Bepinex not updating to latest version

Apologies following patch day today, Bepinex is not updating to the latest 5.4.21 and is stuck on 5.4.19.

it actually looks like it should be 5.4.2101
https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/

Deleting the bepinex folder inside of ./data/dl seems to fetch the new bepInEx Version.
Somehow it doesn't detect that there's an update.

Deleting the bepinex folder inside of ./data/dl seems to fetch the new bepInEx Version. Somehow it doesn't detect that there's an update.

@DooDesch where is the bepinex folder in? My data/dl folder contains a plus and a server folder

@GJordao I guess it's the plus folder for you then, but I can't guarantee, as I'm not using valheim plus

Tried removing that folder but it still keeps on restarting. 😞

I removed my hole server folder and it didn't seem to make a difference.

it actually looks like it should be 5.4.2101
https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/

Using this very version, the manual download (your paths may differ!):

Backup your clients' config file of BepInEx, if desired.
Updated my client with files extracted to C:\Program Files (x86)\Steam\steamapps\common\Valheim and then replacing the config with the backup.
Using -v $HOME/valheim-server/data:/opt/valheim in my startup script for the docker paths: let the server initially start and crash (though the repeated crashing / core dumping of the old bepinex version did cause me to hit github's rate limit; just wait a while before starting the server again). Now it'll have at least downloaded the files.
Carefully copy the extracted files from the 5.4.2101 version to /home/miles/valheim-server/data/plus/BepInEx:

First copy all but the BepInEx folder
Go into the BepInEx folder (local and remote)
Copy all but the config folder

Starting the server now will not redownload files and (at least here) I'm back ingame

it actually looks like it should be 5.4.2101
https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/

Using this very version, the manual download (your paths may differ!):

Backup your clients' config file of BepInEx, if desired.

Updated my client with files extracted to C:\Program Files (x86)\Steam\steamapps\common\Valheim and then replacing the config with the backup.

Using -v $HOME/valheim-server/data:/opt/valheim in my startup script for the docker paths: let the server initially start and crash (though the repeated crashing / core dumping of the old bepinex version did cause me to hit github's rate limit; just wait a while before starting the server again). Now it'll have at least downloaded the files.

Carefully copy the extracted files from the 5.4.2101 version to /home/miles/valheim-server/data/plus/BepInEx:

First copy all but the BepInEx folder
Go into the BepInEx folder (local and remote)
Copy all but the config folder

Starting the server now will not redownload files and (at least here) I'm back ingame

Sadly this has not resolved the issue, it times out at max GitHub calls.

My solution was to save world backups, stop container, remove all files from mapped server volumes, start it again, let it download and setup everything again, stop it again, restore all plugins and world backups, start it and finally it works.
BepInEx does not show version propely in server logs I guess...

My server updated correctly. Bepinex has to be true and ValheimPlus has to be false because it seems discontinued.

My server updated correctly. Bepinex has to be true and ValheimPlus has to be false because it seems discontinued.

And if we want to use V+?

My server updated correctly. Bepinex has to be true and ValheimPlus has to be false because it seems discontinued.

And if we want to use V+? I'm currently using a fork that's was working (at least before the latest update).

I'd suggest to downgrade or to wait for an update on the fork

it actually looks like it should be 5.4.2101
https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/

Using this very version, the manual download (your paths may differ!):

Backup your clients' config file of BepInEx, if desired.

Updated my client with files extracted to C:\Program Files (x86)\Steam\steamapps\common\Valheim and then replacing the config with the backup.

Using -v $HOME/valheim-server/data:/opt/valheim in my startup script for the docker paths: let the server initially start and crash (though the repeated crashing / core dumping of the old bepinex version did cause me to hit github's rate limit; just wait a while before starting the server again). Now it'll have at least downloaded the files.

Carefully copy the extracted files from the 5.4.2101 version to /home/miles/valheim-server/data/plus/BepInEx:

First copy all but the BepInEx folder
Go into the BepInEx folder (local and remote)
Copy all but the config folder

Starting the server now will not redownload files and (at least here) I'm back ingame

Sadly this has not resolved the issue, it times out at max GitHub calls.

GitHub timeout lasts about an hour, so try again soon

My server updated correctly. Bepinex has to be true and ValheimPlus has to be false because it seems discontinued.

And if we want to use V+? I'm currently using a fork that's was working (at least before the latest update).

https://github.com/Grantapher/ValheimPlus still works
As written in https://github.com/lloesche/valheim-server-docker/issues/598 use VALHEIM_PLUS_REPO=Grantapher/ValheimPlus to set that fork as your valheimplus version
Don't forget to also use it for your client. Once done follow the earlier steps to manually update BepInEx

Yep, I did exactly that. Still experiencing the server restarting.

Yep, I did exactly that. Still experiencing the server restarting.

Some things to consider:

can try starting from clean slate; i.e. deleting /data folder
docker image version; try a docker pull of the image, to ensure it has the valheim plus repo flag

Yep, tried both. It was working yesterday on the repo you linked. When it started doing its reboot loop, I attempted deleting the /data folder. What I haven't tried yet is backing up the world and deleting both volumes. I'll give that a shot later.

Grantapher had not updated BepInEx yet in his VPlus fork Release. I suggest to use BEPINEX and install/Update VPlus manually like other mods.

Yes, he merged my changes last night and released a new version.
Why using an release version tag and not latest?

I wasn't familiar with that author/repo and how they like to release things. Once things cool down, I'll probably switch to Latest.

Apologies I am a bit throw, I have tried to get the latest version pulled down but it is consistently grabbing BepInEx <IP_ADDRESS> and Valheim Plus <IP_ADDRESS>.
Container being called via
docker run -d
--name valheim-server-amnesia-s2.5m
--cap-add=sys_nice
-p 2560-2562:2456-2458/udp
-p 2563:80
-v xx/Valheim/season-2.5/Valheim_Save:/config
-v xx/Valheim/season-2.5/Valheim_Save:/opt/valheim
-e SERVER_NAME="AmnesiaModded-s2.5"
-e WORLD_NAME="amnesiaModded-s2.5"
-e SERVER_PASS="xx"
-e STATUS_HTTP=true
-e VALHEIM_PLUS=true
-e VALHEIM_PLUS_REPO="Grantapher/ValheimPlus"
-e VALHEIM_PLUS_RELEASE="tags/<IP_ADDRESS>"
lloesche/valheim-server

Apologies I am a bit throw, I have tried to get the latest version pulled down but it is consistently grabbing BepInEx <IP_ADDRESS> and Valheim Plus <IP_ADDRESS>.
Container being called via
docker run -d --name valheim-server-amnesia-s2.5m --cap-add=sys_nice -p 2560-2562:2456-2458/udp -p 2563:80 -v xx/Valheim/season-2.5/Valheim_Save:/config -v xx/Valheim/season-2.5/Valheim_Save:/opt/valheim -e SERVER_NAME="AmnesiaModded-s2.5" -e WORLD_NAME="amnesiaModded-s2.5" -e SERVER_PASS="xx" -e STATUS_HTTP=true -e VALHEIM_PLUS=true -e VALHEIM_PLUS_REPO="Grantapher/ValheimPlus" -e VALHEIM_PLUS_RELEASE="tags/<IP_ADDRESS>" lloesche/valheim-server

LGTM, did you try saving your world and clearing out/recreating these folders? That's ultimately what fixed mine.
-v xx/Valheim/season-2.5/Valheim_Save:/config
-v xx/Valheim/season-2.5/Valheim_Save:/opt/valheim

Are you running any other mods? I was just running V+

Nuked the folder and even went as far as upping the season folder from season-2 to season-2.5
Still nothing.

It might help to post your log file. You might be facing a different issue than what you started, considering the new updates.

Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'Autodesk Interactive' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Autodesk Interactive shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'Autodesk Interactive' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Additive shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Alpha Blended shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Legacy Shaders/Particles/Alpha Blended Premultiply shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Unlit/Color shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Lux Lit Particles/ Bumped shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server Shader 'Lux Lit Particles/ Tess Bumped': fallback shader 'Lux Lit Particles/ Bumped Smoke' not found
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'Lux Lit Particles/ Tess Bumped' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader Lux Lit Particles/ Tess Bumped shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'Lux Lit Particles/ Tess Bumped' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader TextMeshPro/Distance Field (Surface) shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader TextMeshPro/Mobile/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'TextMeshPro/Distance Field' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader TextMeshPro/Distance Field shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Unsupported: 'TextMeshPro/Distance Field' - All subshaders removed
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Mar 29 20:45:53 /supervisord: valheim-server WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
Mar 29 20:45:53 /supervisord: valheim-server Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
Mar 29 20:45:53 /supervisord: valheim-server UnloadTime: 4.378749 ms
Mar 29 20:45:53 /supervisord: valheim-server Only custom filters can be played. Please add a custom filter or an audioclip to the audiosource (Amb_MainMenu).
Mar 29 20:45:53 /supervisord: valheim-server HDR Render Texture not supported, disabling HDR on reflection probe.
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Get create world amnesiaModded-s2.5
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Using environment steamid 892970
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Using steam APPID:892970
Mar 29 20:45:53 /supervisord: valheim-server [S_API] SteamAPI_Init(): Loaded local 'steamclient.so' OK.
Mar 29 20:45:53 /supervisord: valheim-server CAppInfoCacheReadFromDiskThread took 1 milliseconds to initialize
Mar 29 20:45:53 /supervisord: valheim-server Setting breakpad minidump AppID = 892970
Mar 29 20:45:53 /supervisord: valheim-server [S_API FAIL] Tried to access Steam interface SteamNetworkingUtils003 before SteamAPI_Init succeeded.
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Server ID<PHONE_NUMBER>7409920
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Authentication:k_ESteamNetworkingAvailability_Waiting
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Steam game server initialized
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Using default prefs
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Valheim version:0.214.305
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Worldgenerator version setup:2
Mar 29 20:45:53 /supervisord: valheim-server ERROR: Shader TextMeshPro/Sprite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Render threading mode:SingleThreaded
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Missing audio clip in music respawn
Mar 29 20:45:53 /supervisord: valheim-server 03/29/2023 20:45:53: Builder started
Mar 29 20:45:53 /supervisord: valheim-server GetPixel called on an undefined mip (valid values are 0 - 6
Mar 29 20:45:53 /supervisord: valheim-server Caught fatal signal - signo:11 code:1 errno:0 addr:0x3fb99999
Mar 29 20:45:53 /supervisord: valheim-server Obtained 3 stack frames.
Mar 29 20:45:53 /supervisord: valheim-server #0  0x007ff3d479a730 in funlockfile
Mar 29 20:45:53 /supervisord: valheim-server #1  0x007ff3d37792c3 in Texture2D_CUSTOM_GetPixelImpl_Injected(ScriptingBackendNativeObjectPtrOpaque*, int, int, int, int, ColorRGBAf&)
Mar 29 20:45:53 /supervisord: valheim-server #2  0x00000040da1b75 in (wrapper managed-to-native) UnityEngine.Texture2D:GetPixelImpl_Injected (UnityEngine.Texture2D,int,int,int,UnityEngine.Color&)
Mar 29 20:45:53 /supervisord: valheim-server /usr/local/bin/valheim-server: line 121:   159 Segmentation fault      (core dumped) LD_PRELOAD=$SERVER_LD_PRELOAD "$valheim_server" -nographics -batchmode -name "$SERVER_NAME" -port "$SERVER_PORT" -world "$WORLD_NAME" -public "$SERVER_PUBLIC" "${password_args[@]}" $SERVER_ARGS > >(filter) 2>&1
Mar 29 20:45:53 /supervisord: valheim-server DEBUG - [155] - Valheim server with PID 159 stopped
Mar 29 20:45:53 /supervisord: valheim-server INFO - Releasing PID file /var/run/valheim/valheim-server.pid
2023-03-29 20:45:53,833 INFO reaped unknown pid 161 (exit status 0)
Mar 29 20:45:53 /supervisord: valheim-server INFO - Shutdown complete
2023-03-29 20:45:53,833 INFO exited: valheim-server (exit status 0; not expected)
2023-03-29 20:45:54,836 INFO spawned: 'valheim-server' with pid 228
2023-03-29 20:45:54,836 INFO reaped unknown pid 166 (exit status 0)
Mar 29 20:45:54 /supervisord: valheim-server INFO - Running Valheim Server
Mar 29 20:45:54 /supervisord: valheim-server DEBUG - [228] - Server config is name: AmnesiaModded-s2.5, port: 2456/udp, world: amnesiaModded-s2.5, public: 1, mod: ValheimPlus
Mar 29 20:45:54 /supervisord: valheim-server DEBUG - [228] - Waiting for server to listen on UDP port 2456
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849056     237 main.go:76] Configuring Valheim server log filter
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849144     237 main.go:96] Removing log lines starting with '(Filename:'
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849156     237 main.go:89] Removing log lines matching ' '
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849164     237 main.go:125] Removing invalid UTF-8 chars: true
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849174     237 main.go:122] Removing empty log lines: true
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849185     237 main.go:96] Removing log lines starting with 'Fallback handler could not load library'
Mar 29 20:45:54 /supervisord: valheim-server I0329 20:45:54.849193     237 main.go:96] Removing log lines starting with 'src/steamnetworkingsockets/clientlib/steamnetworkingsockets_lowlevel.cpp'
Mar 29 20:45:54 /supervisord: valheim-server Found UnityPlayer, hooking into it instead
Mar 29 20:45:54 /supervisord: valheim-server Mono path[0] = '/opt/valheim/plus/valheim_server_Data/Managed'
Mar 29 20:45:54 /supervisord: valheim-server Mono config path = '/opt/valheim/plus/valheim_server_Data/MonoBleedingEdge/etc'
Mar 29 20:45:54 /supervisord: valheim-server Got override: ./unstripped_corlib
Mar 29 20:45:54 /supervisord: valheim-server Current root dir: /opt/valheim/plus/valheim_server_Data/Managed
Mar 29 20:45:54 /supervisord: valheim-server New root path: /opt/valheim/plus/unstripped_corlib
Mar 29 20:45:54 /supervisord: valheim-server Search path: /opt/valheim/plus/unstripped_corlib:/opt/valheim/plus/valheim_server_Data/Managed
Mar 29 20:45:54 /supervisord: valheim-server Setting config paths; basedir: /opt/valheim/plus; config: /opt/valheim/plus/valheim_server.x86_64.config
Mar 29 20:45:54 /supervisord: valheim-server Managed dir: /opt/valheim/plus/valheim_server_Data/Managed
Mar 29 20:45:54 /supervisord: valheim-server Got image: 0x55dfb9c96640
Mar 29 20:45:55 /supervisord: valheim-server Fallback handler could not load library /opt/valheim/plus/valheim_server_Data/Mono/data-0x55dfba764110.so
Mar 29 20:45:55 /supervisord: valheim-server [Message:   BepInEx] BepInEx <IP_ADDRESS> - valheim_server (3/29/2023 8:27:12 PM)
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] Running under Unity vUnknown (post-2017)
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] Supports SRE: True
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] System platform: Bits64, Linux
Mar 29 20:45:55 /supervisord: valheim-server [Message:   BepInEx] Preloader started
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader <IP_ADDRESS>]
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] 1 patcher plugin loaded
Mar 29 20:45:55 /supervisord: valheim-server [Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
Mar 29 20:45:55 /supervisord: valheim-server [Message:   BepInEx] Preloader finished
Mar 29 20:45:55 /supervisord: valheim-server Preloaded 'libsteam_api.so'
Mar 29 20:45:55 /supervisord: valheim-server Unable to preload the following plugins:
Mar 29 20:45:55 /supervisord: valheim-server    libparty.so
Mar 29 20:45:55 /supervisord: valheim-server Initialize engine version: 2020.3.45f1 (660cd1701bd5)
Mar 29 20:45:55 /supervisord: valheim-server [Subsystems] Discovering subsystems at path /opt/valheim/plus/valheim_server_Data/UnitySubsystems
Mar 29 20:45:55 /supervisord: valheim-server Forcing GfxDevice: Null
Mar 29 20:45:55 /supervisord: valheim-server GfxDevice: creating device client; threaded=0
Mar 29 20:45:55 /supervisord: valheim-server NullGfxDevice:
Mar 29 20:45:55 /supervisord: valheim-server     Version:  NULL 1.0 [1.0]
Mar 29 20:45:55 /supervisord: valheim-server     Renderer: Null Device
Mar 29 20:45:55 /supervisord: valheim-server     Vendor:   Unity Technologies
Mar 29 20:45:55 /supervisord: valheim-server Begin MonoManager ReloadAssembly
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.AIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.AIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.AIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.AndroidJNIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.AndroidJNIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.AndroidJNIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.AnimationModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.AnimationModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.AnimationModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.AssetBundleModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.AssetBundleModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.AssetBundleModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.AudioModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.AudioModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.AudioModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.ClothModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.ClothModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.ClothModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.CoreModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.CoreModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.CoreModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.DirectorModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.DirectorModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.DirectorModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.GridModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.GridModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.GridModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.IMGUIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.IMGUIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.IMGUIModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.ImageConversionModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: UnityEngine.ImageConversionModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.ImageConversionModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.ParticleSystemModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.Physics2DModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.SharedInternalsModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.SpriteShapeModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.SubsystemsModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.TerrainModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.TextCoreModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.TextCoreModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.TextRenderingModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.TextRenderingModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.TilemapModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.TilemapModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UIModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UIElementsNativeModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UnityAnalyticsModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UnityWebRequestModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.VFXModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.VRModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Redirecting to /opt/valheim/plus/unstripped_corlib/UnityEngine.VRModule.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.VideoModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/UnityEngine.XRModule.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/Assembly-CSharp.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/assembly_lux.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/assembly_simplemeshcombine.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/PlayFab.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: PlayFab.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/Unity.TextMeshPro.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/assembly_utils.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: assembly_utils.dll
Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/Fishlabs.Core.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/PlayFabParty.dll
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Mar 29 20:45:55 /supervisord: valheim-server Load DLL: /opt/valheim/plus/valheim_server_Data/Managed/ConnectedStorage.dll
Mar 29 20:45:55 /supervisord: valheim-server Base: ConnectedStorage.dll
Mar 29 20:45:55 /supervisord: valheim-server - Completed reload, in  0.032 seconds
Mar 29 20:45:55 /supervisord: valheim-server ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

I wiped all my server files and installed from scratch using Grantapher's VALHEIM_PLUS_REPO and files from this release on my client: https://github.com/Grantapher/ValheimPlus/releases/tag/<IP_ADDRESS>
In-game is see 0.214.300 and <IP_ADDRESS>.
But then trying to log in I get this error:
VERSION check their:0.214.300<EMAIL_ADDRESS>
So I assume the tag <IP_ADDRESS> has been picked on the server for some reason. Any way to force client and server use the same version?

You will need to specify the release tag using. Here's the env variables from my compose file as an example:
      # Valheim Plus configs
      - VALHEIM_PLUS=true
      - VALHEIM_PLUS_REPO=Grantapher/ValheimPlus
      - VALHEIM_PLUS_RELEASE=tags/<IP_ADDRESS>


Engagement time calculations may be badly off

GA4 average engagement time metrics aren't even close to the values I'm seeing in sum_engaged_time_msec in  fct_ga4__sessions.
To get a better handle on time metrics in GA4, I exported the GA4 daily average values for engagement time and session duration and then ran this query against the base data to test different calculations.
My results for two large sites are in this sheet.
The total engagement time as calculated in this package is consistently 1/4 that of the GA4 interface.
There are two likely explanations:

Engagement time is processed data that isn't fully calculated in the streaming export even though there are some engagement_time_msec parameters in the GA4 streaming export.
Our assumptions about engagement time are wrong.

Looking at a GA4-BigQuery integration using the batch export (that I don't have permission to share), I'm actually seeing the reverse where our package is returning engagement times that are 4x the engagement time reported in GA4. However, the data varies enough day-by-day that I'd like to see more data from other sites.

It would be helpful to run the query that I linked above on other sites and compare that data with what GA4 is reporting.
I also plan on asking for clarification in the Google Partners Forum but I want to wait until the holiday is over.

I did notice a small difference in the total engaged time when summing over stg_ga4__events and fct_ga4__sessions. I don't think this explains my scenario, but it reminded me that users with consent 'denied' will not appear in the fct_ga4__sessions mart but will appear in GA4 reporting.

This appears to be a local issue and not a package issue.


Chunk 8 of CMP contribution to OpenSSL: CMP server

Certificate Management Protocol (CMP, RFC 4210) extension to OpenSSL
Also includes CRMF (RFC 4211) and HTTP transfer (RFC 6712).
Adds the CMP and CRMF API to libcrypto and the "cmp" app to the CLI.
Adds extensive documentation and tests.
8th chunk:

generic CMP server code in crypto/cmp/cmp_server.c
mock server for testing the CMP client in apps/cmp_mock_srv.c

and related files.
This PR is the continuation of https://github.com/mpeylo/cmpossl/pull/201.
Due to moving the mock server code out of libcrypto as discussed https://github.com/mpeylo/cmpossl/pull/201#issuecomment-581440768
a couple of further CMP functions had to be exported.
This PR also includes various fixups to earlier CMP contribution chunks that came up during re-structuring the (test) server code and doing tests on the client code in upcoming chunk 9.
Among others, it slightly generalizes
static int ts_check_status_info(TS_RESP *response) in crypto/ts/ts_rsp_verify.c to
sk_ASN1_UTF8STRING2text(STACK_OF(ASN1_UTF8STRING) *text, char sep) and
makes it accessible within libcrypto by adding its declaration to include/internal/cryptlib.h.

[x] documentation is added or updated
[x] tests are added or updated

CI builds went fine (except for the one Travis build that notoriously times out these days).

Rebased this PR after conflicts with latest master.
@mattcaswell, when do you think you can continue your review of chunk 8?

@mattcaswell, when do you think you can continue your review of chunk 8?

Probably not until next week. I am away at the RSA conference this week.

Rebased this PR again after the usual conflicts with util/libcrypto.num of the latest master.

Travis fails just due to unrelated doc nit:
doc/man1/openssl-rand.pod:1: found 'non-zero' should use 'nonzero'

Thanks a lot @mattcaswell for your second review round with pretty good comments mostly on the structure of this CMP chunk!
I've meanwhile handled all of them.

You can use TEST_note to print out useful debug notes.

You can use TEST_note to print out useful debug notes.

Thanks @richsalz for the hint - done.

@mattcaswell, is there anything more to do on this PR?

@mattcaswell, all (new) change requests fulfilled and rebased.

I've re-ordered and partly squashed the commits such that merging (which I plan for this afternoon, after the grace period has passed) should be smooth and clean.

24 hours has passed since 'approval: done' was set, but as this PR has been updated in that time the label 'approval: ready to merge' is not being automatically set.  Please review the updates and set the label manually.

Pushed. Thanks @mattcaswell for your swift review!


Unable to install CLI on a Mac

I tried to run this command:
pip install pieces-cli, but received this error -

Traceback (most recent call last):
File "/Library/Frameworks/Python.framework/Versions/3.12/bin/pip3", line 5, in
from pip._internal.cli.main import main
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/cli/main.py", line 10, in
from pip._internal.cli.autocompletion import autocomplete
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/cli/autocompletion.py", line 10, in
from pip._internal.cli.main_parser import create_main_parser
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/cli/main_parser.py", line 9, in
from pip._internal.build_env import get_runnable_pip
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/build_env.py", line 19, in
from pip._internal.cli.spinners import open_spinner
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/cli/spinners.py", line 9, in
from pip._internal.utils.logging import get_indentation
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_internal/utils/logging.py", line 13, in
from pip._vendor.rich.console import (
File "/Library/Frameworks/Python.framework/Versions/3.12/lib/python3.12/site-packages/pip/_vendor/rich/init.py", line 17, in
_IMPORT_CWD = os.path.abspath(os.getcwd())
^^^^^^^^^^^
PermissionError: [Errno 1] Operation not permitted

Can you please rerun it again
Pip install pieces-cli

It works now.  Thanks.


Implement HTTP HEAD Method

Only allow GET and HEAD for static content delivery.

Implemented by the HEAD ResourceRenderer


Trouble with new Table of Contents

The license is displayed in a strange way in the TofC in the new release:

fixed and closed.
Thanks for feedback


Assign proto to object

make it possiable to get the proto by Object.getPrototypeOf polyfill

https://github.com/babel/babel/issues/7892
babel 7 transforms "class xx extend yy" into es5 code that uses Object.setPrototypeOf and Object.getPrototypeOf. But core-js's Object.setPrototypeOf polyfill and babel's inherit helper didn't support the browsers which didn't support proto.
So I use setprototypeof to polyfill Object.setPrototypeOf, but without adding proto on ie 10, Object.getPrototypeOf polyfill won't work.
Maybe I should wait for babel team to handle that issue.


How to intercept and modify the Response?

The ListenTarget function and network.EventResponseReceived works fine for getting the http Response,  but how to modify it ? My code:
chromedp.ListenTarget(ctx, func(ev interface{}) {
	switch ev := ev.(type) {
	case *network.EventResponseReceived:
		if ev.Type == "Script" {
			resp := ev.Response

			if strings.Contains(resp.URL, "the_target_js_file.js") {
				// how to modify the response Header/Body ?
			}
		}
	}
})

I can't find any sample for this, but I see there is an GetResponseBodyForInterception, I guess it's related but don't know how to use it.
I need to modify the response body, how can I do that? Thanks.

Someone should investigate how to do this via the devtools protocol. For example, check if/how Puppeteer supports something like this feature.

@mvdan There is an article demomstrates how to intercept and modify response with NodeJS, I guess the ChromeDebugProtocol supports this?

There is the new fetch domain that should be used. I'll make a point of writing something in the examples project showing how to handle this with chromedp.

You can use Enable() from cdproto/network to enable network tracking.
chromedp.Run(ctx, chromedp.Tasks{
		chromedp.ActionFunc(func(context context.Context) error {
			network.Enable().Do(context)
			return nil
		}),
}

@mvdan There is an article demomstrates how to intercept and modify response with NodeJS, I guess the ChromeDebugProtocol supports this?

As this comment has already pointed out, it is supported in node.js version of CDP interface. But how to modify the response data using chromedp still remains as a mystery, I did not find any functions match SetRequestInterception or ContinueInterceptedRequest or anything close.
An example would be very much appreciated.

chromedp.ListenTarget(ctx, func(event interface{}) {
	switch ev := event.(type) {
	case *fetch.EventRequestPaused:
		go func() {
			c := chromedp.FromContext(ctx)
			ctx := cdp.WithExecutor(ctx, c.Target)
			fmt.Printf("[fetch.EventRequestPaused]: %s\n", ev.Request.URL)
			status := 200
			body := "123456"
			headers := make([]*fetch.HeaderEntry, 0)
			headers = append(headers, &fetch.HeaderEntry{Name: "Connection", Value: "closed"})
			headers = append(headers, &fetch.HeaderEntry{Name: "Content-Length", Value: "6"})
			headers = append(headers, &fetch.HeaderEntry{Name: "Content-Type", Value: "text/javascript"})
			fetch.FulfillRequest(ev.RequestID, int64(status)).
					WithBody(base64.StdEncoding.EncodeToString([]byte(body))).
					WithResponseHeaders(headers).
					WithResponsePhrase("OK").
					Do(ctx)
		}()
	}
})

@GuangxinZhang how can I "pause" a request? I don't understand how to enter in the case

@AlienRecall check this https://chromedevtools.github.io/devtools-protocol/tot/Fetch/#method-enable


Copier update on CI recipes.

Reverse-applying the template created from https://github.com/scipp/beamlime/pull/82.

Closing this in favor of #86


Rename resets

Made the PRs, but I think we check that most people agree with that renaming ^^
https://i.gyazo.com/thumb/1200/f432d9789c48a0493428b56e65f0adf9-png.jpg

done


python310Packages.attrs: 21.4.0 -> 22.1.0

Description of changes

Things done

Built on platform(s)

[ ] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
22.11 Release Notes (or backporting 22.05 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[ ] Fits CONTRIBUTING.md.

The Darwin evaluation depends on Python 2 because it's a buildInput for GIMP on all platforms. Maybe GIMP is only a requirement for the Darwin channel?

Needs to go via staging.

done

What did you introduce the dedicated python2 version for? What broke?

GIMP requires it.


Fixes build of docker image

Fixes the following docker image build error:
When using COPY with more than one source file, the destination must be
a directory and end with a /

@dpbevin please take a look.

LGTM but there's another instance of the same issue in another Dockerfile: https://github.com/microsoft/reverse-proxy/blob/main/samples/KuberenetesIngress.Sample/Ingress/Dockerfile
Are you happy to also change that?


tests pass on asmjs but fail on wasm32-unknown

Hi,
Running cargo web test --target=asmjs-unknown-emscripten the tests pass smoothly.
But If I run cargo web test --target=wasm32-unknown-unknown I get the following:
Error loading Rust wasm module 'mylib_41e23712799ffb49': <LinkError>
error: unhandled exception thrown
error:     LinkError: WebAssembly.instantiate(): Import #0 module="env" function="a_c_function" error: function import requires a callable
    at WebAssembly.instantiate (http://localhost:41879/__cargo-web__/test_runner.js:319:36)
    at http://localhost:41879/js/app.js:37:65
error: source: http://localhost:41879/__cargo-web__/test_runner.js:318:35

The a_c_function is a C function provided that I use in rust.
why does it fail? how can I fix this?

Based on that error message alone I'm unable to tell you why it happens. Can you perhaps post a minimal reproduction of your problem?

@koute Yes: https://github.com/elichai/cargo-web-test

Ah, right. It's natural that it doesn't work as AFAIK wasm32-unknown-unknown in general doesn't support linking with non-Rust code. (In theory it's possible, but you'd have to compile the C code manually, and then manually hook it up in your Rust module imports.)
By the way, this is unrelated to your issue, but it's interesting that your example doesn't compile on nightly (with vanilla cargo):
$ rustup run nightly rustc --version
rustc 1.38.0-nightly (4560cb830 2019-07-28)
$ rustup run nightly cargo rustc --target wasm32-unknown-unknown --profile test
error: linking with `rust-lld` failed: exit code: 1
  |
...snip...
  = note: rust-lld: error: /tmp/cargo-web-test/target/wasm32-unknown-unknown/debug/build/testweb-dfe6cd8f46074fe6/out/liblinkme.a: archive has no index; run ranlib to add one

error: aborting due to previous error

error: Could not compile `testweb`.

while it does on stable:
$ rustup run stable rustc --version
rustc 1.36.0 (a53f9df32 2019-07-03)
$ rustup run stable cargo rustc --target wasm32-unknown-unknown --profile test
    Finished dev [unoptimized + debuginfo] target(s) in 0.14s

It might be worthwhile to create a rustc issue for this. (:

This works with wasm-pack easily.
as long as you have clang there's no reason it won't compile the C code to wasm32-unknown-unknown


Including scandir as dependency

also mentioning that taggit is not supported yet.
Fixing #1871

Codecov Report

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The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #1875   +/-   ##
=======================================
  Coverage   66.33%   66.33%
=======================================
  Files          56       56
  Lines        6598     6598
  Branches     1318     1318
=======================================
  Hits         4377     4377
  Misses       1998     1998
  Partials      223      223

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More tags : search text is not getting highlighted

Deploy the app
Click on More tags
Type in the tag eg java
In the suggestion , searched text i.e java ,  should be highlighted .
Similar behavior that we seen on doing a search of that tags on the app homepage.

reported by @yawitz . Thanks Mitch for reviewing the tags.

Mine! :)

Ok, this turns out to be an old request by @yawitz wireframes, but one that is only now relevant because we just changed the implementation for the more tags text input so that entries filter the tags results, rather than show suggestions (which had bolding).
Since we need to write our own code to make this happen (rather than the baked in bolding of the suggestion directive), this won't make the 1.1.0 cut.   Both @yawitz and @gghai agree it's OK to push this change out to the next release.  Updating the issue now to reflect that.


Ionic serve: File(s) changes not reflected in the browser, slows down development

Ionic serve isn't serving the latest changes after saving a file. It's kind of a deal breaker during/for development. I am often forced to save a file at least once or restart ionic serve in order to work around this annoying issue.
Steps to reproduce:

Unpack https://drive.google.com/file/d/0B4eB_Qz7OSaTVndrVC1TdlliSkE/view?usp=sharing
Yarn (or npm install)
ionic serve
Make some small edit in src/components/bar/bar.html

The same issue is present even when using ionic CLI 2.2.3
global packages:
@ionic/cli-utils : 1.1.2
Ionic CLI        : 3.1.2

local packages:
@ionic/app-scripts              : 1.3.7
@ionic/cli-plugin-ionic-angular : 1.1.2
Ionic Framework                 : ionic-angular 3.2.1

System:
Node       : v6.10.3
OS         : macOS Sierra
Xcode      : Xcode 8.3.2 Build version 8E2002
ios-deploy : 1.9.1
ios-sim    : 5.0.13

If it may be of additional help, it seems this issue affects only one of the two types of lazy loading wiring - the so called Shared Common Modules as described in @mhartington's blog post at http://blog.ionic.io/ionic-and-lazy-loading-pt-2/
Once I rewire using the Encapsulated Modules pattern the issue seems to disappear.


PJAX memory Leak issue

$(document).on('pjax:beforeReplace', function (contents, options) {
//might prevent memory leak
$(contents.target).empty();
}
This should be added to the memory to prevent memory leak and keep adding old nodes to new nodes if you use PJAX. This unloads all Events from former PJAX pages and should only be used when you have it set on 1 page.
I put this here to see if this is the right approach, and or to fire some ideas upon it.
Before making a pull request for it.
PuiMan Cheui also made an similar issue for it.
https://medium.com/front-end-hacking/pjax-react-2ee247af0fb5

$(document).on('pjax:beforeReplace', function (contents, options) {
//might prevent memory leak
$(contents.target).empty();
}


Add source code for new humor datasets

Features added:

DataModules for new humor datasets and their merged versions,
experimental scripts for new humor datasets and their merged versions,
DVC files for new humor datasets and their merged versions.

Features modified:

improved callback for saving the model predictions locally,
small improvements in basic DataModule.

Jest ok, można mergować


cannot save user profile fields without an Airstory token

If the token field is blank, and a user attempts to update any other field, the message WordPress was unable to authenticate with Airstory, please try again. comes up and the data isn't saved.

Fixed via #39 and released in version 1.0.1.


Alternate Site Template

Can you make a template for deployment on other sites if both the data and the site are blocked? It's impossible to do if both are blocked.

This repo is the template for deployment. I could probably add some documentation on how to do it though.

cant you just download main.html?


Portrait plot tweaks

Currently the portrait plot script is hunting around for json files that contain either multiple model results (CMIP5 examples) or potentially results from just one model (GFDL example) this is leading to a plot which repeats variables over and over again (see attachment):

We need to tweak this to be a little more intelligent, so our example/demo files for GFDL (and others) are more useable and yield useful results..

@doutriaux1 here it is https://github.com/durack1/pcmdi_metrics/tree/issue201_durack1_PortraitPlotTemplateTweaks/src/python/pcmdi/scripts/GFDL
@gleckler1 probably has some comments to make too..

Yes the script was mostly made for the unit test.
I will create a function that "loads" multiple json files and return the correct array/settings for portrait plots.

@doutriaux1 as we haven't sorted out sos (which is related to https://github.com/PCMDI/pcmdi_metrics/issues/162) we'll also need to deal with cases where the CMIP5 results exist, but there is no equivalent for the model being compared (in this case from GFDL)

missing are not a problem, the issue here is to not create duplicates. Where will need decision making is cases where model are given for the same var twice (i.e json files for historical and control mixed together), then need to make a decision:

use the last one
use the first one
duplicate and find/decide on some field to append on model name (or vars?)

etc...

@gleckler1 will need to chip into this discussion I think..

As part of this issue/PR I also have some updated GFDL parameter (and createXmlsAndNcs.py) files to update.. @gleckler1 and @doutriaux1 when the portrait tweaks are finalised, I'll update all these files in one PR..

@doutriaux1 I'll add in the updated create*.py and the param file (will rename to gfdl_*) to the repo, and add the *.png demo files to setup.py and close this tomorrow.


refuse to load on-disk config if in a test binary

This fixes #20.  Basically it means that a dev (like me) can't accidentally write tests that depend on their local /etc/datadog-agent or $DD_ settings.

Actually, I think I have a better way to do this in #16.


Release notes

Hi, thanks for the great works.
do you think it would be better to add release notes (or changelog)? Or where can I view the release history?

Hi! Thanks for asking. Indeed, having release notes can be convenient for active users who want to understand what have changed from release to release. However this also implies more rare releases, since writing a release notes on every small change is pretty depressing job. While Oxpecker libraries are all now at 0.x versions and many small changes/refactorings are done - I wouldn't commit to that. But once Oxpecker gets more adoption and reaches 1.0 I think that I have to do more beautiful releases anyway.
Right now you can find all releases with short descriptions here: https://github.com/Lanayx/Oxpecker/tags or on Nuget

First release done, I'll try to keep it going :)


[CARBONDATA-2112] Fixed bug for select operation on datamap with avg and a column name

Refactored code to get child column by parent column name for select operation in datamap
Added related test case

Be sure to do all of the following checklist to help us incorporate
your contribution quickly and easily:

[ ] Any interfaces changed?

[ ] Any backward compatibility impacted?

[ ] Document update required?

[ ] Testing done
Please provide details on
- Whether new unit test cases have been added or why no new tests are required?
- How it is tested? Please attach test report.
- Is it a performance related change? Please attach the performance test report.
- Any additional information to help reviewers in testing this change.

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

Build Failed  with Spark 2.1.0, Please check CI http://<IP_ADDRESS>:8080/job/ApacheCarbonPRBuilder1/3434/

Build Failed with Spark 2.2.1, Please check CI http://<IP_ADDRESS>:8080/job/ApacheCarbonPRBuilder/2194/

Build Success with Spark 2.1.0, Please check CI http://<IP_ADDRESS>:8080/job/ApacheCarbonPRBuilder1/3439/

Build Success with Spark 2.2.1, Please check CI http://<IP_ADDRESS>:8080/job/ApacheCarbonPRBuilder/2199/

SDV Build Success , Please check CI http://<IP_ADDRESS>:8080/job/ApacheSDVTests/3302/

SDV Build Success , Please check CI http://<IP_ADDRESS>:8080/job/ApacheSDVTests/3304/

@geetikagupta16 can you write the existing problem with the code and the fix that you have done in the description.

LGTM


Fix potential NoneType error

User description
Features

Fix potential NoneType error

Feature Docs

Influence

Result

Other

PR Type
bug_fix

Description

Added null checks to prevent NoneType errors when self._index is None in BM25Retriever.
Ensures that methods insert_nodes and persist are only called if self._index is not None, enhancing the robustness of the code.

Changes walkthrough 📝
Relevant filesBug fix

bm25_retriever.pyAdd null checks for `self._index` in BM25Retriever

metagpt/rag/retrievers/bm25_retriever.py
Added checks to ensure self._index is not None before calling insert_nodes and persist.

+4/-2

💡 PR-Agent usage:
Comment /help on the PR to get a list of all available PR-Agent tools and their descriptions

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 70.23%. Comparing base (f201b2f) to head (d4c0678).

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Additional details and impacted files
@@           Coverage Diff           @@
##             main    #1247   +/-   ##
=======================================
  Coverage   70.22%   70.23%
=======================================
  Files         316      316
  Lines       18860    18862    +2
=======================================
+ Hits        13245    13247    +2
  Misses       5615     5615

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Screen reader announces all dialog content instead of focused controls

Discussed in https://github.com/ariakit/ariakit/discussions/3340

Originally posted by charlesanim January 18, 2024
I have a dialog that is opened when a user clicks on their profile picture icon in a header. This dialog contains a close X button, line of text and about 5 buttons aligned vertically.  When screen reader is activated specifically windows narrator, it reads all the content in the dialog including the buttons instead of just the button that its focused on. Any thoughts on this? Is there any prop in Ariakit i can leverage?              Am I missing anything here? Have other folks encountered this issue or similar issue? Any help is appreciated.
<AriakitDialog
                modal={false}
                portal={false}
                backdrop={backdrop}
                store={dialogStore}
                // Let custom focus handler handle the focus
                autoFocusOnShow={false}
                autoFocusOnHide={false}
                hideOnEscape={false}
                aria-modal={true}
                aria-describedby={DESCRIPTION_ID}
                hideOnInteractOutside={false}
                {...rest}
            >

</div>

Please, let's keep questions in discussions. I recommend adding a video to your post reproducing the behavior with one of the three major screen readers (NVDA, JAWS, or VoiceOver) as we don't officially support Narrator.
If you believe this is a bug, I'd ask you to follow the bug template when creating the issue.


Hyprland crashes after login

Hyprland Version
hyprland-nvidia V0.29.1
Bug or Regression?
Bug
Description
Logging into hyprland kicks me out and puts me back into the log in screen. I believe it might be something due to my NVIDIA gpu. I use a 3070 for linux, and a 1080 for my virtual machines.
Tried to:
Add env WLR_RENDERER_ALLOW_SOFTWARE=1 per aur hyprland-nvidia comments
Downgraded hyprland-nvidia to V0.20.0
All the other nvidia recommendations on the wiki have been implemented
How to reproduce
Login.
Crash reports, logs, images, videos
--------------------------------------------
   Hyprland Crash Report
--------------------------------------------
*thud*

Hyprland received signal 11 (Segmentation fault)

Version: 96d555e8e794627bfc561e294e148ab8a9961fcc
Tag: v0.29.1

System info:
        System name: Linux
        Node name: Purin
        Release: 6.5.3-arch1-1
        Version: #1 SMP PREEMPT_DYNAMIC Wed, 13 Sep 2023 08:37:40 +0000

GPU:
        24:00.0 VGA compatible controller [0300]: NVIDIA Corporation GP104 [GeForce GTX 1080] [10de:1b80] (rev a1) (prog-if 00 [VGA controller])
2d:00.0 VGA compatible controller [0300]: NVIDIA Corporation GA104 [GeForce RTX 3070 Ti] [10de:2482] (rev a1) (prog-if 00 [VGA controller])

os-release:
        NAME="Arch Linux"
        PRETTY_NAME="Arch Linux"
        ID=arch
        BUILD_ID=rolling
        ANSI_COLOR="38;2;23;147;209"
        HOME_URL="https://archlinux.org/"
        DOCUMENTATION_URL="https://wiki.archlinux.org/"
        SUPPORT_URL="https://bbs.archlinux.org/"
        BUG_REPORT_URL="https://bugs.archlinux.org/"
        PRIVACY_POLICY_URL="https://terms.archlinux.org/docs/privacy-policy/"
        LOGO=archlinux-logo

Backtrace:
        #0 | Hyprland(_Z12getBacktracev+0x62) [0x55f2b67c5492]
                ??
                ??:0
        #1 | Hyprland(_ZN13CrashReporter18createAndSaveCrashEi+0x42c) [0x55f2b67a005c]
                ??
                ??:0
        #2 | Hyprland(_Z25handleUnrecoverableSignali+0x47) [0x55f2b67379d7]
                ??
                ??:0
        #3 | /usr/lib/libc.so.6(+0x3e710) [0x7fb80e63e710]
                ??
                ??:0
        #4 | /usr/lib/libwlroots.so.12032(wlr_backend_get_drm_fd+0x4) [0x7fb80f28ba54]
                ??
                ??:0
        #5 | /usr/lib/libwlroots.so.12032(+0x3c585) [0x7fb80f27c585]
                ??
                ??:0
        #6 | /usr/lib/libwlroots.so.12032(wlr_drm_backend_create+0x9d6) [0x7fb80f292946]
                ??
                ??:0
        #7 | /usr/lib/libwlroots.so.12032(+0x52fa3) [0x7fb80f292fa3]
                ??
                ??:0
        #8 | /usr/lib/libwlroots.so.12032(wlr_backend_autocreate+0x50e) [0x7fb80f2936ae]
                ??
                ??:0
        #9 | Hyprland(_ZN11CCompositor10initServerEv+0x13e) [0x55f2b673ddae]
                ??
                ??:0
        #10 | Hyprland(main+0x8ba) [0x55f2b672706a]
                ??
                ??:0
        #11 | /usr/lib/libc.so.6(+0x27cd0) [0x7fb80e627cd0]
                ??
                ??:0
        #12 | /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7fb80e627d8a]
                ??
                ??:0
        #13 | Hyprland(_start+0x25) [0x55f2b67351c5]
                ??
                ??:0

Log tail:
2d:00.0 VGA compatible controller [0300]: NVIDIA Corporation GA104 [GeForce RTX 3070 Ti] [10de:2482] (rev a1) (prog-if 00 [VGA controller])

[WARN] Warning: you're using an NVIDIA GPU. Make sure you follow the instructions on the wiki if anything is amiss.

[LOG] os-release:
NAME="Arch Linux"
PRETTY_NAME="Arch Linux"
ID=arch
BUILD_ID=rolling
ANSI_COLOR="38;2;23;147;209"
HOME_URL="https://archlinux.org/"
DOCUMENTATION_URL="https://wiki.archlinux.org/"
SUPPORT_URL="https://bbs.archlinux.org/"
BUG_REPORT_URL="https://bugs.archlinux.org/"
PRIVACY_POLICY_URL="https://terms.archlinux.org/docs/privacy-policy/"
LOGO=archlinux-logo

[LOG] ========================

[INFO] If you are crashing, or encounter any bugs, please consult https://wiki.hyprland.org/Crashes-and-Bugs/

[LOG]
Current splash: We're all living in America, America, America.

[LOG] Creating the HookSystem!
[LOG] Creating the KeybindManager!
[LOG] Creating the AnimationManager!
[LOG] Created a bezier curve, baked 255 points, mem usage: 4.08kB, time to bake: 22.56µs. Estimated average calc time: 0.05µs.
[LOG] Creating the ConfigManager!
[LOG] Creating the CHyprError!
[LOG]  [hookSystem] New hook event registered: focusedMon
[LOG]  [hookSystem] New hook event registered: preRender
[LOG] Creating the LayoutManager!
[LOG] Reloading the config!
[LOG] Created a bezier curve, baked 255 points, mem usage: 4.08kB, time to bake: 6.68µs. Estimated average calc time: 0.03µs.
[LOG] Using config: /home/kelpjuice/.config/hypr/hyprland.conf
[LOG] Created a bezier curve, baked 255 points, mem usage: 4.08kB, time to bake: 6.58µs. Estimated average calc time: 0.03µs.
[LOG] Registered dynamic var "$mainMod" -> SUPER
[LOG] Registered dynamic var "$sh" -> SHIFT
[LOG] Registered dynamic var "$caps" -> CAPS
[LOG] Registered dynamic var "$ctrl" -> CONTROL
[LOG] Registered dynamic var "$alt" -> ALT
[LOG] Registered dynamic var "$SCRIPT" -> ~/.config/HyprV/waybar/scripts
[LOG] Disabling stdout logs! Check the log for further logs.
[LOG]  [hookSystem] New hook event registered: configReloaded

It's been fixed already on the -git version, it was a bug with wlroots.

lmao nvidia xd


save original float value to use in setFixed()

target.css('float') always returns "none" when position is absolute or fixed. http://jsfiddle.net/UziTech/5an00wzs/1/
This caused a problem when the target used float and had a limit set. Once the target reached the limit the position would be set to absolute. When the target changed back to fixed the float value for the spacer would be set to none instead of the target's float value.
I fixed this by saving the original float value as originalFloat and using that in setFixed()

Sorry this has taken so long. Thank you for contributing. I need to resolve conflicts.

This has been merged. Thanks!


Metric block does not take number precision in account

Describe the bug
When you have a number field with a precision of, for example, 2, you can have numbers with 2 decimales behind the comma. In fields and lists these numbers are shown correctly. However, when you want to show these numbers in a metric block (and apparently chart too) the precision is not taken into account any more.
To Reproduce
Steps to reproduce the behavior:

Go to https://latest.cortezaproject.org/compose/ns/test-decimal/pages/218662869665841156
Add a new row to the "Decimals" list. In number 1 the precision is "0" and in number 2 the precision is "2". Add 1.55 in both.
Save
Click on "decimals" in the main menu, to go back to the home page.
Now you can see the new row. Number 1 is correctly showing at "2" (because we have precision set to 0 for that field) and number 2 shows, also correctly, 1.55. However, you can see that the second metric block, of Number 2, is not summing correctly.

Expected behavior
The second metric block should show numbers behind the comma, and not round to the nearest full number
Screenshots
If applicable, add screenshots to help explain your problem.

Fixed on 2021.3.


[PE-D] Find command for listing all persons

Describe the bug
Command to find all persons without tags shows 0 persons, even though there are people with no tags.
To Reproduce
Steps to reproduce the behavior:

Enter "add n/name p/912<EMAIL_ADDRESS>a/1 r/80" to create person with no tags
Enter "find *"

Expected behaviour
Display list of people
Screenshots
List of people with no tags:

Screenshot for find *:

Desktop (please complete the following information):
OS: macOS 11.6

Labels: severity.Medium type.FunctionalityBug
original: sophiien/ped#2

dupe of #154


Cannot find module 'weave' or its corresponding type declarations

after running npm i to install weave, I get the error module not found when I try to import it

Not sure if this is because I'm using npm, the docs only mention pnpm
edit: I installed and tested with pnpm and ran into the same issue

Seeing this also. Weave is in my package.json and node_modules tho

Hi @MalikElate @powerpufffs, we have an engineer looking at this, this week. I will update here when the fix is published.

Hi @MalikElate @powerpufffs, we have an engineer looking at this, this week. I will update here when the fix is published.

Ok awesome

Sorry you ran into this, I think it was a packaging issue.  Can you try weave 0.7.3 and see if it works for you?


[Suggestion] Beam detector

A new entity that activates when certain beams/entities intersect it. This would include lasers, light bridges, funnels, portals shot, etc. They could also include a filter that allows for specific beams to trigger it, so that other beams of the same category cannot.

Could we possibly get a similar thing for funnels too? I think some interesting puzzles could be made with these.

Took the liberty of editing the suggestion so it encompasses more possibilities

Perhaps this would be better off as an enhancement feature for regular triggers?

I think it would be better to divide funnels into two types of "beams', bottom/right half of funnel and top/left half of funnel.

I'm not sure about that. With a funnel trigger, that could be achieved by having two triggers side-by-side, linked with an AND gate


[API] $.response.setBody should be compliant to the XSJS docs

Currently, the $.response.setBody method could be used with String or Array arguments. This however is not fully compliant to the signature defined here https://help.sap.com/doc/3de842783af24336b6305a3c0223a369/2.0.03/en-US/$.web.WebResponse.html

This issue is closed as the project is no longer maintained


Custom ADR templates

Possibly related to #26
I'd like a feature (and I'm happy to implement!) that allows me to use a custom template when creating new ADRs. I want to discuss here/get approval for some ideas before going off the deep end though.
Motivation
My team has many projects and contexts in which we use ADRs, for some of which we like to include extra sections in our decisions. For example, when documenting team style standards, we want each record to have a section defining specs for CI automation that enforces it. It's annoying (and easy to forget) to manually add this section every time I create a new ADR.
Specification

New ADR generation should look for a template in a location relative to .adr-dir
If a template isn't found, default to the existing behavior -- this feature should be backwards-compatible
A custom template can be specified at runtime to override the default location

Implementation in other projects
npryce/adr-tools  (essentially the reference implementation) kind of has this feature inasmuch as you can consider sed a templating engine:
https://github.com/npryce/adr-tools/blob/b3279baf9be2207d1a4f4bbd608fd0b591c72aee/src/adr-new#L108
It looks for a template in templates/template.md and replaces a few choice keywords. Obviously we can improve the templating logic here but I think this location for custom templates makes sense as a default for compatibility's sake.
Implementation details
The biggest issue with this feature is that the templating engine currently in use explicitly calls this out as not supported. Instead of hacking around the current tool, I propose that we switch to a more powerful engine such as handlebars or minijinja. I don't have a particularly strong opinion on which specific crate to use but I think that if we're opening up templates to users, having it based on popular engines (such as handlebars or jinja2) is a good thing.
My next big question is how powerful this feature should be. adr-tools allows for a couple specific builtin keywords and nothing else. I'm leaning towards keeping this type of restriction for two reasons:

It keeps this feature contained. We can always add more power later if we want.
I personally don't need that and don't see anyone calling for it. I don't want to overengineer anything crazy without a real usecase.

Less importantly, do we want to add a config file for adrs to allow users to override the default template location? I lean towards no for mostly the same reasons as above -- we can add it later and I don't want to overcomplicate a simple tool right now.
Finally, I'm happy to address #26 while I'm here, and I think it'll be much easier to do with a more full-featured templater.
Let me know what you think! I'd love to submit a PR soon if we agree on the spec.

Pretty much agree with everything here. I've used handlebars in the past, but both look like workable options. If you have experience with them both I'd love to know what would motivate choosing one or the other, but I think they both have more than enough functionality for the feature.
Also agree with holding off on adding new (and possibly user defined?) template items. Not against that as a feature but it should possibly be added after this to keep the changes smaller.
As far as config goes, some options:

Support an actual configuration file with https://crates.io/crates/config, TOML would be my preference. In addition to template file location, could also support explicit config of where ADRs go and maybe some stuff around .adr-dir, editor, etc. Not necessarily "hard" but probably requires the most actual implementation.

Support environment variables with cli args to override, so like ADRS_TEMPLATE_DIR can be set or specified with --template-dir for new and init.  This actually should be possible already with clap (see https://docs.rs/clap/latest/clap/_features/index.html#optional-features).  Pretty easy, enable the feature in Cargo.toml:

clap = { version = "4.5.1", features = ["derive", "env"] }

and then top level so it's shared across commands:
// main.rs
#[derive(Parser)]
#[command(version, about, long_about = None )]
#[command(propagate_version = true)]
struct Cli {
    #[arg(default_value = "foo", env = "ADRS_TEMPLATE_DIR", short, long)]
    template_directory: Option<String>,
    #[command(subcommand)]
    command: Commands,
}

Hard code a directory and you just put your templates where we say you put your templates.

Personally I like 2 the best. 1. Seems excessive, 3. seems inflexible. 2 or 3 would be reasonable to add with a custom template PR, 1 would probably be better as a separate implementation.

That all looks good to me. I agree environment vars with cli override makes the most sense right now. I'll take a stab at this over the next few days.
I personally have more experience with jinja than handlebars, but as you said I don't think we'll be coming close to using features where the difference really matters. I'll try out handlebars, the two projects are comparably active and it's always good to learn a new tool.


Fixed #25447 -- Emphasized the need to restart dev server when adding template tags.

Right now, it is rather easy to miss the fact that adding a new template tag or filter to an app requires a restart. I made that text a note to make it harder to miss (which caused me about 15 minutes of pain earlier today).

merged in af95eee9fb70dae5b3b2ce8bc73c13fc1de239ff, thanks.


setting initial options hide water with select on load

I'm setting hideStructure: ['water'], of the initial options and then using loadComplete.subscribe to set colors.
This gives me an error Uncaught (in promise) Error: Could not find node 'undefined'.
Perhaps its trying to color the water which isnt there?
code example on plnkr: https://plnkr.co/edit/V0wwfwfsGVplURYD
<!DOCTYPE html>

    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <title>PDBe Molstar - Basic</title>

    <link rel="stylesheet" type="text/css" href="https://www.ebi.ac.uk/pdbe/pdb-component-library/css/pdbe-molstar-3.1.2.css">

PDBe Mol* JS Plugin Demo

I am also experiencing this - did you find a solution at all @Jhsmit ?

Yes - I don't set it at initial options but instead use visual.visibility at load complete event

Hi, this issue seems to be fixed in version 3.3.0.
Both hideStructure: ['water'] initial option and calling viewerInstance.visual.visibility({ water: false }); should work.
Update you JS and CSS URLs based on this: https://github.com/molstar/pdbe-molstar/wiki/1.-PDBe-Molstar-as-JS-plugin#1-include-the-style-and-script-files-of-the-library-in-your-web-page


Proposal: create a plugin from byte array.

It would be nice to create a Plugin from general byte array, not only from file system path.

What does that mean? Can you show an example of how it might work?

For now we could create a plugin with
plugin.Open("/some/path")
But what if we received a plugin from network. We should save it first to filesystem and only than open.
It might work like this
var arr []byte
...
plugin.Open(arr)
Also with this kind of the creation it becomes possible to guarantee data integrity.

The way that plugins are currently implemented requires the plugin to be in a separate file.  If we added this new feature, it would be implemented by writing the byte array out to a file first.  Given that implementation constraint, I'm not sure this is very useful.


WebRTC Playback: Sound only mono

Which version are you using?
v0.23.7
Which operating system are you using?

[x ] Linux amd64 standard
[ ] Linux amd64 Docker
[ ] Linux arm64 standard
[ ] Linux arm64 Docker
[ ] Linux arm7 standard
[ ] Linux arm7 Docker
[ ] Linux arm6 standard
[ ] Linux arm6 Docker
[ ] Windows amd64 standard
[ ] Windows amd64 Docker (WSL backend)
[ ] macOS amd64 standard
[ ] macOS amd64 Docker
[ ] Other (please describe)

Describe the issue
When playing a WebRTC stream, the audio is only played in mono, even it shows 2 channels in webrtc internals (Chrome Linux latest version). On Firefox it works normally in Stereo. Chrome defaults to Mono playback. This is a 3 year old issue on Chrome. So if client is Chrome or Chromium, the SDP answer has to be ignered and forced to stereo=1 on WHEP side.
Describe how to replicate the issue
Ingest WebRTC Stream in Stereo via WHIP or WebRTC
Listen on another client or the same one on a different audio device. Switch fader from left side to right side. Hear the same on both channels. I made some audio examples, that show the problem.
Audio Test.zip
Did you attach the server logs?
on WHIP side:
a=rtcp-mux
a=rtpmap:111 opus/48000/2
a=rtcp-fb:111 transport-cc
a=fmtp:111 cbr=1;maxaveragebitrate=131072;minptime=10;sprop-stereo=1;stereo=1;useinbandfec=1
on WHEP side:
a=rtcp-mux
a=rtpmap:111 opus/48000/2
a=rtcp-fb:111 transport-cc
a=fmtp:111 minptime=10;useinbandfec=1 <<< This has to be ignored and player side has to add stereo=1 (or better the same values as provided on WHIP side).
No chance to set the custom parameters stereo=1 or sprop-stereo=1 on client side, because chrome defaults to Mono playback.
yes
Did you attach a network dump?
no
There is also a solution for that in ovenplayer:
https://github.com/AirenSoft/OvenMediaEngine/issues/203 .... I think this can be used in WHEP Player too.

Hello, thanks for reporting the issue, this is fixed with #2470.

added in v1.2.0


Don't reload the UI when the keyboard layout changes

Alrighty, this is a silly solution to the problem. Go read #11522.
What if, we just didn't reload the UI for a settings reload?
Terminal refreshes the appearance of panes, profiles, tabs, etc, in TerminalPage::_RefreshUIForSettingsReload. That's only called in TerminalPage::SetSettings, when we specify that we didn't need to reload the UI. Currently, we only don't reload the UI on an initial load of the settings (that makes sense, there's no UI to "reload" yet.)
So what if we did all of TerminalPage::SetSettings, but without the UI reload? We update the keybindings, the command palette, the current language, but not the actual content of the tabs.
before

after

Closes #11522?

A caveat from discussion:
This might have some weird irreproducible bugs in it. Consider

Open two terminal windows
Install a WSL distro
Switch the KB layout

Both these windows will reload the settings, find that the new settings (& dynamic profile) are different, and will try to write the settings to the disk. One will win? Maybe? Both will probably end up with a full UI refresh, for determining that the settings file changed.
But is this fine anyways? We're pretty sure there's a backlog item for "reload the settings on a distro install" anyways. And the value add of this fix is probably worth more than the very rare new edge case where this still happens.

You know, one of the things that weirds me out about this is that we don't need to reload the settings at all... just re-apply their effects.
Would it be possible to only reprocess the key bindings from the original model objects? That would address the bulk of the issue and make for a more targeted fix...

Would it be possible to only reprocess the key bindings from the original model objects?

@lhecker might need to back me up on this - could we just call ActionMap::_RefreshKeyBindingCaches(), and have that reload the keybindings for the new kbd layout? I assumed that we couldn't do it trivially - I guess I assumed the layering effects would be lost by this point, and we'd need to re-parse the settings to get the right layering.
Now that I'm re-reading ActionMap::_PopulateKeyBindingMapWithStandardCommands, that seems like it'd work without a whole reparse

_RefreshKeyBindingCaches() is not the most important thing that needs to be reloaded when the keyboard layout changes. The KeyChord instances need to be refreshed, as they translate scan-codes to vkeys via MapVirtualKeyW and those are then used for the Hash() they return. In other words, yeah this is 100% doable, but it needs a bit more work than just calling _RefreshKeyBindingCaches().

Hmm. Updating the KeyChords seems... hard. The ctor will evaluate the SC->VK on construction, and store that the same as if we parsed the VK directly. So we can't just make a new _KeyMap map, take all the old KeyChords and just re-evaluate them.
Not sure what there is to do here. I can try to look if there's a way to build a fresh Settings object and just steal the actions map? Maybe that would work?

I could theoretically make changes to AppLogic::ReloadSettings:

AppLogic::_TryLoadSettings returns out the new Settings rather than placing it in _settings.
then, it would:if (SUCCEEDED(_settingsLoadedResult) && keybindingsOnly) {
  _settings.CopyActionsFrom(newSettingsObject);
  _page->UpdateKeyboardSettings()
  return;
}
// the rest of the handling

CopyActionsFrom(other) does basically what it would sound like, just replace the globals.ActionsMap with the new one
UpdateKeyboardSettings would just _UpdateCommandsForPalette(); CommandPalette().SetActionMap(_settings.ActionMap()); to update any labels, etc.

Does that seem like it's sensible? How egregious of a layering violation does that feel like?

I think this is the problem:

The ctor will evaluate the SC->VK on construction

The thing consuming the settings model object here should be on the hook for this.
If we made that change, would it be easier to do "reevaluate all SC/VK" as a follow-on?

(Feel free to veto me)

This is super stale. Like 1.5 years is too long, and there have been major rewrites since. We need to surely just start fresh


Execute intents

Hi,
I am working on integration of Google Smart Home services for our PLC system used in "smart homes". Now I am implementing the local execution path. Everything goes ok when I'm testing with usual number of emulated lights. But I wanted to make some boundary tests, so I emulated e.g. 30-100 lights. When I try to set them all using Google Home speaker, the local execution intent is processed and the promise is resolved in few seconds. It resolves even earlier then the speaker starts responding. But the response from the speaker is in 99% cases: "Device is not reachable...". The strange thing is, that in the same time when the local execution starts, it is processed the same execute intent using cloud fulfillment - is this some backup path if local device is not accessible? But why it is running concurrently? Are there any timeouts for resolving local execute intents?
Thank you

So then to clarify a previous response, the concurrent issue you are describing only happens with the large device group as well (doesn't happen with a single device command, for example)?

Yes, look like the problem will appear when simulating > 50 lights. I don't know the exact boundary. But I think that maybe it is not problem with the amount, but with time needed to process the execute intent. I don't create one http request for each light for plc, but for optimization I create one large http request with set commands for all lights. It takes averagely 2s to process it for 100 lights. Can not be this problem? Have setSuccessState(), setErrorState() any special purpose for letting the process alive? Because they are called for each light after the 'large' http request is processed.

Are the devices all identified directly, or is your local PLC a device acting as a proxy and they are identified through REACHABLE_DEVICES

PLC is identified as a proxy and simulated devices are identified through REACHABLE_DEVICES

I have some new observation.
I think that the problem is related with assignment of devices to Home/Room in Google Home app.
If the devices are in the 'Linked to you' state (not assigned to any Home/Room), they are not local executable even if that they are reachable in REACHABLE_DEVICES intent. All execution are made using cloud fulfillment, no local intents are initiated. When assign any of the linked device to a Home/Room, local execution starts to be executed for all reachable devices. But due the fact, that some of the 'Linked to you' device is still not assigned, there will appear a cloud fulfillment execution request, but for all devices again. In my theory, If I assign all devices to a Home/Room, there will be not any cloud requests, but only locals. But I am unable to test it for a big amount of devices, because it is very complicated to assign a device to a Home/Room in Google Home app. There should be some option for assigning multiple devices. Not one by one :/
I do not know whether I explained it clearly :)

Hi :)
I had a job with the placement of 50 lights to a room, but my previous theory is not confirmed.  Are you able to reproduce the behavior you're describing with the sample code in this repository?

I have exactly the same issue, here i tried to reproduce it: https://github.com/killvi/actionOnAllLights.git

Closing this as obsolete.


[FEATURE REQUEST] IOProxy read from memory without valid file

Is your feature request related to a problem? Please describe.
I'm currently implementing smart objects into my Photoshop reader/writer API and those (sometimes) store the raw file bytes directly in memory rather than having a file on disk it references. From what I can tell though OpenImageIO requires a valid filepath to read from an IOProxy. I've thrown together a hacky solution that works but it requires a temporary file to be created in order to actually read the file.
If there is a way to do this natively feel free to point me to it and I'll close this ticket :)
namespace _Impl
{
  struct TempImageFile
  {

    TempImageFile(std::filesystem::path file_path)
    {
      m_FilePath = file_path;
      std::unique_ptr<OIIO::ImageOutput> out = OIIO::ImageOutput::create(file_path);
      if (!out)
	      return;  // error

      std::vector<uint8_t> pixels(1);
      OIIO::ImageSpec spec(1, 1, 1, OIIO::TypeDesc::UINT8);
      out->open(file_path, spec);
      out->write_image(OIIO::TypeDesc::UINT8, pixels.data());
      out->close();
    }

    ~TempImageFile()
    {
      std::filesystem::remove(m_FilePath);
    }

  private:
	  std::filesystem::path m_FilePath;
  };
}

int main()
{
  std::filesystem::path file_path; // ....
  std::vector<std::byte> raw_data; // ...

  _Impl::TempImageFile tmp_file(file_path);
  auto _in = OIIO::ImageInput::create(file_path);
  if (_in && static_cast<bool>(_in->supports("ioproxy")))
  {
	  OIIO::Filesystem::IOMemReader memreader(raw_data.data(), raw_data.size());
	  auto oiio_in = OIIO::ImageInput::open(file_path.string(), nullptr, &memreader);
	  // keep processing.
  }
}

Describe the solution you'd like
A way to create an imageinput purely from memory.
Describe alternatives you've considered
I looked into using an OIIO::ImageBuf for this purpose but it looked like it only supported being backed from pixel buffers? Unsure about this.

The ceremonial API dance I do for this case is the following:
  // During create(), provide _just_ the format extension (psd here) that OIIO will recognize
  // It will perform a stat/existence check on the "file" but no further filesystem access should occur.
  unique_ptr<ImageInput> in = ImageInput::create("psd");
  if (!in) {
    return nullptr;
  }

  // Set the ioproxy and use empty "" path during open()
  in->set_ioproxy(&mem_reader);
  bool ok = in->open("", newspec, config);
  ...

Ah thats smart! I wasnt aware you could do this, when I tried passing the filename or e.g. .exr in would be nullptr but I'll try what you suggested!


Upgraded npm version to 3.10.10

I have used the npm version which is shipped with node 6.11.0

We can upgrade to npm 4 in another PR. Merging now.


Programming exercises: Add solution to common setup problem for Bamboo

Checklist
General

[x] This is a small issue that I tested locally and was confirmed by another developer on a test server.
[x] Language: I followed the guidelines for inclusive, diversity-sensitive, and appreciative language.
[x] I chose a title conforming to the naming conventions for pull requests.

Motivation and Context
I ran into the issues described in the documentation file I changed when setting up Bitbucket/Bamboo locally.
Description
I added a piece of documentation which fixed the issue for me and @bassner.
Steps for Testing
Check the documentation entry.

How common is this problem?

I did not encounter this when first setting everything up but I am not sure what changed now. It would be interesting to hear about other developer's experiences.

Maybe include this directly in the setup guide as a normal step?

Not sure how that should work. You have to add that every time you create a programming exercise, for both the template and the solution.


Refactoring Tests

Refactoring tests to use Fixtures instead of global name space.
We discussed this in our first meeting, and I wanted to refactor the tests now, before we can add more tests to have a good and cohesive format.
Since it is not recommend not to use global name spaces, we can use fixtures instead.
This also allows us to automatically clean up the test data.
It explicitly deletes the test project, after tests are complete.
This PR removes dead code without function as well.
@Ardi028 Let me know if general code improvements are undesired.

Hey @brili can we reconsider this PR.
The refactor here, makes it easier to add tests.
Using nodes and their UUID as fixtures, makes it easier to add complexity and more realistic graphs to our testing.
Additionally, the current tests rely on the order of execution, since you are using global namespace.
(I know you circumvent that issue by using autouse=True for project, but that only works for 1 node, and we have 2 here.
Collection and Project that would need that treatment. [Using autouse=True again for collection makes a race condition.)
You also have to be careful to not access nodes after you run their delete tests.
Both issues are solved in this PR.
This makes adding more tests easier, since we don't have to worry about execution order.
There are some tests that explictly rely on order.
Try this on main:
pytest tests/api_resources/test_cript.py::TestCript::test_collection_uuid

It fails on main but passes here.
Please, reconsider.
@Ardi028 for visibility.


Ansible rebuilds images after molecule destroy when pre_build_image: false

When I run molecule create with pre_build_image: false ansible recreates image everytime.
I'm not sure if this is a bug or expected behavior?
After molecule create
ls ~/.cache/molecule/gentoo-portage/default/
ansible.cfg                  Dockerfile_gentoo_portage  molecule.yml
inventory                     state.yml

After molecule destroy Dockerfile is gone
ls ~/.cache/molecule/gentoo-portage/default/
ansible.cfg  inventory  state.yml

Next time I run molecule create Dockerfiles would be created again triggering Build an Ansible compatible image with platforms.changed
My molecule.yml file
driver:
  name: podman
platforms:
  - name: gentoo-portage
    image: gentoo-portage
    dockerfile: Containerfile
    pre_build_image: false
    cmd: /sbin/init
 provisioner:
  name: ansible
verifier:
  name: ansible

This is the expected behavior. While Build an Ansible compatible image is rebuilding each time, molecule does not prune the image, only the instance. This means on successive builds where no changes are made, we're taking advantage of the image layers already existing on the host, so the build is almost instantaneous:
$ podman system prune -af
$ time molecule create

real	1m2.137s
user	0m42.328s
sys	0m7.961s
$ molecule destroy
$ time molecule create

real	0m3.748s
user	0m3.192s
sys	0m0.636s

In theory the Ansible task could better describe this, but I personally believe this to be expected behavior of minimal note and is specific to molecule itself, not molecule-podman. I've experienced the exact behavior when using Docker, so it is not isolated to Podman as a driver. Improving the explanation around pre_build_image in the documentation might help to clarify this for future users, though I think this behavior is hinted at in some capacity, if not expressly stated somewhere I tend skim over.
Hope this is (mostly) correct and helps to clarify! Happy hacking :smile:

Ah, looks like there's an open issue to track a way of determining if containers should be rebuilt by checking whether the configuration was changed: https://github.com/ansible-community/molecule/issues/2175
I think this ticket might be a more suitable location for describing desired behavior, as it looks like this has been an open idea for some time.


Add test files for OMI_seat

These are a direct copy of these files: https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_seat/examples

I'm closing this as superseded by #10, which includes some test files. We don't need literally every test file copied here, past me was a bit too comprehensive perhaps.