Building fails in v1.15.0 with v2_routeConvention enabled (Cannot read properties of undefined (reading 'filter'))

What version of Remix are you using?
1.15.0
Are all your remix dependencies & dev-dependencies using the same version?

[X] Yes

Steps to Reproduce
npm run build
Expected Behavior
Build sucess.
Actual Behavior
> build
> run-s build:*

> build:remix
> remix build

Building Remix app in production mode...
⚠ REMIX FUTURE CHANGE: The behaviors of `CatchBoundary` and `ErrorBoundary` are changing in v2. You can prepare for this change at your convenience with the `v2_errorBoundary` future fflag. For instructions on making this change see https://remix.run/docs/en/v1.15.0/pages/v2#catchboundary-and-errorboundary
⚠ REMIX FUTURE CHANGE: APIs that provide `formMethod` will be changing in v2. All values will be uppercase (GET, POST, etc.) instead of lowercase (get, post, etc.) You can prepare for  this change at your convenience with the `v2_normalizeFormMethod` future flag. For instructions on making this change see https://remix.run/docs/en/v1.15.0/pages/v2#formMethod
⚠ REMIX FUTURE CHANGE: The route `meta` export signature is changing in v2You can prepare for this change at your convenience with the `v2_meta` future flag. For instructions on makingg this change see https://remix.run/docs/en/v1.15.0/pages/v2#meta

X [ERROR] [plugin browser-route-module] Cannot read properties of undefined (reading 'filter')

 X [ERROR] [plugin browser-route-module] Cannot read properties of undefined (reading 'filter')

Build failed with 2 errors:
error: Cannot read properties of undefined (reading 'filter')
error: Cannot read properties of undefined (reading 'filter')
Error
    at Object.onCompileFailure (C:\Users\replaced\node_modules\@remix-run\dev\dist\cli\commands.js:195:13)
    at Object.compile (C:\Users\replaced\node_modules\@remix-run\dev\dist\compiler\remixCompiler.js:45:134)
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async Object.build (C:\Users\replaced\node_modules\@remix-run\dev\dist\compiler\build.js:33:3)
    at async Object.build (C:\Users\replaced\node_modules\@remix-run\dev\dist\cli\commands.js:190:3)
    at async Object.run (C:\Users\replaced\node_modules\@remix-run\dev\dist\cli\run.js:456:7)
ERROR: "build:remix" exited with 1.

I had a similar problem, which was caused by having css modules together with the routes. It was solving by modifying ignoredRouteFiles to contain also *.css


Incorrect readme output data

The readme contains invalid output data.
{
    "dir": {
        "assets": "assets",
        "less": "assets/less",
        "bower": "assets/pkgs" => "assets/bower_components"
    },
    "lib": {
        "jquery": "assets/pkgs/jquery/jquery.js" => "assets/bower_components/jquery/jquery.js"
    }
}

Reopened to fix JSON data on README.

Input needs to be removed below config.json - input


ActiveMove is problematic

#5389 made ActiveMove a class, which brought some concerns:

Hm I don't think I like the idea of ActiveMove being its own class. Especially since it doesn't actually extend Move, it actually makes move properties non-readonly.

Originally posted by @Zarel in https://github.com/Zarel/Pokemon-Showdown/diffs
and importantly also caused some crashes. It also presents some challenges for serialization in #5270, as I need to include a _class_ tag:
  "lastMove": {
    "_class_": "ActiveMove",
    "move": "[Move:willowisp]",
    "hit": 1,
    "moveHitData": {
      "crit": {},
      "typeMod": {},
      "zBrokeProtect": {}
    },
    "totalDamage": 0
  }

However, I'm not sure the previous approach (before it was made it a class) was any better, as we'd often simply cast arbitrary objects to /** @type {ActiveMove} */, and simply cloning + adding crap to a Data.Move is not ideal for performance, as thanks to the monomorphism optimizations we would ideally be assigning everything on creation in the literal/constructor. From a serialization point of view, detecting an ActiveMove without the constructor becomes more difficult (looking for a hit field or similar is somewhat error prone, so I'd probably end up not being able to collapse the attributes cloned from Move).

Serialization concerns would have us create an object that looks like:

interface ActiveMove {
  move: Data.Move;
  activeCrap: ...
}

Performance concerns would lead us to not modifying fields of the existing Move object, which the ActiveMove-as-a-class and the strawman interface above would support.
From conversations with @Zarel it seems like he'd prefer the simplicity of reverting back to the old ActiveMove format and simply added a getHitData to Pokemon.

To be clear, I think 'simplicity' and 'readability' trump 'serialization/performance concerns', but even with the old approach we played fast and loose with casts and I don't think the ActiveMove concept was optimal.

The previous approach is at least not actively buggy. :/

Yeah, I should mention that fixing the crashes should take precedence over trying to decide what the ideal long term solution should be.


chore: pin faker to 5.5.3

https://snyk.io/blog/open-source-maintainer-pulls-the-plug-on-npm-packages-colors-and-faker-now-what

Thanks! I just discussed that story in my Twitter and forgot that I might have dependency here as well 😃
The good part that it is in dev dependencies only and I'm quite unsure where we actually use it...

Oh sh*t this should have been a fix instead @DavertMik 😓


Support aws_lb resource

Description
As a terraform & driftctl user
I want to detect AWS ALB drifts
So that I can improve my coverage or security
Example

improved and up to date in-progress developer documentation: https://github.com/cloudskiff/driftctl/pull/904/files


Error reading file while copying

Hi,
Thanks for the nice tool.
I was just curious to try the speed by copying the Miniconda3 directory and I got tons of error messages.
Reproduce?
wget https://repo.anaconda.com/miniconda/Miniconda3-latest-Linux-x86_64.sh
bash Miniconda3-latest-Linux-x86_64.sh -b
cd
wcp miniconda3 _miniconda3

Error sample:
Error reading file "miniconda3/LICENSE.txt": "Invalid argument"
Error reading file "miniconda3/include/tkText.h": "Invalid argument"
Error reading file "miniconda3/include/cursesm.h": "Invalid argument"
Error reading file "miniconda3/include/cursesapp.h": "Invalid argument"
Error reading file "miniconda3/include/tic.h": "Invalid argument"
Error reading file "miniconda3/include/tkImgPhoto.h": "Invalid argument"
Error reading file "miniconda3/include/tkDList.h": "Invalid argument"
Error reading file "miniconda3/include/tkPlatDecls.h": "Invalid argument"
Error reading file "miniconda3/include/panel.h": "Invalid argument"
Error reading file "miniconda3/include/tkSelect.h": "Invalid argument"
Error reading file "miniconda3/include/ares_dns.h": "Invalid argument"
Error reading file "miniconda3/include/tclOOIntDecls.h": "Invalid argument"
Error reading file "miniconda3/include/etip.h": "Invalid argument"
Error reading file "miniconda3/include/ares.h": "Invalid argument"

Hey, I believe the issue is that your kernel version is too old. The oldest supported kernel should be 5.6. I added a check for that here: https://github.com/wheybags/wcp/commit/f1593b98c334c7fb1443f3279fc093602727d2e0
Thanks for the report! Let me know if there are other issues (you'll probably run into https://github.com/wheybags/wcp/issues/8, if I haven't fixed it by then), or if you are actually running a supported kernel version and there was some other issue causing that error.


[#4081] java9 module system support

add temporary fix for http connector

Codecov Report

Merging #4082 into master will decrease coverage by 0.01%.
The diff coverage is 0%.

@@            Coverage Diff             @@
##           master    #4082      +/-   ##
==========================================
- Coverage   41.19%   41.17%   -0.02%
==========================================
  Files        2338     2340       +2
  Lines       73713    73758      +45
  Branches     9983     9986       +3
==========================================
+ Hits        30367    30372       +5
- Misses      40556    40599      +43
+ Partials     2790     2787       -3

Impacted Files
Coverage Δ

...avercorp/pinpoint/bootstrap/PinpointBootStrap.java
0% <0%> (ø)
:arrow_up:

.../com/navercorp/pinpoint/bootstrap/ModuleUtils.java
0% <0%> (ø)

...navercorp/pinpoint/bootstrap/ModuleBootLoader.java
0% <0%> (ø)

...ofiler/sender/StandbySpanStreamDataSendWorker.java
80.59% <0%> (-2.99%)
:arrow_down:

...navercorp/pinpoint/rpc/common/SocketStateCode.java
82.92% <0%> (-2.44%)
:arrow_down:

...corp/pinpoint/rpc/stream/StreamChannelManager.java
70.68% <0%> (-1.73%)
:arrow_down:

...java/com/navercorp/pinpoint/rpc/DefaultFuture.java
72.5% <0%> (-1.67%)
:arrow_down:

...orp/pinpoint/rpc/server/DefaultPinpointServer.java
79.51% <0%> (-0.7%)
:arrow_down:

... and 10 more

Continue to review full report at Codecov.

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PHPCS Broken

Describe the bug
Since #206 was merged, PHPCS has been broken on commit. This is because it moved the lintstaged config to the theme & plugin and they don't contain the PHPCS config, nor the executable.
We should either:

Find a way to allow PHP linting to run from the root, whilst allowing eslint to use the configs from each directory
Revert the lintstaged change for now
Install and configure PHPCS and it's rules within each directory (but this adds a lot of config overhead)

Steps to Reproduce

Clone the repo.
Make a change within a PHP file.
Commit.
See PHPCS error in the pre-commit hook.

Code of Conduct

[X] I agree to follow this project's Code of Conduct

We can just point to phpcs in root.
I did and got this other error, I think it's related to php version not phpcs itself.

Exactly as @nicholasio mentioned, modifying the theme/plugin lint staged files like so fixed this for me:
...
    "*.php": [
      "../../vendor/bin/phpcs --extensions=php --warning-severity=8 -s"
    ]

Related -- is the lintstaged file in the root still needed?

Exactly as @nicholasio mentioned, modifying the theme/plugin lint staged files like so fixed this for me:
...
    "*.php": [
      "../../vendor/bin/phpcs --extensions=php --warning-severity=8 -s"
    ]

Related -- is the lintstaged file in the root still needed?

It would be the default one, if there's a plugin/theme without a lintstaged file it would fallback to the root one and therefore use the global eslint config. So I think it makes sense to leave it there.


14 - BCeID Login Internal Server Error

Internal server error after clicking Begin on Safari, Chrome, Edge, on Thinkpad, no VPN. The error does not appear after using Incognito mode.
https://bcgov.sharepoint.com/:i:/t/04708/EWztK9qQiQ9BiYQrEmWqlpgBaUKtdRIRd3zloZKtlC5c-g?e=kmdgm3

@wenzowski I've been having this issue as well. To fix it I go and remove cookies from the browser then restart the browser. Do you have an idea of why this is happening and how we can fix it?

@BryanGK I created a BCeID and returned to the test site to log in. I got a 403 error. (On the user testing sheet as number 23. When I closed the browser and opened a new incognito window it worked. I think this is likely part of the same problem?

This is likely due to a "siteminder" issue unrelated to our project. The appropriate teams have been informed.


fixes 35457, 36251, 36496 metering annotation for logging

changes

fixes 35457
fixes 36251
fixes 36491
fixes 36496
added metering annotation for logging

tests

local deploy happy case validated

/verify-owners

@kgcarr changes tested locally on aws cluster. please review. thanks!

/lgtm


"match_page_sections" RPC

Where does the "match_page_sections" RPC come from in the postgres datastore?
I am missing this detail in the setup. Tests aren't passing without this RPC being defined in the db.

@jordanparker6 I ran into the same issue, and found it defined here: https://github.com/openai/chatgpt-retrieval-plugin/blob/e8fda700edd6f5bc5e6e4f57b7aa163a8adb11be/examples/providers/supabase/migrations/20230414142107_init_pg_vector.sql#L23
That's in the Supabase example, but I'd expect to work with plain Postgres + pgvector as well.


Not work with very old Synaptics touchpad

OS: win10 22H2
version: <IP_ADDRESS>
touchpad: Synaptics PS/2 Touchpad
driver is ok:

windows settings:

ThreeFingerDragOnWindows said its work or not work??? no xy input data display

log file:
Logs_ThreeFingerDragOnWindows.txt
Very old hardware but it is a precision touchpad, can works with 3 or 4 finger, and work fine
So...does that mean it should to be thrown to dustbin😂

ThreeFingerDragOnWindows is indeed not receiving any inputs as nothing is logged.
It is strange that TFDOW could register the devie on its RawHID listener, but couldn't receive nothing.
I don't know what's wrong, but the input can vary depending on the touchpad and some don't see all the fingers they put on the touchpad. I'll see if I can find out the reason of this bug. I Windows can get the input, why couldn't I?  I can't promise nothing, but there are still some improvements to do with the acquisition of the inputs.


[AC New Features] Horizontal carousel control A11y alignment with rest of dashboard

Details for this issue can be found here: https://microsoft.visualstudio.com/OS/_workitems/edit/40328002

Duplicate of #7664
Which issue should we close?


Rename Autoscroll on to "Pause Log"

IMHO it more clearly explains what it actually does :)

Also fix glitch with an extra blank line when resuming an active log stream.

Time Estimate: 1h

Button name and the extra newline fixed by this commit: https://github.com/evothings/evothings-studio/commit/8a4123f8f593c726e972baab87ef10da72865d3e


Related to issue #1451: Catch non-existant object error and clear object attribute in DB accordingly

A brief description of the purpose of the changes contained in this PR.
This piece of code avoids crash when trying to access the size of a file that does not exist anymore in the storage. If an error is caught it then clears the file_size and data_file attribute in the DB.
Issues this PR resolves
Should solve Problem 1 of issue #1451
Simple test
A simple test would be to:

create a private competition
upload a submission
change in the database (manually or by using the django admin interface) the file_size attribute to -1 of one of the submission's dataset (table datasets_data)
remove in the storage (by using the minio interface) the corresponding file (its path is the value of the column data_file of the row in which you changed the file_size attribute)
Open up the shell_plus console inside the container of django
Call the save() method of the dataset object you modified. It will do some checks on the existence of the file in the storage and do the necessary updates. It should be something in those lines:

docker-compose exec django ./manage.py shell_plus
>>> d = Data.objects.get(id=<your_dataset_id>)
>>> d.save()

Check that their is no crash and that some changes occured in the DB

Use case test

Remove a file from the storage
Wait for the next create_storage_analytics_snapshot task to be ran (or trigger it manually)
Check that everything worked correctly

Checklist

[x] Code review by me
[x] Hand tested by me (on a local setup)
[x] I'm proud of my work
[x] Code review by reviewer

I merge this to a branch on codalab/codabench to trigger automatic testing.


Add a method to nest boolean predicates

Spring Cloud Gateway supports complicated boolean predicates like:
(query("a") || query("b")) && (host("x") || host("y))

But lacked a Java API to express this. This new methods allows the above:
r.query("a").or().query("b").and().nested(p ->
  r.host("x").or().host("y")
)

@puffnfresh Please sign the Contributor License Agreement!
Click here to manually synchronize the status of this Pull Request.
See the FAQ for frequently asked questions.

@puffnfresh Thank you for signing the Contributor License Agreement!

Sadly org.springframework.cloud.gateway.route.builder.BooleanSpec.Operator is package-private which makes extension of this API impossible.
I don't know about general Spring API design decisions, but I would like to vote for that class to be public.


Add RetroLamda

Add RetroLamda in "Helpful Libraries" section.

Thank you @JigneshPatel23 for the contribution, looking forward for more :)


crashes on startup in apk but is working on emulator

I used
if (!Once.beenDone(Once.THIS_APP_INSTALL, showAppTour)) {     ...     Once.markDone(showAppTour); }
and it works fine in release build on the emulator but when I compile it into an apk, it crashes on startup.
Is their a proguard line of code that Once needs?

Hi,
Once shouldn't need any proguard configuration, as it doesn't use reflexion or similar things. Do you have the stacktrace for the crash and I can look into this? Are you sure you've called initialise before this code is executed?

I called Once before the code is executed:
`
@Override
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(com.stackkedteam.feedshare.R.layout.activity_profile);
Toolbar toolbar = (Toolbar) findViewById(com.stackkedteam.feedshare.R.id.toolbar);
setSupportActionBar(toolbar);
    // Initialize Once Library
    Once.initialise(this);`

And here is my Once code below:
`// subscribe to all notification Once.
String subscribeToAll = "subscribeToAll";
if (!Once.beenDone(Once.THIS_APP_INSTALL, subscribeToAll)) {
        // Subscribe to "all"
        FirebaseMessaging.getInstance().subscribeToTopic("all");

        //Toast.makeText(this, "log: subscribed to all", Toast.LENGTH_LONG).show();
        Once.markDone(subscribeToAll);
    }`

How do I get a stacktrace for something that only crashes on apk?

You should be able to set debuggable to true in your release build in your build.gradle file:
release {
         debuggable true
}

Then inside Android Studio if you have the device your running it on connected then you should be able to see the crash in the logcat window. Unfortunately without a stacktrace there's not much I can do.

Also you should probably initialise the library inside your application class, rather then every time the activity is created.

Ok I put in debuggable true and got this stacktrace:
05-04 14:23:24.226 2257-4399/com.google.android.googlequicksearchbox:search W/ErrorProcessor: onFatalError, processing error from engine(4)
                                                                                com.google.android.apps.gsa.shared.speech.a.g: Error reading from input stream
                                                                                at com.google.android.apps.gsa.staticplugins.recognizer.i.a.a(SourceFile:342)
                                                                                at com.google.android.apps.gsa.staticplugins.recognizer.i.a$1.run(SourceFile:1367)
                                                                                at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:428)
                                                                                at java.util.concurrent.FutureTask.run(FutureTask.java:237)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ak.run(SourceFile:66)
                                                                                at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1133)
                                                                                at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:607)
                                                                                at java.lang.Thread.run(Thread.java:761)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ad$1.run(SourceFile:85)
                                                                                Caused by: com.google.android.apps.gsa.shared.exception.GsaIOException: Error code: 393238 | Buffer overflow, no available space.
                                                                                at com.google.android.apps.gsa.speech.audio.Tee.g(SourceFile:2531)
                                                                                at com.google.android.apps.gsa.speech.audio.ap.read(SourceFile:555)
                                                                                at java.io.InputStream.read(InputStream.java:101)
                                                                                at com.google.android.apps.gsa.speech.audio.al.run(SourceFile:362)
                                                                                at com.google.android.apps.gsa.speech.audio.ak$1.run(SourceFile:471)
                                                                                at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:428)
                                                                                at java.util.concurrent.FutureTask.run(FutureTask.java:237)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ak.run(SourceFile:66)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ax.run(SourceFile:139)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ax.run(SourceFile:139)
                                                                                at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1133)
                                                                                at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:607)
                                                                                at java.lang.Thread.run(Thread.java:761)
                                                                                at com.google.android.apps.gsa.shared.util.concurrent.a.ad$1.run(SourceFile:85)

As far as I can see that doesn't look to be related to Once. Can you isolate the crash to a particular change? i.e. does removing a line of code that calls once fix this crash?

Thanks! Turns out it was gradle not packing the apk right. I unistalled and repacked and it seems to be working now.

@yofu1234 could you talk more about the solution ?
i get the same issue

@yofu1234 could you talk more about the solution ?
i got the same issue

did you find any solution?


[Solved] npm install error

running nmp install getting following error
29563 warn optional SKIPPING OPTIONAL DEPENDENCY<EMAIL_ADDRESS>(node_modules/fsevents):
29564 warn notsup SKIPPING OPTIONAL DEPENDENCY: Unsupported platform for<EMAIL_ADDRESS>wanted {"os":"darwin","arch":"any"} (current: {"os":"linux","arch":"x64"})
29565 verbose notsup SKIPPING OPTIONAL DEPENDENCY: Valid OS:    darwin
29565 verbose notsup SKIPPING OPTIONAL DEPENDENCY: Valid Arch:  any
29565 verbose notsup SKIPPING OPTIONAL DEPENDENCY: Actual OS:   linux
29565 verbose notsup SKIPPING OPTIONAL DEPENDENCY: Actual Arch: x64
29566 verbose stack Error<EMAIL_ADDRESS>install: node ./download-chromedriver.js
29566 verbose stack Exit status 1
29566 verbose stack     at EventEmitter. (/usr/share/npm/node_modules/npm-lifecycle/index.js:283:16)
29566 verbose stack     at emitTwo (events.js:126:13)
29566 verbose stack     at EventEmitter.emit (events.js:214:7)
29566 verbose stack     at ChildProcess. (/usr/share/npm/node_modules/npm-lifecycle/lib/spawn.js:55:14)
29566 verbose stack     at emitTwo (events.js:126:13)
29566 verbose stack     at ChildProcess.emit (events.js:214:7)
29566 verbose stack     at maybeClose (internal/child_process.js:925:16)
29566 verbose stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:209:5)
29567 verbose pkgid<EMAIL_ADDRESS>29568 verbose cwd /opt/empire-gui
29569 verbose Linux 4.18.0-parrot8-amd64
29570 verbose argv "/usr/bin/node" "/usr/bin/npm" "install"
29571 verbose node v8.11.2
29572 verbose npm  v5.8.0
29573 error code ELIFECYCLE
29574 error errno 1
29575 error<EMAIL_ADDRESS>install: node ./download-chromedriver.js
29575 error Exit status 1
29576 error Failed at the<EMAIL_ADDRESS>install script.
29576 error This is probably not a problem with npm. There is likely additional logging output above.
29577 verbose exit [ 1, true ]
Regards

If you getting any diffculty or issues like permission even running with sudo command , then you better run the following command
download the latest package of empire from github in zip.
Extract master.zip file  by unzip master.zip
change the directory to extracted  cd Empire-GUI-master
Now run the following command
sudo npm install  --unsafe-perm=true --allow-root
OR with Root login
npm install --unsafe-perm=true --allow-root
After sucessfull Installation of packges and modules
sudo npm start --unsafe-perm=true --allow-root
OR
npm start --unsafe-perm=true --allow-root
OR
sudo npm start
OR
npm start
if you still have any issue you may contact me. I've tested this fix with my parrot OS 4.x
Regards


⚠ TiendaEnLinea has degraded performance

In fa1dd9e, TiendaEnLinea (https://www.fahorro.com/) experienced degraded performance:

HTTP code: 200
Response time: 6111 ms

Resolved: TiendaEnLinea performance has improved in c617908.


Add JTAG pin specification to README.md

I'm designing an adapter and wanted a JTAG pinout for the SOICbite, and figured I might as well contribute it upstream.
This PR just adds the JTAG column to the table, as below:

Pin
UART
SPI
SWIM
SWD
ESP8266
USB
I2C
PIC ICSP
JTAG

1
Vcc
Vcc
Vcc
Vcc
Vcc
Vcc
Vcc
Vcc
Vcc

2
RX2
CS

GPIO0
D-

Vpp
TMS

3
TX2

GPIO2
D+

TCK

4
GND
GND
GND
GND
GND
GND
GND
GND
GND

5
RX
MOSI/MOMI
SWIM
SWDIO
RX

SDA
DAT
TDI

6
TX
MISO

SWO
TX

AUX
TDO

7
CTS
SCK/CLK

SWCLK
CH_PD

SCL
CLK
RTCK

8
RTS
RST
NRST
NRST
RST
ID

NRST

bump -- as it is a worthy merge req

This is a great addition. Would love to see this merged!


Exported game crashes

Hello, I have followed all instructions in the tutorials and have compiled my own godotsteam editor and export templates using godot 3.2.3
scons 4.0.1
python 3.9.1
steamworks sdk 151
visual studio 2019 with c++ caveats
on my windows 10 pro 64bit desktop
When I export my game I use the 64bit release template that I compiled and I do not use a debug template.
I also have debug mode turned off.
The exported .exe project file is in the same directory as the .pck, steam_api64.dll, and steamworks.dll.
When I try to run the .exe it crashes saying "Entry Point Not Found", "SteamInternal_FindOrCreateGameServerInterface could not be located in the dll"
I can't find any info on this anywhere. Just wondering what I'm doing wrong.
Thanks!

@KawaiiDoge
Steamworks SDK 151 released just 2 days ago, and GodotSteam has not been updated.
Can you try using the Steamworks SDK 150, and reporting back if that works?
I believe GodotSteam might need to be updated to support the new SDK version.

@KawaiiDoge
Steamworks SDK 151 released just 2 days ago, and GodotSteam has not been updated.
Can you try using the Steamworks SDK 150, and reporting back if that works?
I believe GodotSteam might need to be updated to support the new SDK version.

@KawaiiDoge That is a very thorough bug report!  My man!  Usually this error, if I remember correctly, has something to do with the wrong DLL files.  I'm guessing the steamworks.dll you mention is the 32-bit version?  Both are pulled from the 1.5.1 SDK itself, right?  Does the project work fine when you run it from the editor?
@SapphireMH GodotSteam doesn't really update with the Steamworks SDK, unless they add something new.  In theory it can be used with any version of the SDK but will probably crash if the user tries to use a function that doesn't exist in prior versions.  The pre-compiles are the only things that change as they are linked against specific versions of the SDK.  There is degree of forwards-compatibility, or perhaps backwards-compatibility but the DLL's mismatching will cause crashes similar to this.

@KawaiiDoge That is a very thorough bug report!  My man!  Usually this error, if I remember correctly, has something to do with the wrong DLL files.  I'm guessing the steamworks.dll you mention is the 32-bit version?  Both are pulled from the 1.5.1 SDK itself, right?  Does the project work fine when you run it from the editor?
@SapphireMH GodotSteam doesn't really update with the Steamworks SDK, unless they add something new.  In theory it can be used with any version of the SDK but will probably crash if the user tries to use a function that doesn't exist in prior versions.  The pre-compiles are the only things that change as they are linked against specific versions of the SDK.  There is degree of forwards-compatibility, or perhaps backwards-compatibility but the DLL's mismatching will cause crashes similar to this.

OK, so I fresh compiled GodotSteam with SDK 1.5.1 and exported the example project.  Worked fine, no issues.  Then fresh exported the example project against my local GodotSteam with SDK 1.5.0; again no issues.  Then I started swapping the DLL's from both SDK versions.  It worked interchangeably with both; though I kind of expected one of them to crash for some reason, even though... back to what I was saying @SapphireMH, as long as it isn't using any new functions from newer SDK's it should work fine.
All that being said, it may be something to do with linking something incorrectly.  Are you using VS command lines to compile or the IDE?

OK, so I fresh compiled GodotSteam with SDK 1.5.1 and exported the example project.  Worked fine, no issues.  Then fresh exported the example project against my local GodotSteam with SDK 1.5.0; again no issues.  Then I started swapping the DLL's from both SDK versions.  It worked interchangeably with both; though I kind of expected one of them to crash for some reason, even though... back to what I was saying @SapphireMH, as long as it isn't using any new functions from newer SDK's it should work fine.
All that being said, it may be something to do with linking something incorrectly.  Are you using VS command lines to compile or the IDE?

Hi guys, @Gramps I basically copied the following 2 links step by step:
https://docs.godotengine.org/en/stable/development/compiling/compiling_for_windows.html
https://gramps.github.io/GodotSteam/howto-module.html
I don't have MinGW so I assume it autos to VS.
so in command line I used - scons platform=windows - to compile the editor
and - scons platform=windows tools=no target=release bits=64 - to compile the template
Thanks!

Hi guys, @Gramps I basically copied the following 2 links step by step:
https://docs.godotengine.org/en/stable/development/compiling/compiling_for_windows.html
https://gramps.github.io/GodotSteam/howto-module.html
I don't have MinGW so I assume it autos to VS.
so in command line I used - scons platform=windows - to compile the editor
and - scons platform=windows tools=no target=release bits=64 - to compile the template
Thanks!

Not having MinGW is good.  Your prompts look good.  I doubt it is a function issue, this is more of a DLL thing from the sounds of it.  Like I said, I did fresh compiles with 1.5.0 and 1.5.1, interchanged the DLL's, and everything worked fine.
Can you share your compiled editor and template?

Not having MinGW is good.  Your prompts look good.  I doubt it is a function issue, this is more of a DLL thing from the sounds of it.  Like I said, I did fresh compiles with 1.5.0 and 1.5.1, interchanged the DLL's, and everything worked fine.
Can you share your compiled editor and template?

I can't find version 1.5.0 of steamworks sdk anywhere. I tried 1.4.9 but it wouldn't compile.
Here's my compiled editor and template
https://drive.google.com/file/d/1MNwk-FtViPmnSsHvp0X6xVpuqi0lcp9S/view?usp=sharing

I can't find version 1.5.0 of steamworks sdk anywhere. I tried 1.4.9 but it wouldn't compile.
Here's my compiled editor and template
https://drive.google.com/file/d/1MNwk-FtViPmnSsHvp0X6xVpuqi0lcp9S/view?usp=sharing

Hmm, I had to request access to the files.
All of the SKD's are available on the https://partner.steamgames.com website.  The newest is always prominently displayed but if you click on the change log link below, it has a list of them all and links to download them.
What errors did you get trying to compile 1.49?

Hmm, I had to request access to the files.
All of the SKD's are available on the https://partner.steamgames.com website.  The newest is always prominently displayed but if you click on the change log link below, it has a list of them all and links to download them.
What errors did you get trying to compile 1.49?

Sorry not too cluey on how to use google drive. I tried changing restrictions to make it public so hopefully it works now.
I can't see the change log link. Maybe I need to be a steamworks partner.
This is the error I get from attempting to compile 1.49
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2065: 'SteamNetworkingMessagesSessionRequest_t': undeclared identifier
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2923: 'CCallback': 'SteamNetworkingMessagesSessionRequest_t' is not a valid template type argument for parameter 'P'
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2976: 'CCallback': too few template arguments
C:\godot2\modules\godotsteam\sdk\public\steam\steam_api_common.h(199): note: see declaration of 'CCallback'
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2061: syntax error: identifier 'SteamNetworkingMessagesSessionRequest_t'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2065: 'SteamNetworkingMessagesSessionFailed_t': undeclared identifier
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2923: 'CCallback': 'SteamNetworkingMessagesSessionFailed_t' is not a valid template type argument for parameter 'P'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2976: 'CCallback': too few template arguments
C:\godot2\modules\godotsteam\sdk\public\steam\steam_api_common.h(199): note: see declaration of 'CCallback'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2061: syntax error: identifier 'SteamNetworkingMessagesSessionFailed_t'
modules\godotsteam\godotsteam.cpp(3446): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3449): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3461): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3464): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3468): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3471): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3475): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3478): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3482): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3487): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(6261): error C2065: 'ETextFilteringContext': undeclared identifier
modules\godotsteam\godotsteam.cpp(6261): error C2146: syntax error: missing ')' before identifier 'context'
modules\godotsteam\godotsteam.cpp(6261): error C2146: syntax error: missing ';' before identifier 'context'
modules\godotsteam\godotsteam.cpp(6261): error C2059: syntax error: ')'
modules\godotsteam\godotsteam.cpp(7206): error C2065: 'SteamNetworkingMessagesSessionRequest_t': undeclared identifier
modules\godotsteam\godotsteam.cpp(7206): error C2065: 'callData': undeclared identifier
modules\godotsteam\godotsteam.cpp(7206): error C2761: 'void Steam::_network_messages_session_request(void)': redeclaration of member is not allowed
modules\godotsteam\godotsteam.cpp(7206): error C2448: 'Steam::_network_messages_session_request': function-style initializer appears to be a function definition
modules\godotsteam\godotsteam.cpp(7211): error C2065: 'SteamNetworkingMessagesSessionFailed_t': undeclared identifier
modules\godotsteam\godotsteam.cpp(7211): error C2065: 'callData': undeclared identifier
modules\godotsteam\godotsteam.cpp(7211): error C2761: 'void Steam::_network_messages_session_failed(void)': redeclaration of member is not allowed
modules\godotsteam\godotsteam.cpp(7211): error C2448: 'Steam::_network_messages_session_failed': function-style initializer appears to be a function definition
scons: *** [modules\godotsteam\godotsteam.windows.tools.64.obj] Error 2
scons: building terminated because of errors.

Sorry not too cluey on how to use google drive. I tried changing restrictions to make it public so hopefully it works now.
I can't see the change log link. Maybe I need to be a steamworks partner.
This is the error I get from attempting to compile 1.49
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2065: 'SteamNetworkingMessagesSessionRequest_t': undeclared identifier
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2923: 'CCallback': 'SteamNetworkingMessagesSessionRequest_t' is not a valid template type argument for parameter 'P'
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2976: 'CCallback': too few template arguments
C:\godot2\modules\godotsteam\sdk\public\steam\steam_api_common.h(199): note: see declaration of 'CCallback'
C:\godot2\modules\godotsteam\godotsteam.h(1346): error C2061: syntax error: identifier 'SteamNetworkingMessagesSessionRequest_t'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2065: 'SteamNetworkingMessagesSessionFailed_t': undeclared identifier
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2923: 'CCallback': 'SteamNetworkingMessagesSessionFailed_t' is not a valid template type argument for parameter 'P'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2976: 'CCallback': too few template arguments
C:\godot2\modules\godotsteam\sdk\public\steam\steam_api_common.h(199): note: see declaration of 'CCallback'
C:\godot2\modules\godotsteam\godotsteam.h(1347): error C2061: syntax error: identifier 'SteamNetworkingMessagesSessionFailed_t'
modules\godotsteam\godotsteam.cpp(3446): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3449): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3461): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3464): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3468): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3471): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3475): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3478): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3482): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(3487): error C3861: 'SteamNetworkingMessages': identifier not found
modules\godotsteam\godotsteam.cpp(6261): error C2065: 'ETextFilteringContext': undeclared identifier
modules\godotsteam\godotsteam.cpp(6261): error C2146: syntax error: missing ')' before identifier 'context'
modules\godotsteam\godotsteam.cpp(6261): error C2146: syntax error: missing ';' before identifier 'context'
modules\godotsteam\godotsteam.cpp(6261): error C2059: syntax error: ')'
modules\godotsteam\godotsteam.cpp(7206): error C2065: 'SteamNetworkingMessagesSessionRequest_t': undeclared identifier
modules\godotsteam\godotsteam.cpp(7206): error C2065: 'callData': undeclared identifier
modules\godotsteam\godotsteam.cpp(7206): error C2761: 'void Steam::_network_messages_session_request(void)': redeclaration of member is not allowed
modules\godotsteam\godotsteam.cpp(7206): error C2448: 'Steam::_network_messages_session_request': function-style initializer appears to be a function definition
modules\godotsteam\godotsteam.cpp(7211): error C2065: 'SteamNetworkingMessagesSessionFailed_t': undeclared identifier
modules\godotsteam\godotsteam.cpp(7211): error C2065: 'callData': undeclared identifier
modules\godotsteam\godotsteam.cpp(7211): error C2761: 'void Steam::_network_messages_session_failed(void)': redeclaration of member is not allowed
modules\godotsteam\godotsteam.cpp(7211): error C2448: 'Steam::_network_messages_session_failed': function-style initializer appears to be a function definition
scons: *** [modules\godotsteam\godotsteam.windows.tools.64.obj] Error 2
scons: building terminated because of errors.

Yeah, Drive works now.  I also find it kind of wonky sometimes.  The change log link is indeed after you log into the Steamworks partner site.  I'll tinker around with the files you provided and see what's going on with those.  Should have a response later today.
Ah, OK.  The reason it won't compile with 1.49 is because the SteamNetworkingMessages class doesn't exist.  Fair enough.  I should start adding in SDK requirements to the readme and documentation so this prevents surprise compiling issue.

Yeah, Drive works now.  I also find it kind of wonky sometimes.  The change log link is indeed after you log into the Steamworks partner site.  I'll tinker around with the files you provided and see what's going on with those.  Should have a response later today.
Ah, OK.  The reason it won't compile with 1.49 is because the SteamNetworkingMessages class doesn't exist.  Fair enough.  I should start adding in SDK requirements to the readme and documentation so this prevents surprise compiling issue.

Thanks Gramps. Hopefully it's a simple problem >.<

Thanks Gramps. Hopefully it's a simple problem >.<

Sorry for the late response.  I tried out your editor / template combo and everything worked fine.  No crashes.  I can run it through the editor fine, export with your template fine, and run the exported executable fine.  So I'm not sure exactly what is going on for you.
Do you have the exported executable, it's pck file, a steam_api64.dll, and steam_appid.txt in a folder that isn't the same one as your editor and template when you run it?

Sorry for the late response.  I tried out your editor / template combo and everything worked fine.  No crashes.  I can run it through the editor fine, export with your template fine, and run the exported executable fine.  So I'm not sure exactly what is going on for you.
Do you have the exported executable, it's pck file, a steam_api64.dll, and steam_appid.txt in a folder that isn't the same one as your editor and template when you run it?

No problem. This is a snapshot of the folder and error when trying to run:
https://drive.google.com/file/d/15JWUSC5QCNb7mHfp1V7e4yjO7V7qgh3R/view?usp=sharing

No problem. This is a snapshot of the folder and error when trying to run:
https://drive.google.com/file/d/15JWUSC5QCNb7mHfp1V7e4yjO7V7qgh3R/view?usp=sharing

And this is the DLL from the 1.51 SDK?  It's not reproduceable on my end with your editor and template using the 1.50 or 1.51 DLL.  I'd say try downloading one of the pre-compiled versions from Github here and see what happens.  If it errors in the same manner then there is something weird going on.
Gotta ask at this point, Steam is running on your system at the time?  Also no firewalls blocking the app?

And this is the DLL from the 1.51 SDK?  It's not reproduceable on my end with your editor and template using the 1.50 or 1.51 DLL.  I'd say try downloading one of the pre-compiled versions from Github here and see what happens.  If it errors in the same manner then there is something weird going on.
Gotta ask at this point, Steam is running on your system at the time?  Also no firewalls blocking the app?

The DLL is from 1.51 SDK. Steam is running and no firewalls. I've tried the pre-compiled editor and templates from https://github.com/Gramps/GodotSteam/releases

The DLL is from 1.51 SDK. Steam is running and no firewalls. I've tried the pre-compiled editor and templates from https://github.com/Gramps/GodotSteam/releases

So the pre-compiles are giving you the same error?

So the pre-compiles are giving you the same error?

yeah exact same error with the pre-compiles

yeah exact same error with the pre-compiles

Well, it's definitely something wonky on your machine then.  I have seen this error before, but can't remember exactly what causes it.  Something in the realm of Steam not running, incorrect or missing steam_appid.txt, missing DLL file, firewalls, etc.  Communication issues.
What's inside your steam_appid.txt?

Well, it's definitely something wonky on your machine then.  I have seen this error before, but can't remember exactly what causes it.  Something in the realm of Steam not running, incorrect or missing steam_appid.txt, missing DLL file, firewalls, etc.  Communication issues.
What's inside your steam_appid.txt?

Tried turning off windows firewall, same problem. steam_appid.txt only has 480 in it.

Tried turning off windows firewall, same problem. steam_appid.txt only has 480 in it.

So you have the exported project, the pck file, the steam_appid.txt with 480 in it, the steam_api64.dll all in the same folder; Steam is running, and there is no firewall blockages?  Hmm...
What is the Steamworks code being used in the project you are exporting?  Also it runs fine in the editor?  Have you tried exporting the example branch in this repo?

So you have the exported project, the pck file, the steam_appid.txt with 480 in it, the steam_api64.dll all in the same folder; Steam is running, and there is no firewall blockages?  Hmm...
What is the Steamworks code being used in the project you are exporting?  Also it runs fine in the editor?  Have you tried exporting the example branch in this repo?

Just exported your example project from the repo with my compiled editor and template.
The exported project works fine. Which means it's probably got to do with my projects' gdscript

Just exported your example project from the repo with my compiled editor and template.
The exported project works fine. Which means it's probably got to do with my projects' gdscript

Glad it all got sorted out and no problem!

Glad it all got sorted out and no problem!

Just exported your example project from the repo with my compiled editor and template. The exported project works fine. Which means it's probably got to do with my projects' gdscript
Edit: I found the solution to my problem. My project is now exporting and working fine. The only thing I did different is I removed the steam_api64.dll from the project folder while exporting. I must have misread something and thought I needed the .dll file inside the project folder but that was only required after exporting.
Thank you very much for all your time and effort!

Had the same issue, thanks for your solution!


Create a benchmark driver for KoP (https://github.com/streamnative/kop)

Change log description
Contributed a new driver for KoP (aka. Kafka-on-Pulsar) (https://github.com/streamnative/kop).
Purpose of the change
KoP enables Kafka applications access a Pulsar cluster. In addition, it also supports the interaction between a Kafka client and a Pulsar client. However, the benchmark cannot test this case, including Kafka producer with Pulsar consumer, or Pulsar producer with Kafka consumer. Therefore, this PR adds a driver to support this case.
What the code does

Add a driver-kop module, which supports a new configuration format to specify the client type (kafka or pulsar) of producers and consumers.
Add a simple unit test for the new configuration format.
Add three example configuration files under driver-kop directory.
Reuse the existing benchmark producer and consumer from driver-kafka and driver-pulsar.
For Pulsar consumer, a KafkaPayloadProcessor, which is introduced in Pulsar 2.9, is configured to support Pulsar consumer receiving messages with Kafka format. It's not required if we don't configure entryFormat=kafka, but in this case the performance would be terrible.

This PR doesn't add the scripts to deploy KoP in AWS or other cloud provider to avoid too many changes. We can add them in another PR.
How to verify it
This PR doesn't add a deploy script to cloud service. But it can be verified easily via a Pulsar standalone with KoP enabled. See here for quick start.
First, run a KoP standalone (Pulsar 2.9.1 and KoP <IP_ADDRESS>) with following configs:
messagingProtocols=kafka
entryFormat=kafka
kafkaListeners=PLAINTEXT://<IP_ADDRESS>:9092
brokerEntryMetadataInterceptors=org.apache.pulsar.common.intercept.AppendIndexMetadataInterceptor
brokerDeleteInactiveTopicsEnabled=false
allowAutoTopicCreationType=partitioned

Then build the benchmark by mvn clean install -DskipTests, and run local worker:
./bin/benchmark -d driver-kop/kafka_to_pulsar.yaml -o kop.json workloads/1-topic-1-partition-100b.yaml
./bin/benchmark -d driver-kop/kafka_to_kafka.yaml -o kop.json workloads/1-topic-1-partition-100b.yaml
./bin/benchmark -d driver-kop/pulsar_to_kafka.yaml -o kop.json workloads/1-topic-1-partition-100b.yaml

@merlimat @codelipenghui @eolivelli PTAL.

@BewareMyPower
At Datastax we are using the Kafka driver for KOP
Why do you need a special driver?
@dave2wave may share his experience

By the way I see the value of this specific driver, especially for the changes on the Pulsar consumer.
I am +1

github.com/datastax/openmessaging-benchmark

Thanks for @dave2wave's kindly share. I see how s4k.yaml does. Currently in my own repo (not committed yet), I have some other refactors for the deployment and might open another PR in future.
This PR is more likely to focus on providing a way to test two cases when entryFormat=kafka:

Pulsar producer & Kafka consumer: it's the same with entryFormat=pulsar.
Kafka producer & Pulsar consumer: we need to leverage the PIP 96 feature and the KafkaPayloadProcessor implementation.

Could you also add authentication setting for pulsar and kafka client

@wangjialing218 Yeah, I'll open another PR for it.


feat: upgrade to doxygen-awesome-css v2.0.0

Here are the release notes. I don't see any breaking changes that affect project_options.
https://github.com/jothepro/doxygen-awesome-css/releases/tag/v2.0.0
Thanks to @jothepro for making Doxygen awesome.
How it looks like for our tests:

Afaik to inject Javascript into Doxygen you have to provide a header template, like described in the install instructions of the extensions. If there would be an easier way I'd love to know about it as well!
So I think the answer is no, there is no easy way to automate the addition of the extensions with just the CMake Doxygen module. Maybe you could ship a custom header template with your CMake module, with all the extensions installed? But personally as a user I'd not be a fan of that bc I need control over the header template for injecting SEO-Metadata and the "github corner".
It may be worth a try to directly ask your question in doyxgen/doxygen?

Thanks for the answer! I will create an issue so we can look into this later.


Syndacation feed force a sort by title asc that makes no sense

Describe the bug
The syndacation feed icon / link shown in the home page of the repository or of community/collection leads to an incorrect link to the opensearch controller that include sort parameter by title asc.
Syndacation feeds must be by their mean sorted by date accessioned desc, that is the default implemented by the controller if no sorting parameters are provided
https://github.com/DSpace/DSpace/blob/main/dspace-server-webapp/src/main/java/org/dspace/app/rest/OpenSearchController.java#L152
To Reproduce
Steps to reproduce the behavior:

Navigate to the DSpace 7 Demo Site: https://demo7.dspace.org/
Click the feed icon and check the link, you will see that the following parameters are included &sort=dc.title&sort_direction=ASC&query=*

Expected behavior
No sort parameters should be present so that the default managed on the REST side will be used
Related work
Another related Syndaction feed issue

Closing, as this appears to have been fixed by #1934


ref: Use a dataclass for execution options

This reduces some duplication, in that we don't need to have the FFI define a Python-compatible copy of the Rust execution options. Instead we have it read straight from the documented dataclass.

This looks better -- is there any functional/practical difference?


Update clear.md (fixed typoes)

There were some typos in clear.md, and this PR fixes them.

Thanks! LGTM!


Fixed call to gatherTextMarkAttributes using default config

Call to gatherTextMarkAttributes in src\serializers\htmlToSlate\index.ts was not being passed the config object and was thus using the default config.
This prevented custom textTags and other settings being correctly utilised.

I really appreciate this @fsuk , thank you!


[Feature Request]: Ability to disable texture import

The texture import takes a very long time and oftentimes I am just tweaking things on the model in Daz Studio for re-export and the textures are already in Unreal from the original export.  Would save a lot of time if there was an option to not export them or maybe better yet have it detect if the matching file names are already present in Unreal and if so skip them or pop up a dialogue that asks if the user wants to use the existing textures that are already in Unreal.  Thank you for any consideration! :-)

Thanks very much for your suggestion.  I will look into adding this as an option to the Plugins -> Daz To Unreal section of the Unreal Project Settings window.


Animated - start animation callback is called immediately

Description
When i call the "start()" method of Animated.timing the callback inside it is called immediately and not when the animation finish.
This is the code:
Animated.timing(positionY, {
    toValue: 100,
    duration: 500,
    useNativeDriver: false,
}).start(() => {
   hideMessage()
})

Steps to reproduce
I tried to reproduce the error on Expo online but on that playground the code works as expected. I also uploaded the video of the issue
React Native Version
0.73.5
Affected Platforms
Runtime - Android, Runtime - iOS
Output of npx react-native info
System:
  OS: macOS 14.3.1
  CPU: (12) x64 Apple M3 Pro
  Memory: 98.03 MB / 18.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.19.0
    path: /usr/local/opt/node@18/bin/node
  Yarn:
    version: 1.22.21
    path: /usr/local/bin/yarn
  npm:
    version: 10.2.3
    path: /usr/local/opt/node@18/bin/npm
  Watchman: Not Found
Managers:
  CocoaPods:
    version: 1.14.3
    path: /opt/homebrew/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.2
      - iOS 17.2
      - macOS 14.2
      - tvOS 17.2
      - visionOS 1.0
      - watchOS 10.2
  Android SDK: Not Found
IDEs:
  Android Studio: 2023.1 AI-231.9392.1.2311.11330709
  Xcode:
    version: 15.2/15C500b
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 17.0.9
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.73.4
    wanted: 0.73.4
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false

Stacktrace or Logs
My bug is not a crash.

Reproducer
https://snack.expo.dev/9vyz9rIza-lsKdo3usD2v
Screenshots and Videos
https://github.com/facebook/react-native/assets/15747776/3c4fa16c-9b8d-4697-8d56-0879c57597b2

I also tried to update to the latest version (0.73.5) but the issue persisted

I only have this problem on iOS. Did you solve it?
I found a temporary solution: setTimeout(hideMessage, 0);
"react-native": "0.73.9"


Beta docs

Purpose of this pull request
This pull request (PR) ...
Issue number:

Select the type of change:

[ ] Minor Changes - Typos, formatting, slight revisions
[ ] Update Content - Revisions and updating sections
[x] New Content - New features, sections, pages, tutorials
[ ] Site and Tools - Updates, maintenance, and new packages for the site, Gatsby, React, etc

@nmohantyctr , I've fixed all of the formatting and approved the PR.


Cherry-Pick Exclude-Directory bugfix

…during publish (#5079)

PublishSymbols: Excluding directory matches during publish

Handling Multiline Patterns

Addressing review feedback

@arunkm,
Thanks for your contribution as a Microsoft full-time employee or intern. You do not need to sign a CLA.
Thanks,
Microsoft Pull Request Bot


dropbox: use buildFHSUserEnv

Instead of adapting Dropbox to NixOS with patchelf, NixOS is adapted to Dropbox
with an FHS user environment. A crash due to missing libXert (#15356) is
fixed. The client's automatic updater is fixed; this obviates the need to
update Dropbox in Nixpkgs every time the client is updated upstream!
Resolves: #15356
Testing

[x] Tested using sandboxing (nix.useSandbox on NixOS, or option build-use-sandbox in nix.conf on non-NixOS)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] ~Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)~
[x] Tested compilation of all pkgs that depend on this change using nix-shell -p nox --run "nox-review wip"
[x] Tested execution of all binary files (usually in ./result/bin/)
[x] Fits CONTRIBUTING.md.

The CI tests pass on Linux. I cancelled the tests on macOS because it is not in meta.platforms.


Create ed25519 key pair from 32 byte secret key

Added ability to create ed25519 key pair from 32 byte secret key slice. Libsodium's secret key is the 32 byte secret key concatenated with the 32 byte public key. Openssl PEM/DER files contain just the 32 byte secret key.
The new method keypair_from_secret_key_slice() accepts the 32 byte secret key and derives the 32 byte public key using scalarmult_base. It then creates a new SecretKey using the resulting 64 byte concatenation of the secret and public keys. It returns the resulting SecretKey and the PublicKey.

Pull Request Test Coverage Report for Build 1138

0 of 0   changed or added relevant lines in 0 files are covered.
2 unchanged lines in 1 file lost coverage.
Overall coverage increased (+0.06%) to 94.958%

Files with Coverage Reduction
New Missed Lines
%

crypto/sign/ed25519.rs
2
99.38%

Totals

Change from base Build 1133:
0.06%

Covered Lines:
3051

Relevant Lines:
3213

💛  - Coveralls

A very nicely made pull request (containing tests and everything), but how does this differ from the keypair_from_seed() function that we already expose?

facepalm
When I originally looked at crypto_sign_ed25519_seed_keypair I misinterpreted what it was doing and assumed that it was generating both the sk and pk from the seed in a nacl/libsodium proprietary manner. I now see that it is just implementing standard rfc8032 key generation. That method could use a better name, imo.
Sorry for the noise.

@llowrey does it mean that your PR does not add a new functionality?

Closed due to inactivity. @llowrey please file a new PR if you think your PR brings new functionality.


⚠ ClamAV has degraded performance

In f40bfe8, ClamAV (https://spamassassin.apache.org/) experienced degraded performance:

HTTP code: 200
Response time: 214 ms

Resolved: ClamAV performance has improved in c878722.


External traffic policy

This PR adds support for setting the External Traffic Policy. It allows to configure the WordPress service so it preserves the client source IPs.
That can be very useful to implement rules on the WordPress POD to allow/deny access when lacking of a NGINX Ingress to handle this.

/assign @tompizmor @sameersbn

/ok-to-test

/lgtm


Convert from Psalm plugin to laminas-cli command

As discussed in the technical steering committee meeting on 2020-03-01, the intention is for this to operate as a standalone laminas-cli command, instead of a Psalm plugin, to allow more flexibility in use, as well as the ability to use in both development and production.

Closed with https://github.com/laminas/laminas-servicemanager-inspector/commit/752e9ad246ba10bc47981d31f8ed3d1b667ad0c0


Possible problem with parsing from Array[Byte] with Utf8 chars

As seen in https://github.com/akka/akka/issues/18389
The string:
{"title":"ÇatÇat Kitapları","parentName":"Çocuk Kitapları"}

Unmarshalled incorrectly when parsed from byte array, but correctly when string was given.

This is most likely a duplicate of #148. Closing for now...


(Rust) Mismatched brackets in complex attribute

Describe the issue
On an attribute with nested brackets, the ending brackets aren't highlighted the same as the starting brackets.
Which language seems to have the issue?
Rust
Are you using highlight or highlightAuto?
Discourse seems to use highlight.
Sample Code to Reproduce

Expected behavior
#[derive(Parser)]
pub struct Arg {
  #[arg(short, long, default_values_t = [66,77])] // here, the brackets (don't) seem mismatched.
  pub(crate) arg1: Vec<u32>
}

GitHub highlights this correctly, but highlight.js doesn't.
Additional context
https://users.rust-lang.org/t/a-display-error-of-the-forum/109255
https://meta.discourse.org/t/bad-rust-syntax-highlighting/302236

/assign

I can't. Not a project member.

@ryzen-xp If you wanted to submit that PR here we could work on cleaning it up a a bit and getting it merged into main.


The docker repository url is hardcoded in Hyperledger Fabric code.

Describe the bug
Docker repository urls are hardcoded in fabric code in various roles and .tpl files, the docker images should be pulled from the  repositories mentioned network.yaml.
Expected behavior
The Docker images should be pulled from the repository mentioned in the network.yaml.
Screenshots
For example

As a fix for the bug the repository for couchdb is changed from {{ docker_url }}/hyperledger/fabric-couchdb:<version> to the public hyperledger repository hyperledger/fabric-couchdb:<version>.


plug-in not found: junion

JUnion configuration on netbeans 8.2 is okay after importing junion.jar as library. Unable to run a simple application since netbeans cannot run a simple program setting a struct array. Error shown is:
ant -f C:\\Users\\user\\Documents\\NetBeansProjects\\JUnionTest -Djavac.includes=juniontest/JUnionTest.java -Dnb.internal.action.name=run.single -Drun.class=juniontest.JUnionTest run-single init: Deleting: C:\Users\user\Documents\NetBeansProjects\JUnionTest\build\built-jar.properties deps-jar: Updating property file: C:\Users\user\Documents\NetBeansProjects\JUnionTest\build\built-jar.properties Compiling 1 source file to C:\Users\user\Documents\NetBeansProjects\JUnionTest\build\classes plug-in not found: junion compile-single: run-single: Exception in thread "main" java.lang.NullPointerException 	at juniontest.JUnionTest.main(JUnionTest.java:23) C:\Users\user\Documents\NetBeansProjects\JUnionTest\nbproject\build-impl.xml:1051: The following error occurred while executing this line: C:\Users\user\Documents\NetBeansProjects\JUnionTest\nbproject\build-impl.xml:805: Java returned: 1 BUILD FAILED (total time: 0 seconds)

I was able to resolve, in which didn't include junionc.jar. Netbeans wasn't finding the plugin. Anyway, this seems like a lovely library. I'll experiment with my OpenCL ray tracer. I'm using jocl library from [http://www.jocl.org/]. I've been running through issues with out of memory exceptions due to object heap issues, yet the objects (class form) I'm using for opencl in java contain only primitives and my 4GB laptop is kinda sweating a lot with that. And with Chrome eating all the ram. A nightmare.
By the way, Valhalla has progressed a lot of late. I noticed they showcased a jdk containing Valhalla, and the memory consumption by primitive objects has been reduced by half! Amazing times ahead.

It seems it doesn't work. A simple struct that is sent to opencl and modified, returned data seemed jumbled up.

As far as I understand, you would like for the Java junion struct to have the same memory representation as a struct in C/C++?
If that is the case, in junion you have to use Manual alignment, otherwise the junion compiler, bu default is free to realign the actual in-memory representation as it sees fit to minimize memory usage.
A structure with manual alignment (and representation) is defined by the annotation @Struct(autopad=false)
As a requirement, all the fields have to be aligned.
Check out https://tehleo.github.io/junion/features.html under Manual alignment section for more information.

Thank you TehLeo. Much appreciated. I figured out the issue. Apparently, OpenCL is interesting. A struct in OpenCL should be aligned in a way that struct size must be multiples of maximum datatype size. If the largest is float4 (16 bytes) and the subsequent datatype is an int, then I need to pad by 12 bytes since (4 bytes (int) + 12 bytes (3 floats) = 16 bytes). The alignment of the structs I created with JUnion before didn't map well to OpenCL due to that reason. Therefore, by just correcting that, all things reflected well between CPU and GPU. Amazing.

Thank you for reply. I'm glad that helped resolve the problem. 🙂


[SubVersioner] Git2go refactor

Refactor the sub versioner to remove all os.Exec().  This includes all git binary calls, wget, and unzip.

Finish ssh support, remove unnecessary calls

Make plain text password env variable for now


Align arithmetic with previous behaviour wrt CellMeasure

In the absence of changes to arithmetic due with #3478, cube arithmetic is given the "safe" behaviour of always discarding cell measures and ancillary variables. This aligns with the previous behaviour of arithmetic discarding cell measures (which was previously due to copy discarding cell measures). This solves one of the remaining issues in #3483 and allows loading of ancillary variables to be merged in safely if the canges made to cube arithmetic don't make it into 3.0.

:+1: LGTM
But not merging this yet.
As I understand it, we are holding this solution in reserve in case we want to "make arithmetic safe" for a possible future Iris 3.0 release that not including #3478.
If we do complete #3478 and include that in Iris 3.0, this is then probably unneeded.


feat: Create cluster - filter roles by policy type

For hosted CP cluster display only roles with hosted CP managed policies.
For classic cluster display only roles with unmanaged policies.
Related: SDA-8843
For hosted CP it chooses the only set with managed CP policies:

For classic it displays all roles excluding roles with CP managed policies:

LGTM

/retest

/retest

hi @oriAdler
I tried to create a classic cluster with the changes made; however, I was unable to see the list of installer roles being filtered (filter out HCP MP installer roles).
In the following example,

I created an HCP role with MP:

However, it was not being filtered out when listing the installer roles for classic cluster creation.
Vice versa,
I tried to create non mp, classic account roles; however, the installer role was being picked up when trying to create an hcp cluster via interactive mode:

Would you kindly advise / correct me if I am looking at this incorrectly? :slightly_smiling_face:
Thank you!

hi @oriAdler I tried to create a classic cluster with the changes made; however, I was unable to see the list of installer roles being filtered (filter out HCP MP installer roles).
In the following example,  I created an HCP role with MP:   However, it was not being filtered out when listing the installer roles for classic cluster creation.
Vice versa, I tried to create non mp, classic account roles; however, the installer role was being picked up when trying to create an hcp cluster via interactive mode:
Would you kindly advise / correct me if I am looking at this incorrectly? slightly_smiling_face Thank you!

Hi David,
Thanks for the profound check.
I can't reproduce it. When I run the command I get filtered roles by policy type.
Let me schedule a time today or during ROSA office hours and we can go over it together.

Hi @oriAdler
My sincere apologies..
My manual tests were conducted using the wrong local setup / branch.
After testing again, I was able to see the filter is working properly based on the tags.

/lgtm

Great, thanks for the reviews.
Let's merge this one once the CLB/NLB issues with managed policies are solved.
As this change is going to enforce users to use managed policies for HCP.


RichTextLabel: changes to 'text' have no effect to text entered with append_text()

Tested versions
Godot Engine v4.2.2.stable.official
System information
Xubuntu 22.04.4 LTS
Issue description
Changes to RichTextLabel's text property have no effect to text previously entered with append_text()
Due to the particular way that RichTextLabel works, with the stack and everything, it's important to highlight that this behavior is NOT consistent with the documentation, see:

Description
Any edits made to text will erase previous edits made from other manual sources such as append_text()

Workaround
The workaround is to use clear(), despite the documentation explicitly says that just setting text should be enough:

void clear()
Clears the tag stack.
Note: This method will not modify text, but setting text to an empty string also clears the stack.

Steps to reproduce
Example project provided.
Alternatively:
Steps

Change the RichTextLabel with append_text()
Later, through a button, attempt to clear the label with $RichTextLabel.text = ""
Add some more text with append_text()
The new text is going to be appended to the previously added text that was supposed to have been cleared.

Minimal reproduction project (MRP)
RichTextLabelBug.zip

Possibly related to:
#61260
#18413
#12882

Sounds like a duplicate of:

https://github.com/godotengine/godot/issues/89091

Which has already been fixed but wasn't cherry picked for 4.2

This error being present in 4.2.2 but not latest means this is resolved, sorry that I didn't notice you reopened this
Please wait for a future 4.2.x version and that issue to be cherry picked, as it has been resolved


EXCEPTION_ACCESS_VIOLATION_READ in uscr_make_meta_json

https://sentry.adguard.com/adg/adguard-windows/issues/19382 in dload_requiremets

https://sentry.adguard.com/adg/adguard-windows/issues/19128 in meta_write

https://sentry.adguard.com/adg/adguard-windows/issues/19471 in dload_resources


facebook bot connect with livebots

How do i make it so only bots in game have the facebook tokens and not ones offline

Uhh auth token set to null and when connect auth_token = token or what ever

ravyn120 please bro give me your skype

element jacob kong = my skype

i need help too

@ravyn120 can you help me with that pls

same what line or file is that in?

need a fix


[ISSUE #66]:duplicate compress message body if retry to send msg when…

…  exception occurs in async sending.
Please do not create a Pull Request without creating an issue first.
What is the purpose of the change
Fix issue : duplicate compress message body if retry to send msg when  exception occurs in async sending.
Brief changelog
reset msg body in sendKernelImpl if body compressed  when async sending;
Add new parameter byte[] msgBody for sendMassage() method in MQClientAPIImpl.
Verifying this change
Issue is fixed.
Follow this checklist to help us incorporate your contribution quickly and easily:

[x] Make sure there is a Github issue filed for the change (usually before you start working on it). Trivial changes like typos do not require a Github issue. Your pull request should address just this issue, without pulling in other changes - one PR resolves one issue.
[ ] Format the pull request title like [ISSUE #123] Fix UnknownException when host config not exist. Each commit in the pull request should have a meaningful subject line and body.
[ ] Write a pull request description that is detailed enough to understand what the pull request does, how, and why.
[ ] Write necessary unit-test to verify your logic correction, more mock a little better when cross module dependency exist. If the new feature or significant change is committed, please remember to add integration-test in test module.
[ ] Run mvn -B clean apache-rat:check findbugs:findbugs checkstyle:checkstyle to make sure basic checks pass. Run mvn clean install -DskipITs to make sure unit-test pass. Run mvn clean test-compile failsafe:integration-test  to make sure integration-test pass.
[ ] If this contribution is large, please file an Apache Individual Contributor License Agreement.

Coverage decreased (-0.09%) to 41.315% when pulling 363a02cb3bf34d32a4f394be690e42aa48279c7d on ShannonDing:develop into d6807c87f210d98324216d285f4f69a6814c6a02 on apache:develop.

Modify Code Style.

Now +1

Add UnitTest Case For Body Commpressed when Producer Sending message

LGTM +1

不太理解DefaultMQProducerImpl.sendKernelImpl在异步发送逻辑单独resetbody的原因，在大的try,catch,finally中不是已经resetbody，在异步发送的callback回调里再次使用该msg，应该不会是压缩后的吧


Update verify-blob to support DSSEs

Adds the ability to verify DSSEs from the verify-blob command.
Fixes sigstore/cosign#1321

cc @priyawadhwa

Using the signature and the envelope I put in the issue, I used it like that:
$ ./cosign verify-blob --key cosign.pub --signature dsse.sig dsse.sig
Verified OK


TweenShader fixed on SpriteRenderer

Fixed TweenShader issue (#3) on SpriteRenderer.

seems good!! thanks :)
want me to put your name in the contributors section in README.md?

I would be glad :D
Probably will open a few more PR's as I'm using bitstrap on one of my projects.


Google playground editor looks ugly on non-OSX platforms

A "Courier New" override is used in CSS which prevents the users from using their favorite font instead. If an override is necessary for some reason "Consolas" would work much better on Windows but I'd prefer removing "Courier New" override only.

I agree. We should fix the CSS. Putting 'monospace' first and therefore giving users choice about the code font was very important to me when we did Code Search. We should do the same here.


[Storage] Make jellyfish merkle tree value generic

Motivation
This commit makes the JellyfishMerkleTree struct generic, such that it can be used to store any kind of values, as long as the value type implements the Value trait.
Have you read the Contributing Guidelines on pull requests?
Y.
Test Plan
CI.

/land

/land


When a function is "cleared" in Calc (via the "$clear" directive), it should say "function undefined" instead of "variable cleared"

> define x(y) = y
Defining function “x(y)” = y
> $vars x*
Variables
---------
define x(y) ⇨ y
=========
> $clear x
Variable 'x' cleared.
> $vars x*
Variables
---------
=========

As a corollary, the title for "$vars" should be "Variables and Functions" as well.


JSchException: invalid privatekey for scanner via github access using recent ORT docker image

For scanning our repository the recent ORT docker image, I still get the invalid privatekey for all github packes.
Reproduction steps:
prerequisite: Recent ORT image from Oct 28th

Generate SHA-2 key pair for github: ssh-keygen -t rsa -b 4096 -C "<my email for github account>"
Add the public key to the github account
Convert the private key: ssh-keygen -p -f ~/.ssh/id_rsa -m PEM
Add the private key in the ort configuration of the project to be analyzed and scanned and rename it to github_key
Run the Dockerfile: with makecontainer

Dockerfile
FROM registry.intra.XXX.com/tools/oss-review-toolkit:1.1.0

USER root
RUN mkdir -p /root/.ssh/
COPY ssh/ /root/.ssh
RUN ssh-keyscan -t rsa github.com > /root/.ssh/known_hosts
RUN ssh-keyscan -t rsa git.intra.XXX.com >> /root/.ssh/known_hosts
RUN chmod -R 0600 /root/.ssh

Makefile:
TAG = 1.3.0
PREFIX = registry.intra.XXX.com/tools/oss-review-toolkit

container:
	docker build -t $(PREFIX):$(TAG) .
push: container
	docker push $(PREFIX):$(TAG)

run ort analyzer and scanner for gradle packages

Example for invalid privatekey error:
Caused by: TransportException<EMAIL_ADDRESS>invalid privatekey: [B@25b2dc11
    Caused by: TransportException<EMAIL_ADDRESS>invalid privatekey: [B@25b2dc11
        Caused by: JSchException: invalid privatekey: [B@25b2dc11

I also tried to clone the github project locally to verify the correctness of the ssh configuration which seems to be successful:
git clone<EMAIL_ADDRESS>Cloning into 'jackson-annotations'...
remote: Enumerating objects: 9137, done.
remote: Counting objects: 100% (1172/1172), done.
remote: Compressing objects: 100% (312/312), done.
remote: Total 9137 (delta 765), reused 1078 (delta 708), pack-reused 7965
Receiving objects: 100% (9137/9137), 3.51 MiB | 6.56 MiB/s, done.
Resolving deltas: 100% (5497/5497), done.

Caused by: JSchException: invalid privatekey: [B@25b2dc11

A quick Internet search brings up this.

I also tried to clone the github project locally to verify the correctness of the ssh configuration

Note that the Git CLI is not using JGit / JSch (obviously), so I'm not surprised that this works. JGit also finds the private key after all, you just have to convert it to the "classic" format as described in this answer.

Thank you, this was the conversion I actually did.
After the conversion the key begins with:
-----BEGIN RSA PRIVATE KEY-----

This should be the correct format I think.

Thank you, this was the conversion I actually did.

Ah, sorry, I only skimmed over your report and overlook that you already found that SO post.
Are there maybe additional private keys in the new format that JSch could stumble over?

Yes, I use the following key config:
Host github.com
    Hostname github.com
    IdentityFile /root/.ssh/github_key

Host git.intra.XXX.com
    Hostname git.intra.XXX.com
    IdentityFile /root/.ssh/gitlab_key

Both private keys are in the old format.

@schvvarzekatze can you please try whether https://github.com/oss-review-toolkit/ort/pull/6030 resolves your issue?

@schvvarzekatze can you please try whether #6030 resolves your issue?

Thank you, this change resolves my issue.


IPYReact sample mono-repo starter project

I am looking at porting my package over to ipyreact to have a better supported buildchain.
Here is what I would like (and will stumble at points while building).

a single repo with python and js code
the JS inside that repo should be separate and look like a normal JS package to a js dev looking at it.
The JS should build and push to an NPM module and function as a JS module wihtout needing any of ipyreact, esbuild, backbone, or ipywidgets js code
The python code should use the ESM module pattern and build properly

nice to haves
local-dev mode where you can write JS features and have them avaiable to IPYReact without having to publish to npm, for local development
The stack that I have very close to working
I followed a vite demo and can build a package that works (minus css) with  IPYReact.
Do you have a strong preference for another JS Build stack?
Is this project interesting to you?  I think it will be useful for asking debugging questions even if you don't include it in official docs.

I got this far.  https://github.com/paddymul/ipyreact-starter
I have a react component library built with vite (that toolchain seemed to be most popular). It can be bundled with esbuild.  I'm not sure if it would be possible to emit a bundled library with vite
There is a full_build.sh script which runs build in packages/ipyreact-tsxlib then builds the bundled file in packages/bundle-staging refereing packages/ipyreact-tsxlib by relative path.
Something with the module isn't working

ipyreact.define_module(
    "ipyreact-tsxlib",
    Path(__file__).parent.parent / "packages/bundled-staging/ipyreact-tsxlib.minimal.esm.js")

class Simple(ipyreact.ValueWidget):
    _module="ipyreact-tsxlib"
    _esm="""
    import confetti from "canvas-confetti";
    import * as React from "react";
    import SampleButton from "ipyreact-tsxlib";

    export default function({value, setValue}) {
        return (<div>
            <SampleButton label={"sample label"} />
            <button onClick={() => confetti() && setValue(value + 1)}>
            {value || 0} times confetti
        </button>
    </div>);
    };
    """

throws an error of
The requested module 'blob:http://localhost:8893/c37b466a-025c-4150-8469-b084e321c5e4' doesn't provide an export named: 'default'

Update.  I now got it to work with the rollup example from #59 .
https://github.com/paddymul/ipyreact-starter/blob/main/packages/inline-notebook/all-in-one.ipynb
Yay progress.  I was defining, exporting and importing my component library improperly.


Data Structures

Need a good abstract implementation of the following

[x] Linked List
[ ] Dynamic Array
[ ] Queue
[ ] Stack
[ ] Hash Map
[ ] Heap
[ ] Priority Queue
[ ] Red-Black Tree
[ ] Graph

Decided to add the BSD sys/queue.h and sys/tree.h, meaning I do not need to do all of this. Extremely helpful macros.


Mojave Issue

HI,
under mojave it isnt possible to open the settings menu
NSAppleEventDescriptor result = appleScript.ExecuteAndReturnError(out errors);
returns null

Hi @HelgeKeck ,
If you try to look at the errors object after you get the exception, you will see this error message - "Not authorized to send Apple events to System Events." This problem has arisen because of the new privacy features in Mojave. You cannot execute an AppleScript unless you have explicitly given permission. Since this script is related to System events, I don't know how the permission part would work.
The whole point of running the script was to check whether the app is a part of login items of macOS or not. This helped in the checked stated of the first menu item - Launch at Login. What you can do is comment out the entire script part in the button click action. The settings menu should appear then.

ok, thanks a lot.


Refactored right and ensures to RHS

This is the first part of addressing  #1305 , refactoring RulePattern such that all types of rules can have existentially quantified variables.
However, I'd like to get this merged because it touches a lot of code.  Second part would be creating a structure dedicated for equality rules.

Reviewer checklist

[ ] Test coverage: stack test --coverage
[ ] Public API documentation: stack haddock

Could you add one or more integration steps for applying A(x)=>exists x . B(x) to A(1)?


Ability to define fiat with lowercase

Make -fiat=ZAR work as -fiat=zar. Just add case insensitive check.


WIP: Fix Constant.is_psd() and Constant.is_nsd()

This fixes #1451. The only change to non-test code is to apply a keyword argument to SciPy's eigsh so that it returns eigenvalues sorted by value rather than absolute value. Some earlier tests should have caught the bug in #1451, but they tested Parameter objects rather than Constant objects.
We should revisit this in the near future. The largest or smallest eigenvalues returned by eigsh when running in shift-invert mode are sorted differently than if we don't use shift-invert mode. Although (updated!) tests are passing, we should take a more careful look to make sure we won't run into issues with this different sorting.
We should also add tests for semidefiniteness based on the Gershgorin Circle Theorem, as I mentioned in #1451.
Edit: I've marked this as work-in-progress to make sure we have appropriate discussions.

It looks good to me. Could you say more about the different sorting? It's not according to size?

@SteveDiamond I've gone back and adjusted the implementation to be clearer about how it works.
Basically, the problem with the old implementation (the one in cvxpy 1.1.1) was that it labeled some values as _top_eig and _bottom_eig when those values weren't actually the max or min eigenvalue of the matrix we were testing. However, those values were valid eigenvalues that we could use to determine if a matrix was PSD or NSD up to some tolerance. The old (v1.1.1) implementation basically worked as follows for testing if a matrix is PSD:

If the matrix was in fact PSD up to our prescribed tolerance, then the _bottom_eig was being set to the PSD matrix's maximum eigenvalue (which would trivially be >= our tolerance).
If the matrix was not PSD up to our tolerance, then _bottom_eig was equal to the largest eigenvalue of the matrix that was less than our tolerance.

This PR's proposed implementation basically takes the same approach, but without using bad variable names. I've left detailed comments in the code explaining what it does.


fix quotes in save.py:persistent_cache docstring

Wrap default filepath in backticks to avoid double underscore rendering as bold
📝 Summary

🔍 Description of Changes

📋 Checklist

[ ] I have read the contributor guidelines.
[ ] For large changes, or changes that affect the public API: this change was discussed or approved through an issue, on Discord, or the community discussions (Please provide a link if applicable).
[ ] I have added tests for the changes made.
[ ] I have run the code and verified that it works as expected.

📜 Reviewers

@akshayka OR @mscolnick

I have read the CLA Document and I hereby sign the CLA
Recheck

Recheck


[Sema] Fix availability checking in inlinable code

Inlinable and @_alwaysEmitIntoClient functions can be inlined in clients with a lower OS target version than the framework defining the function. For this reason, the availability in inlinable functions should always be checked by using the introduction OS version specified by the explicit attributes as lower bound and not the minimum deployment version of the framework.
A side-effect of this change is rejecting unavailable overrides to available methods, in a similar way as overrides that are less available than the introduction are rejected. I believe this is the intended behavior as it provided inconsistent diagnostics and surprising behaviors.
rdar://problem/67975153

@swift-ci Please smoke test

@swift-ci Please test source compatibility

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@swift-ci Please test source compatibility

Please update the base branch to main by Oct 5th otherwise the pull request will be closed automatically.

How to change the base branch: (Link)
More detail about the branch update: (Link)

@swift-ci Please test source compatibility

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@swift-ci Please smoke test macOS platform

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Restarting doomed Linux tests.
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@swift-ci Please test source compatibility


Version 3.0.0

Major update including following updates:

[x] New framework. Switching from VuePress to VitePress
[x] Greenbone Vulnerability Manager rev 14
[ ] OSSEC rev 4
[ ] ClamAV rev 6
[ ] PSAD rev 3
[ ] WireGuard rev 3
[ ] Ansible rev 1
[ ] M/Monit rev 2

Include Rocky Linux support


Display the label of

Hello, I would like to suggest a new feature. It's great that Tokenize2 also works on <select> with <optgroup>, however, it would be really good if we could make the label of <optgroup> to be sticky.
For example:
Keyword: (empty string)
Dropdown UI:
**Fruit**
Apple
Banana
**Vegetable**
Lettuce
Spinach

If I type App:
Keyword: App
Dropdown UI:
**Fruit**
Apple
**Vegetable**
No matches

I'm sorry but this modification is not possible yet with the event system choosed for this plugin.
I suggest you to use this plugin insead:
https://select2.org/getting-started/basic-usage#multi-select-boxes-pillbox


feat: add initialProps property to RCTAppDelegate

Summary
Hi there,
While upgrading to 0.71 we realised the RCTAppDelegate doesn't offer a way to set custom initProps that would depend on launchOptions.
This PR adds an initialProps property to the RCTAppDelegate. This would let us set this property based on launchOptions in our implementation of didFinishLaunchingWithOptions before calling [super didFinishLaunchingWithOptions]
Thanks !
Changelog
[IOS] [ADDED] - Add initialProps property to RCTAppDelegate

It looks good to me. I'm wondering how we can let users know about this. With this change only, it will be hidden in the AppDelegate library. 🤔 How do you feel about modifying the template adding something, like:
 - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
  self.moduleName = @"HelloWorld";
+  // You can add your custom initial props in the dictionary below.
+  // They will be passed down to the ViewController used by React Native.
+  self.initialProps = @{};
  return [super application:application didFinishLaunchingWithOptions:launchOptions];
}

In this way we will also teach our users how to use this new property.

Thanks for your feedback. That sounds like a good way to let users know, I've added the comment you suggested .

I get this error in my AppDelegate file
Property 'initialProps' not found on object of type 'AppDelegate *'
When I comment it out it works buh some assets like fonts don't apply to the app.
Any solution for this issue

I get this error in my AppDelegate file Property 'initialProps' not found on object of type 'AppDelegate *' When I comment it out it works buh some assets like fonts don't apply to the app. Any solution for this issue

Are you using the 0.71.1 ? This PR is not available in previous versions

@codemickey78 if you are updating from a previous version of React Native, make sure that your AppDelegate extends RCTAppDelegat. If you followed the upgrade helper, you may have modified the AppDelegate.mm file but forgot to update the AppDelegate.h file.


Update session function

Would be nice to be have a built-in function to grab the current session data if it is modified outside the sockets. In my case, I had an ajax call modifying the session data.
I ended hacking something like this to update the room data:
function updateSocketSessions(room, callback){
    var count = 0;
    var unique = [];
    var clients = Object.keys( ((((((io || {}).nsps || {})['/'] || {}).adapter || {}).rooms || {})[room] || {}) );
    clients.forEach(function(id, index, arr){
      var socket = (io.sockets.connected[id] || {}).handshake || {};
      if(unique.indexOf(socket.sessionID) > -1)
        return false;
      unique.push(socket.sessionID);
      socket.sessionStore.get(socket.sessionID, function(err, data){
        count++;
        socket.session = data;
        if(count >= clients.length){
          callback();
        }
      });
    });
  }

Hi Senica. It' supposed to work if you alter session outside the socket. I
mean, if you update from inside an express middleware/route handler
On Tue, Sep 22, 2015, 12:50 AM Senica Gonzalez<EMAIL_ADDRESS>wrote:

Would be nice to be have a built-in function to grab the current session
data if it is modified outside the sockets. In my case, I had an ajax call
modifying the session data.
I ended hacking something like this to update the room data:
function updateSocketSessions(room, callback){
var count = 0;
var unique = [];
var clients = Object.keys( ((((((io || {}).nsps || {})['/'] || {}).adapter || {}).rooms || {})[room] || {}) );
clients.forEach(function(id, index, arr){
var socket = (io.sockets.connected[id] || {}).handshake || {};
if(unique.indexOf(socket.sessionID) > -1)
return false;
unique.push(socket.sessionID);
socket.sessionStore.get(socket.sessionID, function(err, data){
count++;
socket.session = data;
if(count >= clients.length){
callback();
}
});
});
}
—
Reply to this email directly or view it on GitHub
https://github.com/oskosk/express-socket.io-session/issues/9.

I'll check this and If it's not working I'll patch it

I assumed that was suppose to be the case, but it was not working for me:
Here's a test handler that is called via ajax:
app.post('/signin', function(req, res, next){
      var body = req.body;
      if(!body.name) // We don't enforce the email now  || !body.email
        return res.status(400).json([]);
      req.session.name = sanitize(body.name);
      req.session.email = sanitize(body.email);
      res.json(body);

      req.session.save(function(){
        getClientsFromRoom(req.session.discussion, function(clients){
          io.sockets.in(req.session.discussion).emit('clients', clients);
        });
      });
    });

I'm shooting out a message to all clients when someone "signs on" to notify them. I thought perhaps I was doing it too early and express-socket.io-session did not have time to "refresh" the session object (wasn't sure if you were requesting from database or just from the session object itself). So, I even tried adding another request after the client received the ajax response back, and then have the client request via websocket to send to all other clients.  Nothing seemed to work.
Note: I'm using connect-mongo for sessions, not redis. Not sure if that matters.

I have the same issue. I push all my logged in users to a list to see how many users are currently logged in. After a user logged in I emit a msg loggedIn.
Unfortunately after the user logs in with passport, the session in the socket is not updated unit

a user reloads the page
a user opens a new tab
otherwise newSocket.handshake.session.passport stays {}

io.on 'connection', (newSocket) ->
  socket = newSocket
  ...
  socket.on 'loggedIn', () ->
    console.log chalk.bgMagenta JSON.stringify(newSocket.handshake.session)

@360disrupt I met the same problem,I'm coding a online chat room, when people first access the chat room, they will be known as visitor, after they login, they will be known as register user, when they login, I will modity the session to log the register user info,but in the req.handshake.session, i will always store old info until i refresh the page,

I've fixed it guys, the problem is generated because the module loads the info when it's connected, later, it only saves modifications.
to accomplish the result needed just put a session.reload inside de onevent call.
like this: (don't know how to refffer a code segment, sorry, but the code from the module is really small, so you can find it)
    if (options.autoSave === true) {
      debug("Using autoSave feature. express-session middleware will be called on every event received")
      socket.onevent = function() {
        debug("Executing socket.onevent monkeypatched by express-socket.io-session");
        var _args = arguments;
        originalHash = savedHash = hash(req.session);
        cookieId = req.sessionID;
        originalId = req.sessionID;
        //TODO first reload the info from the session handler, then operate the event, finally save the data.
        req.session.reload(err=>{
            if(err) DoWhatYouWant(err);
            _onevent.apply(socket, _args);
            if (shouldSave(req)) {
                req.session.save()
            }
        });
      };
    }

if you find some other way, please share :+1:

@chumager thanks

Ok guys, I've made a function to resolve my needs, it needs this module to operate, because it do what it does well, so no need to change it.
it has a couple of things that you may not need, but I have to put this function inside a mi middleware who sets the session for express so I have to execute this middleware only once, even if my site updates the session several times per request.
As far as I saw you MUST use the session inside your event socket.on otherwise it wouldn't refresh the session data, maybe it's a bind problem, but I don't care for now.
It fixes several problems:

update the storage cookie expires and TTL from storage (redis).
keep the data between HTTP, AJAX and WS consistent.
update the cookie in the client (tricky because you hace to use client-server scripts).

BTW Log es my console logger, you should discard it.
Server side:
function mysession(socket,next){     let req = socket.handshake;     let data = {err:"no session",status:440};     if(!req.mysession){         req.mysession=true;         if(req.session){             let _onevent = socket.onevent;             socket.onevent = (... _args)=>{                 req.session.reload(err=>{                     if(err){//we couldn't retreive, advice and disconnect                         Log.error("MYSESSION","error loading session");                         socket.emit("ERROR",data);                         socket.disconnect();                     }else{//we have the new data from the sessión.                         req.session.touch();//update expires info                         _onevent.apply(socket,_args);//replicate onevent behavion                         updateSession(socket,req);//inform to my client to update sessión                     }                 });             };         }else{             Log.error("MYSESSION","no session");             socket.emit("ERROR",data);             socket.disconnect();         }     }     next(); } function updateSession(socket,req){     let cookie = req.session.cookie;     let hostname = req.headers.host.split(':')[0];     let key = ${hostname}.sid;     //TODO key is to find MY OWN session key, use yours at will     let value = req.cookies[key].replace(':','%3A');//":" is no an accepted char, ain't want to to use url parser, just change this if you want      socket.emit("renew-cookie", ${key}=${value};expires=${cookie._expires.toUTCString()};path=${cookie.path}); }
Client side:
socket.on('renew-cookie',data=>{     document.cookie=data; });
Client side is just in case you want to keep your cookie updated.
example:
Server side:
io.use(sharedsession(session,{autoSave:true})); io.use(mysession); io.on('connection', function(socket){     socket.on('session', function(){//ain't bother for session error, it was handled in the middleware //session is any event, the name is just a reference          let sess = socket.handshake.session;//keep session inside your event         if(!sess.views) sess.views=0;         sess.views++;         socket.emit('session',sess);     }); });
Client side, no standard lines added (I'm lazy)
                $("#session").on('click',ev=>{     socket.emit('session'); }); socket.on('session',data=>{     console.log(data);     console.log(document.cookie); });
As you can see, it's too few code to make a module, so that's why I putted here, although It could be added to this module

Simply call session.reload()
Like:

socket.on('send-message', function(data) {
if(err) return handleError(err);
socket.handshake.session.reload(function(err) {
console.log(socket.handshake.session);
});
});

I'm experiencing the same issue. Calling `session.reload()' doesn't work for me. Is there any plans to fix this bug?