[Bug]: Crash during game load

What modules are you seeing the problem on?
ScriptHookVDotNet.asi (runtime)
SHVDN Version
2bd2449
Game Version
v1.0.3258.0
Bug Description
Using the latest nightly builds for 3258, the game just fails to load and gets stuck or crashes when loading into story mode.

I have tried nightly.90, nightly.92, nightly.93 and nightly.94. The same problem was seen on all of them.
I also tried having no mods or scripts in the game, and it didn't change anything except making the "Type 3" failure more likely to happen. (see below)

There are a couple types of failures I get. I don't know what determines which one I get.

Type 1 Fail) When loading into story mode, the loading screen background image goes black, but the "loading story mode" text keeps on doing the animation but it never loads in. Basically a game lock without a real crash.
Type 2 Fail) When loading into story mode, the background goes black again but this time the game just closes itself.
Type 3 Fail) It actually loads into story mode, but it crashes if I try to use any scripts or press F4.
Type 4) No failure! It actually loads correctly and everything goes fine. But this only happened just ONCE yesterday and I can't reproducethis anymore.

Steps To Reproduce

Put the latest nightly build files into the game folder.
Launch the game.
Press enter story mode in the landing page.
Wait until Type 1 or Type 2 fails (see bug description)
If it doesn't fail, press F4 to make a Type 3 fail.
If it still doesn't fail now, I have no idea why.

Link To Code Example
No response
The Current Behavior

The Expected Behavior

This is exactly what happens on my machine, too. As soon as there's one single script in the scripts folder, it shows the behavior mentioned by @EminGT. If the scripts folder is empty or does not exist, the game starts and runs fine. However, configured key bindings do not work.
I believe, the following doesn't really help, but anyway I have the following scripts (all latest versions) in the scripts folder:

CayoPericoHeistInSP
Cruise_Control
EnableAllinteriors
HKHModHelperNew
iFruitAddon2
LemonUI.SHVDN2
LemonUI.SHVDN3
NativeUI
SafehousesReloaded
SinglePlayerGaragesReloaded
TractionControlSystem

and the following ASI plugins (all latest versions/nightly) in the game's main folder:

EnhancedNativeTrainer
NFSgauge
OpenIV
ScriptHookVDotNet

So, I removed everything from my scripts folder and just put the TractionControlSystem in, as it's a very small and simple script without any dependencies. It still crashes or gets stuck while loading into story mode.
If you need someone to test and provide feedback or if you maybe provide a debug version with tracing enabled I'd be glad to help.

Having the same issue.  Using latest versions of AB scripthook & nightly scripthook. As noted in step 5 opening the console will crash the game if otherwise loading in was successful. Many people on 5Mods discord server are reporting the same issues, both with stable and nightly release versions.
Have tried nightly versions 88-94. Same issue is persistent through them all. When using official release the scripts fail to instantiate and the game crashes upon trying to open the console through F4.
Listed below are logs of nightly version 94 and stable release.
Stable release ScriptHookVDotNet.log
Nightly 94 ScriptHookVDotNet.log

using nightly build 95, still game crashes 10-15 seconds after I press story mode

I guess all of you would have to wait for updates that fix race conditions in ScriptDomain before all of you can stably have scripts run without the game crashing. That class has too many possible factors that lead to read half-done states for people with fast PCs, which will make the game crash for the runtime of SHVDN throwing some exception without getting caught.

nvm, it works now

To test if it's because of my pc being too fast, I just wattage limited my laptop processor to a point where it gets 10 fps at the game, but the problem continues to happen (nightly.95)

This problem happens on my end as well. It just crashes during load. I don't have a fast system by any means and it still happens!

the game crashes for me too when loading even when using the latest nightly builds

I am also experiencing this issue, even when trying the latest nightly build "ScriptHookVDotNet-v3.6.0-nightly.96". Hope this gets fixed.

This is fixed for me and my friend in the nightly.98 build

Just tried nightly.98 build, and instead of crashing to desktop after 10-15 seconds, it just remains on the loading screen indefinitely until I force close the game. A shame that this latest game update messed things up so much when it comes to loading scripts...

Still a problem in nightly.102

A bit more details from my side. This happens to me only when I use certain ASI mods such as Menyoo 2.0 or Rampage trainer. In this case having any script in scripts folder leads to either game crash or infinite load upon loading into story mode.

Since @EminGT tried to DM me on Discord for offering to test this sort of issue, I must tell you all about how I can test it.
Actually, I'm able to reproduce this issue even with a debug build and a Visual Studio debugger attached after only having the following mods listed apart from SHVDN and its dependencies:

Enable All Interiors (by HKH191)
MK2 Ammo Giver
Single Player Heists
my private anti debug bypass plugin for disabling 5 seconds timeout to crash

I found that SHVDN can crash for a AccessViolationException in the following lines (while invoking a native function). Probably the TLS address wasn't really changed or actually changed to the null address.
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/069411a5f2f4f317ffc6c2794984c208aad6354f/source/core/NativeFunc.cs#L275-L276
Perhaps the lock done in these lines doesn't do the job good enough, I think...
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/069411a5f2f4f317ffc6c2794984c208aad6354f/source/core/ScriptDomain.cs#L86-L101
Maybe there's other possible causes, but at least I'm sure there's a problem on locking our TLS stuff.

In 5823a5e039673899f1881ba463e6140875211442, I fixed a possible cause where pressing or releasing a key will 100% crash the game when the function console domain can be read from the keyboard callback function but TLS stuff has not been set up on it. Maybe there's more possible causes that can crash the game in nondeterministic ways.

Yeah, tried the build 105, still crashing.

Same in 105 unfortunately

For those who don't know how ScriptHookVDotNet's codebase is structured too much, do not expect any additional fixes on this issue when new commits don't mention like fix(core), fix(core,api-v3), or feat(core).

I was able to capture a moment as a screenshot where a debug build of SHVDN crashed with the Visual Studio debugger attached, and it's weird as hell! The screenshot below tells all the variables related to thread local storage are correctly synchronized (all of them aren't null at least), but it also tells SHVDN crashed for an access violation in a function of clrjit.dll.

I guess SHVDN synchronized the variables for TLS stuff right now, but I guess I need to investigate why SHVDN can crash the game in a function of clrjit.dll...
The Desc of Exception thrown
Exception thrown at 0x00007FFDAA67AA90 (clrjit.dll) in GTA5.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

ScriptHookVDotNet.log When SHVDN Crashed:
[20:17:41] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[20:17:41] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[20:18:14] [DEBUG] Initializing NativeMemory members...
// (omitted a lot of log lines saying "Memory pattern not found", they don't tell anything about this issue)
[20:18:18] [DEBUG] Loading scripts from D:\Steam Games\steamapps\common\Grand Theft Auto V\scripts ...
[20:18:18] [DEBUG] Loading assembly EnableAllinteriors.dll ...
[20:18:20] [INFO] Found 5 script(s) in EnableAllinteriors.dll resolved to API version 3.6.0.
[20:18:20] [DEBUG] Loading assembly HKHModHelperNew.dll ...
[20:18:22] [INFO] Found 12 script(s) in HKHModHelperNew.dll resolved to API version 3.6.0.
[20:18:22] [DEBUG] Loading assembly iFruitAddon2.dll ...
[20:18:22] [INFO] Found 1 script(s) in iFruitAddon2.dll resolved to API version 2.11.6.
[20:18:22] [DEBUG] Loading assembly MK2AmmoGiver.dll ...
[20:18:23] [INFO] Found 2 script(s) in MK2AmmoGiver.dll resolved to API version 3.6.0.

The lastest nightly version works for me

I get crash in loading screen with SHVDN

What modules are you seeing the problem on?
ScriptHookVDotNet.asi (runtime)
SHVDN Version
2bd2449
Game Version
v1.0.3258.0
Bug Description
Using the latest nightly builds for 3258, the game just fails to load and gets stuck or crashes when loading into story mode.
* I have tried nightly.90, nightly.92, nightly.93 and nightly.94. The same problem was seen on all of them.

* I also tried having no mods or scripts in the game, and it didn't change anything except making the "Type 3" failure more likely to happen. (see below)

There are a couple types of failures I get. I don't know what determines which one I get.
* Type 1 Fail) When loading into story mode, the loading screen background image goes black, but the "loading story mode" text keeps on doing the animation but it never loads in. Basically a game lock without a real crash.

* Type 2 Fail) When loading into story mode, the background goes black again but this time the game just closes itself.

* Type 3 Fail) It actually loads into story mode, but it crashes if I try to use any scripts or press F4.

* Type 4) No failure! It actually loads correctly and everything goes fine. But this only happened just ONCE yesterday and I can't reproducethis anymore.

Steps To Reproduce
1. Put the latest nightly build files into the game folder.

2. Launch the game.

3. Press enter story mode in the landing page.

4. Wait until Type 1 or Type 2 fails (see bug description)

5. If it doesn't fail, press F4 to make a Type 3 fail.

6. If it still doesn't fail now, I have no idea why.

Link To Code Example
No response
The Current Behavior
The Expected Behavior

I may have found a way to make the game work with the scripts folder full of mods. I'm using the nightly build 106 and my problem was starting the game but got stuck on loading screen until I ended instance on task manager. Fortunately, my game started on windowed mode once and I noticed it load the game like usual and started playing. To force it to open on this mode all you have to do is open the game with the shortcut on your desktop (or PlayGTAV), open a folder and just move it around the screen or open another light program like a txt document. This worked 9 times out of 10 and might not work with your game but I hope i helped someone to overcome this problem.

You actually don't have to move a window around at all. All you have to do is alt-tab to an application that isn't GTA5.exe for a few seconds then alt-tab back. This has been an issue in Nightly for a very long time now and is unrelated to the issue being discussed here.

You actually don't have to move a window around at all. All you have to do is alt-tab to an application that isn't GTA5.exe for a few seconds then alt-tab back. This has been an issue in Nightly for a very long time now and is unrelated to the issue being discussed here.
EDIT: Well slap my nuts and call me bobby, I thought we were only talking about the crash during game load issue, not the "it can take up to half an hour to load into the game without crashing" bug. The latter has been around forever (well over a year at this point) and can indeed usually be fixed by just alt-tabbing to a different window. It's actually why I only play GTAV in borderless windowed nowadays.
In any case, that problem doesn't actually cause crashes on game load, so I don't think it's the same problem that's being talked about in most of this issue thread.

I had the same problem in the beginning and crashed while loading the game. Then tried multiple nightly builds until it stopped crashing for some reason and got stuck on infinite loading screen. That's why I shared that. Still glad to know people already knew about it.

Just informing that I tried the so called microsoft .net framework repair that was suggested in another issue report, as well as revert to 2.10.10 version of scripthookvdotnet, and neither worked, same issue is still happening.

Neither of those things are related to this issue, I'm afraid.

throwing more fuel on this particular fire. I was getting this crash on 2944 extremely consistently, and limiting my CPU to 10 watts DID allow the game to load. seems to work consistently on my machine at least, to force the game to load.

Just to add info: Limiting CPU to 10 watts doesn't work for me. (R7 5800H)

I have been lurking on this bug thread for the last couple of weeks as I have been having this issue since the gta update. I found a work around that works for me to load with trainer and scripts. Make sure you start gta in windowed mode, if you use steam set the startup to -windowed. Then have another window open like task manager or something. Once you clicked to start gta alt+tab into the other window(task manager or whatever). Wait for gta to load, once you see the game has loaded, you should be able to play with scripts and trainer enabled. I use the latest version of menyoo and it works perfect with the scripts. I found this method working 95% of the time, if I don’t have gta starting up in background then it crashes or goes into infinite loading screen.

I have been lurking on this bug thread for the last couple of weeks as I have been having this issue since the gta update. I found a work around that works for me to load with trainer and scripts. Make sure you start gta in windowed mode, if you use steam set the startup to -windowed. Then have another window open like task manager or something. Once you clicked to start gta alt+tab into the other window(task manager or whatever). Wait for gta to load, once you see the game has loaded, you should be able to play with scripts and trainer enabled. I use the latest version of nightly build 109 and menyoo and it works perfect with the scripts. I found this method working 95% of the time, if I don’t have gta starting up in background then it crashes or goes into infinite loading screen.

Doesn't work for me, mostly just stays on infinite loading screen. Only good thing about this is at least I can force close the game via task manager without having to restart or log out to get the game to close after it freezes on loading.

It won't work for everyone because this is still a non-deterministic issue, the result of which will change depending on your particular hardware and software environment. In fact it only working 95% of the time for the person who posted that is further proof that the issue is still very much there.

none of this solutions has worked for me, i keep getting the type 3 fail, where the game loads fine but the scripts dont and when i open the console with f4 the game freezes and crashes. its getting really frustrating, do we have to wait for another gta update? or a shvdn update? because none of the nightly versions has worked for me and i just wanna know if this problem is going to be solved or if i can just stop playing this game atp.

@vqmxza I think you should stop playing the game until some update of SHVDN actually fixes this issue. I can't say when the issue will be fixed, because this is not one where everyone can 100% reproduce in certain ways. I can safely say game updates will not fix the issue though.

a tiny note from me: running SHVDN without auto-loading scripts loads in-game even with many scripts, however loading them (reloading the scripts by setting auto-load on again and using the reload key) or opening the console still crashes the game

@kagikn Maybe this useful information: Even if I use the stable v3.6.0 with no scripts (thus no NativeMemory usage) it still gives me the "Type 3 Fail" where it loads into story mode, but it crashes if I press F4. I guess the problem has more to do with an inherent compatibility issue between SHVDN and v1.0.3258.0 rather than only being a new issue in the nightly builds

@EminGT I have to admit that I forgot pressing F4 (or the console key you changed to) did deterministically crash the game when the game version is v1.0.3258.0 and you use the version for the commit fdd933be82f4d50aa4756582d0c26ab2fecf61e1 (which nightly.88 is built on) or earlier, which includes the stable v3.6.0.
Do note that crash is caused by this line, which indirectly touches NativeMemory stuff but crashes for not catching a TypeInitializationException thrown from a method of that class (because it failed to finish performing the static constructor), crashing the whole process.
https://github.com/scripthookvdotnet/scripthookvdotnet/blame/3b3b07188c0a570b3281320fe9cc970ac123395c/source/core/Console.cs
In conclusion, #1451 is fixed.
On the other hand, the issue this page focuses on is nondeterministic one, where SHVDN can crash the process in a function of clrjit.dll. I spotted that case.
If you doubt this issue and #1451 are caused by  different causes, and if you're willing to prepare build and debug tools that need to compile and debug SHVDN (e.g. Visual Studio) or you already have ones, try attaching a debugger right before SHVDN would crash. You might be able to pause the game when it's about to exit for unhandled exceptions and to see why.

a tiny note from me: running SHVDN without auto-loading scripts loads in-game even with many scripts, however loading them (reloading the scripts by setting auto-load on again and using the reload key) or opening the console still crashes the game

I can reproduce this to 100%.

a tiny note from me: running SHVDN without auto-loading scripts loads in-game even with many scripts, however loading them (reloading the scripts by setting auto-load on again and using the reload key) or opening the console still crashes the game

Cannot replicate.

I can reproduce this to 100%.
I can reproduce this 0%.

It's exactly as kagikn and I have been saying this whole time. If you are using the latest Nightly build on 3258 and are having issues, it's because of a non-deterministic crash due to your specific hardware and/or software environment. It is not related to the earlier bug, nor is it in any way related to how SHVDN 3.6.0 and earlier worked because there are fundamental core changes in Nightly that literally were not present in those earlier builds. Nor is the issue inherent to 3258, as these non-deterministic problems have existed for over a year now.

@kagikn Okay. I removed all scripts from the folder to get the F4 crash after load. I am using the nightly.111 build, and I'm getting an AccessViolationException when I press F4. I then repeated the same test with the stable 3.6.0 release, and when I pressed F4, I indeed got a TypeInitializationException instead.
So yeah I guess they aren't the same problem. Is there anything else I can do to help with these debugging tools?

Here is the exception I get when I F4 after load with nightly.111
System.AccessViolationException
HResult=0x80004003
Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Source=ScriptHookVDotNet
StackTrace:
at SHVDN.Console.set_IsOpen(Boolean value)
at ?A0x9a1c4a5f.ScriptHookVDotNet_ManagedKeyboardMessage(UInt32 keycode, Boolean keydown, Boolean ctrl, Boolean shift, Boolean alt) in D:\a\scripthookvdotnet\scripthookvdotnet\source\core\DllMain.cpp:line 774

@vqmxza I think you should stop playing the game until some update of SHVDN actually fixes this issue if you don't have a way to downgrade the game. I can't say when the issue will be fixed, because this is not one where everyone can 100% reproduce in certain ways. I can safely say game updates will not fix the issue though. Sure, the stable version v3.6.0 can't have scripts work in v1.0.3258.0 unless they don't call any methods that depends on any of NativeMemory stuff, but that's because v3.6.0 handles cases where SHVDN fails to find memory stuff too poorly, while it could had a better error handling so SHVDN can run most scripts.

Thank you for the answer, i actually downgraded the game and everything works perfect now, but i'll still check here if anybody finds an actual solution that works for everybody without downgrading the game. Thanks again!

the game updated last night i keep getting unknown game version

the game updated last night i keep getting unknown game version

That has absolutely nothing to do with this issue, nor does it have anything to do with ScriptHookVDotNet. You are in the wrong place.

just looking for help

Again, this issue is not the place to ask for help. Your question is completely unrelated to this issue.

Again, just looking for help?

@markymark217 this is caused by SHV not being updated so u gotta wait for it to update

I've found another unorthodox solution to the nondeterministic crash that I'm curious if it'll work for anyone else. The previous solution, limiting CPU power, no longer works for me. The new solution is as follows:

Start the game in exclusive fullscreen
immediately alt tab out of the game into another applicaiton, forcing GTA to minimize.
listen to the loading music and alt tab back in when it finishes
it may take more time but the game should catch up
???
profit?

Please test to see if this works for anyone else facing the nondeterministic crash!
latest actions build of SHVDN, GTA V version 2944

Yep, same thing that was posted about earlier in this issue by StrechtFASTG and myself. It doesn't solve the underlying problem (as evidenced by the insane load times regardless of alt-tabbing) but if your only issue for your hardware/software environment is that slow initial load, then it should let you get ingame.
If however your hardware/software environment suffers from the other race conditions in SHVDN, such as the ones that happen when a native tries to modify a part of the game that's currently being modified by another process, then it of course will have no effect on that crash.

@Hydraxonn nightly.112, VER_1_0_3274_0 of GTA
seems to work, even console works, very cool

You actually don't have to move a window around at all. All you have to do is alt-tab to an application that isn't GTA5.exe for a few seconds then alt-tab back. This has been an issue in Nightly for a very long time now and is unrelated to the issue being discussed here.
EDIT: Well slap my nuts and call me bobby, I thought we were only talking about the crash during game load issue, not the "it can take up to half an hour to load into the game without crashing" bug. The latter has been around forever (well over a year at this point) and can indeed usually be fixed by just alt-tabbing to a different window. It's actually why I only play GTAV in borderless windowed nowadays.
In any case, that problem doesn't actually cause crashes on game load, so I don't think it's the same problem that's being talked about in most of this issue thread.

though yes, it seems like this exact solution has indeed been documented before. Apologies. Hopefully getting more people to try this will still help.

I just tried sampling a call stack with the pdb info of clrjit.dll when SHVDN crashes by pressing the console key, and thanks to the pdb, I found SHVDN crashes the game when it indirectly calls GetJitTls() of clrjit.dll by invoking a native function this time. Here's a call stack I picked;
 	[Inline Frame] clrjit.dll!GetJitTls() Line 222	C++
 	[Inline Frame] clrjit.dll!JitTls::GetCompiler() Line 270	C++
>	clrjit.dll!jitNativeCode(CORINFO_METHOD_STRUCT_ * methodHnd, CORINFO_MODULE_STRUCT_ * classPtr, ICorJitInfo * compHnd, CORINFO_METHOD_INFO * methodInfo, void * * methodCodePtr, unsigned long * methodCodeSize, JitFlags * compileFlags, void * inlineInfoPtr) Line 6936	C++
 	clrjit.dll!CILJit::compileMethod(ICorJitInfo * compHnd, CORINFO_METHOD_INFO * methodInfo, unsigned int flags, unsigned char * * entryAddress, unsigned long * nativeSizeOfCode) Line 312	C++
 	[Managed to Native Transition]
 	ScriptHookVDotNet.asi!SHVDN.ScriptDomain.ExecuteTaskWithGameThreadTlsContext(SHVDN.IScriptTask task) Line 914	C#
 	ScriptHookVDotNet.asi!SHVDN.NativeFunc.Invoke(ulong hash, ulong[] args) Line 276	C#
 	ScriptHookVDotNet.asi!SHVDN.Console.DisableControlsThisFrame() Line 1344	C#
 	ScriptHookVDotNet.asi!SHVDN.Console.IsOpen.set(bool value) Line 72	C#
 	[AppDomain (DefaultDomain, #1) -> AppDomain (SHVDN_ScriptDomain_7B26FE5C, #2)]
 	ScriptHookVDotNet.asi!ScriptHookVDotNet_ManagedKeyboardMessage(unsigned int keycode, bool keydown, bool ctrl, bool shift, bool alt) Line 774	C++
 	[Native to Managed Transition]
 	ScriptHookVDotNet.asi!`anonymous namespace'::ScriptKeyboardMessage(unsigned long key, unsigned short repeats, unsigned char scanCode, int isExtended, int isWithAlt, int wasDownBefore, int isUpNow) Line 889	C++
 	ScriptHookV.dll!00007fff09b35f5a()	Unknown
 	ScriptHookV.dll!00007fff09b35ac3()	Unknown
 	user32.dll!00007ffff7f7ef5c()	Unknown
 	user32.dll!00007ffff7f7e684()	Unknown
 	GTA5.exe!00007ff70eba6a9c()	Unknown
 	GTA5.exe!00007ff70ee85240()	Unknown
 	GTA5.exe!00007ff70eb2fa92()	Unknown
 	kernel32.dll!00007ffff7b47374()	Unknown
 	ntdll.dll!00007ffff81fcc91()	Unknown

I have a more detailed call stack analyzed with WinDbg, too, here:
// data order: [frame index], [call site], [child-sp], [return address]

[0x0]   ntdll!NtWaitForSingleObject+0x14   0x94348f7878   0x7ffff5a6920e
[0x1]   KERNELBASE!WaitForSingleObjectEx+0x8e   0x94348f7880   0x7fffb215e518
[0x2]   clr!Debugger::FirstChanceSuspendHijackWorker+0x21a748   0x94348f7920   0x7fffb1e85099
[0x3]   clr!CLRVectoredExceptionHandlerShim+0x59   0x94348f7970   0x7ffff8229b5c
[0x4]   ntdll!RtlpCallVectoredHandlers+0x108   0x94348f79a0   0x7ffff8202376
[0x5]   ntdll!RtlDispatchException+0x66   0x94348f7a40   0x7ffef050e2fd
[0x6]   GTAV_AntiDebugBypass!RtlDispatchExceptionStub+0x54d   0x94348f7c50   0x7ffff825143e
[0x7]   ntdll!KiUserExceptionDispatch+0x2e   0x94348f84c0   0x7fffae3faa90
[0x8]   clrjit!GetJitTls+0x1e   0x94348f8bf0   0x7fffae3fa76d
[0x9]   clrjit!JitTls::GetCompiler+0x1e   0x94348f8bf0   0x7fffae3fa76d
[0xa]   clrjit!jitNativeCode+0x1f0   0x94348f8bf0   0x7fffae3fa76d
[0xb]   clrjit!CILJit::compileMethod+0x8d   0x94348f8dc0   0x7fffb1e0d908
[0xc]   clr!invokeCompileMethodHelper+0xcc   0x94348f8e30   0x7fffb1e0dad3
[0xd]   clr!invokeCompileMethod+0x8f   0x94348f8eb0   0x7fffb1e0d715
[0xe]   clr!CallCompileMethodWithSEHWrapper+0x4d   0x94348f8f10   0x7fffb1e7fc27
[0xf]   clr!UnsafeJitFunction+0x587   0x94348f8fa0   0x7fffb1e0e012
[0x10]   clr!MethodDesc::MakeJitWorker+0x472   0x94348f9570   0x7fffb1e25e56
[0x11]   clr!MethodDesc::DoPrestub+0xa76   0x94348f9780   0x7fffb1df891b
[0x12]   clr!PreStubWorker+0x20b   0x94348f99d0   0x7fffb1f4e7b5
[0x13]   clr!ThePreStub+0x55   0x94348f9b10   0x7fff52898149
[0x14]   ScriptHookVDotNet!SHVDN.ScriptDomain.ExecuteTaskWithGameThreadTlsContext+0x109   0x94348f9bc0   0x7fff52897fad
[0x15]   ScriptHookVDotNet!SHVDN.NativeFunc.Invoke+0xbd   0x94348f9c40   0x7fff52897e2a
[0x16]   ScriptHookVDotNet!SHVDN.Console.DisableControlsThisFrame+0x5a   0x94348f9cb0   0x7fff528978ce
[0x17]   ScriptHookVDotNet!SHVDN.Console.set_IsOpen+0x3e   0x94348f9d30   0x7fffb1f512c3
[0x18]   clr!CallDescrWorkerInternal+0x83   0x94348f9da0   0x7fffb1e1961b
[0x19]   clr!CallDescrWorkerWithHandler+0x47   0x94348f9de0   0x7fffb1e195af
[0x1a]   clr!DispatchCallDebuggerWrapper+0x1f   0x94348f9e20   0x7fffb1eed52e
[0x1b]   clr!DispatchCall+0x8a   0x94348f9e80   0x7fffb230f5c6
[0x1c]   clr!CrossDomainChannel::BlitAndCall+0x91a   0x94348f9f20   0x7fffb1eed427
[0x1d]   clr!CrossDomainChannel::ExecuteCrossDomainCall+0x7f   0x94348ff250   0x7fffb1eec0c7
[0x1e]   clr!CrossDomainChannel::CheckCrossDomainCall+0xc7   0x94348ff280   0x7fffb1eebe44
[0x1f]   clr!TransparentProxyStubWorker+0xd4   0x94348ff2b0   0x7fffb1f4e915
[0x20]   clr!TransparentProxyStub_CrossContext+0x55   0x94348ff4a0   0x7fff5277b7b6
[0x21]   ScriptHookVDotNet!+   0x94348ff560   0x7fff5277b54f
[0x22]   0x7fff5277b54f!+   0x94348ff5f0   0x7fffb1f4fc9e
[0x23]   clr!UMThunkStub+0x6e   0x94348ff650   0x7ffef0d12d70
[0x24]   ScriptHookVDotNet!`anonymous namespace'::ScriptKeyboardMessage+0xc0   0x94348ff6f0   0x7ffef0315f5a
[0x25]   ScriptHookV!getScriptHandleBaseAddress+0x72a   0x94348ff740   0x7ffef0315ac3
[0x26]   ScriptHookV!getScriptHandleBaseAddress+0x293   0x94348ff7b0   0x7ffff7f7ef5c
[0x27]   user32!UserCallWinProcCheckWow+0x50c   0x94348ff800   0x7ffff7f7e684
[0x28]   user32!DispatchMessageWorker+0x494   0x94348ff990   0x7ff70eba6a9c
[0x29]   GTA5 + 0x1396a9c!GTA5+0x1396a9c   0x94348ffa10   0x7ff70ee85240
[0x2a]   GTA5 + 0x1675240!GTA5+0x1675240   0x94348ffac0   0x7ff70eb2fa92
[0x2b]   GTA5 + 0x131fa92!GTA5+0x131fa92   0x94348ffaf0   0x7ffff7b47374
[0x2c]   kernel32!BaseThreadInitThunk+0x14   0x94348ffb70   0x7ffff81fcc91
[0x2d]   ntdll!RtlUserThreadStart+0x21   0x94348ffba0   0x0

The problem is, there's no easy solutions as far as I know. At least you can't switch the current thread to another arbitrary thread with SwitchToThread. Considering compatibilities with RPH and C++ scripts with try-catch blocks, we shouldn't go back to fibers for SHVDN's jobs, either.
Sorry, I'm not in the mood for replying right now.

same here

I realized launching the game via RPH avoids it crashing in my environment. I still wonder what factors on .NET avoids the game crashing when launching it via RPH, however. We can't really depend on users using RPH along with SHVDN, especially when considering how RPH devs don't provide older versions of RPH.

seems like I can confirm the above

I am having this same issue on Game Version .3274 (July) & Launcher Version <IP_ADDRESS>3
Game starts but crashes at point when loading Saved Game.
Scripts have worked fine before this point. Unfortunately I cannot remember which version of SHVDN I was on before (sub 100 from memory).
Attempted Resolution:
Empty scripts folder:

Game loads into Story Mode but pressing F4 crashes to desktop with no error (type 3).
There is no evidence that there was even a problem, it's almost as if the Launcher is responsible for closing the game... shrug

Using my normal scripts folder, the game will either:

Crash while loading Story Mode, (Save Game error?).
Load into Story Mode but crash when Reloading Scripts (Insert) or opening the Console (F4).

From my initial low sample count testing: Nightly 115 works!

Yep, nightly.115 works for me as well!

So I have just copied over night.115 to my modded game folder, and amazingly my game has loaded with no issues twice in a row, which hasn't happened since before all the issues with the latest game updates started this year. Amazing work guys, I was beginning to lose hope there that this was ever going to be solved/fixed. I might be jumping the gun of course, and I will report back if the issue comes back and or persists. Thanks for all of your hard work.

I can also confirm, 115 has fixed the loading issue for me, at least so far.

Yep, seems like nightly.115 fixes both loading crashes and console crashes for me, good job and thanks @kagikn

I have given 115 to the user who was experiencing those random crashes on his system and am waiting to hear back, but considering the overwhelming response in this thread it looks like those race conditions in the core are finally resolved!
I'll update as soon as I hear back from the user.

So, idk if anyone else needs to see this but after changing the GTA directory permissions I was able to fix my issue, now the console opens without crashing and scripts are loading fine. I had to set my User Account as the Owner of the directory and give Full Control.

If I remember correctly, only RGL does the "reset folder permissions" thing on updates. I know Steam does not do that since I'm on Steam and have never had that happen. I am not sure about Epic but I don't recall it doing that among BTTFV's userbase. But yes, that permission reset is why one of the things our mod installer does is fix permissions issues on the GTAV directory if they exist.

Yeah I haven't had any crashing since Nightly 115. Surely this is fixed now. Good job kagikn!

No crashes from my side either. All aforementioned scripts of mine are working again and it seems there are no longer any issues. Great job! 👍

I'm closing this issue as I don't see users who do use nightly.115 or later yet experience the weird game crash yet. I believe it's safe to assume the issue is now resolved.

hello, sorry I'm having this issue on Arch using Heroic, I only have scripthookv and scripthookvdotnet installed and a trainer, and I get 3 or 4 loading screens in then crash.

Yes, but do you have ScriptHookVDotNet Nightly installed? That's what this topic is referring to.

yeah, it happens with the two most recent nighly builds and stable

Stable crashing on load is not a surprise whatsoever; stable has been broken since 1.0.3258.0 released on June 25th.
Tagging in @kagikn though since it's a claim for crashing on game load with Nightly, however.

I'm not reopening the issue for those who use Wine, because I'm not sure they experience game crash due to whether how SHVDN is coded or how Wine is configured. Besides, some people claimed SHVDN is not working on Linux (with Wine) before 1.0.3258.0 was dropped while this issue created after that. I think other issues would be appropriate.

I have given 115 to the user who was experiencing those random crashes on his system and am waiting to hear back, but considering the overwhelming response in this thread it looks like those race conditions in the core are finally resolved!
I'll update as soon as I hear back from the user.

UPDATE: Took quite a while, but they got back to me and stated that with 119 installed, the crash on load is indeed gone!


Ensure the grammar cache is thread-safe

Fixes #715
Do we need a news item for bugfixes in-between RC releases?
Note: the diff is easier to read when ignoring whitespaces

Do we need a news item for bugfixes in-between RC releases?

Generally yes. but in this particular one I am not sure it's worth a news item because it does not change anything for users.

Generally yes. but in this particular one I am not sure it's worth a news item because it does not change anything for users.

Ok (FYI when writing the test I took the opportunity to check what would happen if the cached objects were shared between mutliple threads, and this caused it to hang, so I think it's good that we fixed it)


Error with quasiconvex atom

I am finding the following error with a min max quasiconvex program.
Input code
 t = cp.Variable(5,pos=True) obj = cp.max((1-2*cp.sqrt(t)+t)/t)  prob = cp.Problem(cp.Minimize(obj)) prob.solve(qcp=True)
Traceback (most recent call last):   File "<stdin>", line 1, in <module>   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/problems/problem.py", line 289, in solve     return solve_func(self, *args, **kwargs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/problems/problem.py", line 557, in _solve     chain.reduce(), solver=solver, verbose=verbose, **kwargs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/reduction.py", line 92, in reduce     problem, retrieval_data = self.apply(self.problem)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/chain.py", line 65, in apply     problem, inv = r.apply(problem)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 101, in apply     constraints += self._canonicalize_constraint(objective <= t)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 177, in _canonicalize_constraint     sublevel_set = sets.sublevel(lhs.copy(canon_args), t=rhs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/sets.py", line 150, in sublevel     return SUBLEVEL_SETS[type(expr)](expr, t) KeyError: <class 'cvxpy.atoms.max.max'>
This appears to be happening for other atoms applied to qcp problems as well. For instance, although max should be allowed under qcp=True (and sent the issue above) I also tried sum on qcp (which shouldn't work) and got a similar error, though not a flag that the problem was not qcp due to the summation.

Thanks for reporting! We'll take a look. Do you have source code that you can share to reproduce the bug involving the sum atom?

For sure, and thanks for taking a look! For the summation example,
`import cvxpy as cp
t = cp.Variable(5,pos=True)
obj = cp.sum(cp.square(t)/t)
prob = cp.Problem(cp.Minimize(obj))
prob.solve(qcp=True)`
produces the following:
Traceback (most recent call last):   File "sum_error.py", line 5, in <module>     prob.solve(qcp=True)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/problems/problem.py", line 289, in solve     return solve_func(self, *args, **kwargs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/problems/problem.py", line 557, in _solve     chain.reduce(), solver=solver, verbose=verbose, **kwargs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/reduction.py", line 92, in reduce     problem, retrieval_data = self.apply(self.problem)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/chain.py", line 65, in apply     problem, inv = r.apply(problem)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 101, in apply     constraints += self._canonicalize_constraint(objective <= t)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 177, in _canonicalize_constraint     sublevel_set = sets.sublevel(lhs.copy(canon_args), t=rhs)   File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/cvxpy/reductions/dqcp2dcp/sets.py", line 150, in sublevel     return SUBLEVEL_SETS[type(expr)](expr, t) KeyError: <class 'cvxpy.atoms.affine.sum.Sum'>
Seems like this should produce some kind of non-disciplined convex program error...

BTW if helpful the following bisection code seems to work a-ok in cvxpy,
import cvxpy as cp

x = cp.Variable(2,pos=True)

eps = .001

# solving min max((1-2*sqrt(x)+x)/x)
# via bisection with x[0] <= .5
#                    x[1] <= .9
#
# iterate solution of
#
# min 1
# st max(1-2*sqrt(x)+x - t*x) <= 0
#    x[0] - .5 <= 0
#    x[1] - .9 <= 0
#

l = 0.0
u = 100.0

i = 1
while (u-l) > eps:
    t = (l+u)/2.
    obj = 1
    constraint = [x[0]-.5<=0, x[1]-.9<=0, cp.max(1-2*cp.sqrt(x)+x-t*x) <= 0]
    prob = cp.Problem(cp.Minimize(obj),constraint)
    prob.solve()
    print('prob value = ', prob.value, ' x[0] val = ', x[0].value, ' x[1] val = ', x[1].value)

    if prob.value == 1:
        u = t
    else:
        l = t

print('Final value of x[0] = ', x[0].value, ' x[1] = ', x[1].value)

with the following output
prob value =  1.0  x[0] val =  0.12680124123102843  x[1] val =  0.21554589963066342
prob value =  1.0  x[0] val =  0.15367011580463869  x[1] val =  0.254671935355481
prob value =  1.0  x[0] val =  0.19051612329459786  x[1] val =  0.307852498544531
prob value =  1.0  x[0] val =  0.2327744021881528  x[1] val =  0.3727140330437784
prob value =  1.0  x[0] val =  0.33775385965455096  x[1] val =  0.5278672034118689
prob value =  1.0  x[0] val =  0.36769834818510655  x[1] val =  0.5636792435159235
prob value =  1.0  x[0] val =  0.4035909463955593  x[1] val =  0.5989754227810449
prob value =  1.0  x[0] val =  0.4446612650646662  x[1] val =  0.6374049900429277
prob value =  1.0  x[0] val =  0.49152800102254807  x[1] val =  0.6751550733302792
prob value =  inf  x[0] val =  None  x[1] val =  None
prob value =  inf  x[0] val =  None  x[1] val =  None
prob value =  inf  x[0] val =  None  x[1] val =  None
prob value =  1.0  x[0] val =  0.49595909696520596  x[1] val =  0.6820290699285073
prob value =  1.0  x[0] val =  0.4982226730809303  x[1] val =  0.6787212387020509
prob value =  1.0  x[0] val =  0.49929529238480513  x[1] val =  0.6748416462876611
prob value =  1.0  x[0] val =  0.49975165568546065  x[1] val =  0.6779124006929196
prob value =  1.0  x[0] val =  0.49997206753340906  x[1] val =  0.6766140266864319
Final value of x[0] =  0.49997206753340906  x[1] =  0.6766140266864319

so seems like the bisection of
minimize 1
such that:
    max (p(x)-t*q(x))<=0
    ...

works, if that helps at all, love the quasiconvex inclusion!

Definitely helpful, thanks! I believe I know what the bug is, and how to fix it. I'll try to get a fix in within the next week or so.

cool thanks!

@dberkens, I've pushed a fix to master. We'll release a new version of CVXPY that includes the fix soon. Please let me know if you run into any other issues!

@dberkens: We've released a pre-release on PyPi, version 1.1.0.a2, that contains a fix for this issue. If you're willing to use a pre-release, you can install it with
pip install --pre --ugprade cvxpy

Hope that helps!

Thanks! Will give it a try and report back.
Dan
On Mon, Jan 6, 2020, 2:23 PM Akshay Agrawal<EMAIL_ADDRESS>wrote:

@dberkens https://github.com/dberkens: We've released a pre-release on
PyPi, version 1.1.0.a2, that contains a fix for this issue. If you're
willing to use a pre-release, you can install it with
pip install --pre --ugprade cvxpy
Hope that helps!
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Very nice - I've been able to verify the new release works for both cases. Thanks for the help!

Great! Thanks for confirming.
On Tue, Jan 7, 2020 at 12:15 PM Dan Berkenstock<EMAIL_ADDRESS>wrote:

Very nice - I've been able to verify the new release works for both cases.
Thanks for the help!
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I have the same problem
import numpy as np
import cvxpy as cp
import matplotlib.pyplot as plt
class Edge(object):
""" An undirected, capacity limited edge. """
def init(self):
self.c1 = []
self.c2 = []
# Connects two nodes via the edge.
def connect(self, in_node, out_node):
    self.c1.append(in_node.color)
    self.c2.append(out_node.color)

# Returns the edge's internal constraints.
def constraints(self):

    return [cp.pos(self.c1[0] - self.c2[0]) >= 1]

class Node(object):
""" A node with accumulation. """
def init(self, number):
self.number = number
if number == max_neigb:
self.color = 0
else:
self.color = cp.Variable(integer=True)
edges = [(1,0),(1,2),(1,3)]
n_nodes = 4
nodes_lst = []
n_edges = 3
edges_lst = []
max_neigb = []
for i in edges:
max_neigb.append(i[0])
max_neigb.append(i[1])
max_neigb = max(max_neigb,key=max_neigb.count)
for i in range(0,n_nodes):
nodes_lst.append(Node(i))
for i in range(0,n_edges):
edges_lst.append(Edge())
for i in range(0,n_edges):
edges_lst[i].connect(nodes_lst[edges[i][0]],nodes_lst[edges[i][1]])
sum_ = []
for i in range(0,n_edges):
sum_.append(edges_lst[i].c1[0])
sum_.append(edges_lst[i].c2[0])
constraints = []
for obj in edges_lst:
constraints += obj.constraints()
prob = cp.Problem(cp.Minimize(cp.sum(sum_)), constraints)
result = prob.solve(qcp=True)
print(result)
Traceback (most recent call last):
File "/usr/app/t.py", line 65, in
result = prob.solve(qcp=True)
File "/usr/local/lib/python3.9/site-packages/cvxpy/problems/problem.py", line 462, in solve
return solve_func(self, *args, **kwargs)
File "/usr/local/lib/python3.9/site-packages/cvxpy/problems/problem.py", line 945, in _solve
chain.reduce(), solver=solver, verbose=verbose, **kwargs)
File "/usr/local/lib/python3.9/site-packages/cvxpy/reductions/reduction.py", line 94, in reduce
problem, retrieval_data = self.apply(self.problem)
File "/usr/local/lib/python3.9/site-packages/cvxpy/reductions/chain.py", line 76, in apply
problem, inv = r.apply(problem)
File "/usr/local/lib/python3.9/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 94, in apply
constraints += self._canonicalize_constraint(constr)
File "/usr/local/lib/python3.9/site-packages/cvxpy/reductions/dqcp2dcp/dqcp2dcp.py", line 201, in _canonicalize_constraint
superlevel_set = sets.superlevel(rhs.copy(canon_args), t=lhs)
File "/usr/local/lib/python3.9/site-packages/cvxpy/reductions/dqcp2dcp/sets.py", line 158, in superlevel
return SUPERLEVEL_SETS[type(expr)](expr, t)
KeyError: <class 'cvxpy.atoms.elementwise.maximum.maximum'>


Fix JSCS issues in UX code

Fix the JSCS issues here:
https://github.com/projectjellyfish/ux/pull/297

This fix is out on the ux unit testing branch.


Write the Tree Agent implementation.

For world creation for both type of world we will take a dictionary and a start node as an input.
The dictionary in case of tree will contain key as the node names (can be string, char, or int etc.. ) and value contains a list of child names. The start point in the case of the tree will be the root node.

Closing after the first release, v1.0.3, with the last merge


Excel String to date conversion issue

When uploading an excel file with date values, the get_table throws error.
I tried both internal format (YYYYMMDD) and external format (DD.MM.YYYY), in both cases it fails.
My code:
TYPES: BEGIN OF ty_excel,
         mblnr TYPE mblnr,
         mjahr TYPE mjahr,
         budat TYPE budat,
         usnam TYPE usnam,
         bktxt TYPE bktxt,
       END OF ty_excel.
PARAMETERS p_file TYPE string LOWER CASE DEFAULT 'C:\temp\Test.Upload.File.xlsx'.
DATA gt_upload TYPE TABLE OF ty_excel.
TRY.
    DATA(o_reader)    = CAST zif_excel_reader( NEW zcl_excel_reader_2007( ) ).
    DATA(o_excel)     = o_reader->load_file( i_filename = p_file ).
    DATA(o_worksheet) = o_excel->get_active_worksheet( ).
    o_worksheet->get_table( EXPORTING iv_skipped_rows = 1
                            IMPORTING et_table = gt_upload ).
  CATCH zcx_excel INTO DATA(o_error).
    DATA(xl_err_msg) = o_error->get_text( ).
    WRITE xl_err_msg.
ENDTRY.

Date example: 20230302
Test Upload File.xlsx

Could you provide an Excel file to reproduce the case? Thank you.
NB: not sure but the expected format is possibly the Excel Date format, the one which is used when you type a date manually in Excel.

Sample Upload file
Test Upload File.xlsx

Thanks. Reproduced. The error message is Unable to interpret date.
I confirm that the expected format is the Excel Date format, the one which is used when you type a date manually in Excel.

If you have a date stored in a non-date format in the Excel file, you should handle the conversion yourself, so it should be a neutral C type for BUDAT field.

Thanks. Reproduced. The error message is Unable to interpret date. I confirm that the expected format is the Excel Date format, the one which is used when you type a date manually in Excel.
If you have a date stored in a non-date format in the Excel file, you should handle the conversion yourself, so it should be a neutral C type for BUDAT field.

Hi Sandra,
Thanks for fast reply.
But have to point out that in both formats (Internal and External), the date is not converted and throws error.
In case of external format, the error comes Index out of bounds
Test File
Test Upload File (External Format).xlsx

I'm not talking about these 2 SAP formats. I'm talking about the format in your Excel file.
GET_TABLE only reads the Date Excel format:

If you have a date stored in a non-date format in the Excel file, you should handle the conversion yourself, so it should be a neutral C type for BUDAT field.

Thanks Sandra, I got it now.
I made the BUDAT field string and converted it later myself.
Closing the issue.


TypeError: Cannot read property 'left' of undefined when element is called "row"

I encountered this error when trying to convert an SVG to react native :
TypeError: Cannot read property 'left' of undefined
at determineAlignJustify (/Users/paul/sketch-to-react-native/build/attributes.js:160:36)
at /Users/paul/sketch-to-react-native/build/flex.js:286:26
at Array.forEach ()
at flattenBoxComps (/Users/paul/sketch-to-react-native/build/flex.js:281:13)
at /Users/paul/sketch-to-react-native/build/flex.js:291:11
at Array.forEach ()
at flattenBoxComps (/Users/paul/sketch-to-react-native/build/flex.js:281:13)
at flattenBoxComps (/Users/paul/sketch-to-react-native/build/flex.js:276:9)
at flattenBoxComps (/Users/paul/sketch-to-react-native/build/flex.js:260:9)
at flattenBoxComps (/Users/paul/sketch-to-react-native/build/flex.js:260:9)
I tried removing some elements of my SVG and I then noticed that the error was happening when filtering elements called "row", folders in my case. When I renamed then, everything worked fine.

Thanks, that's great information.  I'll take a look. Are you able to share the sketch file you used (either here, or privately<EMAIL_ADDRESS> If not, I think we were seeing this issue on another file, so I can try to replicate it there.

Sure, you'll find it attached. It comes from the list example coming with the Material Design Stickersheet when creating a New File from Template -> Material Design.
list.svg.zip

Great, thanks!

Any update for this issue?


Sub-DAO

Adds a settings field to define either a single space as parent or multiple children and displays links in the space sidebar if the relationship is defined from both sides (child sets parent and parent sets child).

The design is the most minimal and simple I could think of. Any better ideas?
Missing:

check if space(s) exist: schema allows any string for parent/children, since there are spaces (Uniswap) with no ENS
filter proposals: show proposals from sub-spaces in main space and add filter options

Waiting for:

https://github.com/snapshot-labs/snapshot-hub/pull/292

To discuss:

design
wording/labels

Docs: https://app.gitbook.com/o/-LFgTZvhAg63US8GVxGf/s/-MG4Ulnnabb2Xz3Lei9_/~/changes/9ZBLxzo5M6OATiLxcAMl/spaces/sub-spaces (screenshots might need update if we change the design)

@mktcode we having some conflicts here

@mktcode we having some conflicts here

Yep. Gonna reset this to current develop branch now and start over.


update yosys

Blocked on: https://github.com/chipsalliance/synlig/pull/2431
I wanted to try out tinytapeout but quickly got stuck that my generated code was giving spurious logic loop warnings. This was an issue in yosys but was fixed in https://github.com/YosysHQ/yosys/pull/4184
But since tinytapeout requires stuff to work in CI I have no choice but to update yosys across the stack.
If it is acceptable I can pull the PR to synlig as a patch so this could get merged faster.

Hi Rowan, thanks for the contribution. I have two comments:

The PR to Synlig will indeed need to be a patch, kind of like Yosys' patches.
As of 2.0.0's release, we only merge hotfixes to main, with any less urgent changes merged to dev for the next minor release. An issue with a reproducible showing the failure goes a long way to helping me get this in main. (You can create a reproducible out of any step by going to the failing/misbehaving step's directory and writing openlane.steps create-reproducible ., then tarballing the reproducible directory.)

superseded by #534 - thank you for your effort


⚠ Secret Website 3 has degraded performance

In be5af60, Secret Website 3 ($SECRET_WEBSITE_3) experienced degraded performance:

HTTP code: 200
Response time: 2755 ms

Resolved: Secret Website 3 performance has improved in 467603e.


Explain that both can be chained

This is what it looks like rendered:

Not sure if using constant is too complicated here, but not putting the result in an array caused the output to be four lines long, which was annoying. I added two spaces to separate the groups of two elements each better.

I think I'd rather mention that Each chained both doubles the number of arguments.

Good point. Updated it and fixed the conflicts.


chore: re-generate themes after fixing background-color option in mpv.tera file

Thanks again! I somehow completely forgot the themes needed to be regenerated when looking at your PR to fix the template. 😅


Cannot connect to listening UNIX socket

I'm trying to creaste a listening UNIX socket, and also connect to it using BlueSocket, however I'm getting the error Error code: -9993(0x-2709), Invalid argument when calling socket.acceptClientConnection() when connecting using BlueSocket, however testing with the utility socat it connects fine.
Server code:
import Foundation
import Socket

public class Daemon {
    private static let maxReadBufferSize = 1024

    private let lockQueue = DispatchQueue(label: "io.tomb.swm")

    private var isRunning = false

    private var running: Bool {
        get {
            lockQueue.sync { self.isRunning }
        }
        set(newValue) {
            lockQueue.sync { self.isRunning = newValue }
        }
    }

    private var listen: Socket?

    public init() {}

    public func run() throws {
        do {
            try listen = Socket.create(family: .unix, type: .stream, proto: .unixw)
        } catch {
            throw DaemonError.unableToCreateSocket
        }

        guard let socket = listen else {
            throw DaemonError.unableToUnwrapSocket
        }

        do {
            try socket.listen(on: try Daemon.socketFilePath())
        } catch {
            throw DaemonError.unableToListenOnSocket
        }

        running = true

        let queue = DispatchQueue.global(qos: .userInteractive)

        // swiftlint:disable:next unowned_variable_capture
        queue.async { [unowned self] in
            repeat {
                do {
                    let client = try socket.acceptClientConnection()
                    self.handle(socket: client)
                } catch {
                    fputs("error: accepting incoming client connection - \(error)\n", stderr)
                }
            } while self.running
        }
    }

    public func shutdown() {
        running = false

        do {
            let path = try Daemon.socketFilePath()
            try FileManager.default.removeItem(atPath: path)
        } catch {}
    }

    private func handle(socket: Socket) {
        let queue = DispatchQueue.global(qos: .userInitiated)

        queue.async {
            print("socket connected: \(socket.remotePath ?? "unkown")")
        }
    }

    public static func socketFilePath() throws -> String {
        guard let user = ProcessInfo.processInfo.environment["USER"] else {
            throw DaemonError.userEnvVarMissing
        }

        return FileManager
            .default
            .temporaryDirectory
            .appendingPathComponent("swm_\(user).sock", isDirectory: false)
            .path
    }
}

Client
import Foundation
import Socket

public enum Client {
    public static func send(message _: MessageDomain, args _: [String]) throws -> Int32 {
        let socket = try Socket.create(family: .unix, type: .stream, proto: .unix)
        try socket.connect(to: try Daemon.socketFilePath())

        return EXIT_SUCCESS
    }
}

I am assuming I am missing something from the connecting side of things.
My project: https://github.com/tombell/swm

I'm not sure why you're getting that problem.  Perhaps there's a threading issue due to the use of the global queue?  I tried a paired down version and it seems to connect ok:
server.swift:
#!/usr/bin/swift sh
import Socket // kitura/BlueSocket

let socketPath = "socket"

let socket = try Socket.create(family: .unix, type: .stream, proto: .unix)
try socket.listen(on: socketPath)

while true {
    print("Waiting for connection...")
    let client = try socket.acceptClientConnection()

    print("Got client: \(client)")
}

print("Done!")

client.swift:
#!/usr/bin/swift sh
import Socket // kitura/BlueSocket

let socketPath = "socket"
let socket = try Socket.create(family: .unix, type: .stream, proto: .unix)
try socket.connect(to: socketPath)

print("Done!")

@dannys42 Yeah, it's a complete mystery to me, I made a separate project client and that could connect fine, using socat could connect fine, but any sort of client inside the same project as the server, it just doesn't seem to work.

I've managed to create a simple minimal project that reproduces the issue for me https://github.com/tombell/minimal-socket-bug

Since this doesn't appear to be a bug directly with BlueSocket, and I've managed to figure out a work around, I'll close this off.

Hey @tombell, would you mind sharing your workaround? I'm running into an issue that sounds awfully similar to this.

@mschrage my work around was kind of just splitting things out into functions, and I think wrapping the Socket function calls in do { ... } catch { ... } seemed to help to


this branch will hold all the fixes from the internal audit

Each pr merged into this will be an attempt to solve a finding from the audit. When all the fixes are included then merge into milestone 3. That will start the next phase of the audit.

Audit solutions will be merged in no particular order.

A Minerva timing attack on P-256 in python-ecdsa exists and can not be circumvented without writing a wrapper around OpenSSL. This will be noted in the internal audit doc.

This audit branch will be focused on Aiken only. The next audit will be happy path focused.

merging into milestone 3, second audit will begin after that


why limit is x16

hello thanks for the plugin !!
just wanted to know why the limit is x16 on google chrome ?
thank youuu

Don't know, that is really Google limit. Looks like they think nobody can listen fine at the speed)


Commit : #18186a4 - Remove scripts - Implement a slackScripts runner

The idea is instead of having the whole functionalities in a same file which is the # main file of a slack bot : slack_bot.js, we can divide the bot launch from the bot functionalities which are the "scripts".
A script is use case of the bot. example : "controller.hears(['hello', 'hi'] ..."
For a first version, all the scripts are gathered in the same file : /slackScripts/allScripts.js

Hey @Raniazy Are you on dev4slack.xoxco.com? I'd like to chat about what you're trying to achieve.

hey @benbrown
Yes I am. I'm online


Expose "ownCapabilities"

Description
We need a way to get a device's own capabilities. This will be used to show the correct UX depending on what a device's capabilities are (e.g. if a device is able to assign roles, then it is able to invite other devices).
Not sure what the best API for this is? project.getOwnCapabilities()?

would it make sense to incorporate this as part of project.$getProjectSettings? maybe the separation is better, but just a thought

To me at least, project settings implies they are settings that apply across the project, that can be set via setProjectSettings. It's not possible for a user to set their capabilities, and capabilities are a device-specific setting, not a project setting. We could expose this via the member API. I imagine that for a screen that shows a list of project members, you would want to at least see the role name ('Coordinator', "Member" or "Blocked"), but it could be handy to be able to drill-down and get the capabilities of each device.
I suggest that $member.getById() returns a property capabilities, with the object that defines the capabilities. So a device would call project.$member.getById(ownDeviceId)


Support non-webpack environments

This fix introduces a number of changes that enable Firebolt to work in projects that do not use WebPack:

renamed all Firebolt source files to .mjs since they are all modules
removed webpack.config.js and all usage of webpack
added appropriate entry and types metadata to package.json
change main entry index.mjs to firebolt.mjs
updated all of the tests to import the new main entry point
fixed a race condition in Lifecycle/defaults.mjs that occurs due to how modules load different than .js
Fixed a minor TypeScript bug w/ propertyNames and additionalProperties not working well together.

Related PR:
https://github.com/rdkcentral/firebolt-core-sdk/pull/22

Blackduck scan failure details
Summary: 0 violations, 0 files pending approval, 7 files pending identification.

Protex Server Path: /home/blackduck/github/firebolt-openrpc/26/rdkcentral/firebolt-openrpc

Commit: f0519f5bed3646541f4ecce9160aaa7b41b1ddee

Report detail: gist

WARNING: A Blackduck scan failure has been waived
A prior failure has been upvoted

Upvote reason: Matching ourselves in the Protex database - excluded

Commit: f0519f5bed3646541f4ecce9160aaa7b41b1ddee


Bug 1899835: fix(catalog): be defensive about directly indexing catalog pods

Prevent index out of bound panic(s) when directly indexing catalog pod status.

/bugzilla refresh

/lgtm

/lgtm

/retest
/cherrypick release-4.6

/retest

/hold
the console tests are having some issues

It's an issue with the console tests themselves. Here's the fix: https://github.com/openshift/console/pull/7321
Waiting for it to merge before removing the hold label.

console test patch merged - trying again.
/hold cancel
/retest


Fix: Change Master Variant is not supported

https://jira.commercetools.com/browse/SUPPORT-11482
Currently we do not fetch products to check the which variant is master variant while importing products.We have hard coded check here (https://github.com/commercetools/sphere-node-product-csv-sync/blob/master/src/coffee/validator.coffee#L213) to detect master variant which has to be real time. Like fetch product information and detect the master variant and then generate master variant action.
Current Error
Error: The action 'changeMasterVariant' is not supported. Please contact the commercetools support team!
at _.filter (/app/node_modules/sphere-node-product-csv-sync/lib/import.js:629:19)
at /app/node_modules/sphere-node-product-csv-sync/node_modules/underscore/underscore.js:255:11
at Function..each..forEach (/app/node_modules/sphere-node-product-csv-sync/node_modules/underscore/underscore.js:186:9)
at Function..filter..select (/app/node_modules/sphere-node-product-csv-sync/node_modules/underscore/underscore.js:254:7)
at Import.update (/app/node_modules/sphere-node-product-csv-sync/lib/import.js:577:27)
Reference

https://github.com/commercetools/express-impex/issues/731

Once Fixed, please invite @daern91 , @VineetKumarKushwaha as reviewer.

Please note this currently assumes that the masterVariant always has variant id of 1. this is also incorrect.

@VineetKumarKushwaha can we please setup a meeting to discuss this ticket on google meetings?

Can we assume that the customer will include a sku for each row? This will allow for us to search for the product needed.

@nspeet as per the documentation here https://github.com/commercetools/sphere-node-product-csv-sync#base-attributes customer can skip sku and provide other unique value.
   -m, --matchBy [value]                      Product attribute name which will be used to match products. Possible values: id, slug, sku, <custom_attribute_name>. Default: id. Localized attribute types are not supported for <custom_attribute_name> option.
Also above matchBy is the key which specifies what value makes the product unique. for an instance, user can give slug as value of matchBy then productType and slug makes it unique. So you have to write a logic to check value of matchBy  and then get the product based on that. So it should be similar to this
 static mapMapper(matchBy) {
    switch (matchBy) {
      case 'id':
        return MatchUtils.mapById;
      case 'slug':
        return MatchUtils.mapBySlug;
      case 'sku':
        return MatchUtils.mapBySku;
      default:
        return MatchUtils.mapByCustomAttribute(matchBy);
    }
  }

if you see this section https://github.com/commercetools/sphere-node-product-csv-sync#localized-attributes ,we have csv which does not have sku at all. So we should not only rely on sku otherwise it will break for other cases.

@ashishhk @VineetKumarKushwaha  This was in regards to our original discusses about running a fetch on the product information. This was the original solution proposed. ie. Can the customer in this case provide a sku each time and then we run the product fetch for uniqueness?

Ashish met with us this morning and we agreed on the following solution: "Product API fetch in the validator based on sku first as the customer uses sku, then based on id existing next, then based on fetch by key."

@VineetKumarKushwaha Branch with validator update: https://github.com/commercetools/sphere-node-product-csv-sync/tree/306-detect-master-variant.

If its not deployed yet, can we keep it open so the support team can see the true picture.

@ashishhk We have released this package but due to pipeline issue we are not able to bump this version in impex.

okie so as a CLI its working, but not in ImpEx web UI, got it.


docs: switch usage image to one from main repo

Depends on merge from: https://github.com/probot/probot.github.io/pull/284


Error we see: There has been an error during thread execution. Error generating I/O request

We are running the command in the amd64 subdirectory:  Here is the screen output:

This is what we see in the log file:
Command Line: diskspd –b8K –d30 –o4 –t8 –h –r –w25 –L –Z1G –c20G F:\iotest.dat
Input parameters:
timespan:   1
-------------
duration: 10s
warm up time: 5s
cool down time: 0s
random seed: 0
path: '–b8K'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–d30'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–o4'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–t8'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–h'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–r'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–w25'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–L'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–Z1G'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: '–c20G'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal
path: 'F:\iotest.dat'
	think time: 0ms
	burst size: 0
	using software cache
	using hardware write cache, writethrough off
	performing read test
	block size: 65536
	using sequential I/O (stride: 65536)
	number of outstanding I/O operations: 2
	thread stride size: 0
	threads per file: 1
	using I/O Completion Ports
	IO priority: normal

System information:
computer name: SQLPRD01B
start time: 2020/02/13 01:14:43 UTC

Results for timespan 1:

The test was interrupted before the measurements began. No results are displayed.

It looks as if all the hyphens in the command line have been replaced. Try typing it out again. PowerShell will allow the use of different style dashes but the Command Prompt will not.


Trailstructure

Coverage decreased (-0.1%) to 79.087% when pulling c130865c7a768ae53dc0cd17a70c315fb6dda5b8 on 1yay1:trailstructure into 88d5747c2264bffc4843cd18d12d19da17685e0d on thm-mni-ii:master.


Need more space for "On/Off" button on brazil market

create space problem on off buttong

second button error

@html5developer-mumtaz Just override css class .toggle-switch min-width property


Error displaying font

04-01-2017 APRIL.pdf
Hey there,
While using your library to show different PDF's, i've noticed that a particular PDF would not show correctly, the text simply was not displayed. The console was showing the following error 'Warning: Error during font loading: this._map[charCode].charCodeAt is not a function.'
After digging through the library files i've found the line where the error occurred;
line 31141 in pdf.combined.js.
After removing the .charCodeAt(0) function and simply using this._map[charCode] i noticed that the problem was solved, and that the font was loaded correctly. cMaps are used btw.
Here is a link to the PDF i used; https://www.scribd.com/document/350620291/04-01-2017-APRIL
Configuration used:
Chrome v58.0.3029.110 (64-bit)
MAC OS Sierra v10.12.5
PDF.JS version; v1.8.188
Steps to reproduce the problem:

Simply display the PDF using the library

I have supplied some screenshots;
Bugged version without font; http://imgur.com/t80tjCR
Version without .charCodeAt(0); http://imgur.com/a/i5f5M
I hope you guys can solve this problem,
Cheers!

Here is a link to the PDF i used; https://www.scribd.com/document/350620291/04-01-2017-APRIL

That link seem to require that you sign up to be able to download the file. Can you please attach the file directly to this issue instead?

Ah, i apologize. I have attached the PDF now.

I cannot reproduce this issue, using PDF.js version 1.8.428 (which is the latest version as of this writing).
@RoyStobbelaar If you open your PDF file with the demo viewer (by clicking on the "Open File" button on the right-hand side of the toolbar), available at https://mozilla.github.io/pdf.js/web/viewer.html, does your file display correctly there?
If the demo viewer displays the file correctly, then it may be an issue with your custom implementation of PDF.js. In that case, you'll need to provide access to a working example in order for us to assist further.

If I were to guess, since this appears to be an issue with a custom deployment of PDF.js, the problem might be that you're using a JavaScript Library/Framework that adds custom properties/methods to Arrays in such a way that they become enumerable (which is not correct).
That would explain the problem here, and it's something that we've seen reported from time to time, please refer to the discussion in issues such as #7064 and #7318.

Thanks for the support guys. Apparently the issue is solved by manually downloading the package rather then installing it using npm.

On my case I was implementing pdf.js on a propietary Javascript framework. After some debugging I found out that this framework was setting up aditional char codes on the this._map object that were not numbers at all. My solution was the to update my local copy of pdf.worker.js, from this:
forEach: function forEach(callback) {
     for (var charCode in this._map) {
          callback(charCode, this._map[charCode].charCodeAt(0));
      }
    }
to this:
forEach: function forEach(callback) {
      for (var charCode in this._map) {
        if ( !isNaN(charCode) )  callback(charCode, this._map[charCode].charCodeAt(0));
      }
    }


Update bug report template

With these improvements, the bug report template now includes sections for the following information:
Issue Description: A brief description of the bug.
Does this issue occur when all extensions are disabled?: To check if the problem is related to any installed extensions.
VS Code Version: The version of Visual Studio Code you are using.
OS Version: The version of your operating system.
Steps to Reproduce: Detailed steps to reproduce the issue.
Expected Behavior: What you expected to happen.
Actual Behavior: What actually happens.
Screenshots: Optional, for visual representation of the issue.
Additional Information: Any extra details that might help in understanding the problem.

@Jvr2022 If you'd like to help please read our Contribution Guide.


sap.m.StepInput auto incrementing

OpenUI5 version: 1.70.0
Browser/version (+device/version): Android/iOS
Any other tested browsers/devices(OK/FAIL): Fail for both android and iOS
URL (minimal example if possible):
User/password (if required and possible - do not post any confidential information here):
Steps to reproduce the problem:

When I am using StepInput control for mobile device, When the '+' button is clicked 4 -5 time then the counter starts auto incrementing and doesn't stop.

What is the expected result?
The number of times the '+' button is clicked 4 times the counter should increase 4 times.
What happens instead?
The counter is auto incremented and doesn't stop.
Any other information? (attach screenshot if possible)
The issue only for mobile devices. Works perfectly fine for web application.

Hi @harshadporwal47,
The issue is currently handled in https://github.com/SAP/openui5/issues/2638

As @boghyon pointed out, this is a duplicate of #2638, therefore closing this one.


C++ example, FreeAllocations()

I am not sure if I should put this here or not, but I am not finding any info when google searching nor can I find the mehtod located anywhere in the files the insturctions have you download when setting up pbPlots so I am curious how to use or where to I find the FreeAllocations() method that is being called in the examples? Thanks for any help with this and my apologizes that it is probably not a real issue just a question I am trying to find an answer to.
Great work on this library by the way, I find it very useful.

You need to download the latest version of the files in order to get this function. (Select the master branch).
This function is only useful to avoid leaks. If your program is exiting right after having made a plot, you do not need it.

Great! Thanks so much.


Fix issues with vdf lib

Related to https://github.com/DoctorMcKay/node-steam-user/issues/439

<EMAIL_ADDRESS>is not drop-in compatible with simple-vdf as it parses numbers, booleans, null, and undefined into their primitive types rather than keeping them as strings.

Okay, I can return simple-vdf (this is necessary because the Steam user is trying to load the old vdf library).
But it would be better to fork the library and fix the global scope issues.
What do you think?

Forking simple-vdf would probably be the best way to address this, but it's super low priority to me as a couple MB of wasted memory for the entire process isn't really that major at all.


The result looks different from the paper

The refined image looks as same as the synthetic image while the result in the paper looks more different.It there need more steps to train?

@nickmarton Hi, can I clarify -- what exactly did you modify? Was it the refiner or the discriminator conv1x1 layers that you substituted? And by "relu3" did you mean "conv_3"?

@nickmarton Hi Nick. Did you still apply a local adversarial loss then? If you did, would you mind explaining how you divided the dense layer into multiple sections. If not, then did you just apply a global adversarial loss?


Loading button should be disabled

I think that a loading button should also be disabled (without additional styling). I find it a much more common use case than a loading button that can be interacted with.
Moreover, achieving both is not possible by simply setting disabled loading since disabled changes the color of the button. So if I have a colored loading button, setting disabled makes it grey.
If making this breaking change is impossible, then perhaps introduce a new attribute muted (disabled and active were taken :) ) that when added will achieve the same...
What do you think ?

+1

When you say disabled do you mean specifically point-events: none;?

Yes, precisely.

@jlukic: I think he means when it has class loading, the button should not have hover or active states as to not give the user the impression that they can still interact with the button.

Yes, like @ph7vc said but perhapes also not fire any mouse / click events

I understand. I'll take a look at loading buttons again.
Perhaps there's some middle ground for loading thats an opacity a notch above disabled. At the very least it should be a variable.

Loading will no longer receive events in default theme.
Added variables for loading opacity and pointer-events.
Available in next

Awesome, thanks :+1:


grafana's $__to and $__from are not supported in alerts

What happened:
I tried using grafana's $__from and $__to variables
in alert condition but got the following exception when testing alert condition:
request handler response error {error querying the database: code: 62, message: Syntax error: failed at position 861 ('$') (line 27, col 68): ${__from} / 1000))) and t < toStartOfMinute(toDateTime(toInt32(${__to} / 1000)))
    -- where t + interval 1 hour > (toDateTime(toInt32(${__from} / 1000))) and . Expected one of: ALL, DISTINCT, token, Comma, ClosingRoundBracket, CAST operator, NOT, INTERVAL, CASE, DATE, TIMESTAMP, tuple, collection of literals, array, number, literal, NULL, NULL, Bool, TRUE, FALSE, string literal, asterisk, qualified asterisk, compound identifier, list of elements, identifier, COLUMNS matcher, COLUMNS, qualified COLUMNS matcher, substitution, MySQL-style global variable  A <nil> [] [] 0xc003e27170}"

What you expected to happen:
alert evaluation should have been successful
How to reproduce it (as minimally and precisely as possible):

run grafana 10.3.3 with legacy alerting enabled

create a graph pannel with query that uses $__from an $__to in it:

select $__timeInterval(date_created) as t, count() from your_table
where date_created < toDateTime(${__to} / 1000) and date_created > toDateTime(${__from} / 1000)
group by t
order by t

make sure the graph works

go to legacy alerts page - try to press Test rule

Screenshots
Environment:

Grafana version: 10.3.3
Plugin version: 4.2.0
OS Grafana is installed on: linux
User OS & Browser: chrome
Others:

Have you tried different syntax for accessing these variables? It seems like it's not replacing the ${xxx} syntax. Either that or the variable isn't defined in alerts mode. Do these variables work with other datasources? Can you show the HTTP request payload? Usually the request itself will define the time range, so we can see whether it's included or not.
Usually I see these written as $__from and $__to. You could also try one of the macros which can replace the time for you.

@vbichov I am closing this issue. Please reopen if you still need help. 🙂


Volumesnapshots component missing?

I wanted to roll out velero for backups which seems to require volumesnapshots
However, if I try to test it out with an example volumesnapshot from the link above I get
no matches for kind "VolumeSnapshot" in version "snapshot.storage.k8s.io/v1beta1"
This is on k3s 1.23.12. I see in your e2e test you have a volumesnapshotclass, and I see democratic-csi deploys the snapshot-controller as a component for this to work. I know this is not strictly truenas-csp related, but which component am I missing for snapshots here?

Where did you find the example VolumeSnapshot stanza? You need to call out "snapshot.storage.k8s.io/v1" since Kubernetes 1.20 (well, I'm not sure when "v1beta1" got fully removed). Check example here: https://kubernetes.io/docs/concepts/storage/volume-snapshots/#volumesnapshots
(I also noticed my error in the e2e test suite that calls out the wrong API version)
Anyhow, it's supposed to be up to the Kubernetes distribution vendor to install the external snapshot controller. Not many distributions actually provide this. So, if you want to enable volume snapshots for the TrueNAS CSP you may follow the instructions found with the HPE CSI Driver.

Where did you find the example VolumeSnapshot stanza?

Exactly the same link from the one you posted :)

So, if you want to enable volume snapshots for the TrueNAS CSP you may follow the instructions found with the HPE CSI Driver.

Ah, so as I suspected, I need external-snapshot-controller. Could you maybe link that info in the Readme somewhere?
Thanks for the support!

Thanks for the suggestion. I'll have a look to have this outlined on the INSTALL to ensure there are pointers to enable and use VolumeSnapshots.

@datamattsson I'm playing around with this now, snapshot-controller in tow. However, I think that's not how it's supposed to work
Consider this scenario
I create a pvc - my-pv
I create a volumesnapshot out of it - my-pv-snapshot -
I delete the original pvc
I create a new pvc out of the snapshot - It now references (in my case) SSD_k3s_pvc-f72e0ff5-33cf-40fb-b488-6b960928f53b@snapshot-2f5d1c03-9dba-448b-b426-c71ac2f1c3f9, which is a zfs snapshot of a zvol that doesn't exist anymore, and subsequently fails
Hence all snapshots are bound to a backing zvol. If that zvol were to be deleted by for example killing the underlying pv, then those snapshots are dead, providing no protection
Is this how it's supposed to work?

Would we like zvols which has snapshots created by the CSI driver to be retained on the backend? I'm not sure why PVs with snapshotcontent derived from them aren't protected. It's odd.

Democratic CSI has an option to clone the zvol/dataset outright.

Interesting, like doing a send/recv asynchronously within the same pool?

Add hints to INSTALL.md.


viogpu: can't set resolution higher than 1024x768

In Windows display settings I see 3 resolution options:

3840x1912
1024x768
800x600

When I select 3840x1912, I immediately see "Guest disabled display." message and then guest reboots.
No memory dump is created.
With https://gitlab.freedesktop.org/spice/win32/virtio-gpu-wddm-dod I see more resolution options, and 1920x1080 is working.
The same (almost) issue reported there: https://gitlab.freedesktop.org/spice/win32/virtio-gpu-wddm-dod/-/issues/5 (before I found that the driver is now included here)

@amezin
currently 3840x1912x32bit is too big
https://github.com/virtio-win/kvm-guest-drivers-windows/blob/master/viogpu/viogpudo/viogpudo.cpp#L2263
I'm going to fix this problem along with https://bugzilla.redhat.com/show_bug.cgi?id=1923886
btw, I wouldn't suggest using this repository https://gitlab.freedesktop.org/spice/win32/virtio-gpu-wddm-dod/
anymore. Windows virtio-gpu driver has been fully merged under virtio-win umbrella.
Cheers,
Vadim.

I'm going to fix this problem along with https://bugzilla.redhat.com/show_bug.cgi?id=1923886

@vrozenfe It looks like you fixed that bug a month ago. It's not clear to me whether that fix made it into the recently updated public builds, but presumably this issue can be closed?

@jwatt
Win10 currently (latest-build 204) works with up to 16MB (2KB x 2KB x 32bpp) surface.
I still have a plan to make it bigger (up to 256 MB) but it might take some
time.
There is also a new feature introduced in build 204 that allows to change the Windows VM
screen resolution dynamically https://bugzilla.redhat.com/show_bug.cgi?id=1923886.
Vadim.

Yes, 2560x1600 works for me now.
@vrozenfe

There is also a new feature introduced in build 204 that allows to change the Windows VM
screen resolution dynamically

Windows allows me to select 3840x1848 (which is, I guess, the size of virt-manager window), but it results in a black screen. I think the driver shouldn't report the resolution if it's too big. virtio-win-0.1.204

@amezin
I will try  too  support the bigger resolutions soon.

I think it's sometimes too big. My Screen supports 2560 x 1440 and in the Windows guest 2560 x 1600, so 160px too much, it doesn't crash but the pixels at the bottom aren't visible.

@Lilith2208
currently we pre-allocate 16MB buffer on Win10 and 8MB on Win8/8.1
https://github.com/virtio-win/kvm-guest-drivers-windows/blob/master/viogpu/viogpudo/viogpudo.cpp#L2368
16MB should be enough to handle 2048x2048 resolution in 32bit per pixel mode.
2560x1600x4 requires even a bit less than 16MB. What kind of viewer do use?
In any case 16MB is a temporary limit that planed to be fixed in the future versions.
Vadim.

@BentHaase
Technically, it should be possible on Win10.
2560x1600x4 a git more than 14 MB while the memory, allocated to backup the frame buffer is 16MB.

@BentHaase Technically, it should be possible on Win10. 2560x1600x4 a git more than 14 MB while the memory, allocated to backup the frame buffer is 16MB.

Sadly there is now way to way to set 2560x1440 or am I missing something?

@BentHaase
you need to pass the following parameters to qemu "-device virtio-vga,edid=on,xres=2560,yres=1600" to make
the new resolution to be recognisable  by the guest/viogpudo driver

Alternatively, you can try using the dynamic resolutions https://bugzilla.redhat.com/show_bug.cgi?id=1923886
by installing and running vgpusrv.exe service together  with viogpuap.exe application
Best,
Vadim.

@BentHaase
It has to be "-device virtio-vga,edid=on,xres=2560,yres=1440" of course, but let me check if it works fine with the recent drivers.

Is there a way to set this directly via virsh xml definition?
This is my current video device (virtio-vga-gl)
<video>
  <model type="virtio" heads="1" primary="yes">
    <acceleration accel3d="yes"/>
  </model>
  <address type="pci" domain="0x0000" bus="0x00" slot="0x01" function="0x0"/>
</video>

@BentHaase,
What kind of viewer do you use?
The Windows virtio-gpu driver is not integrated with spice and vnc.
And honestly, we don't have any technical requirements to address
this issue yet.
Unfortunately, I have no idea how to set resolutions from libvirt/virsh side.

Just for the record.
Tested it again on QEMU with relatively recent driver. It works fine on my setup.
We even don't need to enable EDID, just specify resolutions
"-device virtio-vga,xres=2560,yres=1440"

This is a really helpful thread, as I also wanted to set a resolution of 2560 x 1440.  Thank you so much @vrozenfe!
Just an FYI follow-up on the additional query @BentHaase raised,  which i will paraphrase as to how to set this via the XML definition?.
I was able to achieve this by configuring the resolution element as shown below.  This is documented as being a supported element in the libvirt XML docs so hopegully also answers that additional query
<video>
  <model type="virtio" heads="1" primary="yes">
    <resolution x="2560" y="1440"/>
  </model>
  <alias name="video0"/>
  <address type="pci" domain="0x0000" bus="0x00" slot="0x01" function="0x0"/>
</video>

  ....

With this in place,  i was then able to see the correct parameters being passed to qemu in the libvirt log for the VM.
FYI they were as follows:-
-device virtio-vga,id=video0,max_outputs=1,xres=2560,yres=1440,bus=pcie.0,addr=0x1

In any case 16MB is a temporary limit that planed to be fixed in the future versions.

Thank you for this thread. I was hoping for xres=3200,yres=1800 and not yet at this time using the Red Hat VirIO GPU DOD controller. The resolution works for Linux VMs and fits nicely within a 4k display.
Wish list: Please allow this resolution in a future release.

@marioroy
I will try to add more resolutions/memory allocation support in the next release.

Could you also add 3:2 aspect ratio 3240x2560?  It would be great for my Huwai Mateview 28

Currently  viogpudo driver allocates 16MB memory buffer,
which is too small for resolutions like 3840x1880 .
I will try to increase this size in the next release.
Vadim.

4K resolutions should work with the following fix
https://github.com/virtio-win/kvm-guest-drivers-windows/pull/1019

Great news thanks for your work 😊

@mrhyperbit
Last decade of February. Maybe a bit earlier.
Vadim.

the latest virtio-gpu-dod 64-bit drivers for Win10 and Win11 platforms can be found here https://people.redhat.com/vrozenfe/viogpu247.zip.
Not officially tested yet. Use it on your own rick. Best, Vadim.

Those are for ARM?

@Toetje585
That one was for x64 platforms only. But a new stable virtio-win package with the latest ARM64 drivers will
be released soon.
Vadim.

@vrozenfe
If i inspect the INF file (viogpu247.zip.) they seem to be for ARM perhaps this happend by accident.
%VENDOR%=VioGpu,NTARM64.10.0

My bad.
Drivers in Win11 folder are actually Win11 arm64.
Just messed up with attestation signing submission.
Thank you spotting it out.
Vadim.

This is a really helpful thread, as I also wanted to set a resolution of 2560 x 1440. Thank you so much @vrozenfe!
Just an FYI follow-up on the additional query @BentHaase raised, which i will paraphrase as to how to set this via the XML definition?.
I was able to achieve this by configuring the resolution element as shown below. This is documented as being a supported element in the libvirt XML docs so hopefully also answers that additional query
<video>
  <model type="virtio" heads="1" primary="yes">
    <resolution x="2560" y="1440"/>
  </model>
  <alias name="video0"/>
  <address type="pci" domain="0x0000" bus="0x00" slot="0x01" function="0x0"/>
</video>

  ....

With this in place, i was then able to see the correct parameters being passed to qemu in the libvirt log for the VM. FYI they were as follows:-
-device virtio-vga,id=video0,max_outputs=1,xres=2560,yres=1440,bus=pcie.0,addr=0x1

This now finally works with virtio-win-0.1.262 :partying_face:
One more question, can multiple heads be used with the current driver state? Adding another 'head' kinda works and the display can be seen by connecting via sudo virt-viewer --attach but the output does not work:

This is my xml config:
<video>
  <model type="virtio" heads="2" primary="yes">
    <acceleration accel3d="yes"/>
    <resolution x="2560" y="1440"/>
  </model>
  <alias name="video0"/>
  <address type="pci" domain="0x0000" bus="0x00" slot="0x01" function="0x0"/>
</video>

@BentHaase
There is no proper support for multi-heads (max_outputs) at the moment. But if you want to see how multi-monitor configuration works in general, you can try adding virtio-gpu-pci device to your VM.
Best,
Vadim.


Working with Pharmer and Pharmit pharmacophores

Pharmer pharmacophores can already be imported as:
import pharmacophore as oph
pharmacophore = oph.Pharmacophore('pharmer_pharmacophore.json', form='pharmer')

But the current implementation of the importing method is minimal. It has to be improved.
Also, the method 'pharmacophore.Pharmacophore.to_pharmer(file_name)' needs to be coded to export a native pharmacophore to the json pharmer format.

This issue was solved by PR #20. Ok, I know there are things to be added around this topic: tests, for example. But at this point, if @Daniel-Ibarrola agrees, in my opinion, this issue can be closed.


Update RootBeer.java

Mount command line has different outputs according to the running Android version. The output has been changed since Android Nougat as follow :
<fs_spec>  <fs_file>  <fs_vfs_type> <(fs_mntopts)>
where :
- fs_spec describes the block device or remote filesystem to be mounted.
- fs_file: describes the mount point for the filesystem.
- fs_vfs_type: describes the type of the filesystem.
- fs_mntopts: describes the mount options associated with the filesystem. (E.g. "(rw,seclabel,nosuid,nodev,relatime)" )

@namouchislim This looks really good! Thanks for taking the time to add error handling and comments to explain the differences. I'll do some tests and then we can get this merged :)

Tested and confirmed, merged. Thanks again!


Doesn't run the tests, or give useful feedback

Challenge http://www.freecodecamp.com/challenges/bonfire-chunky-monkey has an issue.

Issue = clicking run has no usefule response
Tried the solution suggested @ https://github.com/FreeCodeCamp/FreeCodeCamp/wiki/Clear-Your-Browser's-Local-Storage, no change

Do you get any response at all?
I'm seeing this after running the code in the screen shot:

["a","b","c","d"]

Console is outputting:

resetting on fatal plugin error
commonF...8931.js (line 151)

https://github.com/FreeCodeCamp/FreeCodeCamp/blob/a737466e6856f63fdb39dfd42231b7283125e281/client/commonFramework.js#L151

Running the function in console freezes the browser. Using this code causes the same "["a","b","c","d"]" and console output:
function chunk(arr, size) {
  while (true) {
    // do nothing
  }
}

It appears the problem is caused by code that causes an endless loop. Only tests with challengeType set to 0 will output an error saying the code caused an endless loop. This one and it looks like all bonfires are set to challengeType 5.

no response

@AmeBel, what happens if you try this code:
function chunk(arr, size) {
  var newArr = [];
  for(x=0; x<arr.length; x+=size) {
    var add = arr.slice(x, x+size);
    newArr.push(add);
  }
  return newArr;
}
chunk(['a', 'b', 'c', 'd'], 2);

Which browser are you using?

@jameskopacz it passes
@BerkeleyTrue chrome

@BerkeleyTrue , I believe the code he used caused an infinite loop which causes no feedback to the user when it fails. Since he tested code that does pass the bonfire it doesn't appear to be his browser.

you mean an infinite loop in the freecodecamp code?

In the code you used in the screen shot.
function chunk(arr, size) {
    // Break it up.
    var result = [];
    for(i = 0 ; i < Math.floor(arr.length/size) ; i + size) {
        result.push(arr.slice(i, i + size));
    }
    return result;
}

chunk(['a', 'b', 'c', 'd'], 3);

In the for loop ii will never be less than Math.floor(arr.length/size) (which is 1 in this case) since every time it loops size is added to i.

@jameskopacz thanks

Np

I'm experiencing this exact problem. I run my code and no tests are run, eventually my browser freezes, and I have to close everything out and try again. It's obviously a memory leak in the code, but even more interesting is Freecodecamp's official solution number 2 for this challenge also causes the same problem.
I'm not sure where to go from here, but Im going to look at the source code for this challenge and see what's going on.

I'm having the same issue; has a solution been found yet?


Assess time tracker apps one-by-one (milestone 4)

We should go through the list of time tracker apps and see & document which ones even have something like an API a CSV export.
So for each of the 250 apps in the list we want to know:

is it usable as a "tracker"? i.e. for tracking billable hours (some projects may be deprecated)
is it usable as a "publisher"? i.e. does it have some sort of machine-readable data export (API or CSV export, not html scrape)
can it import data in some way (API or CSV import, not manual GUI data entry)
can it handle data from multiple collaborators? (some apps may have an import function but still be designed for just 1 user, so not usable for project aggregate pivot sheets)
*what is the exact data format used for API/import/export, which values can each field take on, and what do these values mean

Who wants to take each of the following chunks:

0* - 9*, A* - C* (roughly 42 apps) -> see #2.
D* - H* (roughly 38 apps) -> see #3.
I* - O* (roughly 33 apps) -> see #4.
P* - R* (roughly 28 apps) -> see #5.
S* - Timd* (roughly 31 apps) -> see #6.
Time* (roughly 46 apps) -> see #7.
Timf* - Z* (roughly 40 apps) -> see #8.

The milestone says we'll put it in a wiki but for now we're doing it in apps-list.md with links to the actual formats in the data-formats folder.
We'll also have to create the shortlist to be used for milestones 1,2, and 3 at some point.

Wrapping this up in #43

The milestone says we'll put it in a wiki but for now we're doing it in apps-list.md with links to the actual formats in the data-formats folder.

Could I suggest mentioning this in the Wiki as originally envisaged, with links to the above two documents?  That way, the Wiki is the starting point for anyone evaluating the project, and the guide to the supporting resources demonstrating that its commitments have been fulfilled.


Support for K8s hosted Splunk Enterprise

After installing Splunk Enterprise following this walkthrough:
https://www.splunk.com/blog/2018/12/17/deploy-splunk-enterprise-on-kubernetes-splunk-connect-for-kubernetes-and-splunk-insights-for-containers-beta-part-1.html
We've been unable to figure out how to set up the chart so that the splunk connect chart can communicate with it properly. Is there support & documentation for this?

I would suggest look at your http event collector(HEC) service in kubernetes(for the splunk cluster) and use that service name(for eg. hec.svc.local) as the http event collector(HEC) endpoint in the configuration yaml files for splunk connect for kubernetes

Hi fbongiovanni!
Apologies for the delayed response!
https://www.splunk.com/blog/2019/02/11/deploy-splunk-enterprise-on-kubernetes-splunk-connect-for-kubernetes-and-splunk-insights-for-containers-beta-part-2.html
See "Deploy a Kubernetes Service for HEC" in Part 2 of that blog which sets up a HEC service and deploys a HEC token across the indexers.

Real sorry for the delayed response, and thank you very much! We may go with one of these solutions, we have a Splunk Support member working with us no. Think this would be good to close