)
Token(OpNot, )
IdentifierToken(Identifier, , ticks)
Token(OpNot, )
IdentifierToken(Identifier, , msec)
Token(OpAnd, )
Token(OpAnd, )
Token(OpNot, )
ConstantToken(Constant, , IntVariant(62))
Token(OpAnd, )
Token(Newline, 0)
Token(OpAnd, )
2024-12-02 11:01:26.456 +07:00 [INF] [calico.SteamNetworkScript] globals patch OK
2024-12-02 11:01:26.458 +07:00 [INF] [calico.SteamNetworkScript] ready patch OK
2024-12-02 11:01:26.459 +07:00 [INF] [calico.SteamNetworkScript] process patch OK
2024-12-02 11:01:26.461 +07:00 [INF] [calico.SteamNetworkScript] send_packet patch OK
2024-12-02 11:01:26.461 +07:00 [INF] [calico.SteamNetworkScript] after_steam_read patch OK
2024-12-02 11:01:26.462 +07:00 [INF] [calico.SteamNetworkScript] handle_packet patch OK
2024-12-02 11:01:26.462 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex lock patch OK
2024-12-02 11:01:26.463 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex unlock patch OK
2024-12-02 11:01:39.017 +07:00 [ERR] ========== UNHANDLED EXCEPTION!!!
2024-12-02 11:01:39.017 +07:00 [ERR] Exception code: C0000005
2024-12-02 11:01:39.017 +07:00 [ERR] Exception address: 7FF65790DE7A

Thank you! This log makes it quite clear that the OpAnd originates somewhere within Calico. I'm guessing it has something to do with the custom script tokenizer.
What's even more puzzling is that there are many other tokens being tokenized incorrectly. For example the first few lines of the GD script is
var CALICO_RECV_PACKET_QUEUE = []
var RECV_NET_MUTEX
var RECV_NET_THREAD
var RECV_NET_THREAD_RUN = true

but looking at the output tokens we see
Token(OpAnd, )
Token(PrVar, )
Token(OpNot, )
IdentifierToken(Identifier, , CALICO)
Token(OpNot, )
IdentifierToken(Identifier, , RECV)
Token(OpNot, )
IdentifierToken(Identifier, , PACKET)
Token(OpNot, )
IdentifierToken(Identifier, , QUEUE)
Token(OpNotEqual, )
Token(OpAnd, )
Token(OpAnd, )
Token(Newline, 0)

So some unexpected tokens are:
Newline -> OpAnd, " " (not tokenized) -> OpNot, " =" -> OpNotEqual (the space was read as a "!" and tokenized as "!="?), BracketOpen -> OpAnd, BracketClose -> OpAnd

I've made a change to how the tokenizer does string comparison and added some more logging around delimiter matching in https://github.com/tma02/calico/commit/f3723afede55e255c2bd5356017325e9dac171ea. And DLLs:
delim_match_logging.zip
I expect a very large GDWeave.log but this should help with debugging even further.
There's also a tiny possibility that the other change in string comparison fixed this but I'm not holding my breath.
Also, what is your .NET runtime version?

I'm running on .NET 8
But apparently, GDWeave.log is no longer has anything.
2024-12-02 12:33:38.991 +07:00 [INF] This is GDWeave <IP_ADDRESS> - https://github.com/NotNite/GDWeave
2024-12-02 12:33:39.062 +07:00 [INF] [calico.Mod] Running with config DynamicZonesEnabled=False, MeshGpuInstancingEnabled=False, MultiThreadNetworkingEnabled=True, PlayerOptimizationsEnabled=False, ReducePhysicsUpdatesEnabled=False, SmoothCameraEnabled=False
2024-12-02 12:33:39.068 +07:00 [INF] Loaded 1 mods: ["Teemaw.Calico"]
2024-12-02 12:33:39.615 +07:00 [INF] [calico.SteamNetworkScript] Patching res://Scenes/Singletons/SteamNetwork.gdc
2024-12-02 12:33:39.636 +07:00 [INF] [calico.SteamNetworkScript] globals patch OK
2024-12-02 12:33:39.637 +07:00 [INF] [calico.SteamNetworkScript] ready patch OK
2024-12-02 12:33:39.639 +07:00 [INF] [calico.SteamNetworkScript] process patch OK
2024-12-02 12:33:39.640 +07:00 [INF] [calico.SteamNetworkScript] send_packet patch OK
2024-12-02 12:33:39.641 +07:00 [INF] [calico.SteamNetworkScript] after_steam_read patch OK
2024-12-02 12:33:39.641 +07:00 [INF] [calico.SteamNetworkScript] handle_packet patch OK
2024-12-02 12:33:39.642 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex lock patch OK
2024-12-02 12:33:39.642 +07:00 [INF] [calico.SteamNetworkScript] _packet_flush mutex unlock patch OK
2024-12-02 12:33:51.988 +07:00 [ERR] ========== UNHANDLED EXCEPTION!!!
2024-12-02 12:33:51.989 +07:00 [ERR] Exception code: C0000005
2024-12-02 12:33:51.989 +07:00 [ERR] Exception address: 7FF65790DE7A

Now the game launches!

And here is the log:
GDWeave.log

can also confirm that setting everything to true also doesn't crash the game or having memleak anymore.

Wow... turns out the fix I made on a hunch worked. I'll cherrypick that into main and release as part of 0.3.3. Thank you so much for your time going back and forth to collect logs.

Fixed by https://github.com/tma02/calico/commit/ccb4b4c465ed567be6f8daa586d7e191bca0689d

It seems like some system still has some problem, here's one of my friend GDWeave.log. Beware that it is over 50MB!
https://drive.google.com/file/d/1KYNNSsYNO8HxEWyMQrb46IKDLCGsf-W8/view?usp=sharing

But after he removed NLag plugin, it seems to not crash again so that's a compat issue.

Feel free to open a separate issue if it's still a problem.


npm-base: Add support for https proxy

npm was not picking up the environment variable, so we need to pass the flag before calling it.

Could you also implement it for http_proxy

Good point @bachp
Also the native variant should be patched similarly.
Could be done in the context of this PR or separately.

btw we already set some env variables via export. So for consistency reason we should set them all either via export or during the call.

I'd prefer the export method. There is slight difference in export and setting in call:
I'd assume export to stay set even if npm opens new (sub-)shell process while in-call might be limited to npm process itself but might not always propagate to it's sub-shells.

Updated:

http/https support
export variables
support native targets as well, not only cross-compiling ones

:+1:

LGTM


add go generate stage

Currently I must run the go generate on my machine and commit the changed files to github.
Can you add a go generate command before the go install that will do this as part of the build process?

The problem with I see with a go generate stage are:

determining when it should be run.
A given random go generate run may also require additional local dependencies that aren't checked into source control because of size, legal requirements, etc.
What if the generated code has different dependencies then the rest of the pushed code? What is the right thing to do then?

Hi,
I had an issue with a go bindata which was large enough to be inconvenient to be checked in to the source control and a go generate command before the build would be much of help.
I understand your points, and I don't need anymore this change, so I'm closing the issue.
Thanks!


Geeting error while running rasa x and rasa init commands

Rasa version: 1.0.1
Python version: 3.6.7
Operating system (windows, osx, ...): Ubuntu
Issue: Getting the error i while running the command rasa init and rasa x . screen shot attached

and secondly, should we uninstall the rasa core and nlu now?

I was able to fix this error by adjusting my project directory to meet the structure as described here: https://blog.rasa.com/rasa-x-getting-started-as-a-current-rasa-user/
(in my case I had to rename the formerly named nlu_config.yml to config.yml)

Glad you figured it out. That config.yml should include any policies you have, by the way! (So e.g. if you previously had a nlu_config.yml and a core_config.yml, just copy the policies into the new config.

oh Thanks, and why can't i run the rasa init command?

Oh my I'm sorry, I didn't notice that error above, was only looking at the red one on the bottom.
Can you try setting the environment variable PYTHONIOENCODING='utf8'?

sure let me try

i tried PYTHONIOENCODING='utf8' but it didnt work, will try others as well.
also should we uninstall the rasa core and nlu now?
and how shall we replace the following imports ?
from rasa_core import utils from rasa_core.agent import Agent from rasa_core.featurizers import BinarySingleStateFeaturizer, MaxHistoryTrackerFeaturizer from rasa_core.policies import FormPolicy from rasa_core.policies.keras_policy import KerasPolicy from rasa_core.policies.memoization import MemoizationPolicy from rasa_core.policies.two_stage_fallback import TwoStageFallbackPolicy

You can also try putting it directly in the command, like:
PYTHONIOENCODING='utf8' rasa init

thank you for testing for me!

It worked this way. may be i was doing something wrong. Thanks.
and should i create a new issue for the concerns in the previous message or you can answer in this thread?

now

the link is not working for rasa x

What do you mean by the link is not working, what happens if you copy and paste it? (it is actually supposed to pop up)

it doesn't work not even popped up

i think there is aneed of alot of improvements for still. i am going back to rasa==0.1.1 for now. will be happy to use rasa 1.0.1 with rasa x once it gets stable

When you said "it doesn't even work" what exactly does it show? And yes actually please create a new issue for this so that we can track it.

I have kind of the same issue:

d-172-25-16-132:chatbot soniabaee$ rasa init
Welcome to Rasa! 🤖
To get started quickly, an initial project will be created.
If you need some help, check out the documentation at https://rasa.com/docs/rasa.
Now let's start! 👇🏽
Traceback (most recent call last):
File "/Users/sonia/anaconda3/bin/rasa", line 10, in
sys.exit(main())
File "/Users/sonia/anaconda3/lib/python3.6/site-packages/rasa/main.py", line 70, in main
cmdline_arguments.func(cmdline_arguments)
File "/Users/sonia/anaconda3/lib/python3.6/site-packages/rasa/cli/scaffold.py", line 179, in run
default=".",
AttributeError: 'Question' object has no attribute 'skip_if'


stackoverflow on com.google.javascript.jscomp.TypeCheck.findObjectWithNonStringifiableKey

The stack overflow is flakey and sometimes doesn't occur on our type check pass. I don't really have much of a clue what's causing it and how to fix it at the moment besides removing code and rerunning the type checker each time but the flakiness makes that much harder. What would cause this in our codebase?

I found what is going on. This is because of a recursive typedef definition:
This should repro:
/**
 * JSON scalar. It's either string, number or boolean.
 * @typedef {string|number|boolean}
 */
let JSONScalarDef;

/**
 * JSON object. It's a map with string keys and JSON values.
 * @typedef {!Object<string, ?JSONValueDef>}
 */
let JSONObjectDef;

/**
 * JSON array. It's an array with JSON values.
 * @typedef {!Array<?JSONValueDef>}
 */
let JSONArrayDef;

/**
 * JSON value. It's either a scalar, an object or an array.
 * @typedef {!JSONScalarDef|!JSONObjectDef|!JSONArrayDef}
 */
let JSONValueDef;

Actually reproing might need some more code, but I hope it is obvious how to fix it from this example.

@cramforce thanks! really interested in how you debugged this quickly

I debugged this using the following patch to closure compiler:
diff --git a/src/com/google/javascript/jscomp/TypeCheck.java b/src/com/google/javascript/jscomp/TypeCheck.java
index e5ab27e..cb64e56 100644
--- a/src/com/google/javascript/jscomp/TypeCheck.java
+++ b/src/com/google/javascript/jscomp/TypeCheck.java
@@ -2134,6 +2134,7 @@ public final class TypeCheck implements NodeTraversal.Callback, CompilerPass {
   private void checkTypeContainsObjectWithBadKey(NodeTraversal t, Node n, JSTypeExpression type) {
     if (type != null && type.getRoot().getJSType() != null) {
       JSType realType = type.getRoot().getJSType();
+      System.err.println("Enter type " + realType);
       JSType objectWithBadKey = findObjectWithNonStringifiableKey(realType);
       if (objectWithBadKey != null){
         compiler.report(t.makeError(n, NON_STRINGIFIABLE_OBJECT_KEY, objectWithBadKey.toString()));
@@ -2230,6 +2231,7 @@ public final class TypeCheck implements NodeTraversal.Callback, CompilerPass {
    * @return non-stringifiable type which is used as key or null if all there are no such types.
    */
   private JSType findObjectWithNonStringifiableKey(JSType type) {
+    System.err.println("Type: " + type);
     if (isObjectTypeWithNonStringifiableKey(type)) {
       return type;
     }

hmm, but why the flakiness?

While I don't know why it was flaky, could you verify that it has been fixed by
54945b735b4c8c71b9290801ac0ddc7664e0f496?

@Dominator008 i'll pull down latest release and check. thanks!


Fixed problems with spaces in #l and #r directives

Closes #1389
Closes #1426

@devlead Sure. I'll rebase later tonight.

@devlead Rebased

@patriksvensson merged! Thanks for your contribution 👍


[Feature Request] Add input-class attribute to date pickers

Existing Component
Yes
Component Name
DatePicker
Description
Having the ability to add a class to the input element generated by the DatePicker and related components would be nice.  This could be added as an attribute like we have for the popper-class. For example, being able to add Bootstrap's form-control class:
<datepicker name="date"
    input-class="form-control"
></datepicker>

generates:
<input  name="date" type="text" class="el-input__inner form-control">

Sorry, we have no plan to support this. But you can contribute if you're interested.


TFS Authentication changes

These changes will allow the user to take of various TFS authentication mechanisms:

If --pat (Personal Access Token) is passed, then the PAT will be passed to the server. Requires https. (new feature) Fixes #1380
If only --username is passed, then the user will be prompted to enter their password
If both --username and --password are passed, then those credentials are used.
If --username, --password, and --pat are not passed, then trusted authentication will be used. This is useful for on-premise installations (bug fix, wasn't working)

@siprbaum If you want I can close this PR and make the following changes:

Add a new --trusted switch
Alter the code for prompting to be the default if: no pat, no username
Alter the code to use the default creds if --trusted is on
Alter all of the docs you mentioned with the changes
Switch the coalesce on the remote and the info for authentication

Could we perhaps instead concentrate  on the easy / mechanical parts first, makeing this effectively

@siprbaum If you want I can close this PR and make the following changes:

Add a new --trusted switch
Alter the code for prompting to be the default if: no pat, no username
Alter the code to use the default creds if --trusted is on
Alter all of the docs you mentioned with the changes
Switch the coalesce on the remote and the info for authentication

Meaning this PR keeps the focus on supporting PAT and expose it on the commandline via a sane and fixed semantic that commandline arguments trump config values. Adding support for the trusted semantics can then be added in seperate PR on top, once that uncontroversial stuff is out of the way.
What do you think?

By the way, are you aware of PR #1384 and especially of commit 713ba1563aa3e29f7be7a1bddca803771ab5be1d which states

Remove support for TFS 2008

The check Is2008OrOlder calls _server.ConfigurationServer and checks
if the returned configurationsever is null. This call causes and error
in case a PAT (Personal Access Token) is used for authenticatation.
...

I was just reminded of that work the comment made by @laurihelkkula. Are you not seeing the error mentioned in the above commit?

Could we perhaps instead concentrate on the easy / mechanical parts first, makeing this effectively

@siprbaum If you want I can close this PR and make the following changes:

~Add a new --trusted switch~
Alter the code for prompting to be the default if: no pat, no username
~Alter the code to use the default creds if --trusted is on~
Alter all of the docs you mentioned with the changes
Switch the coalesce on the remote and the info for authentication

Meaning this PR keeps the focus on supporting PAT and expose it on the commandline via a sane and fixed semantic that commandline arguments trump config values. Adding support for the trusted semantics can then be added in seperate PR on top, once that uncontroversial stuff is out of the way.
What do you think?

Works for me.

By the way, are you aware of PR #1384 and especially of commit 713ba15 which states

Remove support for TFS 2008
The check Is2008OrOlder calls _server.ConfigurationServer and checks
if the returned configurationsever is null. This call causes and error
in case a PAT (Personal Access Token) is used for authenticatation.
...

I was just reminded of that work the comment made by @laurihelkkula. Are you not seeing the error mentioned in the above commit?

I was not, I will see if I can reproduce.

By the way, are you aware of PR #1384 and especially of commit 713ba15 which states

Remove support for TFS 2008
The check Is2008OrOlder calls _server.ConfigurationServer and checks
if the returned configurationsever is null. This call causes and error
in case a PAT (Personal Access Token) is used for authenticatation.
...

I was just reminded of that work the comment made by @laurihelkkula. Are you not seeing the error mentioned in the above commit?

I was not, I will see if I can reproduce.

Just tested against Azure, was able to successfully clone. Made sure I hit that Is2008OrOlder code.

@siprbaum Just committed the changes suggested, and removed the trusted code. Will create a new PR for the trusted stuff.

Thx. Will take me 1-2 days to get to the review...

In the meantime, you mentioned you are hitting the Is2008OrOlder code path. Do you see any problems on Azure? Or is this not affected?

In the meantime, you mentioned you are hitting the Is2008OrOlder code path. Do you see any problems on Azure? Or is this not affected?

Did not see any exceptions or issues. At least not with clone. It ran the code without issue. Maybe there is some other pre-req to causing that bug to happen?

@siprbaum Is it ok for me to build the --trusted authentication branch off this branch?

@siprbaum I just noticed an issue. The PAT is not being stored into the git config. I also noticed additional Authentication headers down lower in the docs after my last commit. I will work on both issues.

I tested this PR and it is a regression for me in a sense that I don't have PAT or Username/Password saved in the config file or given on the commandline. With this PR, I get asked for a authentication, whereas without I don't get asked for authentication.
If I change the code to this
        protected override TfsTeamProjectCollection GetTfsCredential(Uri uri)
        {
            VssCredentials vssCred;

            if (HasPAT)
                vssCred = new VssBasicCredential(string.Empty, PAT);
            else if (HasUserName && HasPassword)
                vssCred = new VssClientCredentials(new WindowsCredential(GetCredential()));
            else
                // This is the important change
                vssCred=VssClientCredentials.LoadCachedCredentials(uri, false, CredentialPromptType.PromptIfNeeded);

            return new TfsTeamProjectCollection(uri, vssCred);
        }

then I also don't get asked for authentication. I first assumed that it was due to that I have stored the user/password combination for the TFS server in the Credential Manager, but removing it from the credential manager didn't make a change, Authentication was not requested with the VssClientCredentials.LoadCachedCredentials(uri, false, CredentialPromptType.PromptIfNeeded); code, wheras with your version I need to authenticate.
So I have to admit I am a little lost on what is going on here.

I tried what you initally named the trusted authentication with this piece of code::
        protected override TfsTeamProjectCollection GetTfsCredential(Uri uri)
        {
            VssCredentials vssCred;

            if (HasPAT)
                vssCred = new VssBasicCredential(string.Empty, PAT);
            else if (HasUserName && HasPassword)
                vssCred = new VssClientCredentials(new WindowsCredential(GetCredential()));
            else
                // This is the important change
                vssCred = new VssClientCredentials(new WindowsCredential(CredentialCache.DefaultNetworkCredentials));

            return new TfsTeamProjectCollection(uri, vssCred);
        }

and also do not need to authenticate.

@tcartwright Are you still interested in persuing this?

@siprbaum , @tcartwright
Is there any specific pattern to use with --username USER --password PWD ?
I built the 'pat' branch from sirpbaum through appveyor, and tried using the auth and it didn't work.
I've tried:

USER
<EMAIL_ADDRESS>DOMAIN\USER
OTHER.DOMAIN\USER
<EMAIL_ADDRESS><EMAIL_ADDRESS>
None of these worked. It still prompts the regular Microsoft SSO pop-up.

@AndradeMatheus Please discuss things for the pat branch in the PR #1384 to not mix things up


Update preventing-cross-site-request-forgery-csrf-attacks.md

When creating a new PR, please do the following and delete this template text:

Reference the issue number if there is one:
Fixes #Issue_Number

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This seems like a small (but important) contribution, so no Contribution License Agreement is required at this point. We will now review your pull request.
Thanks,
.NET Foundation Pull Request Bot

@mottykohn Thank you for your contribution.


Langchain + Azure OpenAI proxy getting resource not found error

When trying to add the helicone proxy to AzureOpenAI with langchain wrapper, getting a consistent resource not found error from openai
from langchain.chat_models import AzureChatOpenAI
helicone_headers = {
        "Helicone-Auth": f"Bearer {helicone_api_key}",
        "Helicone-Property-Env": helicone_env,
        "Helicone-Cache-Enabled": "true",
        "Helicone-OpenAI-Api-Base":
            "https://<model_name>.openai.azure.com/"
    }
self.model = AzureChatOpenAI(
        openai_api_base="https://oai.hconeai.com/v1",
        deployment_name="gpt-35-turbo",
        openai_api_key=<AZURE_OPENAI_API_KEY>,
        openai_api_version="2023-05-15",
        openai_api_type="azure",
        max_retries=max_retries,
        headers=helicone_headers,
        **kwargs,
    )

'error': 'Resource not found'

Calling the model without the wrapper works fine
import openai
openai.api_base = 'https://oai.hconeai.com/v1'
response = openai.Completion.create(
   engine='gpt-35-turbo',
   prompt='Write a tagline for an ice cream shop. ',
   max_tokens=10,
   headers={
        "Helicone-Auth": f"Bearer {os.environ.get('HELICONE_API_KEY')}",
        "Helicone-Cache-Enabled": "true",
        "Helicone-OpenAI-Api-Base": "https://<MODEL_NAME>.openai.azure.com"
    },
    api_version="2023-05-15",
    api_type='azure',
    api_key=<AZURE_OPENAI_API_KEY>,
    api_base="https://<MODEL_NAME>.openai.azure.com")

<OpenAIObject text_completion id=cmpl-7e5iIQeevfdKYouYoyu2kFHi2xWgK at 0x10593fbf0> JSON: {
  "choices": [
    {
      "finish_reason": "length",
      "index": 0,
      "logprobs": null,
      "text": "2 days left\n\n...a tagline we can"
    }
  ],
  "created":<PHONE_NUMBER>,
  "helicone_meta": {},
  "id": "cmpl-7e5iIQeevfdKYouYoyu2kFHi2xWgK",
  "model": "gpt-35-turbo",
  "object": "text_completion",
  "usage": {
    "completion_tokens": 10,
    "prompt_tokens": 11,
    "total_tokens": 21
  }
}

Hi @mickey-liu - I am guessing they are not passing in the headers, have you been able to take a look at the LangChain Package here? We might be able to make a PR here to LangChain to fix this issue.
Just to be clear, it works normally - just not w/ LangChain?

@chitalian Correct it does work normally, just not with Langchain

I do also see this warning in the logs.
WARNING! headers is not default parameter.
                    headers was transferred to model_kwargs.
                    Please confirm that headers is what you intended.

However, we see the same warning when using Langchain's non-Azure OpenAI wrapper as well but the call to OpenAI is successful there.

Hi @mickey-liu
Not sure if you are still willing to try Helicone, but I think if you just drop the v1 in the URL that will work.
Added docs here:
https://github.com/Helicone/helicone/pull/971


Added the ability to sort for non-existent fields and fixed connection error

Thanks @ildar-developer
PRs are welcome and encouraged. Basic etiquette though is to at least describe your contribution (beyond the title) to provide context for us maintainers.
Please do so by:

Stating the issue you encountered / or the feature you needed.
If there was an issue, provide examples so that we can try to recreate it ourselves.
Reference ES documentation (unless completely not needed)
Describe the changes you made.

Thanks!

I'm sorting by merchandising, and not all products have the merchandising property; if you don't specify unmapped_type, elastic will complain. I added the ability to add unmapped_type

the second point is related to the fact that we cannot use 2 models since connect is 1 for two, so I specified clone for getConnection

As per my last message:

If there was an issue, provide examples so that we can try to recreate it ourselves.

Data structure:
{                             "id": 1544837,                             "offer_id": 1363809,                             "price": "11000.00",                             "price_not_discount": "22000.00",                             "available_quantity": 1,                             "discount_percent": 50,                             "store": {                                 "id": 31,                                 "name": "Rich Classic Women"                             }                         },                         {                             "id": 2954243,                             "offer_id": 1363809,                             "price": "11000.00",                             "price_not_discount": "22000.00",                             "available_quantity": 0,                             "discount_percent": 50,                             "store": {                                 "id": 3,                                 "name": "IM VipAvenue"                             }                         },

There will be an error because merchandising.sale does not exist

Second error, try making a request in 2 modules

$query->get() will return selection and not Carryover, below is a screenshot of how to fix it

https://www.elastic.co/guide/en/elasticsearch/reference/current/sort-search-results.html#_ignoring_unmapped_fields

Ok the issue where starting a new query when another is in progress checks out - I'll need to run a few more tests to make sure that there are no unintended side effects with the rest of the package.
For unmapped, that's fine.
There's a PR before this one that's being worked on that brings a significant refactor to the package. I'll need to ship that one first before I can do this one. I'll let you know

thanks for the feedback

will you add unmapped too?

yes

@ildar-developer - an earlier PR has been merged which is a reflector of the package, so your PR is way out of sync. I'll bring in your two changes manually and tag you as a contributor on the next release.


orxe2: numbers in brackets cause problems

I think this is actually two issues:

an issue with identifying negative numbers
an issue with evaluating bracket contents

See PR at https://github.com/medic/openrosa-xpath-evaluator/pull/51 for failing tests.

Fixed by #53.


package:flutter/src/widgets/navigator.dart': Failed assertion: line 5295 pos 12: '!_debugLocked': is not true

Flushbar(        title: 'title',
                  message: 'ok',
                  flushbarPosition: FlushbarPosition.TOP,
                  duration: const Duration(seconds: 2),
                  animationDuration: Duration.zero,
                ).show(context);

While trying to disable animation by setting animationDuration : Duration.zero caused the exception
package:flutter/src/widgets/navigator.dart': Failed assertion: line 5295 pos 12: '!_debugLocked': is not true
Had searched for solution, however, I couldn't find one. Is there a solution of this issue?

Just put up await it will fix it up

Raise up this.
Generally, I don't want to have animations, so I put 0 as it seems logical to me.
But it breaks navigation, as I will not be able to use navigator.pop() -> it will try to remove /flushbarRoute instead


Docs: Replace markdown links to html in Roadmap page

Description
Fixes: https://github.com/MudBlazor/MudBlazor/issues/9441
How Has This Been Tested?
Visually
Type of Changes

[ ] 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)
[x] Documentation (fix or improvement to the website or code docs)

Checklist

[x] The PR is submitted to the correct branch (dev).
[x] My code follows the code style of this project.

@danielchalmers do you know how to fix the new lines before and after links?

It seems like coming from the <MudStack Spacing="2" Class="mud-typography mud-typography-body1">

do you know how to fix the new lines before and after links?

Needs to be in a paragraph tag

Contributions from the community are what makes MudBlazor successful. If you are proficient in technologies such as C#, Blazor, JavaScript, or CSS, and you wish to give something back, please contact the team
    on Discord! You can join our Contribution Team channel and discuss with other team members what you want to do to help and start making a difference on this very roadmap.

Use paragraph tag

Thanks! Tho adding a paragraph tag after title until next title wasn't that easy to implement.
I think this looks not bad


WinKey + Scroll Wheel = Cycle Windows within a FancyZone

Description of the new feature / enhancement
Cycle windows in a Fancy Zone forward / back, depending on the direction of the mouse-wheel.
Scenario when this would be used?
When windows are stacked on-top of one another in a FancyZone. To quickly cycle to underlying windows, WinKey + ScrollWheel in that area would roll windows forward / backward.
Supporting information
No response

Related to #13387

you can do this via keyboard inside 0.51, fyi: https://github.com/microsoft/PowerToys/pull/13973

duplicating against #10424


[HUDI-4353] Column stats data skipping for flink

Tips

Thank you very much for contributing to Apache Hudi.
Please review https://hudi.apache.org/contribute/how-to-contribute before opening a pull request.

What is the purpose of the pull request
(For example: This pull request adds quick-start document.)
Brief change log
(for example:)

Modify AnnotationLocation checkstyle rule in checkstyle.xml

Verify this pull request
(Please pick either of the following options)
This pull request is a trivial rework / code cleanup without any test coverage.
(or)
This pull request is already covered by existing tests, such as (please describe tests).
(or)
This change added tests and can be verified as follows:
(example:)

Added integration tests for end-to-end.
Added HoodieClientWriteTest to verify the change.
Manually verified the change by running a job locally.

Committer checklist

[ ] Has a corresponding JIRA in PR title & commit

[ ] Commit message is descriptive of the change

[ ] CI is green

[ ] Necessary doc changes done or have another open PR

[ ] For large changes, please consider breaking it into sub-tasks under an umbrella JIRA.

nice work！

The failed test case is flaky, so i would merge the PR.


Policy extra ordering

Follow up to https://github.com/stolostron/policy-generator-plugin/pull/82
Don't be alarmed by the huge diff: most of it is tests, in a separate commit. The main impactful changes are in the "Second try implementation of policy ordering" commit, summary:
What was `orderViaDependencies` has been moved into `policyDefaults` as
`orderPolicies`. A similar `orderManifests` option will automatically
generate manifest-level `extraDependencies` to order ConfigPolicies
within a Policy. In both cases, instead of *merging* dependency lists,
it is only allowed to define dependencies one way.

If `dependencies` or `extraDependencies` are defined at multiple levels,
the more "specific" level will override previous definitions, which is
more consistent with other settings.

This looks good to me! It will be very helpful to be able to automatically generate template-specific dependencies.


Fixed issue 4129

Related to #4129 issue.
Added method getListeners() to Controller interface and implemented it in child classes.

Looks good, can you please use the LibGDX formatter on this.

@Tom-Ski Sorry, but what is LibGDX formatter? You probably meaning codestyle settings file, but I only found this file for eclipse, do you have the same for Intellij?

https://github.com/libgdx/libgdx/wiki/Contributing#eclipse-formatter

@Tom-Ski Apllied formatter, check pls.

Please only run the formatter on code that you have changed, it makes it hard to review when so many lines have changed due to formatting on the whole class.

Implemented in 4b37a1eee154c21fa9dabce1eda84d0e31e0cc7a


Is possible to support base64 src based?

Hi, I dunno if this project is abandoned or not but in case not, could be possible to add support for base64 url?
Thanks in advance :)

You mean in img tag right? If so create new Node extending img Node and override  createSource function with something like (Imagine required):
    $temp = tempnam(sys_get_temp_dir(), 'TMP_');
    (new Imagine())->load(base64_decode($this->getAttribute('src')))->save($temp, ['format' => 'png']);
    return new \PHPPdf\Core\Engine\ZF\Image($temp);

Yes. Okay thank you so much. I'll try it :) 👍


perf: Register fewer hooks

@djcsdy Yep, anyway we can improve perf more, we don't need to rewrite it for all extensions https://github.com/softwareventures/resolve-typescript-plugin/blob/main/index.ts#L28, only for ts/cts/mts, so we can add test regexp check, you try to solve it using node_modules regexp because most of js inside there, but JS can be not only in node_modules
You register two hooks https://github.com/softwareventures/resolve-typescript-plugin/blob/main/index.ts#L24, it can be bad for perf if you have a lot of ts files, better to improve regexp and use only one hook

https://github.com/TypeStrong/ts-loader/issues/1383#issuecomment-992942546

The functionality provided by this plugin is now built in to webpack, see https://github.com/softwareventures/resolve-typescript-plugin#obsolete


Update site-design-pnp-provisioning.md

URL to appregnew.aspx was incorrect.
Category

[x] Content fix
[ ] New article
Related issues: fixes #X, partially #Y, mentioned in #Z

For the above list, an empty checkbox is [ ] as in [SPACE]. A checked checkbox is [x] with no space between the brackets. Use the PREVIEW tab at the top right to preview the rendering before submitting your issue.
(DELETE THIS PARAGRAPH AFTER READING)

What's in this Pull Request?

Please describe the changes in this PR. Sample description or details around bugs which are being fixed.
(DELETE THIS PARAGRAPH AFTER READING)

Guidance

Please update this PR information accordingly. We'll use this as part of our release notes in monthly communications.
Please target your PR to 'master' branch. Released documents are in live branch.
(DELETE THIS PARAGRAPH AFTER READING)

:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

docs/declarative-customization/site-design-pnp-provisioning.md
:white_check_mark:Succeeded
View

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

Fair edit even though the redirection to 15 URL is automatic, so you do not need to include that to the request, but as it's the final URL in the browser, good to get this edited to avoid confusion.


Empty section pages created when using nested taxonomies

Not sure if this is a bug, but the result is different (undesirable) when comparing v0.123.7 to v0.122.0.
Scenario

Multilingual single-host site
English site has content, Japanese site has no content
Site has a language switcher to switch between langs on each page
Taxonomies are "nested' by content type (support  for this is not documented, but I've seen it used on several sites):

[taxonomies]
'papers/category' = 'papers/category'
'blog/category' = 'blog/category'

Expected (v0.122.0)
public/ja/
├── blog/
│   └── category/
│       └── index.html
├── papers/
│   └── category/
│       └── index.html
└── index.html

Actual (v0.123.6)
public/ja/
├── blog/
│   ├── category/
│   │   └── index.html
│   └── index.html     <-- problem: has section page despite lack of content
├── papers/
│   ├── category/
│   │   └── index.html
│   └── index.html     <-- problem: has section page despite lack of content
└── index.html

Why  is this a problem?
When visiting the "blog" section page on the English site, the language switcher indicates that there is a Japanese translation, which is (obviously) just an empty page.
Test case

test case
func TestFoo(t *testing.T) {
	t.Parallel()

	files := `
-- hugo.toml --
disableKinds = ['rss','sitemap']
defaultContentLanguage = 'en'
defaultContentLanguageInSubdir = true
[languages.en]
weight = 1
[languages.ja]
weight = 2
[taxonomies]
's1/category' = 's1/category'
-- layouts/_default/single.html --
{{ .Title }}|
-- layouts/_default/list.html --
{{ .Title }}|
-- content/s1/p1.en.md --
---
title: p1
---
`

	b := hugolib.Test(t, files)

	b.AssertFileExists("public/en/s1/index.html", true)
	b.AssertFileExists("public/en/s1/p1/index.html", true)
	b.AssertFileExists("public/en/s1/category/index.html", true)

	b.AssertFileExists("public/ja/s1/index.html", false) // failing test
	b.AssertFileExists("public/ja/s1/category/index.html", true)
}

Reference: https://discourse.gohugo.io/t/hugo-attempting-to-build-pages-on-multilingual-site-for-languages-with-no-content/48561/4

Another way in which this causes problems is that templates can fail due to missing data on pages that weren't intended to build, nor have content. For instance, I discovered this due to a template rendering data from the frontmatter, but since it was attempting to build for all defined languages, it was throwing errors. This is resolvable by wrapping in a with or if block, but if for some reason I wanted it to fail in the absence of data for actual content pages, this would be undesirable.

Thank you!


How different is the Premium API - can I develop against 'Free' and migrate to Premium easily, later?

Hi,
Following on from my subject, is the Premium API a drop-in replacement for your free offering?
I'm mildly aware of the callback not working locally on Android in your free version, however, I'd like to be able to develop against the free version of your code-base, at least far enough so I can later justify the $500 spend on my self-funded project.
If the 2 release versions are not API equivalent, how much additional work is necessary to migrate to the Premium version?
As I'll be one-manning my project, I'm, ultimately, looking to avoid platform differences, hence my overall interest in Phonegap/Cordova/Ionic.

Why not develop against iOS for now?
It's mostly a drop-in replacement.  You have to provide a few extra config
params.
The iOS code is mostly the same but with extra features, including HTTP &
SQLite persistence layers.
On Sunday, May 10, 2015, sixman9<EMAIL_ADDRESS>wrote:

Hi,
Following on from my subject, is the Premium API a drop-in replacement
for your free offering?
I'm mildly aware of the callback not working locally on Android in your
free version, however, I'd like to be able to develop against the free
version of your code-base, at least far enough so I can later justify the
$500 spend on my self-funded project.
If the 2 release versions are not API equivalent, how much additional
work is necessary to migrate to the Premium version?
As I'll be one-manning my project, I'm, ultimately, looking to avoid
platform differences, hence my overall interest in Phonegap/Cordova/Ionic.
—
Reply to this email directly or view it on GitHub
https://github.com/christocracy/cordova-plugin-background-geolocation/issues/178
.

--
Snet from Gmail Mobile


Tilemap loading issue

Noticed strange issue when using Pico8 System tilemap which was set to 128 x 64 and importing a p8 tilemap which is 128x128. It didn't load anything. This should at least load what it can, based on the size of the tilemap chip's size.

This has been fixed.


Add some developper documentation

Two developer-specific docs are now available :

releasing.md
contributing.md

The first is intended for the mainteners. The second for newcomers to the project that want to contribute to the project.
A last file lists the contributors to the project.

Requested changes done. Please let me know.

The perfdata array is explained a little later, see contributing.md from line 113.
Done for the rest.


Data visualisation

Reference Issues/PRs

This is to deal with the following improvement request #64
What does this implement/fix? Explain your changes.
I added two plots to view the variation of the prices according to features such as garage car slot numbers and pool size.
I also added a plot that compares the predictions with the actual sales price, this one will update in real time to show us how the prediction improve over time over every 10,000 epochs.
Any other comments?
If i made any mistake please let me know, i am not that familiar with data visualisation so this was actually quite interesting to work with. I'll try to see what else can i contribute with!

I am not quite familiar with Flake8 or what it does and fails, so any hints or tips to fix this one are more than welcome

@jadali17 This is an odd issue, might not have anything to do with your codes, but the GitHub action. I'll take a look when I have time later in the week. Thanks for contributing !

Hi @jadali17  thanks for the follow-up, I have since looked at it. It is some GitHub action thingy, don't worry about it. I'll take a look at your PR in a few days when I have time. Thanks for contributing !

I apologize for the delay, in a middle of a hectic few weeks, I'll get back to this next week. Sorry and thanks for the patience !

@jadali17 I finally had time to review your PR. Looks great and thanks for contributing to visualization for linear regression. I'll merge it now.


Regarding uv__io_poll for closed file handles.

Hello,
I am using libcurl for my application which does the socket fd creation/close, however there could be scenarios where libcurl notifies socket close notifications after some delay. So libcurl closes the socket but however it notifies application after some delay.
In those scenarios, libuv upon running the main loop calls uv__io_poll, this calls uv__epoll_ctl_mod on closed socket file handles aborting my application with bad file descriptor[errorno:9]. How do i handle this scenario? I feel we need an error-handling scenario to handle these type of issues gracefully rather than abort? Please confirm
File: src/unix/linux-core.c:245
240     /* XXX Future optimization: do EPOLL_CTL_MOD lazily if we stop watching
241      * events, skip the syscall and squelch the events after epoll_wait().
242      /
243     if (uv__epoll_ctl(loop->backend_fd, op, w->fd, &e)) {
244       if (errno != EEXIST)
245         abort();
246
247       assert(op == UV__EPOLL_CTL_ADD);
248
249       / We've reactivated a file descriptor that's been watched before. */
250       if (uv__epoll_ctl(loop->backend_fd, UV__EPOLL_CTL_MOD, w->fd, &e))
251         abort();
252     }
StackTrace:
#0  0x00007fd6b8b39c37 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
#1  0x00007fd6b8b3d028 in __GI_abort () at abort.c:89
#2  0x00007fd6b9579dae in uv__io_poll (loop=loop@entry=0x7fd6b9784ca0 <default_loop_struct>, timeout=197) at src/unix/linux-core.c:245
#3  0x00007fd6b956b188 in uv_run (loop=0x7fd6b9784ca0 <default_loop_struct>, mode=UV_RUN_DEFAULT) at src/unix/core.c:362
#4  0x000000000040b2c0 in main (argc=3, argv=0x7fff1de78668) at src/te_agent.c:923

What is the order of events here?  I think that particular abort can only happen when you first call uv_poll_start(), close the file descriptor, then move to uv__io_poll().
While libuv could forward the error to the poll handle's callback, it sounds like a bug in the application first and foremost.
Libcurl has been successfully integrated with libuv before.  As you are the first one to bring this up, I suspect there is a way to make it work that doesn't require changes to libuv.

My application does not have any clue about sockfd. It is all maintained by libcurl.
The flow of events for my application are specified inline.

curl creates a socket and notifies application with a sockfd.
I create a uv_poll handle for the socket via uv_poll_init_socket
curl notifies application for read/write via CURL_POLL_IN/CURL_POLL_OUT notification, I trigger uv_poll_start[with UV_READABLE/UV_WRITABLE] accordingly.
curl closes the socketfd and informs application via curl_poll_remove notification.  After the notification i will call uv_poll_stop.

However sometimes i noticed a different behavior in step 4, curl is closing the socket however the curl_poll_remove notification is delayed to the application.
In those cases, when the application has no clue about closing of socket does not call uv_poll_stop.
Now application goes to uv__io_poll and is aborting with bad-fd.
Let me know if i can add an error-handling mechanism of ignoring the bad-fd in uv__io_poll. Is it worth doing?

same problem, have you fixed it?

It got fixed. We need to see if the same socket we closed gets opened again, it has to be handled gracefully in the application.

ok, got it, thanks @srikawnth


Large claim transaction

Device: [e.g. iPhone6]  Galaxy S23
OS: [e.g. iOS8.1]   Android 13
App Version [e.g. 3.3.0]   wallet app ver 208

Additional context
I wanted to share my experience.     Maybe it's something that can be addressed.
I haven't claimed rewards since the migration.   I was waiting for the end of 2ndQ.  So today, I clicked that button.   I have 38 IOT locations and another 6 IOT & Mobile locations. And it was about 75 days of rewards .
First I forgot to do that drop down in the filter, and display All.  so I had to claim multiple times.  Each time took up to 2 minutes to process.  The wallet got super glitchy and wouldn't switch screens (the icons on the bottom).  Idk why, cause it's not like my phone is running the calculations.  It locked up and I had to close black wallet twice before it properly displayed again.   One point it just showed $ but wouldn't show $100.  🤷
After the third time claiming all, it showed me 0 balance on the Collectibles screen and my correct new balance on the ledgers screen.
Add any other context about the problem here.
Discord  Clampet1979   or  github @tony12times

Device: [e.g. iPhone6]  Galaxy S23
OS: [e.g. iOS8.1]   Android 13
App Version [e.g. 3.3.0]   wallet app ver 208

Additional context
I wanted to share my experience.  Maybe it's something that can be addressed.
I haven't claimed rewards since the migration. I was waiting for the end of 2ndQ. So today, I clicked that button. I have 38 IOT locations and another 6 IOT & Mobile locations. And it was about 75 days of rewards .
First I forgot to do that drop down in the filter, and display All. so I had to claim multiple times. Each time took up to 2 minutes to process. The wallet got super glitchy and wouldn't switch screens (the icons on the bottom). Idk why, cause it's not like my phone is running the calculations. It locked up and I had to close black wallet twice before it properly displayed again. One point it just showed $ but wouldn't show $100. 🤷 After the third time claiming all, it showed me 0 balance on the Collectibles screen and my correct new balance on the ledgers screen. Add any other context about the problem here.
Discord Clampet1979 or github @Tony12times

Hi @sebdigital
You need to perform the rectification and validation mode on the dApp Node String to sync your wallet and establish connection to finish up your setup via Node Support, visit the web page to select rectification or validation icon and select your primary account type to establish connection manually and generate a QR barcode which means success and take a screenshot of it.
Note: click on the chat button at the down part of the page to initiate a chat with an agent on a live chat for further assistance.
Regards.

This should hopefully be fixed in the newest release. Going to leave it open until we can verify.

This is fixed in v2.2.2, which has not been released yet

Okay, this should be fixed now. Let me know if you have any issues.


Add support for Farmer's Delight Refabricated

Farmers Delight Fabric (https://www.curseforge.com/minecraft/mc-mods/farmers-delight-fabric) has been deprecated in favor of a new Fabric/Quilt Farmer's Delight mod: https://www.curseforge.com/minecraft/mc-mods/farmers-delight-refabricated
Some tweaks may be needed for proper compatibility.

Thanks for the suggestion. This was already planned and I will probably work on it the following month.


Installation of deb fails on Debian Squeeze

Installation of the deb file fails on Debian Squeeze:
$ sudo dpkg -i influxdb_0.9.1_amd64.deb
Selecting previously deselected package influxdb.
(Reading database ... 52358 files and directories currently installed.)
Unpacking influxdb (from influxdb_0.9.1_amd64.deb) ...
Setting up influxdb (0.9.1) ...
dpkg (subprocess): unable to execute installed post-installation script (/var/lib/dpkg/info/influxdb.postinst): Exec format error
dpkg: error processing influxdb (--install):
 subprocess installed post-installation script returned error exit status 2
Errors were encountered while processing:
 influxdb

As a workaround I added a shebang (#!/bin/bash) to /var/lib/dpkg/info/influxdb.postinst and ran dpkg --configure -a which completed the installation:
$ sudo dpkg --configure -a
Setting up influxdb (0.9.1) ...
update-rc.d: using dependency based boot sequencing
update-rc.d: using dependency based boot sequencing

Heres the system information:
$ lsb_release -a
No LSB modules are available.
Distributor ID:	Debian
Description:	Debian GNU/Linux 6.0.10 (squeeze)
Release:	6.0.10
Codename:	squeeze

Fixed by https://github.com/influxdb/influxdb/commit/82ec6e5e17fdf4f5a825fe6b3674e0c9befb5a78

Reference showing shebang in post-install files:
http://askubuntu.com/questions/260978/add-custom-steps-to-source-packages-debian-package-postinst

Problem still exists in <IP_ADDRESS>:
dpkg -i influxdb_<IP_ADDRESS>_amd64.deb
(Reading database ... 41506 files and directories currently installed.)
Preparing to replace influxdb <IP_ADDRESS> (using influxdb_<IP_ADDRESS>_amd64.deb) ...
Unpacking replacement influxdb ...
Setting up influxdb (<IP_ADDRESS>) ...
dpkg (subprocess): unable to execute installed post-installation script (/var/lib/dpkg/info/influxdb.postinst): Exec format error
dpkg: error processing influxdb (--install):
subprocess installed post-installation script returned error exit status 2
Errors were encountered while processing:
influxdb


Unable to login two accounts

Describe the bug
Sorry in advance if this the wrong forum.
I've been unable to login with two new accounts since yesterday (4/1). On Saturday (3/30) I created two new accounts: marcantonio and jdeweeselab. Both seemed fine, I was able to upload and remove a test package.
Expected behavior
I expect to be able to login and use the site for both accounts.
To Reproduce
I try to login (from https://pypi.org/account/login/) I get redirected back to https://pypi.org/. The Login link is still in the upper right hand corner. If I click Login again, I am taken to https://pypi.org/account/login/ again, but this time there is a big red banner at the top of the page that says "Session invalidated".
My Platform
macOS 14.2 with both Firefox 124 and Safari 17.2.
Additional context

+1
same problem

I encounter the same problem

Indeed, so do I. However, I once saw a workaround in this issue, but I found that it didn't work after I had already sent the email.

Hi, you all should have recently received an email from PyPI about your accounts, please follow the directions in that email.

Thank you!


Too much logs in debug console after update

I had in the console information about updates, so I made it. After update (current version: Flutter: 1.12.13+hotfix.8) and "Start Debbuging", in "debug console" I have found logs which I hadn't before update:
Launching lib\main.dart on Android SDK built for x86 in debug mode...
√ Built build\app\outputs\apk\debug\app-debug.apk.
D/FlutterActivity( 8845): Using the launch theme as normal theme.
D/FlutterActivityAndFragmentDelegate( 8845): Setting up FlutterEngine.
D/FlutterActivityAndFragmentDelegate( 8845): No preferred FlutterEngine was provided. Creating a new FlutterEngine for this FlutterFragment.
D/FlutterActivityAndFragmentDelegate( 8845): Attaching FlutterEngine to the Activity that owns this Fragment.
D/FlutterView( 8845): Attaching to a FlutterEngine: io.flutter.embedding.engine.FlutterEngine@71e3138
D/FlutterActivityAndFragmentDelegate( 8845): Executing Dart entrypoint: main, and sending initial route: /
D/EGL_emulation( 8845): eglMakeCurrent: 0xe18c69c0: ver 2 0 (tinfo 0xbe610bb0)
D/eglCodecCommon( 8845): setVertexArrayObject: set vao to 0 (0) 1 0
I/OpenGLRenderer( 8845): Davey! duration=1775ms; Flags=1, IntendedVsync=2526048398659, Vsync=2526165065321, OldestInputEvent=9223372036854775807, NewestInputEvent=0, HandleInputStart=2526176834100, AnimationStart=2526176936600, PerformTraversalsStart=2526177017000, DrawStart=2527662668400, SyncQueued=2527688778000, SyncStart=2527708415000, IssueDrawCommandsStart=2527709409000, SwapBuffers=2527725045200, FrameCompleted=2527843137800, DequeueBufferDuration=61590000, QueueBufferDuration=366000,
I/Choreographer( 8845): Skipped 98 frames!  The application may be doing too much work on its main thread.
D/EGL_emulation( 8845): eglMakeCurrent: 0xd981a1e0: ver 2 0 (tinfo 0xd980f2a0)
D/eglCodecCommon( 8845): setVertexArrayObject: set vao to 0 (0) 1 0

When I click in TextFormField:
W/IInputConnectionWrapper( 8845): getTextBeforeCursor on inactive InputConnection
W/IInputConnectionWrapper( 8845): getSelectedText on inactive InputConnection
W/IInputConnectionWrapper( 8845): getTextAfterCursor on inactive InputConnection

Maybe any idea how can I turn off this sort of logs?

Related to #50808
Please follow there


chore: remove aspectj-rt from the library

Issue #, if available: #1401
Description of changes:

remove aspectj-rt from the library itself => requires to add it in the project that uses powertools, but at least developers can choose their version and are not stick to 1.9.7 which does not work anymore with java 17.
update example to simplify the configuration (just set the aspectj version in the profile and keep the same plugin configuration). If we remove java8, we can remove the profile (default version of aspectj is 1.9.20)

Checklist

[x] Meet tenets criteria
[x] Update tests
[ ] Update docs ==> not yet
[x] PR title follows conventional commit semantics

Breaking change checklist
requires the developers to add to their pom
        <dependency>
            <groupId>org.aspectj</groupId>
            <artifactId>aspectjrt</artifactId>
            <version>...</version> <!-- 1.9.7 for java 8 or higher otherwise -->
        </dependency>

RFC issue #:

[ ] Migration process documented ==> not yet
[ ] Implement warnings (if it can live side by side)

By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

@roamingthings, what do you think about it?

Codecov Report

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Patch has no changes to coverable lines.

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Additional details and impacted files
@@          Coverage Diff          @@
##             v2    #1408   +/-   ##
=====================================
  Coverage      ?   77.17%
  Complexity    ?      522
=====================================
  Files         ?       64
  Lines         ?     2134
  Branches      ?      223
=====================================
  Hits          ?     1647
  Misses        ?      415
  Partials      ?       72

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I haven't had a chance to think about this in depth yet, but my initial reaction is:

requires to add it in the project that uses powertools

Where does this fall on the spectrum of breaking changes? We'd have to at the very least message this clearly in the release notes, as it is likely to break most client's builds when they roll their PT dep(s) forward.

as it is likely to break most client's builds when they roll their PT dep(s) forward
This relates to all project that don't use the AspectJ plugin.

The parent pom still uses 1.9.7 and I'm not sure if this would be treated as a transient dependency. I will try to do some testing.

@roamingthings, the parent pom references it but no module actually uses it, and we still need it for our own code. And since we support java8 (until @scottgerring decides to leave it 😄), we need to keep the 1.9.7 version. But it should not be retrieved in your application. Actually you need to explicitly specify one version (1.9.20 most probably as of now). I didn't try with Gradle yet...

@jeromevdl

I didn't try with Gradle yet...

That's what I meant by

I will try to do some testing.

moving as draft, I want to merge main into v2 to get the gradle sample working with this


there are now two WASI submodules

As of 6c0c9a46 (#1416), there are two WASI submodules, one at crates/wasi-common/WASI and one at crates/wasi-common/wig/WASI. The commit message doesn't make it clear which of these is intended. I suspect this is something that got messed up in the squash merge?

Sorry for the confusion here. The problem is that cargo publish doesn't include wig/WASI in the wasi-common package, causing it to break when built out of tree. An include =  directive in Cargo.toml didn't fix it. Adding a WASI symlink fixed it for Mac and Linux but didn't work on Windows.
Since both wasi-common and wig need a WASI directory, for now, the simplest way to fix it was to give them each their own.

Dang. Well, wig is hopefully on its last legs, I expect we'll be able to get rid of it within a month or so. In the meantime, we point to the witx path underneath wig. If the one under wasi-common is expected to eventually be the only remaining, should we point there instead?
And, can we add some sort of CI check that both submodules have the same rev checked out, so that they dont accidentally get out-of-sync?
I'll take both of these tasks.

I managed to cook up https://github.com/bytecodealliance/wasmtime/pull/1434 which I think removes the need for two submodules through "weird cargo hacks"

Thank you!


stargzify: Stargzifying images using HTTP fails

Stargzifying images on the HTTP registries fail when the registry isn't "localhost"(or <IP_ADDRESS>).
We can stargzify images on the localhost using HTTP.
$ ./stargzify -upgrade <IP_ADDRESS>:5000/ubuntu:18.04
2019/10/11 20:11:45 No matching credentials were found, falling back on anonymous
2019/10/11 20:11:46 pushed blob: sha256:c2a664698f4653bb4ad606cfeb701ccf07441973588c7294b23aff5e7e57e431
2019/10/11 20:11:46 pushed blob: sha256:5dc26a6e1f6217fa8d2aca4fd0bc60f2b0b7fbf6aac3d1473e948003be0f41ae
2019/10/11 20:11:46 pushed blob: sha256:3650658a2723d53534249a8f7785dbfc3b6e845cbe3b812ac37f5f29f98f2b68
2019/10/11 20:12:04 pushed blob: sha256:7b085330c7bb6994f0e1e720772493240386abe14f02e9aebc1df7dbd7306aa7
2019/10/11 20:12:04 pushed blob: sha256:720c7c23e42df652d62a51e48c9d441e0603a0384290fbe07461e426578f1841
2019/10/11 20:12:05 <IP_ADDRESS>:5000/ubuntu:18.04: digest: sha256:28665f72af70a56b0dfccf914c56c0cd7f478761bd527eb75d7b473aacf37ca2 size: 912

But if the registry isn't on the localhost, we can't.
$ ./stargzify -upgrade private:5000/ubuntu:18.04
2019/10/11 20:11:37 No matching credentials were found, falling back on anonymous
2019/10/11 20:11:37 Get https://private:5000/v2/: http: server gave HTTP response to HTTPS client

Fixed in aea3638. Thank you very much for merging.


Removed redundant parameter from Reporter interface.

Tried to assign to @sidrakesh93 but couldn't.

LGTM. Currently has Travis issues.

It looks like a Python flake. Reported and retrying.


Scene Decorators that open another scene decorator scene do not validate properly

Repro steps:
Open a scene decorator scene that opens another scene decorator scene
Hit CTRL+V
Observe that this doesn't work properly

Fixed


Introduce monitoring module and alerts

Context:
Based on the monitoring project requirements, we need to incorporate a monitoring module into our existing Terraform code. The goal is to enhance our infrastructure by adding basic ECS metrics alerts with configurable thresholds. Additionally, we need to ensure that the monitoring module is executed seamlessly from the application's code.
Scope:

Develop and integrate a monitoring Terraform module.
Implement basic ECS metrics alerts with configurable thresholds.
Verify that the monitoring module can be executed from the application's code.

Acceptance Criteria:

Alerts should be created.
All alerts should successfully receive data and function as intended.

the monitoring module can be executed from the application's code.

what does this mean?

The monitoring code should execute without any errors or issues.

can we focus on the outcome of the code, rather than the fact that it runs?

the monitoring module can be executed from the application's code.

what does this mean?

It means that monitoring module is called from the app code "infra/app/service"

The monitoring code should execute without any errors or issues.

can we focus on the outcome of the code, rather than the fact that it runs?

I changed that line. Code suppose to create alerts linked to the app.


Gremlin server configuration updates. Includes removal of reference t…

…o pure nashorn ScriptEngine, which is no longer supported (see https://github.com/apache/tinkerpop/commit/b93feb4774262a605c590f4da243785d488e31c5#diff-405cf53bc6db5ca966b3a3b764720101).

Merged - thanks again @sjudeng !


build: update goreleaser configuration with new internal structure

Thanks for the prompt review. Will merge this into main.


fix: ENS avatar not available but name is

Bug Report
Current behavior
The ENS avatar is trying to load a non-existing image and it's causing it to fetch the error placeholder. This happens because the ENS name is available but such user hasn't selected a profile picture yet.
Definition of Done:

[ ] Keep using the mock as in, don't change the user image in case they are not available, only if they exist.

Expected behavior
We expect to use the mock svg icon for users that don't have ENS avatar profile pictures instead of the 404 error displayed in the image above.
Steps to reproduce

Connect your wallet
Search for a user that has ENS name (.eth) but no profile picture. You can test using the name: swap.eth

Related image

@0xneves isn't this ready?


Upgrade Lucene from 9.8.0 to 9.10.0

Fix the failures in #12844

I can take a look. Assign it to me. Thanks

I think failures are due to Lucene95Codec, Lucene95HnswVectorsFormat which are currently not in 9.10.0 version.


2.1.7 App crash when tap down arrow for air pressure alert

Description:
User with app 2.1.7 is setting up alerts for cloud sensor
Opening air pressure alert configuration by tapping on down arrow crashes app

https://user-images.githubusercontent.com/50437378/232435948-5f8491bc-9a7a-4b6b-ac54-74fb5002b3cb.mp4

QA passed


Fixed markdown header markers for better readability

Duplicate of https://github.com/Coopdis/easyMesh/pull/29