Update Calls

Summary
PR introduces a few changes/fixes to the Calls code:

Restored main call functionalities on both platforms. This required changing the react-native-webrtc dependency. I've created a fork which is now used instead.
Improved input track handling. Now the voice track will be sent only when the user is unmuted.
Updated voice client's websocket handling code to support https://github.com/mattermost/mattermost-plugin-calls/commit/73e3a85440e3f6dffa7145585729ecea13a8e9ee
Added support for reading plugin's client config.
Started using DeviceEventEmitter to bypass reducers for the voice on/off events and hopefully improve performance a bit.
Removed translations support (for the time being).

Release Note
NONE

/cc @itao

Everything looks good, but I have other concern, we use the webrtc2 because the unified plan. Is that fixed in any way?

Everything looks good, but I have other concern, we use the webrtc2 because the unified plan. Is that fixed in any way?

Now I see it, you forked the webrtc2 project

Everything looks good, but I have other concern, we use the webrtc2 because the unified plan. Is that fixed in any way?

Now I see it, you forked the webrtc2 project

Yeah, apologies for not specifying. I've forked a fork (https://github.com/openland/react-native-webrtc) which supports both unified plan and the transceiver API which helps a lot.

Successfully building:
https://circleci.com/gh/mattermost/mattermost-mobile/19739
https://circleci.com/gh/mattermost/mattermost-mobile/19738

Artifact links:
https://19739-70265724-gh.circle-artifacts.com/0/tmp/artifacts/Mattermost_Beta.apk
https://19738-70265724-gh.circle-artifacts.com/0/tmp/artifacts/Mattermost_Beta.ipa

Hi @streamer45 I'm a little unsure what to test in this PR. I logged in community-daily as User A, opened a DM with User B, enabled calls, and started call. As User B, however, I'm only seeing these posts from User A when call started and ended.
Is User B supposed to be able to join the call with this PR? Please provide some guidance on what to test and how to test.

Call Started
Call Ended

@josephbaylon Looks like the feature flag to activate this is not (yet) enabled on Community. Could you try on the test server instead? Users should indeed be able to start or join calls.

@streamer45 Here are my initial observations (bolded text might be potential issues):
A. Two users on either Android or iOS (on DM call)

Unable to start call from mobile (no option to Enable Calls from Channel Info); only able to receive calls started from web
Able to join call either from post Join call or from banner Join call; becomes post Current call and banner to expand call popover
Able to expand call popover
Unable to open Settings from call popover
Muted by default but unable to unmute either from banner unmute or from call popover unmute; mobile user is not able to communicate
When other participant (web user) is talking, the profile icon (web user) is highlighted from both banner and call popover
Shows usernames of participants instead of full name (when available, like in the web) from post and from call popover
Mobile user is able to leave the call and re-join
When mobile user is not on the call but web user left the call, it shows post call ended
When mobile user minimizes app (not close) and then maximizes it again, mobile user is still joined in the call (from both mobile user and web user perspectives)
When mobile user closes the app and then re-opens, mobile user is not joined anymore (from web user's perspective); however,

when mobile user taps on Join call again, it doesn't show the call popover banner anymore and doesn't switch to Current call (but on the web shows mobile user has joined again), so mobile user is not able to leave
then when web user leaves the call, the mobile user is still stuck in the call, and not able to leave. The workaround is for mobile user to tap on Join call again (only when web user has already left) and then the call would end and then an extra call is started where mobile user is the only participant but at least now mobile user can open the call popover and leave that extra call

B. One user on either Android or iOS

When User A is logged in the web and starts a call on a channel and then the same User A logs in mobile on the same channel, User A on mobile is presented with Join call instead of Current call; User A has to join even though it is already joined
When User A joins the call from mobile, User A not able to leave and end the call from mobile. User A is only able to leave call from web.

Thanks @josephbaylon for the thorough review, focusing on your highlighted points for now:
A. Two users on either Android or iOS (on DM call)

Unable to start call from mobile (no option to Enable Calls from Channel Info); only able to receive calls started from web

I am not able to reproduce this. We don't have an option to enable calls on mobile so that's expected but you should be able to start a call (see screenshot):

Unable to open Settings from call popover

This is expected as it's currently missing implementation.

Muted by default but unable to unmute either from banner unmute or from call popover unmute; mobile user is not able to communicate

This shouldn't happen but I think it may have been due to an out-of-date plugin version server side (sorry about that :man_facepalming: ). Please give it a second try just to confirm. You could also test on community (daily) if you prefer, as we enabled the mobile flag.

Shows usernames of participants instead of full name (when available, like in the web) from post and from call popover

This again is something we'll have to fix in a further polishing PR focused on keeping consistency with web.

when mobile user taps on Join call again, it doesn't show the call popover banner anymore and doesn't switch to Current call (but on the web shows mobile user has joined again), so mobile user is not able to leave
then when web user leaves the call, the mobile user is still stuck in the call, and not able to leave. The workaround is for mobile user to tap on Join call again (only when web user has already left) and then the call would end and then an extra call is started where mobile user is the only participant but at least now mobile user can open the call popover and leave that extra call

When you say closing the app do you mean putting in background or actually exiting? I'd expect the connection to drop in the latter case and it's what I reproduce on my end (tested on Android). I'd give it another try as it could have been a result of the aforementioned issue.
B. One user on either Android or iOS

When User A is logged in the web and starts a call on a channel and then the same User A logs in mobile on the same channel, User A on mobile is presented with Join call instead of Current call; User A has to join even though it is already joined
When User A joins the call from mobile, User A not able to leave and end the call from mobile. User A is only able to leave call from web.

At the moment a user cannot join a call from multiple devices. We need to make sure it's simply not possible to avoid this kind of edge cases but we are still defining exactly how it should look like so I'd consider these known limitations for the time being.

Hi @streamer45 My comments are inline.

Thanks @josephbaylon for the thorough review, focusing on your highlighted points for now:
A. Two users on either Android or iOS (on DM call)

Unable to start call from mobile (no option to Enable Calls from Channel Info); only able to receive calls started from web

I am not able to reproduce this. We don't have an option to enable calls on mobile so that's expected but you should be able to start a call (see screenshot):

Sorry for the confusion, this is only not available on DM channels. Regular channels have the ability to enable/disable/start calls.

Unable to open Settings from call popover

This is expected as it's currently missing implementation.

Noted.

Muted by default but unable to unmute either from banner unmute or from call popover unmute; mobile user is not able to communicate

This shouldn't happen but I think it may have been due to an out-of-date plugin version server side (sorry about that 🤦♂ ). Please give it a second try just to confirm. You could also test on community (daily) if you prefer, as we enabled the mobile flag.

This is working now.

Shows usernames of participants instead of full name (when available, like in the web) from post and from call popover

This again is something we'll have to fix in a further polishing PR focused on keeping consistency with web.

Noted.

when mobile user taps on Join call again, it doesn't show the call popover banner anymore and doesn't switch to Current call (but on the web shows mobile user has joined again), so mobile user is not able to leave
then when web user leaves the call, the mobile user is still stuck in the call, and not able to leave. The workaround is for mobile user to tap on Join call again (only when web user has already left) and then the call would end and then an extra call is started where mobile user is the only participant but at least now mobile user can open the call popover and leave that extra call

When you say closing the app do you mean putting in background or actually exiting? I'd expect the connection to drop in the latter case and it's what I reproduce on my end (tested on Android). I'd give it another try as it could have been a result of the aforementioned issue.

With closing the app, I meant actually exiting (not backgrounding). The issue is on exiting the app (where user should be disconnected from the call but user is still able to join in a weird state as described above). I didn't see any issue with backgrounding/minimizing the app (where user should still be connected to the call).

B. One user on either Android or iOS

When User A is logged in the web and starts a call on a channel and then the same User A logs in mobile on the same channel, User A on mobile is presented with Join call instead of Current call; User A has to join even though it is already joined
When User A joins the call from mobile, User A not able to leave and end the call from mobile. User A is only able to leave call from web.

At the moment a user cannot join a call from multiple devices. We need to make sure it's simply not possible to avoid this kind of edge cases but we are still defining exactly how it should look like so I'd consider these known limitations for the time being.

Noted.

A. Two users on either Android or iOS (on DM call)

Unable to start call from mobile (no option to Enable Calls from Channel Info); only able to receive calls started from web

I am not able to reproduce this. We don't have an option to enable calls on mobile so that's expected but you should be able to start a call (see screenshot):

Sorry for the confusion, this is only not available on DM channels (I was expecting the options to be available on DM channels as well). Regular channels have the ability to enable/disable/start calls.

Okay there were two issues here, one server side for the missing "Start Call" and then some improper permission check on DMs/GMs. Please give it another try it should work as expected now.

when mobile user taps on Join call again, it doesn't show the call popover banner anymore and doesn't switch to Current call (but on the web shows mobile user has joined again), so mobile user is not able to leave
then when web user leaves the call, the mobile user is still stuck in the call, and not able to leave. The workaround is for mobile user to tap on Join call again (only when web user has already left) and then the call would end and then an extra call is started where mobile user is the only participant but at least now mobile user can open the call popover and leave that extra call

When you say closing the app do you mean putting in background or actually exiting? I'd expect the connection to drop in the latter case and it's what I reproduce on my end (tested on Android). I'd give it another try as it could have been a result of the aforementioned issue.

With closing the app, I meant actually exiting (not backgrounding). The issue is on exiting the app (where user should be disconnected from the call but user is still able to join in a weird state as described above). I didn't see any issue with backgrounding/minimizing the app (where user should still be connected to the call).

I cannot reproduce this. I can re-join just fine after closing/reopening the app. Is it still happening consistently on your end?
https://user-images.githubusercontent.com/1832946/151136455-34a0c372-911d-4020-8179-a5bb28ffe12c.mp4

Building app in separate branch.

Successfully building:
https://circleci.com/gh/mattermost/mattermost-mobile/19842
https://circleci.com/gh/mattermost/mattermost-mobile/19841

Artifact links:
https://19842-70265724-gh.circle-artifacts.com/0/tmp/artifacts/Mattermost_Beta.apk
https://19841-70265724-gh.circle-artifacts.com/0/tmp/artifacts/Mattermost_Beta.ipa

@streamer45 It looks like both issues have been resolved in the latest build. I'm gonna go ahead and approve the PR.

hi! Can we make it ring continuously when there is an incoming call?


Separate color for global variables

Right now local and global variables have the same color:

I think they should have separate colors.

Thanks for opening a separate issue!


change copy on '#about' 'who we are'

Juliana Amin - National Organizing Director - Before Town Hall Project, Juliana built organizing programs across the country over multiple cycles. Most recently she oversaw a team of more than 60 staff in Ohio for the Clinton campaign in 2016.

@nathanmwilliams get robert's

Replace Juliana with Jenita

are we okay to close this now w/bio edits?


Perf_Mon: Device information support on tracy

Flexible in adding more fields on different versions.

[ ] Version
[ ] Arch
[ ] Frequency
[ ] Column header

This ticket is not done yet.


Pixi.js v4 + cocoon.js causing black screen.

Hi,
I tried to upgrade pixi.js from 3 to 4 on my mobile game. However using v4 effects black screen on mobile (android).

Any errors reported?

I believe I have a PR that will fix this issue: https://github.com/pixijs/pixi.js/pull/2946

@englercj I'm not the best mobile debugger ;) however I can see @themoonrat found the solution, so I'll try it when new build will be released and let you know if it will fix this issue. Thank you for help.

Hi, I added @themoonrat fix to pixi v4 file, and it didn't fixed mine issue :(
I'm still getting black screen after cocoon splash. Tried to use cocoon developer app for debugging with zip I get from them, but I get error about finding file://null/ (even with working app using pixi v3) So right now I'm not sure what I can say, I'll just try to test and debug it more, somehow. Because right now mine issue sounds like "It's not working and I don't know why".

Well something is trying to load that file and causing your error. I don't think this is a pixi issue.

@englercj Don't get me wrong, this file null issue is related to being not able to debug it.
I have 2 versions of game. With pixi v3 working, and pixi v4 not working on mobile. But they both throw this error on debugger. What I wanted to say is that I have hard time debugging it, but issue is after swapping pixi version.

Ok, finally solved. Did so many mistakes during all the tests, but now it's all clear :)
#1 pasted themoonrat fix inside maxRecommendedTextures instead of AccessibilityManager
#2 cocoon dev application isn't using zip they generate after compiling, but actual game source zip.
The reason of issue #1 was that canvas+ don't have DOM or has it reduced, so hookDiv.style was saying that there is no "style" :)
So sorry for that mess, and I think you can close it, because @themoonrat fix actually does the job.
I noticed that over the internet there was 1 more person that had issue with file://null/ , I'll let him/her know what could go wrong :D

Fixed by #2946


Improve .NET overload definition of generics

PR Summary
This change ensures that generic methods created with MakeGenericMethod() will include the generic type information in the overload definition string so that consumers can easily see it is from a generic overload rather than another overload.
PR Context
This is related to https://github.com/PowerShell/PowerShell/pull/21320 where I found that doing [System.Runtime.InteropServices.Marshal]::SizeOf([int]) was selecting the SizeOf<T>() overload but as the output from  GetMethodInfoOverloadDefinition() didn't include the generic type block it was hard to determine the overload chosen was this. This PR aligns the behaviour with other generic types.
Using the following, this is what this PR changes:
Add-Type -TypeDefinition @"
using System.Management.Automation;

namespace TestCodeMethodDefinition;

public static class TestClass1
{
    public static T Generic1<T>(PSObject obj, T val) => val;

    public static T1 Generic2<T1, T2>(PSObject obj, T1 val, T2 dummy) => val;
}
"@

$mi1 = [TestCodeMethodDefinition.TestClass1].GetMethod("Generic1")
$mi2 = [TestCodeMethodDefinition.TestClass1].GetMethod("Generic2")
$obj = [PSCustomObject]@{}
$obj | Add-Member -MemberType CodeMethod -Name FromGeneric1 -Value $mi1.MakeGenericMethod(@([int]))
$obj | Add-Member -MemberType CodeMethod -Name FromGeneric2 -Value $mi2.MakeGenericMethod(@([string], [int]))

$obj.FromGeneric1.OverloadDefinitions
$obj.FromGeneric2.OverloadDefinitions

# Before
static int Generic1(psobject obj, int val)
static string Generic2(psobject obj, string val, int dummy)

# After
static int Generic1[int](psobject obj, int val)
static string Generic2[string, int](psobject obj, string val, int dummy)

PR Checklist

[x] PR has a meaningful title

Use the present tense and imperative mood when describing your changes

[x] Summarized changes
[x] Make sure all .h, .cpp, .cs, .ps1 and .psm1 files have the correct copyright header
[x] This PR is ready to merge and is not Work in Progress.

If the PR is work in progress, please add the prefix WIP: or [ WIP ] to the beginning of the title (the WIP bot will keep its status check at Pending while the prefix is present) and remove the prefix when the PR is ready.

Breaking changes

[x] None
OR
[ ] Experimental feature(s) needed

[ ] Experimental feature name(s):

User-facing changes

[x] Not Applicable
OR
[ ] Documentation needed

[ ] Issue filed:

Testing - New and feature

[ ] N/A or can only be tested interactively
OR
[x] Make sure you've added a new test if existing tests do not effectively test the code changed

Tooling

[x] I have considered the user experience from a tooling perspective and don't believe tooling will be impacted.
OR
[ ] I have considered the user experience from a tooling perspective and opened an issue in the relevant tool repository. This may include:

[ ] Impact on PowerShell Editor Services which is used in the PowerShell extension for VSCode
(which runs in a different PS Host).

[ ] Issue filed:

[ ] Impact on Completions (both in the console and in editors) - one of PowerShell's most powerful features.

[ ] Issue filed:

[ ] Impact on PSScriptAnalyzer (which provides linting & formatting in the editor extensions).

[ ] Issue filed:

[ ] Impact on EditorSyntax (which provides syntax highlighting with in VSCode, GitHub, and many other editors).

[ ] Issue filed:

The Engine WG discussed this today and agrees with the change/enhancement. There's a small possibility of a breaking change if folks are parsing the text returned for OverloadDefinitions in the generic method case, but not large enough to hold back this PR.


Client dependency updates, move to TypeScript

Done:

Updated routing to use react-router 4.x
Added stylelint
Updated to gulp 4
Migrated to TypeScript
Updated .eslintrc to support change to TypeScript
Updated most libraries to @latest
Updated README

Still to be done:

I didn't enforce types on the actions accepted by the reducers, as it didn't seem worth the trouble, but it might be worth doing at some point
Update redux-form to @latest
Bring back bootstrap-loader if/when it is compatible with Webpack 4 (using a CDN to retrieve the styles for now)
Upgrade redux to v4 when redux-thunk's typings are compatible with it

resolves #38 resolves #39 resolves #31

K, I think the PR is ready. Let me know if you see anything that needs attention. I managed to get bootstrap-loader working again. Apparently switching to TypeScript broke HMR, so I got that working again last night.

I finally got around to look at this, and I am very thankful! You did a lot of amazing work.
Once it's merged, I'll give you a by-line.
I'd love to buy you a beer. Got a PayPal? Email it to me, if you like.


How about using typeRoots instead of types in tsconfig.json?

What problem does this feature solve?
I think it is better to use typeRoots than types.
That's because if you use types, you have to add it to types explicitly when you add @types/xxx as your dependency.
What does the proposed changes look like?
Specifically, you should write the following in defaultTsJsonConfig:
export const defaultTsJsonConfig = {
  compilerOptions: {
    target: 'esnext',
    module: 'esnext',
    moduleResolution: 'node',
    lib: [
      'esnext',
      'esnext.asynciterable',
      'dom'
    ],
    esModuleInterop: true,
    experimentalDecorators: true,
    allowJs: true,
    sourceMap: true,
    strict: true,
    noImplicitAny: false,
    noEmit: true,
    baseUrl: '.',
    paths: {
      '~/*': [
        './*'
      ],
      '@/*': [
        './*'
      ]
    },
    typeRoots: [
      './node_modules/@types',
      './node_modules/@nuxt/vue-app/types'
    ]
  }
}

This feature request is available on Nuxt community (#c8889)

@iwata Thanks for your proposal, I will closely check if it better fits for the next major TS change (which should switch back to the extends way instead of overriding tsconfig.json when Nuxt is starting)

@iwata The issue with typeRoots is that it needs relative path, and people might have their node_modules not in current folder where is running nuxt.
See
https://www.typescriptlang.org/docs/handbook/tsconfig-json.html#types-typeroots-and-types
I suggest keeping types for now.
I'm working on changes which will only create tsconfig.json with these values only if the file is missing. So then people can change and use typeRoots (they already can do) if they really need it.

@kevinmarrec
Thanks your prompt reply.

I'm working on changes which will only create tsconfig.json with these values only if the file is missing.

That's great.
It's related by this second question.
https://cmty.app/nuxt/nuxt.js/issues/c8891

@iwata Everything you mentioned won't be longer issues with https://github.com/nuxt/nuxt.js/pull/5367
And yes, @nuxt/typescript should be installed as dependency and not devDependency to prevent error in production to be able to use nuxt start. See docs PR linked to the link above, I changed it so it tells user to install it as dependency.
It will also be in released notes when it will be released.


🐞 Sidebar Dock Icon Sizing Inconsistencies

The proportions and sizing are off between CodeEdit (top) and Xcode (bottom).

Fixed with #920


Simplify the horizontal stepper styles

In order to create a CSS-only stepper that is backward compatible, we had to introduce overly complicated styles.
But they can be simplified as soon as we are ready for a new major version.

Closing in favor of #3363


[Feature] Update dbt_date version requirements to include wider range

Is there an existing feature request for this?

[X] I have searched the existing issues

Describe the Feature
Some users have experienced issues where the lower bound range of the dbt_date package is too restrictive. This feature will expand the range to at least 0.7.x
Describe alternatives you've considered
No response
Are you interested in contributing this feature?

[ ] Yes.
[ ] Yes, but I will need assistance and will schedule time during your office hours for guidance.
[ ] No.

Anything else?
No response

Let's make the lower bound be 0.7.0. So I would imagine we would expand the range to the following:
packages:
  - package: calogica/dbt_date
    version: [">=0.7.0", "<1.0.0"]

There don't seem to be any major updates in the past releases that would be of concern with lowering the band for the range.

As discussed with the internal team, this is no longer required. Closing this out as we will not update this in the package.


Properly restore initialPaths so project paths are not loaded as files

If project folders no longer exist or are not mounted, then Atom would open them as buffers, which are empty because the corresponding file did not exist (and if it did, it would be a directory, which would make little sense). This threads the right state through the startup sequence so that initialPaths, which actually are project roots, are restored correctly.

I've solved this is a different way in #11023 if you're interested @jrkoenig. Let me know if I've missed something.


Add tools to run_binary

This commit adds tools to run_binary which lets users specify additional tools, which can be used in make variable expansion

Type of change
New feature or functionality (change which adds functionality)

Style (white-space, formatting, etc...)

For changes visible to end-users

Breaking change (this change will force users to change their own code or config): No breaking changes
Added docs string for this change

Test plan

Will add a test

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

This had a conflict with https://github.com/aspect-build/bazel-lib/pull/763, will close for now


Dont find a extension totvs.tds-vscode

code-server version: v1.1119-vsc1.33.1
OS Version: All OS
Extension: https://marketplace.visualstudio.com/items?itemName=totvs.tds-vscode and https://marketplace.visualstudio.com/items?itemName=totvs.tds-monitor

Description
I can not find the extensions on the market. By VSIX works, but would like to see in the marketplace. I'm the extension developer
Thanks.
https://github.com/totvs/tds-vscode
https://github.com/totvs/tds-monitor
Steps to Reproduce

Opent the marketplace
Write "tds" or "totvs.tds-vscode" or "totvs.tds-monitor".

Hey!
At the moment, since VSCode marketplace is fully closed source, we are unable to use it within code-server. I believe that there is a marketplace for code-server, but I am not entirely sure.

Hey!
At the moment, since VSCode marketplace is fully closed source, we are unable to use it within code-server. I believe that there is a marketplace for code-server, but I am not entirely sure.

Yes, has a closed and different marketplace for code-server and I would like add my plugin in code-server marketplace. How I do this? Do you can help me?
Thanks!

Requesting further information. Failure to reply means it was fixed in your end and I'll close this automatically after 3 days.

Don't we just need to add it to our marketplace?

Seeing this has been open since May I think it should have been added by now.

It doesn't seem to come up in the search so it's possible no one got
around to it.


Make ConstantPool(DataInput) constructor public

Enable manual constant pool loading from external sources.

In BCEL 6.0. the following constructors are public:

org.apache.bcel.classfile.ConstantPool.ConstantPool(Constant[])
org.apache.bcel.classfile.ConstantPool.ConstantPool(DataInput)

Already done.


nimble (any version) does not build libnimble.a or libnimble.so on CentOS 7, Alma 8 or CentOS 8 stream

nimble 1.0.1 (for example) installs fine, but when a test is run:
library(nimble)
foo <- nimbleFunction( run = function(x = double(1)) {return(sum(x)); returnType(double())})
cfoo <- compileNimble(foo, showCompilerOutput = TRUE);
it fails because it can't find libnimble.  Although nimble installs, it does not properly build a libnimble.a or a libnimble.so
On CentOS 8 stream or Alma 8, the error looks like this:
In file included from ../include/Eigen/Core:458,
from ../include/nimble/NimArrBase.h:33,
from ../include/nimble/RcppNimbleUtils.h:24,
from ../include/nimble/NamedObjects.h:28,
from ../include/nimble/predefinedNimbleLists.h:9,
from predefinedNimbleLists.cpp:4:
../include/Eigen/src/Core/DenseCoeffsBase.h: In instantiation of 'class Eigen::DenseCoeffsBase<Eigen::Matrix<int, -1, 1>, 0>':
../include/Eigen/src/Core/DenseCoeffsBase.h:300:7:   required from 'class Eigen::DenseCoeffsBase<Eigen::Matrix<int, -1, 1>, 1>'
../include/Eigen/src/Core/DenseCoeffsBase.h:551:7:   required from 'class Eigen::DenseCoeffsBase<Eigen::Matrix<int, -1, 1>, 3>'
../include/Eigen/src/Core/DenseBase.h:41:34:   required from 'class Eigen::DenseBase<Eigen::Matrix<int, -1, 1> >'
../include/Eigen/src/Core/MatrixBase.h:48:34:   required from 'class Eigen::MatrixBase<Eigen::Matrix<int, -1, 1> >'
../include/Eigen/src/Core/PlainObjectBase.h:98:7:   [ skipping 2 instantiation contexts, use -ftemplate-backtrace-limit=0 to disable ]
../include/Eigen/src/Core/PermutationMatrix.h:65:13:   required from 'class Eigen::PermutationBase<Eigen::PermutationMatrix<-1, -1, int> >'
../include/Eigen/src/Core/PermutationMatrix.h:308:7:   required from 'class Eigen::PermutationMatrix<-1, -1, int>'
../include/Eigen/src/QR/ColPivHouseholderQR.h:73:52:   required from 'class Eigen::ColPivHouseholderQR<Eigen::Matrix<double, -1, -1> >'
../include/Eigen/src/SVD/JacobiSVD.h:247:10:   required from 'struct Eigen::internal::qr_preconditioner_impl<Eigen::Matrix<double, -1, -1>, 2, 0, true>'
../include/Eigen/src/SVD/JacobiSVD.h:607:110:   required from 'class Eigen::JacobiSVD<Eigen::Matrix<double, -1, -1>, 2>'
../include/nimble/EigenTypedefs.h:195:7:   required from here
../include/Eigen/src/Core/DenseCoeffsBase.h:55:30: warning: ignoring attributes on template argument 'Eigen::internal::packet_traits::type' {aka '__vecto
r(2) long long int'} [-Wignored-attributes]
>::type PacketReturnType;
^~~~~~~~~~~~~~~~
make: *** [Makeconf:200: predefinedNimbleLists.o] Error 1
gcc is:
gcc (GCC) 8.5.0 20210514 (Red Hat 8.5.0-19)
and it uses -std=gnu++17 when building.  It fails with a different error on CentOS 7, older compiler and -std=gnu++11.
Mostly interested in having it work in Stream/Alma.
I tried building it with a separate Eigen with no change in behavior.
I build the latest gcc as well, but it's unclear to me how to get nimble to use that gcc when building, since it doesn't seem to read $HOME/.R/Makevars and I can't hack the configure script without R complaining the checksum is wrong (which it is, natch).
I could rebuild all of R with gcc 13.1.0, but that seems like a long way around for a single test.
Any help sincerely appreciated.
Cheers.

Following up:
Tossing out all the stuff I usually build R with (latest readline, ssl, xz, curl, etc) and compiling R with gcc 13.1.0 and then
installing nimble allows for a libnimble.so to be built and the test to work.
Cheers

I don't think there is a systematic issue with Nimble's compilation setup -- using nimble installed from source with R installed from source with either gcc 6.3.0 or 11.3.0 under Scientific Linux 7 works fine. Also, I doubt that the readline/ssl/xz/curl stuff would affect nimble's behavior.
We have some info on customizing compilation here, which you may have seen.
Given all that and that you got it working, I'll close this, but feel free to reopen to discuss further. If we did want to reproduce this, having a CentOS-based Dockerfile to reproduce the gcc/R installation would probably be helpful.


crypto/cipher: NewGCMWithNonceSize allows zero-length nonce [1.12 backport]

@networkimprov requested issue #37118 to be considered for backport to the next 1.12 minor release.

@gopherbot please open backport, at suggestion of @FiloSottile.

Approving this backport. It's a small security hardening fix.

Go 1.14 has been released, so there will not be more Go 1.12.x releases per the release policy. I'll close this issue so that it doesn't get in the way when searching for other issues in CherryPickApproved state.


Working image subtraction for WINTER

Working imsub. Well, 'working', meaning difference images are produced, not that they look nice. A first step though.
Also some progress on #464 .

As a consequence of unexpected bugs here, the code now explicitly checks for the presence of core fields. A little progress was made on #467 .

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

96 of 115 (83.48%)  changed or added relevant lines in 22 files are covered.
375 unchanged lines in 10 files lost coverage.
Overall coverage decreased (-3.7%) to 78.344%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

mirar/pipelines/winter/load_winter_image.py
0
1
0.0%

mirar/processors/astromatic/swarp/swarp.py
6
7
85.71%

mirar/references/base_reference_generator.py
13
14
92.86%

mirar/io.py
9
11
81.82%

mirar/processors/split.py
2
4
50.0%

mirar/processors/utils/image_loader.py
10
12
83.33%

mirar/pipelines/winter/build_references.py
1
5
20.0%

mirar/pipelines/winter/generator.py
5
11
45.45%

Files with Coverage Reduction
New Missed Lines
%

mirar/pipelines/winter/models/_ref_stacks.py
1
95.35%

mirar/processors/photcal.py
2
96.26%

mirar/processors/base_catalog_xmatch_processor.py
6
92.22%

mirar/processors/candidates/utils/init.py
7
78.79%

mirar/references/base_reference_generator.py
11
83.33%

mirar/processors/reference.py
12
84.91%

mirar/data/utils.py
16
41.38%

mirar/pipelines/winter/generator.py
17
51.61%

mirar/pipelines/winter/build_references.py
86
17.12%

mirar/references/ukirt.py
217
16.73%

Totals

Change from base Build<PHONE_NUMBER>:
-3.7%

Covered Lines:
7908

Relevant Lines:
10094

💛  - Coveralls


Align table points to right + add style comments

Aligns points in the table to the right, to remove the annoying gap on the right side of the voters card. Also adds comments for each section of the stylesheet so we can roughly identify what's what.

@md678685 can you add before/after screenshots please?

@phil-r Before and after screenshots:


Runtime initialization of Molfile path

It can be nice to set the path to molfile plugins at runtime, and not only at compile time or by the CHRP_MOLFILES environment variable.
On Linux and OS X, we can get the path to the shared library libchemharp.so by using the following:
#include <dlfcn.h>
#include <iostream>

void foo() {
    Dl_info info;
    if (dladdr((void*)foo, &info)){
        std::cout << "foo is at " << info.dli_fname << std::endl;
    }
}

Then the path to molfile plugin can be detected from that.
Another option would be to use the static version of plugins.

Fixed in 1c5e5abb4f0de98bbf27a3d9556afca6858b2bae and d8f87649a6f26689138ce8da5ed9a517a5f26af1


No TX or UTXO history on sparrow wallet

Hi there…thank you for the quick response…yes I am using a pass phrase and it is entered correctly. The wallet loads but wont show any tx/UTXO history

Heres some screenshots if it helps

Apologise for opening another case…..thanks for the help

just wanted to say a huge thank you to you for helping me….on.x 💚o n x  n a r a n gg a f f e r L i g h t i n g  T e c h  C o n t r o lm o b i l e : + 4 4 (0) 7 9 5 0 7 0 9 4 7 3e m a i l :   @.://www.imdb.com/name/nm2226775/?ref_=nv_sr_srsg_0p.e.a.c.e 🙏l.o.v.e.     ❤u.n.i.t.y.   🌓Sent : p.e.a.c.e.On 20 Mar 2023, at 12:47, craigraw @.> wrote:
Closed #905 as completed.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.***>


csitools.7z: URL not found

When powerup trying to download file csitools.7z it shows an error, file also unavailable in browser:

Confirmed. I'm seeing this also.

It works now.


GET /ermrest/catalog/1/entity/foo:imageid=44 causes internal server error.

This invalid URL does not start with a table name and should be rejected as a bad request.

Tested and it works as expected.


Store data in firebase, not locally (sqlite3)

🚀 Feature Request
Store the data collected from cognitive trials in firebase firestore and not locally (sqlite3).
🔈 Motivation
Data needs to be stored on the cloud in EMA studies to make it easily accessible to researchers.

Closed by #9


runTimersToTime does not execute a function that is debounced using lodash's debounce.

Do you want to request a feature or report a bug?
Bug
What is the current behavior?
Advancing jest timers does not call a function which is debounced using lodash's debounce function.
If the current behavior is a bug, please provide the steps to reproduce and
either a repl.it demo through https://repl.it/languages/jest or a minimal
repository on GitHub that we can yarn install and yarn test.
Execute the following test, and it should pass but at the moment it does not.
var debounce = require('lodash/debounce');

jest.useFakeTimers();

test('foo', function() {
    const mock = jest.fn();

    const fn = debounce(mock, 1000);
    fn();

    jest.runTimersToTime(1200);

    expect(mock).toHaveBeenCalledTimes(1);
});

https://repl.it/repls/BlushingGrayGharial
What is the expected behavior?
The debounced function should be called.
Please provide your exact Jest configuration and mention your Jest, node,
yarn/npm version and operating system.
Jest configuration
  {
    "moduleFileExtensions": [
      "ts",
      "tsx",
      "js"
    ],
    "transform": {
      "^.+\\.(ts|tsx)$": "babel-jest"
    },
    "testMatch": [
      "**/__tests__/*.(ts|tsx|js)"
    ],
    "setupFiles": [
      "<rootDir>/jestEnvironment.js"
    ]
  }

Versions

npm - 5.3.0
node - v8.6.0
jest - v22.0.3
OS - Windows 10

You have to enable fake timers before requiring lodash or using setTimeout, otherwise fake timers will not be used.

This still does not work, see the updated repl:
https://repl.it/repls/BlushingGrayGharial

I can confirm it doesn't work, might be better tracked in #3465, though

Yup this is a dupe. It won’t work because lodash doesn’t use timers to schedule denounce and throttle

Interestingly, using sinon's fake timers to do the same thing works.


retryWithDelay

Name and description
retryWithDelay(numberOfAttempts: Int, delayIncrease: Double)
Motivation for inclusion
Allows an operation to wait some time before trying again in case of error. Also allow for increment the waiting after each failed attempt
Example of use
We could use this operator like a "Retry to connect in" that we seen in many communicators app.
Sometimes it may be better to wait some time before trying an operation again.
Suggested implementation
This was a suggested implementation made by @mjohnson (on rxSwift slack). I plan to improve in this solution allowing for better parametrisation
.retryWhen { (attempts) in
        return Observable.zip(attempts, Observable.range(start: 1, count: 4)) { n, i in
            return (n, i)
            }.flatMap { (n, i) in

                return i >= 4 ? Observable.error(n) : Observable<Int>.timer(RxTimeInterval(i), scheduler: MainScheduler.instance)
        }

I'd like to explore the possibility of having a dynamic retry mechanism. This would allow for exponential backoff scenarios, provided we do something like this:
RetryHandler would take the number of attempts so far, the delay that was applied for each attempt
and return a value >= 0 to retry, < 0 to stop retrying. This is not an ideal situation,
enum RetryChoice {
  case Immediate
  case Delayed(Double)
  case Cancelled
}
typealias RetryHandler = (attempts: Int, delays: [RetryChoice]) -> RetryChoice

extension ObservableType {
  func retry(handler: RetryHandler) -> Observable<E> {
    // ...
  }
}

Opinions?

Ok more thoughts about this excellent idea for an operator. I think we can implement several possible variations to cover the full spectrum:
Retry with a fixed delay at each iteration:
retry(maxAttemptCount : Int, delay : Double)
Retry with a fixed delay increase at each iteration, optionally providing the initial delay:
retry(maxAttemptCount : Int, initialDelay : Double = 0, delayIncrease : Double)
Retry with a growing delay as a percentage of previous delay:
retry(maxAttemptCount : Int, initialDelay : Double, delayPercentIncrease : Double)
I am tempted to make maxAttemptCount an @autoclosure () -> Int instead of a simple Int. This would let developer pass a function that can conditionally cancel the delayed retry. But I fear this may only confuse most readers. Moreover, for complex cases one can use retryWhen as the implementation for this operator will do.

I think we should also add a scheduler parameter (with a default going to the MainScheduler.instance).
Therefore I suggest we do:
Retry with a fixed delay at each iteration:
retry(maxAttemptCount : Int, delay : Double, scheduler : SchedulerType = MainScheduler.instance)
Retry with a fixed delay increase at each iteration, optionally providing the initial delay:
retry(maxAttemptCount : Int, initialDelay : Double = 0, delayIncrease : Double, scheduler : SchedulerType = MainScheduler.instance)
Retry with a growing delay as a percentage of previous delay:
retry(maxAttemptCount : Int, initialDelay : Double, delayPercentIncrease : Double, scheduler : SchedulerType = MainScheduler.instance)
@brunogb what do you think about this?

Hey @fpillet nice suggestions :)
I think we could keep the enum approach and improve in the number of cases to cover full spectrum?
Also totally agree to pass an scheduler also.
Also i think we could provide a case where the delay could be calculated based on the retry counter. Maybe after the third try, i would like to wait a minute to try again.
enum RetryChoice {
  case Immediate
  case Delayed(Double)
  case ExponentialDelayed(Double, Double)
  case PercentageDelayed(Double, Double)
  case CustomDelayTimer((Int-> Double))
  case Cancelled
}

extension ObservableType {
  func retry(maxAttempts: Int, choice: RetryChoice, scheduler : SchedulerType = MainScheduler.instance) -> Observable<E> {
    // ...
  }
}

What do you think?

The last one .Cancelled doesn't make sense until it is returned by a closure during a retry. For enum cases with multiple parameters I think we should use named parameters otherwise reading the code may not be clear (maybe I'm splitting hair but I think making the intent obvious a an important thing)
Also, since we are passing an enum, why not make maxAttempts part of the enum case ?

Ah yes, I thought for the real code to have named parameters :)
Should be something like this then:
enum RetryChoice {
  case Immediate (attempts: Int)
  case Delayed (attempts: Int, time: Double)
  case ExponentialDelayed (attempts: Int, initial: Double, multiplier: Double)
  case PercentageDelayed (attempts: Int, initial: Double, percent: Double)
  case CustomDelayTimer (attempts: Int, delayCalculator:(Int-> Double))
}

extension ObservableType {
  func retry(choice: RetryChoice, scheduler : SchedulerType = MainScheduler.instance) -> Observable<E> {
    // ...
  }
}

Also, maybe ExponentialDelayed and PercentageDelayed could be just one. If you pass an double like 1.7 you will be incrementing 70% on each retry. So we could end with 4 cases:
enum RetryChoice {
  case Immediate (attempts: Int)
  case Delayed (attempts: Int, time: Double)
  case ExponentialDelayed (attempts: Int, initial: Double, multiplier: Double)
  case CustomDelayTimer (attempts: Int, delayCalculator:(Int-> Double))
}

Also we could rename Choice to Behavior:
enum RetryBehavior {
  case Immediate (attempts: Int)
  case Delayed (attempts: Int, time: Double)
  case ExponentialDelayed (attempts: Int, initial: Double, multiplier: Double)
  case CustomTimerDelayed (attempts: Int, delayCalculator:(Int-> Double))
}

extension ObservableType {
  func retryWithBehavior(behavior: RetryBehavior, scheduler : SchedulerType = MainScheduler.instance) -> Observable<E> {
    // ...
  }
}

I like this. I'd also like to add something similar for regular observable completion (repeatWithBehavior) once we're settled with this one.

Actually while we are at it, we could go as far as:
enum RetryBehavior {
  case Immediate (attempts: Int)
  case Delayed (attempts: Int, time: Double)
  case ExponentialDelayed (attempts: Int, initial: Double, multiplier: Double)
  case CustomTimerDelayed (attempts: Int, delayCalculator:(Int-> Double))
}

typealias RetryValidator = (ErrorType) -> Bool

extension ObservableType {
  func retryWithBehavior(behavior: RetryBehavior, shouldRetry : RetryValidator? = nil, scheduler : SchedulerType = MainScheduler.instance) -> Observable<E> {
    // ...
  }
}

That is, have a condition in addition to a behavior. Is that too much? I don't think so, as long as there's a default parameter for unconditional behavior.

So thanks for @reloni's contribution, we now have a retry implementation that performs the behavior on errors. Now we need a version of repeat (that performs the behavior on complete) as well. Any takers? :)

I love the retry operator, I think it'd work perfectly ported to pure Swift 👍


HMRC: GOV.UK Trade Tariff API

Base URL:
https://www.trade-tariff.service.gov.uk/api/v2.
Documentation URL:
https://api.trade-tariff.service.gov.uk/
Description:
The GOV.UK Trade Tariff API makes it easy to access Trade Tariff data from https://www.gov.uk/trade-tariff. The data includes commodity codes, import/export controls, customs duty and VAT rates.
It is accessed via HTTPS and returns data in a JSON format. The reference documentation provides a thorough overview of the endpoints and the response format.

Hi Matthew - I'm looking to add this to the catalogue, but need a bit more information about it (for the next iteration of the catalogue we're collecting more metadata) - who's the best person to talk to?

@charlesbaird-dsa I would probably be the best person feel free to get in touch<EMAIL_ADDRESS>

This is now live on the API Catalogue - thanks for your help, Matt.


revise docker-compose instructions

Switch Microsoft Windows method to use Docker Desktop
Provide a script that will install prerequisites, and launch the stack, all in one command

Let me know if you want help with this, @sdarwin!


Add classname when clamped

I want to add a "more" link only when text is clamped..
It would be nice I could do something like this:
.dotdotdot-clamped-text link {
display:none;
}

Just needs a class to the container to know if text is clamped or not, it will be helpful

Looking for this feature too, would be very handy

yes please! this would be a great feature to include

Is there currently any way to detect if the content is clamped from JS?


Azure Blob Storage should support Identity authentication

Azure Blob Storage asks for a container name as well as a connection string, implying that the only way to use it is through a shared access key.
Azure Blob Storage should support Managed and System Identities to avoid having to put secrets here and there

Sweet. Has this been released?

Hi @XVincentX, these changes are included in the preview version 4.21.0-dev.20230612.5ee34c0.

I downloaded that version but it sounds like the change was not included. I still can see the old constructor

The new parameters (URL and credential) were added as optional in the old constructor.


Should we move the ISC-101 to the website instead?

Is your feature request related to a problem? Please describe.
The Google doc that contains the ISC 101 info currently lives in my gDrive account.
That can be problematic if anybody other than me wants to make changes to it.
Describe the solution you'd like
Therefore I would vote to move this content somewhere else.
Maybe we could have this content somewhere on the new ISC website?

great!
@claredillon can you look on this issue please and see where in the current structure of the site this can be placed?

Sounds fab. Thanks Sebastian. I'll review the doc and incorporate it into either the Community and/or the About ISC pages, as appropriate.

Thanks.
The important piece for me about this is:
Once I decide that the ISC is an interesting community for me to get involved with, I want to know roughly how things work. Not in every last detail but I want to have a good idea what the different "things" in the community are. Being able to see that "at a glance" is helpful for me.
Think similar to the first 2 pages of an onboarding handbook that a new employee might get when joining a company.
So if you end up splitting this content about over multiple pages, please double check if the onboading experience for a new person is still enjoyable.

I've put a (slightly abbreviated) version of this content from the 101 into the text for review for the Community page (description of working groups, principles of how we work, tools etc.). @spier will tag you to take a look once I get it into GitHub.

@claredillon happy to review it once you point me to it.
What format do you have the community page in?
I have a tool that I use to convert gDocs/docx to markdown. So if that would speed things up let me know and I am happy to help.

Thanks @spier. I'm looking at the different templates Hugo gives for layout first, which is what is delaying me - but (in the interest of MVP deadlines ;) - if it doesn't work in the next day or two - I'll come calling for that tool. Though maybe you can leave a link here anyways for future reference! :)

I've added a pull request to create a community.md file which incorporated most of the InnerSource 101 doc.
https://github.com/InnerSourceCommons/innersourcecommons.net/pull/41

https://innersourcecommons.net/community/

@voborgus I have some improvements to push to this page. Would you mind adding me as a contributor to the repo, so that I can create a branch here directly?

@spier for sure, you’re in 👍🏻

Based on what I see at https://innersourcecommons.net/community/ I would consider this issue done, and we can close it if you agree.


Unable to enter the game

Hey, I downloaded this custom launcher today and tried to enter the game but I'm stuck at the loading screen, receiving a message that my game is out of date.
I can enter the game just fine by using the original launcher, but when I try using this custom version I cannot go past the loading screen as I receive a notification saying "Please download the latest version! Once you sucessfuly download it, all Captains Lv,6 and above will receive 360 crystals~".
What should I do?
Thanks in advance.

When did you download the game? Are you sure they are both in the same directory?

When did you download the game? Seems like you have got two different versions somehow. Are you sure both launchers use the same directory?

I downloaded about two months ago, but there was an older installation of the game which I deleted when I stopped playing about a year ago.
And yes, it is using the same directory.
I'll have to format my PC for an unrelated reason, and I'll update you with the results after launching the game in the fresh Windows install.

I formated the PC and tried again but I'm still getting the same error.

I'm not sure how that even happens. In that case, you likely need to download the latest version yourself.
You can do so manually here: https://bpnet.host/bh3
After that open the game and log in to the game then try my launcher again.

Thanks. It seems that I've managed to do it by completely uninstalling the game using BCU and installing it using your launcher.

Great! I'll be closing this issue now then.


extends file location not correctly resolved on linux

When using this code:
public static void main(final String... args) throws IOException {
    final Path path = Paths.get("src/main/resources/page.pug");
    System.out.println(path.toAbsolutePath().toString());
    final String html = Pug4J.render(path.toAbsolutePath().toString(), new HashMap<String, Object>());
    System.out.println(html);
}

And referring to this path using extends: ../include/skeleton.pug. I get this error on debian (running in windows):
$ java -jar target/pug-1.jar
/mnt/c/Projects/test/pug/src/main/resources/page.pug
Exception in thread "main" class de.neuland.pug4j.exceptions.PugParserException: The template [../include/skeleton.pug] could not be opened. Maybe it is located outside the base path?
mnt/c/Projects/test/pug/src/main/include/skeleton.pug (No such file or directory) in /mnt/c/Projects/test/pug/src/main/resources/page.pug:1
    at de.neuland.pug4j.parser.Parser.createParser(Parser.java:633)
    at de.neuland.pug4j.parser.Parser.parseExtends(Parser.java:600)
    at de.neuland.pug4j.parser.Parser.parseExpr(Parser.java:124)
    at de.neuland.pug4j.parser.Parser.parse(Parser.java:79)
    at de.neuland.pug4j.Pug4J.createTemplate(Pug4J.java:105)
    at de.neuland.pug4j.Pug4J.getTemplate(Pug4J.java:90)
    at de.neuland.pug4j.Pug4J.render(Pug4J.java:35)
    at de.neuland.pug4j.Pug4J.render(Pug4J.java:31)
    at pug.Main.main(Main.java:15)

Full code example can be found here: https://github.com/codemonstur/pug4j-bug
Problem does not occur with Jade4J.

I setup some more testcases for the static PUG4J API and resolved some issues with file path handling.
Please try 2.0.0-alpha4

Yes it now loads the extends file. I did notice however that when I call Pug4J.render(fullPath, new HashMap<>()); with a path that doesn't exist I get an NPE:
Exception in thread "main" java.lang.NullPointerException: Cannot invoke "de.neuland.pug4j.template.TemplateLoader.getReader(String)" because "this.templateLoader" is null
  at de.neuland.pug4j.exceptions.PugException.getTemplateLines(PugException.java:92)
  at de.neuland.pug4j.exceptions.PugException.createErrorMessage(PugException.java:58)
  at de.neuland.pug4j.exceptions.PugException.toString(PugException.java:106)
  at java.base/java.lang.String.valueOf(String.java:3367)
  at java.base/java.io.PrintStream.println(PrintStream.java:1047)
  at java.base/java.lang.Throwable$WrappedPrintStream.println(Throwable.java:764)
  at java.base/java.lang.Throwable.printStackTrace(Throwable.java:671)
  at java.base/java.lang.Throwable.printStackTrace(Throwable.java:660)
  at java.base/java.lang.Throwable.printStackTrace(Throwable.java:651)
  at pug.Main.main(Main.java:23)

Please check alpha-5. There should be a FileNotFoundException now.

Yes it throws a FileNotFoundException now. Great!

This bug has come back. Every version from 2.0.5 onwards now fails again with the 'The template [../webinc/skeleton.pug] could not be opened. Maybe outside template path.' error.


Removed redundant of

Thanks @LinXunFeng for pointing it out, I fix it but removed the other if since that line was already quite long


Loot/Tier Fixes

fixed all command name formats
added unique constraint to tier
added not null constraint to tier_id in loot

Codecov Report

Merging #6 into master will not change coverage.
The diff coverage is 0%.

@@          Coverage Diff           @@
##           master      #6   +/-   ##
======================================
  Coverage    4.61%   4.61%
======================================
  Files          25      25
  Lines         325     325
  Branches       43      43
======================================
  Hits           15      15
  Misses        267     267
  Partials       43      43

Impacted Files
Coverage Δ

src/migrations/20180225200949-create-loot.js
0% <ø> (ø)
:arrow_up:

src/commands/loot/open.js
25% <ø> (ø)
:arrow_up:

src/commands/tier/add.js
0% <ø> (ø)
:arrow_up:

src/commands/tier/remove.js
0% <0%> (ø)
:arrow_up:

src/commands/loot/add.js
0% <0%> (ø)
:arrow_up:

src/commands/loot/update.js
0% <0%> (ø)
:arrow_up:

src/commands/loot/remove.js
0% <0%> (ø)
:arrow_up:

src/commands/loot/list.js
0% <0%> (ø)
:arrow_up:

src/migrations/20180225193522-create-tier.js
0% <0%> (ø)
:arrow_up:

src/commands/tier/list.js
0% <0%> (ø)
:arrow_up:

... and 2 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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Envify Generator fails due to dependency issue with crypto

Hi
I am getting following error when I try to install this package.
Because every version of envify_generator depends on analyzer ^0.40.4 which depends on crypto ^2.0.0, every version of envify_generator requires crypto ^2.0.0. And because google_fonts 2.0.0 depends on crypto ^3.0.0 and no versions of google_fonts match >2.0.0 <3.0.0, envify_generator is incompatible with google_fonts ^2.0.0. So, because salary_extras depends on both google_fonts ^2.0.0 and envify_generator 1.1.0, version solving failed. pub get failed (1; So, because salary_extras depends on both google_fonts ^2.0.0 and envify_generator 1.1.0, version solving failed.)

May I know your dart environment version and flutter version, plus which versions of envify_generator and google_fonts are you using?

I am running on Mac with latest flutter and dart versions as below
Flutter 2.0.2 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 8962f6dc68 (5 days ago) • 2021-03-11 13:22:20 -0800
Engine • revision 5d8bf811b3
Tools • Dart 2.12.1
I am using latest envy_generator 1.1.0 and I am using google fonts google_fonts: ^2.0.0

Hey, Frenco here.
Thanks for the details. And sorry for the delay. I'm having a difficult time here due to situations regarding my country with internet blackouts. I won't be able to check the issue for now. But I think it could be solved by using lower versions of the packages.
Sorry for the inconvenience. I hope you could understand. Thanks.

I wish you all the best. Stay safe 🙏

Hey :wave:. I took a look at this issue again and found out that this only happens because of not-fully-migrated envify_generator version 1.1.0.
Now that envify is fully migrated to null-safety and with envify_generator at v2.0.0, this issue should not happen. In fact, I've checked myself, with all the latest versions (at the time of this writing) of both google_fonts, envify_generator, and envify, I can confirm everything is working as expected.
So, I'm closing the issue. Feel free to reopen it in case the issue is not fully resolved or something. Thanks a lot for taking the time to file the issue. I really appreciate that.


{AKS} az aks nodepool: Add doc line on how to delete node taints

Related command
az aks nodepool update
Description
I added a note to the --node-taints option in your docs.
It is not immediately obvious how to delete node taints. Kubernetes reference tells you to add a hyphen at the end, which does not work on the Azure CLI. This behavior is also different from the labels argument.
Testing Guide
Unneeded, this is a docs change.
History Notes

This checklist is used to make sure that common guidelines for a pull request are followed.

[X] The PR title and description has followed the guideline in Submitting Pull Requests.

[X] I adhere to the Command Guidelines.

[X] I adhere to the Error Handling Guidelines.

AKS

The base branch is wrong, making main branch diverging from dev.

The base branch is wrong, making main branch diverging from dev.

@FumingZhang Due to the wrong target branch main, this PR will not be released in 02-07. Please submit a new PR with the correct target branch dev, then we will release it in the next sprint (on 03-07)

@FumingZhang I'm not sure if you have a "push to dev" recommendation somewhere, but you may want to put a note in the submitting PR guide.
If it is somewhere more obvious that I missed, I apologize. Thank you for your patience.


[SPARK-42021][CONNECT][PYTHON] Make createDataFrame support array.array

What changes were proposed in this pull request?
Make createDataFrame support array.array
Why are the changes needed?
for parity
Does this PR introduce any user-facing change?
yes
How was this patch tested?
enabled UT and added UT

Merged to master.


Fix progress monitoring sometimes not terminating

Please wait to merge this; I've found another issue I need to investigate.

Ok, should be good to go once the tests pass.


Added passport authorization support

Files are using 4 spaces as indentation, we usually go for 2 spaces.

sorry, clicked wrong button and closed by mistake :stuck_out_tongue:

added my suggestions as #12 just to make them a bit clearer

@paolobueno Thanks for review. I will leave this PR open to continue investigations.
ping @TommyJ1994

@paolobueno Merging back - Going to investigate both session clients and api key aproach in different PR's ( need that changes in master to verify swagger work)


For some reason i cant set up scrcpy to 60 fps

I have no idea about coding etc and the phone that i am using is pocophone f1 a pretty powerfull phone in order to stream pokemon go for some reason i just cant have scrcpy record my gameplay at 60 fps while the game is not 60 it is def more than that.
How do i get it to 60 do i need to change anything from my phone? do i need to type anything to cmd?
thanks in advance

When the scrcpy window is open, press Ctrl+i, it will enable framerate logs in the console. What numbers do you get?
If you scrcpy --record file.mkv then play the file, is it more laggy than the device itself?

When the scrcpy window is open, press Ctrl+i, it will enable framerate logs in the console. What numbers do you get?
If you scrcpy --record file.mkv then play the file, is it more laggy than the device itself?

mostly i get 28-32 with an average of 30

Then I guess your games runs at 30fps on the device (MediaCodec encodes a new frame whenever the surface changes).

Ref #600

but while looking at it on my pc the game looks not good while on my phone it looks smoother and def not the same fps also i read that and i dont think this is the same thing is there a way to say to scrcpy to draw or to force it to 60 fps?

When you record with scrcpy --record file.mkv and play the file with VLC, is it laggy?

INFO: scrcpy 1.14 https://github.com/Genymobile/scrcpy
C:\Users\komantis\Downloads\scrcpy-win64-v1.14\scrcpy-serv... file pushed, 0 skipped. 72.4 MB/s (33142 bytes in 0.000s)
[server] INFO: Device: Xiaomi POCOPHONE F1 (Android 10)
INFO: Created renderer: direct3d
INFO: Renderer: direct3d
INFO: Initial texture: 1080x2240
ERROR: SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!
ERROR: Dropping back to a slower method.
ERROR: This might be a brief hiccup, but if performance is bad, this is probably why.
ERROR: This error will not be logged again for this renderer.
also i get this every timei open the program also i have no idea how to record with it

How are you.
I also have this smartphone

Device: Xiaomi POCO F1 [beryllium]
Region : Global
Software version : MIUI v<IP_ADDRESS>.QEJMIXM
Android OS : 10
1254/5000

1, I recommend that you have the latest version of the software.

Verify that your video card drivers are up to date.

(this is to take advantage of using it with OpenGL).

I recommend that you configure scrcpy to use your high-performance GPU. How? write in the windows search engine: "graphic elements configuration" and add the scrcpy application and set it to "High Performance.

And this why? There is a Laptop (plus those that have AMD) that have more than 1 GPU (The Integrated and A Dedicated). The dedicated one has the best performance, but this is something that Windows configures based on the battery charge level and settings in energy saving.

The pocophone does not have a high transfer rate through USB. It only uses one protocol and hardware to operate and certify qualcomm chargers. (that's why its low cost of sale).

I recommend using Game Turbo to prevent the energy control system from decreasing the performance of the game.

I recommend you switch to rendering with OpenGL, since in real tests with Xiaomi, it offers better quality and fluidity. Direct3D its performance is very low.

Based on all that, the configuration and commands I use are the following:
scrcpy --max-size 1024 --bit-rate 15M --max-fps 30 --render-driver=opengl
I use this to send my content to the PC and redirect it to OBS Studio.
I do not use the highest quality, as that influences the delay. And to balance that, I use a 15M bitrate and to avoid delays or frame drop, I make stable use of 30FPS
Excuse my bad English (I speak Spanish)


Monospace Font Family

Challenge http://www.freecodecamp.com/challenges/waypoint-set-the-font-family-of-an-element has an issue.
I am using
 p {
    font-size: 16px;
    font-family: "courier";
  }

And I can see the output on the right is changed to monospace but it dosnt solve the question

You should use the font Monospace not courier


requirement for implementing boolean indices for mx.array

Hi.
There's a need for boolean indexing for a mx.array. E.g:
arr[mx.greater(arr,-1).all()]

But right now, there's this error: "ValueError: boolean indices are not yet supported". If this is a valid requirement, please let me know. I'd be happy to contribute to solve this.
Thanks!

See https://github.com/ml-explore/mlx/issues/860

If you have a specific case that you can't come up with a workaround, I'd love to see the example.


Zim repo doesnt have Templates folder

In 1-basicsetup.sh line 73  we copy the .zshrc .zlogin and .zimrc from the the templates folder in the repo https://github.com/zimfw/zimfw. However i dont find any such folder in the repo's master branch and is present in another branch called zsh-5.0 and zsh-5.2 and hence while running the script it errors out saying that ,zshrc does not exist when we echo some lines on to that file.

Yes, noticed it this morning, when started a Travis build yesterday night. They did the first release of ZIM about 12 hours ago, with many backwards-incompatible changes. For now, switching to the older branches will work, have started looking into updating BasicSetup.sh

So zim-5.2 is an older version?
Yeah switching to another branch did work

Merged https://github.com/rsnk96/Ubuntu-Setup-Scripts/pull/60 for a temporary fix


Update CMakeLists.txt

These changes are Apache 2.0

CMAKE_BUILD_TYPE will default to Release if empty (forced).
DAZ_STUDIO_EXE_DIR, DAZ_SDK_DIR, ALEMBIC_DIR, FBX_SDK_DIR, IMATH_DIR, OPENSUBDIV_DIR: If paths are not empty, leave them alone. If they're empty, try and auto detect default install paths & fill if present (Windows OS only). Related original code have been moved or replaced.
Added example paths for Windows platforms for the above variables.
QT_BINARY_DIR : Auto-populates if DAZ_SDK_DIR has been correctly set. Will ignore the field if text has been detected in case custom changes are made on purpose.
QT_BINARY_DIR : Edited popup description to reflect that this is supposed to point to the DAZ SDK's Qt exes.
QT_IMPORTS_DIR : Force set the path & description to explain that this is not in use by DazToUnreal. By default it used to point to a Daz developer's private folder.
QT_IMPORTS_DIR : Now hidden from default view, and should only be visible when advanced is toggled on.
QT_DOC_DIR : Now auto-populates & points to Daz SDK's copy. Untested if this has any effect.
OPENSUBDIV_INCLUDE now auto-points to the /include subfolder of ${OPENSUBDIV_DIR} following OpenSubdiv's expected include installed location.
OPENSUBDIV_LIB now points to ${OPENSUBDIV_DIR}/lib/osdCPU.lib following OpenSubdiv's expected lib installed location.

The above changes have been tested and confirmed as working when tested with CMake (gui) v3.24.1 on Windows 10 for both DazToUnreal 2023 v1.2 (2<IP_ADDRESS>) and DazToUnreal v<IP_ADDRESS> with Visual Studio 2019.
Default folders checked on windows for non-Daz libraries ALEMBIC_DIR, FBX_SDK_DIR, IMATH_DIR, OPENSUBDIV_DIR are either C:/Program Files/ or C:/Program Files (x86)/ as appropriate based on their default install/compile-to locations.
C:/dev/  is also checked if the above checks fail.

Thank you for your submission!  It is currently breaking support for my pre-built release of OpenSubdiv:
https://github.com/danielbui78/OpenSubdiv/releases

Thanks @danielbui78 , I have just updated the (Windows) folder detection logic for Alembic, FBX SDK, Imath and OpenSubdiv so that by default it will now search through three default locations using a foreach loop instead of assuming that the default location will always be hardcoded to either "Program Files" or "Program Files (x86)".
This should make it more flexible for users too since they can now customise one of the three vars (i.e. WIN_DEV_FOLDER) to point to a different folder if needed.
Please let me know if this doesn't work on your end.


Accelerate GitHub Actions with rust-cache

https://github.com/Swatinem/rust-cache can avoid recompiling dependencies from scratch every time.

We already have a cache that helps considerably https://github.com/AmbientRun/Ambient/blob/main/.github/workflows/ci.yml#L77-L79 but it's pretty finicky, not sure why the deps get rebuilt sometimes

I didn't even realise we already have a cache, since my PRs seem to always rebuild completely. I have some good experiences with rust-cache though.

I think the cache constantly gets full and gets thrown out by github


fix(paginator): button labels being read out twice by assistive technology

Currently the paginator has an aria-label and a tooltip with the same text which sets an aria-describedby. The result is that screen readers read out the same text twice which is  unnecessary. These changes remove the aria-label, leaving only the ARIA descriptions from the tooltips.

This isn't really the best approach. The buttons should keep their aria-label and lose the duplicate aria-describedby.

The result seems to be the same though: the screen reader just reads out something like "Next page" when you focus the input in both cases.

At least for audit tools like axe, though, the assertion is that every button has a "label", which aria-describedby does not satisfy. I don;' know without testing, but I suspect some screen-readers might also treat them differently.

This change shouldn't be necessary anymore after the fix in #15250.


How to get licenses of just built package

Hi everybody,
I have a question about extracting the license of a freshly built package.
Background is, that I would like to add this tool to the conda-forge docs to make it easier for maintainers to correctly include go licenses.
The collection of licenses would therefore be right after a package is built with the ideal process being the following:

Conda-build builds the package

go-licenses downloads all licenses

conda-build includes the output folder in the package and finishes packaging it.

Step 1. and 3. is taken care of by our infrastructure but 2. fails with
Error: errors for ["github.com/mozilla/sops"]:
github.com/mozilla/sops: -: no required module provides package github.com/mozilla/sops; to add it:
	go get github.com/mozilla/sops

Logs: https://dev.azure.com/conda-forge/feedstock-builds/_build/results?buildId=479803&view=logs&jobId=656edd35-690f-5c53-9ba3-09c10d0bea97&j=656edd35-690f-5c53-9ba3-09c10d0bea97&t=e5c8ab1d-8ff9-5cae-b332-e15ae582ed2d
The script for this is:
script:
     - pushd {{ pkg_src }}
     - make install
     - go-licenses save "github.com/mozilla/sops" --save_path="go_licenses"

Ref: https://github.com/conda-forge/go-sops-feedstock/pull/9/files
And the PR where I tried this is https://github.com/conda-forge/go-sops-feedstock/pull/9
Therefore, my question would be:

How do I need to include go-licenses in the workflow so that everything is captured?

And additionally, the docs include / before the folder where the output is stored. Is that OS-specific, or is that correctly translated for Win? Ref: https://github.com/google/go-licenses#complying-with-license-terms

Hi @BastianZim, just sharing my guesses first:

in the environment, can you build the same go package? go-licenses must be run in an environment with full go development env and dependencies are downloaded (go mod download)
Is the root package "github.com/mozilla/sops" buildable as a binary? If not, you might want to choose between all subpackages "github.com/mozilla/sops/..." or specify the package of the built go binary explicitly  "github.com/mozilla/sops/cmd/some-cli".

And additionally, the docs include / before the folder where the output is stored. Is that OS-specific, or is that correctly translated for Win? Ref: https://github.com/google/go-licenses#complying-with-license-terms

Yes, that's OS-specific. I'm not sure whether go-licenses work properly in windows, recommend reporting a separate issue if you hit any problems.

FYI, I just revamped documentation in https://github.com/google/go-licenses/pull/111, if you still have anything unclear.

Working now with the new docs, thanks!


Calculate Fees based on Market Value

In the Select Providers page, taking 'Fees' from the quotes as the full story is a bit naive. Partners can also introduce shadow fees by changing the rates of exchange. For example they could force you to always pay $1.01 for 1 cUSD. We should calculate the fees we display taking into consideration the rate.
AC:

Fees in the Select Payments screen are calculated based on the market value of the exchange
These fees can be seen broken down in the details of the Review Screen.

Notes:

In the detailed breakdown, what do we call 'Bad rate fee' :P. Do we instead just show the exchange rate?
If a provider has negative fees based on the market value, what do we do?

If a provider has negative fees based on the market value, what do we do?
I suggest we show 0 and maybe emit an analytics event

In the detailed breakdown, what do we call 'Bad rate fee' :P. Do we instead just show the exchange rate?
I was imagining a single "composite fee" number being calculated as follows:
compositeFee = max(0, fixedFee + amount * (actualRate - marketRate))

Should we do the calculation server side, in case we want to change this in future? Also, could this be a potential experiment, showing composite fees vs raw numbers?

@cajubelt and I discussed this ticket and decided that it would be best to wait until we integrate FiatConnect into the wallet to implement this. We'll be able to make a much more informed decision then as to whether it should be server side or client side.


Add missing dh-exec build dep

Fix for:
[  111s]    dh_link
[  111s] Can't exec "/usr/src/packages/BUILD/debian/libnoopenh264-6.links": No such file or directory at /usr/share/perl5/Debian/Debhelper/Dh_Lib.pm line 1538.
[  111s] dh_link: error: cannot run debian/libnoopenh264-6.links: No such file or directory

https://phabricator.endlessm.com/T23316

Reproduced the build issue locally by uninstalling dh-exec from my toolbox container - works fine after reinstalling it.


API Docs Generation doesn't work

The generation of API documentation with npm run docusaurus gen-api-docs all doesn't work and currently results in the following error:
OpenAPI docs plugin ID must be specified when more than one plugin instance exists.

This is caused by multiple occurrences of the docusaurus-plugin-remote-content, e.g.:
https://github.com/eclipse-tractusx/eclipse-tractusx.github.io/blob/main/docusaurus.config.js#L62
https://github.com/eclipse-tractusx/eclipse-tractusx.github.io/blob/main/docusaurus.config.js#L73
They should be merged into one to solve the problem.

@maximilianong / @santiagoejm can you please check?

@mhellmeier out of curiosity, i assume this got auto closed because you mentioned it in your PR in a 'wrong' way which indicated to github that this issue and the pr is directly connected right?

@Siegfriedk Totally right! 😉

Fixed in #194

@mhellmeier it worked for me. Can you update the issue with the error message / reproduce steps?

It can't work since there are still three problems in the config file:

/openApi/bpdm/pool.yaml and /openApi/bpdm/pool.yaml doesn't exist
The Template Kit folder doesn't exist
The traceability open-apis are missing

Would be nice to know which commands you are using to get it working.
Steps to reproduce:

Check out the main branch
Run npm run docusaurus gen-api-docs all
Error:

Loading of api failed for "[...]/eclipse-tractusx.github.io/openApi/bpdm/pool.yaml"
[ERROR] Error: ENOENT: no such file or directory, lstat '[...]/eclipse-tractusx.github.io/openApi/bpdm/pool.yaml'

I fixed it in #232. Further, there are still Open API specifications missing. I addressed it in #233.

@mhellmeier i run first the plugin to pull remote content. Perhaps upstream changed then?

I don't think so, but after #232 is merged, everything should be fine.


when viewing site with https instead of just http - site looks messed up

https://agariomods.com/
looks horrible when compared to
http://agariomods.com/

I should be able to fix this in the morning.

Hmm, this is a little harder than I thought.
I have found another problem when fixing this.  I header links are linked to http-only.  I am going to make it so that if you want to use https and clicking links will lead to https aswell.

I figured it out.  When pushing the logo linking on the home page earlier I somehow missed editing bootstrap css ref.  This is going to be easy.

This seems to be fixed so why not close this issue? Just wondering :P

@asweiler We tend to not be very "good"(?) at closing issues :P

Ah ok np :)


Make arena_alloc aligned by default

Unaligned memory can impact performance, and thus alignment should be encouraged on allocations.
Maybe have a #define for default alignment.

I like the idea, but what are your thoughts on renaming arena_alloc to arena_alloc_unaligned and renaming arena_alloc_aligned to arena_alloc? Maybe we could specify the alignment value within the Arena struct so that it can differ between arenas. Not sure if there is really any benefit to that, let me know your thoughts.

I was more thinking to keep the arena_alloc but have it call to arena_alloc_aligned with a default alignment set by a #define

Maybe we could specify the alignment value within the Arena struct so that it can differ between arenas
This could be another approach, but I feel like differing alignment might not be too useful, since you typically want it aligned to word size anyways.

i decided to take a swing, and i am running into some issues with determining alignment in absence of C11 _Alignof/alignof. We might need to restructure arena_alloc_aligned calls to have calloc style parameters so that we can just use the second argument (size_t size here) for the alignment.
With that being said, we are probably looking at something like
#if __STDC_VERSION__ >= 201112L
    #include <stdalign.h>
    #define ARENA_ALIGNOF(type) alignof(type)
#else
    #define ARENA_ALIGNOF(type) offsetof(struct { char c; type d; }, d)
#endif

Just FYI, this hasn't been tested. If you have alternative solutions, let me know.

The allocated space is suitably aligned (after possible pointer coercion) for storage of any type of object.
From [malloc(3)'s man page)[https://man.freebsd.org/cgi/man.cgi?malloc(3)]

I am interpreting this as the default alignment should be the worst-case alignment, so that would probably be alignof(size_t))? In that case, there probably wouldn't need to be a macro for the default alignment.

This is now addressed in a issue10-fr
While it does work, I'm not sure if it is the best solution and the tests need to be rewritten. I didn't include the change, but adding a bunch of extra space in the arena creation for test_arena_alloc here results in all testing suites passing with flying colors aside from test_arena_alloc. Given the fact that they are already a nightmare, I think it might be wise to group in a rewrite of the testing system for the heck of it. Please take a look at the code and let me know what you think. Feel free to open a PR on that branch with whatever changes you might have, I am excited to see what you come up with :)


Microsoft To-Do support

Added support for Toggl button on Microsoft To-Do site:

Since it is developed by the team of Wunderlist, it is very similar. The main difference is on the screen of the new functionality "My Day", that was missing in Wunderlist.

Looks good to me
My only gripe is that it would be better if the indent is set to 2 spaces.
I've created a patch file to get this merged quick.
You can apply the patch update the PR and it should be good to be merged

Closed in favour of #1033
Thanks!


Binder badge dropdown box vanishes upon clicking

Right now when you click the dropdown arrow the box correctly pops up with the various binder badge buttons. When you click on one of the options, a window pops up with the text you need to copy. However, this window will vanish any time you click on it making the text impossible to copy. See GIF for demo.

+1
On my firefox, I manage to copy the link by draging the mouse over it, but it's rather inconvenient. I guess a "copy to clipboard" approach would be more convenient.

this will be closed by #220 (I think)

I confirm copy-pasting is now easy. Thanks a lot!

hooray! thanks for bringing this up!


Limitations

This page should also include a table on the limitations of the product. Maximum number of sites, domains, certificates, pools etc.

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

ID: b3abaaaa-87a3-f5b6-4265-a5cff6206ed4
Version Independent ID: c93fe969-c631-0d2d-fcb7-c347da3a96d9
Content: What is Azure Web Application Firewall on Azure Application Gateway? - Azure Web Application Firewall
Content Source: articles/web-application-firewall/ag/ag-overview.md
Service: web-application-firewall
GitHub Login: @vhorne
Microsoft Alias: victorh

@dltmurphy Thanks for the feedback and bringing this to our notice. At this time we are reviewing the feedback and will provide an update as appropriate.

@dltmurphy Thanks for the feedback and bringing this to our notice. At this time we are reviewing the feedback and will provide an update as appropriate.

@dltmurphy, this has been documented separately under Azure subscription and service limits. Here is the doc link for quick reference on limits.
We are closing this issue for now.If there are further questions regarding this matter, please reply and we will gladly continue the discussion.

@dltmurphy, this has been documented separately under Azure subscription and service limits. Here is the doc link for quick reference on limits.
We are closing this issue for now.If there are further questions regarding this matter, please reply and we will gladly continue the discussion.


sw.min.js breaks page loading on Firefox

On Firefox, the service worker created by sw.min.js completely breaks page loading, continually loading its own outdated pages from the internal cache rather than using the latest/live version of pages. Since the service worker is loaded based on the url, it even persists even after switching themes and project, which made it painful to track down what was causing it...

the TTL on page url cache is 24 hours. but clearing your browser cache would of coarse clear it, or if you increment the version in sw_load.js then it would invalidate the entire cache. (and load a new cache) I will add some more documentation on this, and particularly highlight that the PWA is built as a Cache first strategy (working as intended).
There is also the possibility of using a network first strategy, once I get a little free time I can create an alternate service worker for that strategy and add config options for it.

Also I appologize if the PWA caused ya much trouble, its a new feature and I only just recently implemented the PWA.

This is now resolved, this was simpler than I thought, all that was required to change it to a network first strategy was simply to set the TTL to 0. I did however test it on one of personal sites and found that it was not working as expected initially. I fixed the paths in the node script for the output js files, and now it works perfectly. (I monitored the nginx logs and could see that it was correctly fetching the resources every time with a TTL of 0)
With a TTL of 0 it will fetch a new copy of the page every time, unless it is unable to, then it will fall back to cache. If you increase the TTL time then it becomes a cache first strategy.
I added some documentation to the config.toml

This is now resolved, this was simpler than I thought, all that was required to change it to a network first strategy was simply to set the TTL to 0. I did however test it on one of personal sites and found that it was not working as expected initially. I fixed the paths in the node script for the output js files, and now it works perfectly. (I monitored the nginx logs and could see that it was correctly fetching the resources every time with a TTL of 0)
With a TTL of 0 it will fetch a new copy of the page every time, unless it is unable to, then it will fall back to cache. If you increase the TTL time then it becomes a cache first strategy.
I added some documentation to the config.toml


[Addition]: Lantau island Hong Kong, 102 fake locations (13 wallets)

Hotspot b58 Addresses
11cfNx4rfuXQwSKq2B22e6YAq2BtF64ngQfCWCX9aSnYYHBEPSC
112S1VMjqKwzDE64U42ie7QKehDe7twfGZe5YGefNuCuRkqJYa11
11b2azRtM3RtGoheLrtYnVX76vBZRm55rFB5hh9jAJKqWZX65Ny
11qenq4ftuQ4V4mMbJwjbfPAv5XAQbskD6kg2ck3igof9hF81XE
1122AwRnbhYgZxBA7Wpz6wMjEeD5EEdw9nkZqgX8eMkfYwcW8eNA
112DhA9xexv4ZYS5AJvdoVdVqTbzTijy6uZmVnaLazwLdK6FAsHz
112s8LMxjuwv3Zk5g6s9KZhRYBuxN3pG4jecXq1LASspEwSrkEKb
11a6DBxdd9e8pZ3XztJGhZpura4sLMvLbY4jXd7K8yPB5LdLRfL
1123hrWu1z9qfaVbqN5FY9DdqRekrnWMBiMsoKoCN4pd4M9JFseQ
11eGXTd9fJkzfj7qUFVLVwRpVXsYmWpuhofzABWaoQ2BiM4gL5i
1124H7688hdPrfS8i4LuvsJVPt9J6jLnGpsVv31RB5fXFSxutVsg
112BZojL5MNd9pJoD2ZzNm2BdGPHWww6nDBUDWPGecB5EBJEL3Vw
11ricjf1ZCnuThyAaYWLpNsEm4zUBXfAxtLfkC6EGSm9NNMhzDt
112D9p3MWYA16624oRyVt2n5bewsDJagEK5ACGPV1ydAhPaVwvTo
11KiUzQk5FSyTknv2DDQ2s4QrwWsK4mVRwG6bmPej3sQRKbTXpz
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Discord Handle
watchcat@6280
Reason(s)
These 102 hotspots belong to 13 wallets.
They are all witnessing mainly among themselves (the network is larger than this group).
They have all been added in 17-23 Feb 2022 ().
They are all Heltec, 1.2dBi, no elevation.
They are in locations without any road access, in the middle of the mountains.
They don't exist, i live on this island and have tested with an end device, no coverage.
() 5 of them were added on 23 March 2022, with some random antenna gains and installation heights.

Can you add more proof in terms of suspicious beaconing events (distance vs RSSI/SNR) and lack of coverage of your end device?
Otherwise it is impossible to add these hotspots to the denylist if there is insufficient proof.

If you are on the Helium team, how is it possible that you still don't have an algorithm to input these addresses and confirm with reasonable certainty that they are spoofing? I'm not a miner, i'm just trying to use the network and i want to have a reliable source of coverage. It is Helium's responsibility to clean up the network, you should be thanking users to bring these scams to your attention instead of asking for more proof.
You can look at https://mappers.helium.com/ and zoom in on Hong Kong, and you'll see where the few real hotspots are. But don't take my word for it, it wouldn't be difficult to spoof mapping data, if you're going to base your decisions on that.
Take the first hotspot in above list https://explorer.helium.com/hotspots/11cfNx4rfuXQwSKq2B22e6YAq2BtF64ngQfCWCX9aSnYYHBEPSC it is witnessing hotspots on the south coast of the island, with a 934m mountain peak in between, impossible.
Real hotspots nearby the island (confirmed by my mapping device, see mapper) do not witness any of these 102 fake ones.
https://explorer.helium.com/hotspots/117D85Wkw1nLT1aMXoz2u7q8FckjK8veZUed91xHzEBk9WeK9QL
https://explorer.helium.com/hotspots/112TLM7ELBo3KpZnZgnreiwBQVf21zXErC99LhtgHUKraHeMyMUe
https://explorer.helium.com/hotspots/11pGAahZQgeTZXZFjCk67jwXDuFgk9aY2KhsBQPd7qdATZu3qnQ

they wouldn't take into denylist, becos they are lazy

It seems clear nobody at Helium cares about this, but i'm going to continue to point it out: there is a massive fraud going on with spoofed locations in Hong Kong, see for example Silly Indigo Rook earning well above Network Average. 2 other users have requested to add this hotspot and its cluster (#2054 and #3012), to no avail. Most of the network coverage shown in Explorer for Hong Kong does simply not exist as far as i can tell from my mapping efforts.

I am part of the CTH team which has been raising most (successful) denylist additions. So not part of Helium and definitively not part of the cheating network. But I do have 16 hotspots myself, so I am concerned about cheaters stealing part of ‘my’ earnings.
I am just commenting on some of the addition requests where people do not provide sufficient proof. Somehow a lot of issue raisers just post suspicions and expect the helium team to investigate every single one of the thousands of requests. That will not work. So I am helping them by asking to put in a bit more effort to be taken seriously.


WebActionsCaller, ActionCaller and TagRequest tests

Q
A

Is bugfix?
❌

New feature?
❌

Breaks BC?
❌

Tests pass?
✔

Fixed issues
#105

Merged. Thank you!


OSDF configs: use more system-ish default locations for the TLS cert and key

According to https://www.getpagespeed.com/server-setup/ssl-directory, the correct locations of the cert and key (for RHEL-based systems) is /etc/pki/tls/certs/$hostname.crt and /etc/pki/tls/private/$hostname.key.
We don't know the hostname when building the RPM so just call them pelican.crt and pelican.key.
Debian/Ubuntu uses /etc/ssl instead of /etc/pki/tls but I don't want to make two default configs.

I don't want to make two default configs

If we start to get serious about high-quality Debian native packaging (or get lucky enough to have external contributions), I wouldn't mind having two defaults at all!
However, for now, this is good enough.


Does not enable DLCs by default properly.

Comparing to other emulators such as Rat431, Goldberg etc, this does not enable DLCs by default based on testing on a few games on steam.
I am interested a lot in this alternative but also wonder if it's only made to emulate steam for some online games like Dota.

SKYNET Steam Emulator is designed to emulate most of the operation of a steam client but it is under development so there are still many things missing. Unfortunately I have not been able to update it anymore due to personal problems


Custom model name support

Describe the feature
I want to use a custom model, but I can't find a way to set the model name. Please support and provide an input in the configuration to add a custom model name.
For instance, I use one-api as the provider, which enables me to utilize gemini-pro in the OpenAI API protocol.

me too!

Custom model name can be added via your Settings.JSON. Tou can ignore the warning if it's not recognized as part of the predefined enum models. Just overwrite the setting genieai.openai.model with your preferred openai model name


ensure no two @MapperFactory method/constructor define the same method in MapperFactory interface

Since the introduction of @MapperDependency it is possible to define two methods/constructors annotated with @MapperFactory which will generate the same methods in the generated MapperFactory interface.
example
@Mapper
public class InconsistentMapperDependenciesOnConstructor {
  @MapperFactory
  public InconsistentMapperDependenciesOnConstructor(@MapperDependency Boolean top, String someParam) {
    // content does not matter
  }

  @MapperFactory
  public InconsistentMapperDependenciesOnConstructor(String someParam, @MapperDependency Boolean top) {
    // content does not matter
  }

  public String map(Integer input) {
    return null;
  }
}

done


Adding module for miniprot_index. Closes #1.

PR checklist
Closes #XXX

[ ] This comment contains a description of changes (with reason).
[ ] If you've fixed a bug or added code that should be tested, add tests!
[ ] If you've added a new tool - have you followed the module conventions in the contribution docs
[ ] If necessary, include test data in your PR.
[ ] Remove all TODO statements.
[ ] Emit the versions.yml file.
[ ] Follow the naming conventions.
[ ] Follow the parameters requirements.
[ ] Follow the input/output options guidelines.
[ ] Add a resource label
[ ] Use BioConda and BioContainers if possible to fulfil software requirements.
Ensure that the test works with either Docker / Singularity. Conda CI tests can be quite flaky:

[ ] PROFILE=docker pytest --tag <MODULE> --symlink --keep-workflow-wd --git-aware
[ ] PROFILE=singularity pytest --tag <MODULE> --symlink --keep-workflow-wd --git-aware
[ ] PROFILE=conda pytest --tag <MODULE> --symlink --keep-workflow-wd --git-aware

@priyanka-surana do you have any idea for the linting error? Can you check please?

@priyanka-surana do you have any idea for the linting error? Can you check please?

Might have something to do with this: https://github.com/sanger-tol/nf-core-modules/blob/b7c199ab374754fb3ee3eca7dd09089b70e6314d/.github/workflows/nf-core-linting.yml#L57

should we just ignore the lint error for now then? @priyanka-surana

should we just ignore the lint error for now then? @priyanka-surana

Can you do nf-core modules lint locally and make sure it passes

@priyanka-surana local int success


Fix for issue #53 - Wrong path for node_modules/generator-jhipster

Used the fixes stated by @mabliedana and tested with JHipster 6.9.0.

I don't think it's related to your code addition but the CI fails, so I can't trust the PR.
Can you look and fix the Travis build ? I suppose Travis has changed the java package availability and we must change it. Maybe switch to version 11 ? I don't know which version JHipster uses.

@AdrienHorgnies Okay....so after a lot of back and forth I think this is building and testing correctly now. I've updated the version of Jhipster and removed some redundant Travis commands for the jdk.

@Ebsan Very nice of you.
Any reason you deleted the yarn.lock file ? You can regenerate the file but it's supposed to be committed to freeze the dependencies and ensure reproducibility.


WSA won't work

After the recent update of Windows, I suddenly can't use any Android app or even the WSA settings. I tried to open the settings app directly from the folder but it gave me these:

I had already tried to rebuild WSA but the settings app gave these errors as well. Any idea how to fix this?
Edit: I already installed Visual C++ Redistributable as well, and tried to repair them but it still won't work.

You need the MSIX version of VCRUNTIME, which you can get from Microsoft's site or by installing a app off the store that requires them

Can you specify where to download it please? I couldn't find anything relevant.