Not able to access i18 plugin from mutation in classic mode store in Nuxt application

I'm trying to implement Vuex i18n package within my Nuxt application. In my nuxt.conf.js file in plugins array I have:
{
    src<EMAIL_ADDRESS>    ssr: false
},

plugins/i18n.js file is:
import Vue from "vue";
import vuexI18n from "vuex-i18n/dist/vuex-i18n.umd.js";
import toEnglish from "../translations/toEnglish";
import toSpanish from "./../translations/toSpanish";
import toGerman from "./../translations/toGerman";

export default ({ store }) => {
    Vue.use(
        vuexI18n.plugin,
        store,
        {
            onTranslationNotFound: function (locale, key) {
                console.warn(`vuex-i18n :: Key '${key}' not found for locale '${locale}'`)
            }
        }
    );

    // register the locales
    Vue.i18n.add('en', toEnglish);
    Vue.i18n.add('de', toGerman);
    Vue.i18n.add('es', toSpanish);

    // Set the start locale to use
    Vue.i18n.set('de');
    Vue.i18n.fallback('en');
}

Last thing is my store. I'm using classic mode of vuex store in Nuxt:
import Vuex from "vuex";

const store = () => {
    return new Vuex.Store({
        state: () => ({
            currentLanguage: ''
        }),
        mutations: {
            changeLang(state, response) {
                if (response) {
                    console.log(this);
                    state.currentLanguage = response;
                    this.i18n.set(response);
                }
            }
        }
    })
};

export default store;

As you can see in store file in mutation I'm trying to access i18n plugin with this keyword. Unfortunetally in print error in console:

TypeError: Cannot read property 'set' of undefined

this which I consoled also inside mutation is:

Please help me. Thank you in advance.

Hi @BorysTyminski,
Thank you for your feedback. First of all, I would recommend to not use the this keyword inside a vuex store but only act on the properties passed into the respective functions.
The vuex-i18n plugin will actually simply register a special vuex module in the i18n namespace (https://vuex.vuejs.org/guide/modules.html).
So to modify the i18n data, you can simply call the respective actions. In your example, this would be the action 'i18n/setLocale'.
I would also advice you to call the respective i18n action from inside another action and not from inside a mutation.
// dispatch an action for the i18n vuex module
dispatch('i18n/setLocale', currentLanguage, { root: true });

You can find all available actions and mutations inside this file
https://github.com/dkfbasel/vuex-i18n/blob/master/src/vuex-i18n-store.js


chown /etc/telegraf to telegraf user (fix #4)

currently telegraf starts as telegraf user and cannot read /etc/telegraf
Signed-off-by: Gui Iribarren<EMAIL_ADDRESS>

Be good to get this 'unallowed value docker' error fixed.  This role is broken on at least Ubuntu 20.04 otherwise


Bumped lodash version to the latest in Tasks/AzureFunctionAppV1

Versions of lodash before 4.17.12 are vulnerable to Prototype Pollution. The function defaultsDeep allows a malicious user to modify the prototype of Object via {constructor: {prototype: {...}}} causing the addition or modification of an existing property that will exist on all objects.

Solved in the https://github.com/microsoft/azure-pipelines-tasks/pull/16197


Add @game(steam: 550)-like Directive for Launch-Integration

Currently only the SCBL4D plugin supports this feature. We should add a new directive for setting it. It also needs to be integrated with the config print out.
Tricky: Discord does not support non-http(s) URL links. This makes the game launcher portion of this harder. We have to use a http(s) url to launch the user's web browser and that website needs to redirect to steam://run/<id>//<args>/
This feature currently just powers the "Click here to launch the game" link when the lobby is full. But in the future we can define a big list of presets for every game. Here's an example...
Dead by Daylight is a 1v4 pvp game. It's steam ID is 381210. The directive @game(steam: 381210) would lookup 381210 in our game dictionary and set the lobby settings accordingly, e.g. vTeams=[1,4].

It sounds like this solution could be implemented using Route53 (AWS), Google Domains, or another DNS registrar with a decent API to generate subdomains that can redirect with the proper steam link. We just need to come up with an interface for how to create and manage these redirects (or use the default provided tools)

It sounds like this solution could be implemented using Route53 (AWS), Google Domains, or another DNS registrar with a decent API to generate subdomains that can redirect with the proper steam link. We just need to come up with an interface for how to create and manage these redirects (or use the default provided tools)

Nice, sounds like you have ideas. My naïve approach would be to create an interface like you suggested, e.g. http://<ip>/steam/run/<id>//<args>/. The response is a 300 status code with the Location header set to the equivalent steam protocol url.
Perhaps there's are more clever way. Perhaps this has issues unseen. Feel free to do whatever works. Let's aim for low maintenance.

Nice, sounds like you have ideas. My naïve approach would be to create an interface like you suggested, e.g. http://<ip>/steam/run/<id>//<args>/. The response is a 300 status code with the Location header set to the equivalent steam protocol url.
Perhaps there's are more clever way. Perhaps this has issues unseen. Feel free to do whatever works. Let's aim for low maintenance.

Alternatively, I'm surprised this doesn't exist. If there's already a public API that does this we could save ourselves a lot of complexity and maintenance costs.

Alternatively, I'm surprised this doesn't exist. If there's already a public API that does this we could save ourselves a lot of complexity and maintenance costs.

I think what's really missing here is a game management interface. I agree that creating subdomains that redirect to the proper steam url is the way to go. But how do we add a new game redirect? For LFD2, I did so by hardcoding, just to see if it'd work. But going forward, I'd like to automate the process as much as possible.

I think what's really missing here is a game management interface. I agree that creating subdomains that redirect to the proper steam url is the way to go. But how do we add a new game redirect? For LFD2, I did so by hardcoding, just to see if it'd work. But going forward, I'd like to automate the process as much as possible.

Maybe its enough to start out with an admin panel (through Google, ,AWS, or whoever) that controls the redirects. But it'd be ideal if could let anyone add they're game if its not already in the bot. Provided they have the proper access control. Something else I need to think about.

Maybe its enough to start out with an admin panel (through Google, ,AWS, or whoever) that controls the redirects. But it'd be ideal if could let anyone add they're game if its not already in the bot. Provided they have the proper access control. Something else I need to think about.

A good-enough incremental step would just be a hard-coded dictionary of steam-ID => settings list. I really don't think we should invest in anything more until we see how much this is used. If we wanted to go with a more DB-like approach I think a YAML flatfile would be better than a local or remote DB. A text file is technically and interface, right? Perhaps someday something more impressive will be worth the complexity.

A good-enough incremental step would just be a hard-coded dictionary of steam-ID => settings list. I really don't think we should invest in anything more until we see how much this is used. If we wanted to go with a more DB-like approach I think a YAML flatfile would be better than a local or remote DB. A text file is technically and interface, right? Perhaps someday something more impressive will be worth the complexity.

To recap there's two workstreams.

Creating a @games directive to take steam ID. Cross-list it with a repository of game settings. Update the lobby settings accordingly.
Solving the steam protocol issue so that we can add the 'launch' link to more games than L4D2

To recap there's two workstreams.

Creating a @games directive to take steam ID. Cross-list it with a repository of game settings. Update the lobby settings accordingly.
Solving the steam protocol issue so that we can add the 'launch' link to more games than L4D2

@celowsky, I did some testing. It turns out that steam browser protocols are supported. The only issue is that you cannot use them with markdown. E.g. [launch game](steam://run/550) will be rendered without the hyperlink as "launch game". I feel like this is an oversight on Discords end. I also tried setting the url field on the Embed object to this URL but that is also blocked by a 550 response from Discord's API. I think it's because their web crawler doesn't support non-http URLs. (understandable)
So I think the simplest solution worth using is just rendering the steam URL raw in the embed message.  In the meantime we can open a request for discord to fix the markdown parser.

True, that is probably the simplest solution. In the future, it wouldn't be too hard to create a cheap redirector that would disguise the steam protocol links as https


change docker image location

Streamline the docker-compose file so you can use it without needing to docker-build.

This is a double edged sword. It means the docker compose will pull tagged images from dockerhub, so if someone has made local changes to the example in the repo and built their own image it won't be picked up. In the past we forced users to build their own images so that the most recent changes would be incorporated and because Our readme files say to build the images.

@dwelch-spike I do think we want this. I double checked and we don't use it in ./internal and this is very helpful for docs. See this preview link. I am actually having trouble building locally and running with this compose file atm.

I made a few tweaks here to address the concern by adding another docker-compose file and updating the READMEs. I also decided to include an example png image to get indexed automatically so that the directories are there.


CAPA  NS records are not updated

THE DNS records are not updated if leftover from previous creation are in place.
This happens when an MC is removed and then installed again, but could also happen to an WC if it isn't cleaned up properly.
The update needs to be done to:

NS record in the parent DNS zone
API and ingress records needs to be updated to new values
bastion record might need an update as well

I think this was already solved when we created https://github.com/giantswarm/aws-resolver-rules-operator/


[Interactive] Convert module to pull in latest interactive extension if not already.

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
Describe the solution you'd like
A clear and concise description of what you want to happen.
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
Additional context
Add any other context or screenshots about the feature request here.

fixed with: https://github.com/Azure/azure-cli/pull/7680


feat: docker

feat: create Dockerfile more robust image builds
adjusting python version as piper-phonemize only supports 3.9-3.11 currently
remove unit test step (there are no unit tests)
allow numpy license

The primary goal here is to get a Docker image available for https://github.com/OpenVoiceOS/ovos-tts-plugin-piper/pull/17 for e2e testing

@JarbasAl Should I close this? It doesn't seem like there's interest in adding a Dockerfile to the repo


etcd jsonnet alerts import

etcd have libsonnet file in their repo, but here it's included only in helm part, not in regular one. Don't this repo want to build yaml from it as well as it does from kubernetes-mixin sources?
/cc @brancz

There is already an example on how to use the etcd mixin, no need for it to be in this repo :slightly_smiling_face: https://github.com/coreos/prometheus-operator/tree/master/contrib/kube-prometheus#static-etcd-configuration


[FEA] Update Multi-threaded shuffle reader to limit host memory usage

Is your feature request related to a problem? Please describe.
The multi-threaded shuffle reader reads the shuffle data in a thread pool which can cause problems.  We want the ideal case, where there is enough host memory, to go as quickly as it does today, but we also want it to work in all cases. As such I think the deserialization code will need to act a lot like the input format multi-threaded reader code. We would start off by submitting a request to the pool. It would do a tryAllocate once it knows the size it needs. If that fails we would have to fall back to the main task thread to do a blocking allocation, before re-submitting the request to do the final read. The resulting host memory buffers would all have to be made spillable before returning from the thread pool. Special care needs to be taken that we honor the in-flight limit like we do today. Unfortunately this is the only limit on the number of decompression codecs in flight, but at least this change will not break anything worse than it is today. We should file a follow on issue to try and limit the number of codecs too.

This issue is a manifestation of not having good limits in the MT shuffle: https://github.com/NVIDIA/spark-rapids/issues/9153
As part of #8900, we should work out the pool of memory that we are allowing to be inflight. In terms of what I am finding in #9153, it seems 128MB is a better default per thread, so I'm going to PR that. That said, we need to work out if this is going to be a static amount dedicated for shuffle in #8900, or if we are going to allow the maxBytesInFlight to "fluctuate" as host memory usage is in demand.


provisional updates

This is not supposed to be merged but should help you with updating the code to work with the new regulation data and schema.
@ens-ap5 here are the changes following on from our chat. It looks like this on my sandbox http://ves-hx2-76.ebi.ac.uk:5040/Homo_sapiens/Variation/Mappings?db=core;r=3:100100308-100101308;v=rs79156324;vdb=variation;vf=616739697
Please let me know of any changes I need to do or if you have any questions.

Thanks - I've incorporated your changes into a general update which is now on staging:
http://staging.ensembl.org/Homo_sapiens/Variation/Mappings?db=core;r=3:100100308-100101308;v=rs79156324;vdb=variation;vf=616739697

Thank you. It looks good.


Create liberland

liberland grant proposal
Project Abstract

Please provide a brief description of your project here summarising key points (1-2 paragraphs).
If your application is a follow-up to a previous grant, please mention which one in the first line of the abstract and include a link to previous pull requests if applicable.

For which grant level are you applying?

[ ] Level 1:  Up to $10,000, 2 approvals
[x] Level 2:  Up to $50,000, 3 approvals
[ ] Level 3:  Unlimited, 5 approvals (for > $100k Web3 Foundation Council approval)

Application Checklist

[x] The application template has been copied, renamed ( project_name.md) and updated.
[ ] A BTC or Ethereum (DAI/USDT) address for the payment of the milestones is provided inside the application.
[x] I have read and acknowledged the terms and conditions.
[x] The software delivered for this grant will be released under an open-source license specified in the application.
[x] The initial PR contains only one commit (squash and force-push if needed).
[ ] The grant will only be announced once the first milestone has been accepted.

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

@flipchan thanks for the update, it looks better already. However, the milestone tables are still missing. Also, as mentioned by @Noc2 already, it would be good if you could stick to the structure of our template in general. Looking forward to the adjustments, I think this could become an exciting project!

@Noc2 @takahser thanks for the feedback, I have updated the documents, let me know what I can add more or of it looks good

@Noc2 0a-0d added !

@Noc2  added default formating for milestones, if there is anything else I can add, let me know

Hey @Noc2, I have updated the grant application based on your feedback!:) Let me know if it looks okey.
Looking forward to seeing this grant application be published and the Nation state of Liberland go on-chain!

@flipchan your formatting is still off in large parts of the application because you formatted text as code, for example here:

Could you fix this?

@flipchan thanks for the update. Your formatting is still off in large parts of the application because you formatted text as code, for example here:

Could you fix this? Removing L291 might be sufficient already (I didn't test it though).

Fixed!

@takahser added the total funding request amount on line 10(https://github.com/flipchan/Grants-Program/blob/patch-1/applications/liberland.md?plain=1#L10) :)

https://github.com/w3f/Grants-Program/pull/831/files#diff-407622b7a9a07b77406d1bfbe02d81142678a43931b171c74a0ceb0509acba25R10

The Google Doc link under Liberland Merit seems to be invalid.
As Noc2 pointed out, you are still missing the duration and cost of each milestone, as shown in our template:

- **Estimated duration:** _ hours/weeks/months
- **FTE:** _
- **Costs:** _ USD
- ```

@Noc2 @semuelle @takahser I have updated the format based on the template provided

Thanks again for the update. Looks much better now. However, could you be more specific regarding the new features that you plan to implement as part of the specification. For example, how is “User Roles” going to work and how is it different from https://github.com/paritytech/substrate/tree/master/frame/identity What is so unique about the distribution mechanism of the LLM currency? And what kind of voting mechanisms are you going to use that are not already covered by the existing pallets? Furthermore your second milestone seems similar to https://github.com/bit-country Did you already take a look at their work and how is it different from yours? Also feel free to remove the deliverables that don’t develop anything unique, like “Nominated Proof of stake consensus“. I assume you will simply use grandpa and babe for this, correct?

Hey, thanks for the feedback, I have added the documentation for the requested information, let me know if I can add anything more

@Noc2

What is so unique about the distribution mechanism of the LLM currency?
The uniqueness is that this currency will have a hard limit, The LLM pallet will mint 0.9% of the total supply per year and so automatically using a pallet that is added to the runtime that runs a checking function on each block, after one year has past(X amount of blocks) the pallet will mint more tokens, following the google spreadsheet that is linked :)

And what kind of voting mechanisms are you going to use that are not already covered by the existing pallets?
I have added more documentation about this. We allow different user to vote on different things, for example a citizen will vote on a law proposal and a minister will vote on the budget proposal for what company or entity that will receive funding for building roads and similar activities. Added in the documentation

Furthermore your second milestone seems similar to https://github.com/bit-country Did you already take a look at their work and how is it different from yours?
I have added a comparison into the grant application about this :)

Also feel free to remove the deliverable that don’t develop anything unique, like “Nominated Proof of stake consensus“. I assume you will simply use grandpa and babe for this, correct?

Removed the npos milestone, that is correct! Using the standard grandpa and babe. And removed extra non-unique milestones
Fixed :)
If anyone else has any feedback, let me know :) @takahser @semuelle

@flipchan thanks for the updates. Currently I'm not entirely clear on the functionality of your pallets. It would be nice if you could add additional details to all of them, so we can get a clearer picture. I also added a couple of more specific comments to some of them, so feel free to reply to these as well. +1

All changes have been added :) Let me know if I can add some more changes

updated the mentioned comments :) @takahser

@flipchan, what is you and your team's relationship with Liberland? Are you officially commissioned to implement it, or is this something you are planning to submit to Liberland's administration for consideration later?

@flipchan, what is you and your team's relationship with Liberland? Are you officially commissioned to implement it, or is this something you are planning to submit to Liberland's administration for consideration later?

@semuelle we are officially part of Liberland's software development team, this application is coming straight from Liberland. We are currently building liberland's blockchain with substrate and therefor want to apply for funding and also get a better relationship with Parity and the web3 foundation, so that we can be part of substrate as an ecosystem. Our goal is to get this grant application through and hopefully we can be part of substrate's builders program. Here is a short talk I had about Liberland's journey into substrate at the liberland anniversary: https://www.youtube.com/watch?v=qhYTPtI5h1k
Me personally, I'm very motivated by this projects, because it is the fore-runner of digital nation states running in trust less environments

ping @flipchan.

@takahser @semuelle thanks for the comments, the document has now been updated

@takahser fixed the requested formating :)

poke @takahser

Looking forward to your response @Noc2 @semuelle @takahser

The Land Pallet will work similar to ERC NFTs, yes. We will register the Asset to become commercial on-chain as an NFT. It will have several properties too, and (ultimately), you will be able to attach one NFT to another in a simple chain. The point is to make it just complex enough to facilitate:

the sale and renting of virtual Assets like land, virtual houses, spaces, etc.
the sale and renting of real Assets which will be tokenized and will exist within our Assets-marketplace environment; and
the representation of collectables, the scarce or unique Assets in that world; on-chain. For collectors, but also for daily use. There will be many Liberland-specific examples, like having a semi-soulbound Citizenship NFT, which remembers who the previous owners had been.

We are devising a real-life Assets marketplace system in the virtual world. To tokenize something in the real world, to put a QR code to the physical thing; then you exchange the title in the virtual world and get an obligation to pay the money (the purchaser) and transfer the Asset (the seller). We are planning to create a part of our judicial system uniquely suited to adjudicate any disputes out of this, using a Kleros- or Julex-like system. But that is one of the further steps down the road.

@Noc2 application updated

Dear Sebastian, Thank you for your question! Smart Contracts: When writing the Grant Application, we stressed the importance of novel and Liberland-specific features, as instructed by your colleagues. We plan to introduce Smart Contracts to all parts of our system, as well as have bridges to other chains. We, however, recognize that this would hardly be a novel element as requested by your colleagues and we didn’t list it as one of its unique, core features. Despite all this, rest assured that we will have smart contracts in the same way other chains have them and in our unique ways as well (i.e. supporting the judiciary system). Granting/Removal of CitizenshipAs for Liberland citizenship, we currently have a centralized system, but we don't wish to keep it that way. Citizenship represents the recognition of one's bonds which tie them to a country by (ultimately) the other (earlier) citizens. Yes, current States do centralize this in their governments, but that is hardly the only thinkable option – and, we reason, it is decidedly not the best, most just and the most robust option. We haven't included this because we saw the grant application was already packed with features, and we didn't wish to make it leven onger. However, the idea is to create a decentralized system regarding the registrars. As part of this, or based on this, we will also allow certain collectives of citizens to confirm (validate) the KYC / personal profile of a prospective citizen in a fully decentralized manner. Removing citizenship will, ultimately, be in the hands of a special subsystem of the judiciary. While we favour the approval of one's peers for the *granting* of citizenship, we recognize the dangers of mob rule. Public international law also severely restricts citizenship removal, prohibiting the creation of Stateless persons (the taking away of one's last citizenship) outright and frowning upon the ostracisation of people possessing multiple passports. Hence, we will vest this responsibility in that organ best suited to see people as individuals and decide on their cases based on the rule of law. This will be both just in our opinion and internationally conform. Regarding how the judicial system is put together, we have judged this to be out of the scope of this current grant application, but we have spent a lot of time designing it. We want to make it public and share it with you as soon as we deem it sufficient to be relevant for the Substrate/Dotsama community. We namely envision this subsystem to be adaptable for parachains and other Substrate projects. I hope this answered your questions to your satisfaction. If you wish to ask anything more regarding this or other topics, please, let me know! Yours sincerelyMichal Ptacnik Verzonden vanuit Mail voor Windows Van: Sebastian MüllerVerzonden: dinsdag 5 juli 2022 13:02Aan: w3f/Grants-ProgramCC: michalptacnik; MentionOnderwerp: Re: [w3f/Grants-Program] Create liberland (PR<EMAIL_ADDRESS>approved this pull request.Thanks for taking the time to write incorporate so many updates, @flipchan & @michalptacnik. Happy to proceed. Just two side questions:Why did you decide to remove the smart contract capabilities from the proposal? It seems to me that adding the contracts pallet to the chain spec would be little extra work.How does one become a Liberland citizen? My understanding of a plain old nation state is that there is a central authority granting citizenship, which, in your case, would then be reflected on-chain. Would that be accurate?—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you were mentioned.Message ID<EMAIL_ADDRESS>
Hi @michalptacnik. Thanks for following up on my questions. I hope you are aware that your application was approved already?

@takahser @semuelle @noc2 the first milestone has been submitted:
https://github.com/w3f/Grant-Milestone-Delivery/pull/600


[BOT] Fix review bot

Stop review bot from commenting and adding labels on draft PRs. However make sure that the relevant information appears when the PR is marked as ready

Also ignore bot reviews


docs: description of alpha1

Related issues
This is related to #393 and #394.
What was changed
As discussed in #394, description of alpha1 parameter was revised.
(Direct fatality probability of S* (non-dimentional) )

With df1ec7994952df03fb89166990202fad3118be1f, correction of erroneous description and change of term order were done.


maekula-piimamees example: excess videos

Download movie with two audio streams, 'et' and 'ru', all available
subs and metadata and thumbnail and embed them all in a matroska container
$ yt-dlp -f 136+134+et+ru --audio-multistreams --video-multistreams --merge-output-format mkv --sub-langs all --embed-subs --embed-metadata --embed-thumbnail 'https://jupiter.err.ee/1608130759/maekula-piimamees'

this created mkv with 3 video streams. how to keep only 1280x720?
streams dump
{
  "video": [
    {
      "index": 0,
      "codec_type": "video",
      "codec_name": "h264",
      "width": 1280,
      "height": 720,
      "duration": "01:27:50.360000000",
      "tags": {
        "language": "eng"
      }
    },
    {
      "index": 1,
      "codec_type": "video",
      "codec_name": "h264",
      "width": 704,
      "height": 396,
      "duration": "01:27:50.360000000",
      "tags": {
        "language": "eng"
      }
    },
    {
      "index": 5,
      "codec_type": "video",
      "codec_name": "mjpeg",
      "width": 400,
      "height": 250,
      "duration": null,
      "tags": {
        "language": null
      }
    }
  ],
  "audio": [
    {
      "index": 2,
      "codec_type": "audio",
      "codec_name": "aac",
      "channels": 2,
      "channel_layout": "stereo",
      "tags": {
        "language": "est"
      }
    },
    {
      "index": 3,
      "codec_type": "audio",
      "codec_name": "aac",
      "channels": 2,
      "channel_layout": "stereo",
      "tags": {
        "language": "rus"
      }
    }
  ],
  "subtitle": [
    {
      "index": 4,
      "codec_type": "subtitle",
      "codec_name": "webvtt",
      "width": null,
      "height": null,
      "tags": {
        "language": "est",
        "title": null
      }
    }
  ]
}

I guess just omit it from the formats list :)
$ yt-dlp -F https://jupiter.err.ee/1608130759/maekula-piimamees
[ERRJupiter] Extracting URL: https://jupiter.err.ee/1608130759/maekula-piimamees
[ERRJupiter]<PHONE_NUMBER>: Downloading JSON metadata
[ERRJupiter]<PHONE_NUMBER>: Downloading m3u8 information
[info] Available formats for<PHONE_NUMBER>:
ID  EXT RESOLUTION FPS │   TBR PROTO │ VCODEC        VBR ACODEC     MORE INFO
────────────────────────────────────────────────────────────────────────────────
et  m4a audio only     │       m3u8  │ audio only        unknown    [et] Eesti
ru  m4a audio only     │       m3u8  │ audio only        unknown    [ru] Русский
134 mp4 704x396     25 │ 1118k m3u8  │ avc1.64001e 1118k video only 396p
136 mp4 1280x720    25 │ 1593k m3u8  │ avc1.64001f 1593k video only 720p

so, I want -f 136+et+ru.
maybe mention this help and usage in readme?

That's it. :-) Maybe I should mention it indeed.

your commit: https://github.com/smarbaa/yt-dlp-ugly-err/commit/16c9cccf50f992c4fc1c8ee6cc75dac90608f2b4 you suggest to download 1280x720 version, but i'm pretty sure it's upscaled from 704x396 version. and even 704x396 is upscaled from 528x396 by adding black borders at sides.
but what I did mean adding to readme, was to suggest to use -F flag to show formats and then decide what to download.

I never actually bothered to look at what that 720p actually contained. Sorry, that's what jupiter says, just checked it, I didn't modify it in any way. It is what it is and was meant as an example, a bad example, obviously. I'll think about that.


Removed unnecessary files that aren't python3 compatible

In order to make blues conda installable (specifically for python 3) this PR removes unnecessary files that aren't python3 compatible.

Yeah I'm not too sure either. I'm rerunning the tests for an unrelated open PR to see if the issues persist; then maybe it's a problem with git/travis instead.

I'm testing something, will close and re-open.

I just switched to using travis-ci.org rather than travis-ci.com (the latter being for "companies" -- basically for private repos; I was using it while this was still a private repo). It's possible I'd run out of builds and/or time on the travis-ci.com trial I was using, but since that's no longer necessary I've moved over. Unsure if it will help, but we'll see.


Bug: .sdkmanrc is not loaded when opening a new terminal

Bug report
.sdkmanrc is loaded when I cd into a directory. Once there, if I open a new terminal in the same directory it is not loaded.
I'm using another similar tool (https://github.com/direnv/direnv) to export environment variables when cd-ing into a directory and it works well when I open a new terminal. Not really sure how that tool or Sdkman detect this.
To reproduce
cd /tmp
mkdir foo
cd foo
sdk env init
.sdkmanrc created.

cd .. && cd -

Using java version 8.0.252-open in this shell.

# Open a new terminal from the same directory (CTRL+SHIFT+T in Linux Mint)
# The new terminal is on the same directory but it doesn't load the env

System info

Linux Mint 19.3
zsh 5.4.2 (x86_64-ubuntu-linux-gnu)
SDKMAN 5.8.3+506

Hi!
Indeed sdkman only reacts to cd'ing into a directory.
I guess Zsh may be able to hook into opening a new terminal and Bash will probably require another hack to simulate Zsh's behaviour 🙄. I'll look into it.

Thanks for the quick reply. Happy to test any snapshot/beta version :-)

Dabbled a little bit around and it seems to be a one line fix. PR incoming!

This is now released as version 5.8.5. Thanks again for contributing @helpermethod

Thank you both for fixing and merging this so fast! ❤


Unable to browse Storage Account

Hi, no matter if I run Storage Explorer with or without --ignore-certificate-errors flag and if I import all certificate chain to the Storage Explorer or missed them I'm still getting the error:
"Unable to retrieve child resources"
"The value for one of the HTTP headers is not in the correct format"
I'm connected to the AzureStack environment

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

ID: 06b6cadc-f93d-75de-7611-b1e3d80917e2
Version Independent ID: bcf194d8-3442-b284-576f-407af9ca1067
Content: Azure Storage Explorer troubleshooting guide
Content Source: articles/storage/common/storage-explorer-troubleshooting.md
Service: virtual-machines
GitHub Login: @Deland-Han
Microsoft Alias: delhan

@aisog Thanks for the feedback! We are currently investigating and will update you shortly.

@aisog , To understand the issue better, could you please let us know, did you followed the steps mentioned in the documentation here to connect storage explorer to an Azure stack subscription or a storage account?
You can also refer the azure storage troubleshooting guide here. See if that helps you!
If you need help for product issues, I would request you to open a new forum thread in Azure Stack MSDN as it could be better place to get help on your scenario. These forum community members could provide their expert guidance on your scenario based on their experience. Thanks.

@aisog, Since we have not heard back from you, we will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly reopen the issue and continue the discussion

Hi Yes, I followed the steps accordingly to the documentation. For me this issue is no longer valid I used PS for my goal but for others, this issue can re-occur so it's worth to check.


question: missing server connection error to cluster

Checklist:

[x] I've searched for similar issues and couldn't find anything matching
[x] I've included steps to reproduce the bug.
[x] I've included the version of Kubernetes and k8sgpt.

Subject of the issue
k8sgpt can't function, despite a working connection to the cluster with kubectl.
Your environment

Version of Kubernetes
Client Version: v1.26.1
Kustomize Version: v4.5.7
Server Version: v1.25.5

Host OS and its version / If windows, is it WSL?
WSL, Ubuntu 22.04 LTS

Version of k8sgpt
0.2.0

Steps to reproduce
Not sure how to reproduce on your side.  I have no problems doing any operation from WSL against the cluster using the current context I have (admin) - even installing helm charts, etc.
Expected behaviour
Connect to the kubernetes cluster or give more information.
Actual behaviour
Any command (i.e. generate or analyze) results in this message:
Error initialising kubernetes client: invalid configuration: [context was not found for specified context: myclustername, cluster has no server defined]

Just to clarify, you have problems installing helm charts? So outside the context of k8sgpt also?

No - any k8sgpt command does not work and gives this error.
Is there a way to get debug information or more specific details on what it's looking for in the kubeconfig other than "server defined"?

Let me help with troubleshooting.
My working ~/.kube/config looks like this:
apiVersion: v1
clusters:
- cluster:
    certificate-authority-data: LS0tL...
    server: https://<IP_ADDRESS>:63575
  name: kind-dev
contexts:
- context:
    cluster: kind-dev
    user: kind-dev
  name: kind-dev
current-context: kind-dev
kind: Config
preferences: {}
users:
- name: kind-dev
  user:
    client-certificate-data: LS0tL...
    client-key-data: LS0tL...

If I would delete the context item:
apiVersion: v1
clusters:
- cluster:
    certificate-authority-data: LS0tL...
    server: https://<IP_ADDRESS>:63575
  name: kind-dev
contexts:
current-context: kind-dev
kind: Config
preferences: {}
users:
- name: kind-dev
  user:
    client-certificate-data: LS0tL...
    client-key-data: LS0tL...

then I receive exactly the same error message:
Error initialising kubernetes client: invalid configuration: [context was not found for specified context: kind-dev, cluster has no server defined]

How does your kubeconfig look like?

apiVersion: v1
clusters:
- cluster:
    certificate-authority-data: DATA+OMITTED
    server: https://ascap####:443
  name: ascapz
contexts:
- context:
    cluster: ascapz
    namespace: dev
    user: clusterUser_ascapz_ascapz
  name: ascapz
current-context: ascapz
kind: Config
preferences: {}
users:
- name: clusterUser_ascapz_ascapz
  user:
    exec:
      apiVersion: client.authentication.k8s.io/v1beta1
      args:
      - get-token
      - --environment
      - AzurePublicCloud
      - --server-id
      - 6dae####
      - --client-id
      - 80faf####
      - --tenant-id
      - a29d3####
      - --login
      - devicecode
      command: kubelogin
      env: null
      interactiveMode: IfAvailable
      provideClusterInfo: false

Sorry I haven't responded, Kubecon this week meant everything is a bit behind

No worries - if there is more information I can provide (i.e. debug, etc.) let me know.

I did a bit of testing on this and in one scenario was able to reproduce it by tearing down and standing up a cluster then changing terminal.
The fix for me was to export KUBE_CONFIG_PATH=/path/to/.kube/config then k8sgpt analyze in the same shell.
Let me know if that changes the output at all!

Your steps didn't work, same result.
In my .bashrc I have export KUBECONFIG=/different/path/config
I decided to rename the default ~/.kube/config file and
I discovered it appears you have a hard-coded check for the config file.  I then got the result:
Error initialising kubernetes client: stat ~/.kube/config: no such file or directory
Yet I still have access to do kubectl commands against my cluster.

Used 0.3.1 and works now, thanks!


Create repo for R

The repo has been created and here is the link: https://github.com/UBC-MDS/gapminder_challenge-R

I just created a PR for copying over the necessary files to the R app repo: https://github.com/UBC-MDS/gapminder_challenge-R/pull/2 Would some one take a look and merge it? Thanks!


Swarm.java:40-43: Continue implementing all of the Swarm...

The puzzle 70-0fb5bff7 from #70 has to be resolved:
https://github.com/amihaiemil/docker-java-api/blob/5d894e8f73e3f3a43454ea93358cf342fec2292b/src/main/java/com/amihaiemil/docker/Swarm.java#L40-L43
The puzzle was created by Mihai A on 04-Apr-18.
Estimate: 30 minutes, role: DEV.
If you have any technical questions, don't ask me, submit new tickets instead. The task will be "done" when the problem is fixed and the text of the puzzle is removed from the source code. Here is more about PDD and about me.

The job #77 assigned to @amihaiemil/z, here is why; the budget is 30 minutes, see §4; please, read §8 and §9; if the task is not clear, read this and this

@amihaiemil/z this job was assigned to you 5days ago. It will be taken away from you soon, unless you close it, see §8. Read this and this, please.

The user @amihaiemil/z resigned from #77, please stop working. Reason for job resignation: It is older than 10 days, see §8

Resigned on delay, see §8: -30 point(s) just awarded to @amihaiemil/z

The job #77 assigned to @amihaiemil/z, here is why; the budget is 30 minutes, see §4; please, read §8 and §9; if the task is not clear, read this and this

Manual assignment of issues is discouraged, see §19: -5 point(s) just awarded to @amihaiemil/z

The puzzle 70-0fb5bff7 has disappeared from the source code, that's why I closed this issue.

@0pdd the puzzle #95 is still not solved.

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@ab56d234-9c5a-4a94-9bc9-5e54c14be93d, thread: BkParallel-6
com.mongodb.MongoCollectionImpl[558] com.mongodb.MongoWriteException: quota exceeded

1.0-SNAPSHOT

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@ab56d234-9c5a-4a94-9bc9-5e54c14be93d, thread: BkParallel-5
com.mongodb.MongoCollectionImpl[558] com.mongodb.MongoWriteException: quota exceeded

1.0-SNAPSHOT

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@ab56d234-9c5a-4a94-9bc9-5e54c14be93d, thread: BkParallel-3
com.mongodb.MongoCollectionImpl[558] com.mongodb.MongoWriteException: quota exceeded

1.0-SNAPSHOT

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@ab56d234-9c5a-4a94-9bc9-5e54c14be93d, thread: BkParallel-9
com.mongodb.MongoCollectionImpl[558] com.mongodb.MongoWriteException: quota exceeded

1.0-SNAPSHOT

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@ab56d234-9c5a-4a94-9bc9-5e54c14be93d, thread: BkParallel-3
com.mongodb.MongoCollectionImpl[558] com.mongodb.MongoWriteException: quota exceeded

1.0-SNAPSHOT

Order was finished: +30 point(s) just awarded to @amihaiemil/z

There is an unrecoverable failure on my side. Please, submit it here:
PID: 4@009e3d45-fe1c-4664-83fc-70da2c75bbad, thread: AsyncFlush-5
com.zerocracy.farm.reactive.StkGroovy[125] java.lang.IllegalStateException: java.lang.reflect.InvocationTargetException in com/zerocracy/stk/pmo/awards/reject_people_below_score.groovy
sun.reflect.GeneratedMethodAccessor213[-1] java.lang.reflect.InvocationTargetException: null
com.jcabi.xml.DomParser[112] java.lang.IllegalArgumentException: Invalid XML: "
<title>301 Moved Permanently</title>

301 Moved Permanently

nginx

"
com.sun.org.apache.xerces.internal.parsers.DOMParser[257] org.xml.sax.SAXParseException: The element type "hr" must be terminated by the matching end-tag "
".

1.0-SNAPSHOT

The job #77 is now out of scope

The job is not in WBS, won't close the order


Support for step parameters in Behave seems to be broken

👓 What did you see?
The way the service parses Behave step definitions is in total disagreement with how Behave itself does.
In Behave tutorial, parameters in e.g. @then have the same name as the actual function parameter, and that is the way Behave later calls the step.
Example feature file:
Feature: Sending declarations

  Scenario: Declaration is sent at start
    Given Module "iot-modbus" is running
    Then Declaration for "iot-modbus" is present

and steps file:
from behave import given, then

@given('Module "{module}" is running')
def step_impl(context, module):
  pass

@then('Declaration for "{module}" is present')
def get_vmc_declaration(context, module):
  pass

Runs OK with Behave, but gives parsing errors in VS Code:
[Error - 2:10:20 PM] * Step Definition errors: Error: This Cucumber Expression has a problem at column 9:

Module "{module}" is running
        ^------^
Undefined parameter type 'module'.

✅ What did you expect to see?
Expected to properly parse the feature and steps files
📦 Which tool/library version are you using?
behave 1.2.6
VS Code 1.92.2
Cucumber extension 1.10
🔬 How could we reproduce it?

Install VS Code
Install Cucumber Extension
Open folder containing the files from above

📚 Any additional context?
No response

Alternatively, when trying to generate steps from VS Code, this is what we get:
@then('Declaration for {string} contains {string}')
def step_then(context, string, string2):
  pass

And it is not recognized by Behave as a valid step because of parameter name mismatch. Declaration for {string} contains {string2} works in Behave, but not in VS Code.

@Cavaler

Your initial description uses behave‘s parse expressions instead of cucumber-expressions
The cucumber language-service supports cucumber-expressions (and regexp for cucumber) only AFAIK
The latest behave version has support for cucumber-expressions build in: v1.2.7.dev5 (and v1.2.7.dev4)

PROCEDURE:

Use behave HEAD from the Git repository of install behave via Git repo tag v1.2.7.dev5` (or newer)
But first verify that it works for you: Run your feature file with behave or use the feature-file for cucumber-expressions below
Then check that the VSCode cucumber language-server is working for you or not

SEE ALSO:

features/step_matcher.cucumber_expressions.feature

OK, this seems to be a duplicate for https://github.com/cucumber/language-service/issues/205 then


[ENH] Added tonic input to GUI drivers tab

Wok on new Feature to add tonic input from in the GUI
Solves #715

@ntolley @jasmainak  @rythorpe  Thoughts on if times should be above or below the amplitudes?

Correct, synchronous inputs don't make sense to tonic inputs.

Codecov Report
Attention: Patch coverage is 79.62963% with 11 lines in your changes are missing coverage. Please review.

Project coverage is 92.28%. Comparing base (819f4f4) to head (4bb3f23).

Files
Patch %
Lines

hnn_core/gui/gui.py
79.24%
11 Missing :warning:

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
Additional details and impacted files
@@            Coverage Diff             @@
##           master     #773      +/-   ##
==========================================
- Coverage   92.33%   92.28%   -0.05%
==========================================
  Files          27       27
  Lines        5059     5096      +37
==========================================
+ Hits         4671     4703      +32
- Misses        388      393       +5

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.

I played around with this and replicated the Simulate Gamma API Tutorial tonic example. Below is the plot comparing the simulations with and without the added tonic.  I think everything is working as expected! Great job Camilo!
Some quality of life considerations.

When adding a tonic drive, the default Stop Time is set to 0. Should this sync with the simulation tstop parameter on creation?
The simulation tab stop time label is "tstop (ms)" while in the tonic it's "Stop Time". Should we be consistent here? And which do you prefer?
I think the cell types should be ordered alphabetically: [L2_basket, L2_pyramidal, L5_basket, L5_pyramidal]

@ntolley @jasmainak @rythorpe Thoughts?

This was discussed at our dev sync.
1.) We are not syncing tstop. Poisson drive does not.
2.) Will open an issue to standardize name and unit labels
3.) Cell types are ordered alphabetically now.

@gtdang @ntolley The CodeSpell checks fails in a file I have not modified in this PR

Great work @kmilo9999 !!
I'm a bit confused about the codespell, I wonder if the github action somehow got updated and is now checking new files...
Do you think you could modify the typos in any case? It's just the 3 lines and they'll need to be fixed at some point

Created a separate PR for those typos #777

@gtdang is this request satisfied?

[ ]  Add test to check tonic widget is created with prespecified_drive_data

Did you mean for there to be a test with assert statements?

@gtdang is this request satisfied?

[ ]   Add test to check tonic widget is created with prespecified_drive_data

Did you mean for there to be a test with assert statements?

This prespecified_drive_data function reads the params from default.json, and I dont see a tonic bias input described on this file. Also, I think some logic needs to be implemented to be able to read and load tonic bias from a file.

@gtdang is this request satisfied?

[ ]    Add test to check tonic widget is created with prespecified_drive_data

Did you mean for there to be a test with assert statements?

This prespecified_drive_data function reads the params from default.json, and I dont see a tonic bias input described on this file. Also, I think some logic needs to be implemented to be able to read and load tonic bias from a file.

@ntolley is there an example of the flat a json or param file with tonics encoded?

These are the parameters in the .param file that need to be modified
Do you think we should save loading for a separate PR and go ahead with merging this one?

@ntolley why the L2Basket and L5Basket cell types dont have the suffix _soma?

@ntolley why the L2Basket and L5Basket cell types dont have the suffix _soma?

These cells are modeled as just one single Section, so the whole cell is represented by the soma.

Merging since every test is passing besides Ubuntu (which is in progress)
Thanks @kmilo9999!!!


Compensate for Tabbar height

It would be nice to compensate for the tabbar height if it is visible in both portrait and landscape modes

Sorry for the late answer I wasn't notified bi Github, I will take a look!


Write an article for Govrnance

Describe the Proposal
There is an unreal amount of interest and unexplored space when it comes to the world of DAOs + Politics + Public Goods.  We want to create more content to inspire thought-provoking discussions and ideas around these issues.  You don't even have to agree with Govrn's point of view (in fact, we'd LOVE it if someone wrote a dissenting opinion).
If you have an idea of something to write, submit it to this issue.

Exploring the "Govrn Framework" for coordination using Govrn points, the superset that includes OBDs. Moving away from governance-as-voting towards governance-as-participation/action. Cross DAO/Guild/movement collaboration incentives, potentially dissolving any type of long-term structured group (?). Would love to write a case study example with Kimberly about local civic engagement. Anything else that could come up. First mirror.xyz post??

this is awesome, I've very into this.
would love to explore 1. how this could impact civic engagement at a high level regarding governance-as-participation, and then 2. trying to understand what those atomic units of "participation" are.
i wonder if there are any irl governance models that use the "governance-as-participation" already 🤔
Aaron Soskin ( https://www.linkedin.com/in/aaron-soskin-3b342965/ )
Founder | CEO, Govrn ( http://govrn.io/ )
(916) 835-4010
On Sat, Dec 25, 2021 at 4:35 PM, IbanSadowski < @.*** > wrote:

Exploring the "Govrn Framework" for coordination using Govrn points, the
superset that includes OBDs. Moving away from governance-as-voting towards
governance-as-participation/action. Cross DAO/Guild/movement collaboration
incentives, potentially dissolving any type of long-term structured group
(?). Would love to write a case study example with Kimberly about local
civic engagement. Anything else that could come up. First mirror. xyz (
http://mirror.xyz/ ) post??
—
Reply to this email directly, view it on GitHub (
https://github.com/Govrn-HQ/foundation/issues/3#issuecomment-1001074252 ) ,
or unsubscribe (
https://github.com/notifications/unsubscribe-auth/AHORX2UNJAELKX24ME4GS2LUSY2KDANCNFSM5HIGIABQ
).
Triage notifications on the go with GitHub Mobile for iOS (
https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
) or Android (
https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
).
You are receiving this because you authored the thread. Message ID: <Govrn-HQ/foundation/issues/3/1001074252
@ github. com>


update open target transformer for graphql api

Fixes open target transformer for a new graphql based system. https://github.com/biothings/biothings_explorer/issues/629

Note: requires this updated yaml


Edit tslint.json

Overview of change:
The use of switch statements increased recently. The current tslint.json doesn't make it convenient to use. Therefore I enabled no-switch-case-fall-through and disabled switch-default for this project.
CHANGELOG.md entry:
[no-log] internal

I think you edited the wrong tslint.json file

That explains why there were no lint errors :laughing:
Should be fixed now

@ajafff thanks!


test_copyto fails in debug mode

If you force the build type to be of type Debug, and run the tests with make check, I got the test_copyto to fail.

Can't reproduce from a clean pull on Ubuntu 18.04. test_copyto works as part of the test suite, and also manually in valgrind, both in Debug builds and RelWithDebInfo (edited in the CMakeCache.txt)
@kamilritz do you remember more details of what was failing here? Will re-open if there's an issue I can reproduce.

Could be that I solved this at some point.


chore(Elixir): Fix compiler warnings

@lau Let me know if you have any questions.

Is there anything holding up the merging of this PR? Would be nice to silence the deprecation warnings

Is there anything holding up the merging of this PR? Would be nice to silence the deprecation warnings

It has just been some other things going on. But I should have time to fix it and do a release today or within a few days.

Closing because https://github.com/lau/tzdata/pull/106 has been merged with similar fixes. Version 1.1.0 has been released.


ocis init - naming of ocis in the questionaire

Due to the recent changes in naming ocis -> Infinite Scale, we should rename the question on initialisation:
Do you want to configure ocis with certificate checking disabled?
-->
Do you want to configure Infinite Scale with certificate checking disabled?
This must be part of our beta rollout.
Note that we have already renamed it in the admin docs
@micbar @wkloucek @butonic
@EParzefall fyi

clarification: internally the codename remains ocis. User facing texts, as in documentation or UI strings will be Infinite Scale.
@micbar @jrinkewitz please confirm

confirmed
--
Store. Share. Work.
https://owncloud.com
Jakob Rinkewitz
Head of Marketing
email: @.***
phone: +49<PHONE_NUMBER>
ownCloud GmbH
Rathsbergerstrasse 17
90411 Nuremberg, Germany
Managing Directors: Tobias Gerlinger, Holger Dyroff
Court of Registry: Amtsgericht Nuremberg
Commercial Register No.: 28050
-----Original message-----
From: Jörn Friedrich @.>
Sent: Monday May 9th, 2022 9:45
To: owncloud/ocis @.>
Cc: Jakob Rinkewitz @.>; Mention @.>
Subject: Re: [owncloud/ocis] ocis init - naming of ocis in the questionaire (Issue #3722)
clarification: internally the codename remains ocis. User facing texts, as in documentation or UI strings will be Infinite Scale.
@micbar @jrinkewitz please confirm
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you were mentioned.Message ID: @.***>


Fix 64-bit addition.

If only a language running primarily on 64-bit hardware could efficiently add two 64-bit integers. One can dream...

@Mergifyio backport release/2.10.0

@Mergifyio backport release/2.10.x

@Mergifyio backport release/2.11.x

@Mergifyio backport release/2.10.0

@Mergifyio backport release/2.12.x


"Failed to run container" errors when cloud host is running Docker 20.10.6

Primary Jenkins node is running:
Jenkins 2.277.3 (current LTS)
YAD 0.2.0
Clouds configured to launch on another host, and connect to container with Docker SSH Computer Launcher
Cloud hosts are running:
Docker 20.10.6
Provisioning with prior Docker versions, up to and including 20.10.5, works fine. As soon as the cloud node patches to 20.10.6, provisioning attempts fail. There is a work-around. Re-configure the cloud container launch settings, with Create Container Settings edited to include <IP_ADDRESS>::22 under "Port bindings".
When this error triggers, provisioning attempts will start, then repeatedly fail. They will show the following error in the Cloud Statistics listing:
java.lang.IllegalStateException: Failed to run container.
	at com.github.kostyasha.yad.DockerCloud.provisionWithWait(DockerCloud.java:257)
	at com.github.kostyasha.yad.DockerCloud.lambda$provision$0(DockerCloud.java:135)
	at jenkins.util.ContextResettingExecutorService$2.call(ContextResettingExecutorService.java:46)
	at jenkins.security.ImpersonatingExecutorService$2.call(ImpersonatingExecutorService.java:80)
	at java.util.concurrent.FutureTask.run(FutureTask.java:266)
	at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
	at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
	at java.lang.Thread.run(Thread.java:748)

In the Jenkins logs, there's also this:
Apr 23, 2021 5:06:21 AM FINE com.github.kostyasha.yad.launcher.DockerComputerSSHLauncher waitUp
TCP connection attempt failed 60 retries with 2 second interval for [::]:49163

Basically what I think is happening, per moby/moby#42313, is that Docker is now returning both an IPv4 and an IPv6 port when inspecting port bindings on a container. In Docker 20.10.5 and earlier, only the IPv4 port would be listed. When YAD is inspecting the ports to create the SSH url, it ends up grabbing the IPv6 address. If IPv6 is not configured on the host, or the IPv6 traffic is otherwise blocked, the DockerComputerSSHLauncher will eventually reach a connection timeout and fail the provisioning attempt. The work-around listed above works by forcing the container to launch with only IPv4 addresses, so YAD doesn't see the IPv6 address.

Thank you for this. I spent a few hours trying to troubleshoot.


Investigate increasing developer productivity with pull requests environments

I would like to make life easier for existing and new GoPass contributors including maintainers by implementing Uffizzi previews.
Disclaimer: I work on Uffizzi
Uffizzi is a Open Source full stack previews engine and is free for GoPass. This will provide newcomers with previews of their PRs in the cloud, allowing them iterate faster, without having to first set up a complete development environment themselves.
TODO:

[ ] Intial POC

Yeah, thanks but no thanks.
I did have a look and I don't think it covers any of our use cases.
Cheers.


BUG: condition creation returns an error all the time

Regardless of the payload, the submission of a new condition to /v1/admin/event-flow-control/entity returns the following error:
{
    "statusCode": 500,
    "error": "Internal Server Error",
    "message": "ERR invalid expire time in 'set' command"
}

Sample payloads:

Unknown entity, override
{
  "xprtnDtTm": "2024-09-05T02:50:13.791Z",
  "evtTp": [
    "pain.001.001.11",
    "pain.013.001.09",
    "pacs.008.001.10",
    "pacs.002.001.12"
  ],
  "condTp": "override",
  "prsptv": "both",
  "condRsn": "Default Test Condition",
  "ntty": {
    "id": "c63a63d413bf476ca0dd85c2d302d817",
    "schmeNm": {
      "prtry": "TAZAMA_EID"
    }
  },
  "forceCret": true,
  "usr": "POSTMAN"
}

Unknown entity, non-overridable-block
{
  "evtTp": [
    "pain.001.001.11",
    "pain.013.001.09",
    "pacs.008.001.10",
    "pacs.002.001.12"
  ],
  "condTp": "non-overridable-block",
  "prsptv": "both",
  "condRsn": "Default Test Condition",
  "ntty": {
    "id": "e03ee7acdcb747c7bb1cf761c892b917",
    "schmeNm": {
      "prtry": "TAZAMA_EID"
    }
  },
  "forceCret": true,
  "usr": "POSTMAN"
}

Unknown entity, overridable-block
{
  "evtTp": [
    "pain.001.001.11",
    "pain.013.001.09",
    "pacs.008.001.10",
    "pacs.002.001.12"
  ],
  "condTp": "overridable-block",
  "prsptv": "both",
  "condRsn": "Default Test Condition",
  "ntty": {
    "id": "6e98c511c84b471ba91b7397213fcbce",
    "schmeNm": {
      "prtry": "TAZAMA_EID"
    }
  },
  "forceCret": true,
  "usr": "POSTMAN"
}

The error occurs on /v1/admin/event-flow-control/account as well.
The condition is created successfully anyway, regardless of the error response.

The problem appears to be here:
https://github.com/frmscoe/admin-service/blob/3b3ab6b99eb8b1336cdcd6db3f299d5b7079f550/src/utils/update-cache.ts#L11C55-L11C63
https://valkey.io/commands/set/
Redis/Valkey cannot accept a TTL value of 0.
The cache in ValKey for conditions should never expire. The correct way to specify this in the code would be to omit the TTL altogether, though it should be noted that the .env.template specifies a sample TTL of 1000:
CACHE_TTL=1000
This value should be omitted in the .env.template as well.

Unit tests are mocking every interaction of the library which could be the reason why the unit tests never picked this issue up

Tested


Separate experiments from component names

Currently there's an assumption built in that there is a 1:1 relationship between the component of a page and the experiment required to properly run it. This breaks the amp-form example as it needs both the amp-form and form-submit experiments enabled to prevent form submission with invalid data.
These changes:

Add a new "experiments" metadata key to specify the AMP experiments to be enabled for a given page.
Update the experiment page to enable all specified experiments.
Update the samples to specify individual experiments required.

Open to discussion on this one, because having the experiment and the experiments metadata feels a bit redundant, but it makes the makes the mustache a bit cleaner. I was fiddling around trying to just set experiment to true if experiments was set, but gulp wasn't cooperating.
@kul3r4 @sebastianbenz please dive in and see what you think.

@kul3r4 cleaned up after discussion.

LGTM, could you squash the commits?

Can you update the readme as well?

Previous commits squashed, README updates on the end.

LGTM


Create background variables for light and dark mode

Don't know why there is a "Color" (I don't remember creating this) and a "Colour palette" (I did create this)


Implement mesh splitting for better frustum culling effectiveness and displaying more lights simultaneously

After a discussion with someone on the #godotengine IRC, it seems Qodot doesn't support mesh splitting (or we haven't found it, at least). Mesh splitting allows for greater frustum culling effectiveness, on top of being able to render more than 8 Omni/SpotLghts for the whole level.
Is there such an option in Qodot?

Qodot splits brush geometry into Mesh resources by entity, and then into surfaces by texture in order to optimize draw calls.
Basic structural brushes (i.e. ones without a classname) are automatically assigned to the worldspawn, which is a singleton 'static mesh' entity common to every Quake-format map. In order to split brushes out of that while retaining the same 'static geometry' semantics, you can apply the group classname that ships inside Qodot's example FGD (or use func_group in a Quake-based FGD). This will cause them to be treated as a distinct entity with its own Mesh / MeshInstance.
TrenchBroom layers also use func_group entities under the hood, so these can be used to achieve a similar result provided that the Use TrenchBroom Group Hierarchy setting is disabled on QodotMap. Having it enabled will also allow brushes to be split into their own entities, but imposes some additional structural rules that are outside the scope of basic geometry work. (More information available (here)[https://github.com/Shfty/qodot-plugin/wiki/7.-TrenchBroom#user-content-nested-groups])

Thanks for the explanation. Could you explain how to do this step by step, starting with default Qodot settings? In TrenchBroom I've changed worldspawn to func_group, but I still got a single mesh.

Hi, thanks for the explanation. In TrenchBroom I've changed worldspawn to func_group, but I'm still getting a single mesh. What else do I need to do?

@Pio64 You shouldn't be changing the class name of your worldspawn - that'll cause the entire map to spawn as the new classname, rather than the desired behavior of splitting it out.
The proper way to create a new entity from existing worldspawn geometry is to select a set of brushes, then right click > Create Brush Entity > pick classname.

That worked, but can Qodot just split everything for me? I don't need any groups, because even without them Godot will barely render any lights in my scene. So I need everything to be separate. Doing those steps manually for hundreds of objects takes a lot of time and I can't imagine doing it on bigger levels.
The separate meshes don't have "Use in baked lighting" flag enabled. Is there a way to fix that without doing it manually?

If Qodot split every brush into its own mesh, you'd end up with thousands of draw calls quickly. This would greatly increase CPU usage.

In the level I'm currently working on it would be around 1000 meshes. I have to do this manually anyway to be able to use lights. The amount of lights I can now use is still not enough, but it's a little better than before.

1000 meshes is a lot for the renderer to deal with individually- I wouldn't suggest splitting your geo with that level of granularity. The recommended approach at the moment is to split your map into room-sized sectors, so each one is a single entity that will build as a single mesh and individually obey the 8 light limit.
(As an aside, splitting by room also lends itself well to implementing sectorized visibility culling for larger maps, since each room is already a scriptable entity that can be shown or hidden via game logic.)
If you need more than 8 lights per sector, you should consider baking them into a GI probe to reduce load on the lighting system. If that's not an option (ex. because they need to update at runtime, or because your map is too big for a GIProbe to reasonably handle), then you should make absolutely sure that they need to be full-fat dynamic light nodes before you consider further splitting your geo as a workaround.
A lot of many-dynamic-light cases can be replaced with additively-blended shader effects - for example, I had a user who encountered the lighting limit after creating an enemy that dropped an explosion of small pickups on death, each of which had a small dynamic light attached to it. In that case, replacing the lights with an additive billboard glow produced a similar-enough visual result and allowed them to sidestep the limit, rather than introducing a major performance knock-on to the rest of their map through splitting.
If that's still not an option, then splitting by hand and eating the performance hit is the only solution at the moment.
I experimented with per-brush / per-face splitting options in early versions of Qodot, but they ended up being untenable for anything larger than a demo map. Alongside the rendering implications, there were also issues with loading, saving and runtime performance in the editor due to the sheer amount of PhysicsBody, CollisionObject and MeshInstance nodes that end up in the scene tree.
It ended up bloating the geometry processing and making maintenance difficult, so the feature was dropped in favor of the current solution, which hands control over to the user through the map editor and better resembles how Quake manages its entities.
It may seem fiddly, but that's the nature of working within the graphical limitations of 3.x - the dynamic light limit will be increased significantly by the clustered forward renderer coming in Godot 4.0, but until then it seems better to require that users understand those limitations and manually opt into a draw call bottleneck, rather than being able to flick an easy 'fix the lighting' switch which will cause one anyway but not make it obvious as to why.

8 lights per room is simply not enough in a game. I have a small level, but it doesn't get much light from the outside (skybox and directional light). I imagine making a completely indoor level must be impossible.
I am using GIProbes, but they only bake indirect light. I tried increasing propagation and intensity of indirect lights, but without direct light and hard shadows it looks bad. I don't need dynamic lights in my scene at all, but there is no other way to light a scene in Godot. There is no baked direct lighting.
I use some materials with emission. The problem are static lights and making the scene not dim.
The biggest room in my scene has around 20 lights and even after removing some of them and manually splitting every mesh, I still have lights disappearing when camera moves. So it looks like there is no way to solve this problem. Another issue is that most people don't know those things, because nobody really talks about it, so the only way to find out is to waste time trying and fail. None of it is Qodot's fault though. Godot is just unusable for 3D games. I'm glad version 4 will (maybe) allow us to use lights, but after a few years I'm tired of waiting for 3D to be fixed. Thanks for your help and advice :).

The light flickering you're seeing despite the manual splitting is probably down to how the renderer determines which dynamic lights affect a given mesh - if it isn't sorting them to make sure the most relevant ones are used, then the end result will be the same. In theory a sectorized culling system should be able to work around that to some degree provided that lights are culled alongside the sectors they reside in, but baking is the more practical way to use more than 8 lights as-is.
And while not much by modern standards, a single-digit dynamic light limit was considered the norm for a lot of 3D games before the advent of deferred rendering. If you take Quake as an example, the only dynamic lights are tied to projectiles and certain particle effects due to this; everything else is baked by the BSP pipeline, which is what allows E1M1 to have 16+ lights in its first room alone.
Though there are some caveats, you can actually bake direct lighting with both the BakedLightmap and GIProbe nodes by setting your lights' Bake Mode to All. There are demo maps in res://addons/qodot/example_scenes/0-visuals/5-baked-lighting/ with working examples for each.
The caveats are:

GIProbe is preferred over BakedLightmap until the new lightmapper is backported to 3.x (or until 4.0 releases)
GIProbe has a resolution limit which may not be sufficient for sharp lighting across a large scene
There are some issues with using multiple bake volumes in a single scene, so this can't be used to work around lightmapper crashes or GI resolution limits for large scenes

On the topic of emission, MeshInstances with an emissive SpatialMaterial can also contribute to GI with the appropriate settings, which can be a useful alternative to light nodes in certain cases.

@Shfty I tries using BakedLightmap once but with a map exported from trenchbroom as obj then imported to godot as gltf from blender, unfortunately even in my simple map (a small outdoor area with a small room nearby and a directional light acting as the "sun" the lighting was very leaky and looked kind of bad, like some light from outside was leaking inside the bottom part of the walls of the room :( That could have been because of the way I made the geometry though, idk how picky godots lightmapper is regarding topology(ie whether they need to have properly connecting/overlapping vertices or if they can just be laid on top of each other without being properly connected)

I point out specific problems Godot has and give examples why it's unsuitable for 3D games. You ignore most of what I said and start talking about something unrelated. I get that you like Godot, but let's be honest here. There is no baked direct light in this engine - something that even Quake had. For this reason you can't replicate Quake maps nor make 3D games with indoor scenes. Godot should not be advertised as a capable 3D engine, until this is fixed. Otherwise it's wasting people's time and those people might be less likely to come back when the issue gets solved.
Lightmapper in Godot (using your own example scene):

After adding a GIProbe:

Even your own readme says it's broken:

@TheRektafire don't waste your time with lightmapper. It's broken and they know it. There is no way to make indoor scenes in Godot, unless you are fine with having no light like in the tps demo.

Godot should not be advertised as a capable 3D engine, until this is fixed.

The showcase thinks otherwise.
Also, the lightmapper will be heavily improved by https://github.com/godotengine/godot/pull/40035 once it's merged. We'll try to get it in 3.2.4, but we can't make a guarantee.

Funny. I watched the first video and there was only one 3D game with an indoor scene (02:43) and the lighting was very dim just like in the TPS demo. I wonder why...
RayTrace mode is broken too.
I use emissive materials and they doesn't solve the problem.

@TheRektafire I don't think topology matters - I've not been able to get workable results out of it for various scenes, hence the recommendation to avoid it in favor of GI until the new version makes its way out.

@Pio64 As for your issue...

I point out specific problems Godot has and give examples why it's unsuitable for 3D games.

My role here is to provide support for Qodot, not fixes for fundamental engine issues. If the workarounds I suggest for said issues aren't satisfactory, then you should take your grievances up with the Godot team in a more appropriate discussion space than my git repo.

You ignore most of what I said and start talking about something unrelated.

Don't make provably false blanket statements like "8 [dynamic] lights per room is simply not enough in a game" if you don't want them to be picked up on and deconstructed using a real-world example.

I get that you like Godot, but let's be honest here.

I've worked with Godot for a year, most of which has been in a professional context, and thus am very much aware of its issues. Implying that I'm defending it because I like it, rather than simply sharing knowledge from practical experience, is a mind projection fallacy.

There is no baked direct light in this engine - something that even Quake had. For this reason you can't replicate Quake maps nor make 3D games with indoor scenes.

"The lightmapper isn't good enough" is a far cry from "There is no baked direct light", much as "You can't make indoor scenes" is not the same as "I can't light an indoor scene in the exact manner I expected to". Rein in your hyperbole.
Though it is true that you can't replicate the lighting of a Quake map 1:1 using Godot's out-of-the-box baked / dynamic lighting systems. A BSP > OBJ conversion tool would be a better fit for that particular case.

Godot should not be advertised as a capable 3D engine, until this is fixed. Otherwise it's wasting people's time and those people might be less likely to come back when the issue gets solved.

How the Godot team conduct their advertising and user retention operations is nothing to do with me.
And - I'll be candid here - you're the one who chose to use Godot. If you're not ready to deal with the R&D, workarounds and compromise necessary to get solid results, then any frustration and eventual disenfranchisement you experience as a result is of your own making.
Nobody has a gun to your head forcing you to keep using it, and you probably won't be missed if you're already beyond the point of posting passive-aggressive rants on some unfortunate schmoe's git tracker. Put that energy into finding a toolset that works for you instead.

Lightmapper in Godot (using your own example scene):

As mentioned, the lightmapper is not recommended for usage, and that scene exists for when it gets fixed. Use GI instead.

After adding a GIProbe:

There's already a working example scene specifically for GI in the same folder that demonstrates baked direct lighting. Adding your own to the lightmapper scene is just going to cause confusion.

Even your own readme says it's broken

This is not the gotcha you seem to think it is. Every mention of the lightmapper on this page has been disclaimed with "GI is preferred". Use GI instead.
I'll be closing this thread now, since further discussion is unlikely to be productive.


Implement conjunction operator

This can be used here for instance: https://github.com/Carthage/ReactiveTask/blob/94d0725de7d116019a704642c6566cd02698bd5f/ReactiveTask/Task.swift#L266-L267
SignalProducer(result: Pipe.create() && Pipe.create())

I’ve named the analogous operator in Prelude &&&. What do you think about that name instead?

(To be clear, I’m asking more than suggesting :smile:)

(And thank you for the PR! :bow:)

I'm OK with that change. 👌 If do so, would I add the &&&  operator declaration here directly, not depend on Prelude, OK?

Absolutely, let’s not add a dependency for this. Let’s just make sure that it has the same precedence and associativity as Prelude uses.

Thanks for the clarification. :pray: I've done it.

:sparkles: Looks great!

Thanks! :sparkling_heart:


As a candidate I want to be able to add a note next to my address/ENS so that I can identify myself for voting.

Is your feature request related to a problem? Please describe.
Voters do not know how to tell what candidate they are voting for when they look at wallet addresses on a ballot.

Describe the solution you'd like
When a candidate enters the room, they can add a note next to their address that includes whatever information they would like. This could be a description of some sort, or it could be a name, or something else entirely.

Describe alternatives you've considered
other solutions considered:

Room creator can add descriptions/labels/names to addresses under candidates when they create the room
Room creator can edit/add addresses specifically within the room after its created
More advanced "admin" controls in general.

Additional context
This problem was highly discussed as a barrier for use by several workstreams at the conference and retreat.

@hmrtn Submitted a PR to make the UI updates needed to add a note next to a user address as requested above. Note that API integrations with UI needs to be done. Please review it. Thanks.


fix(dashboard): export & import chart description and certification details

SUMMARY

This PR fixes a bug of missing chart description and certification details when exporting and importing dashboards.
In the video I export dashboard containing chart with description and certification details from localhost:8087 and import it to localhost:8086.
BEFORE
AFTER

https://user-images.githubusercontent.com/53895552/208696491-55eb22a7-d61a-42b9-bdce-49a6932b0fb5.mp4
ADDITIONAL INFORMATION

[x] Has associated issue: https://github.com/apache/superset/issues/22257
[ ] Required feature flags:
[ ] Changes UI
[ ] Includes DB Migration (follow approval process in SIP-59)

[ ] Migration is atomic, supports rollback & is backwards-compatible
[ ] Confirm DB migration upgrade and downgrade tested
[ ] Runtime estimates and downtime expectations provided

[ ] Introduces new feature or API
[ ] Removes existing feature or API

This seems reasonable. Looks like some tests are failing, can you fix those?

This seems reasonable. Looks like some tests are failing, can you fix those?

Fixed. Python Presto/Hive / test-postgres-hive test could not run for some reason


Update design of start button in popup

Current solution with "start new" text is too generic and does not fit with the added recents list design.

Will be nixed with any future revamp, closing specific issue.


Fix duplicate "Preserved directory X" messages when running tests with PRESERVE=1

This change fixes duplicate "Preserved directory X" messages when running tests with PRESERVE=1 in the environment. The root cause was that self._dirlist wasn't being cleared in this codepath.
Contributor Checklist:

[ ] I have created a new test or updated the unit tests to cover the new/changed functionality.
[ ] I have updated master/src/CHANGES.txt directory (and read the README.txt in that directory)
[ ] I have updated the appropriate documentation

Will need a fix to the test-framework unit test (which is not automatically run in CI) as well: testing/framework/TestCmdTests.py
======================================================================
ERROR: test_preserve (__main__.preserve_TestCase)
Test preserve()
----------------------------------------------------------------------
Traceback (most recent call last):
  File "testing/framework/TestCmdTests.py", line 1507, in test_preserve
    assert not os.path.exists(wdir)
AssertionError

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "testing/framework/TestCmdTests.py", line 1511, in test_preserve
    test._dirlist.remove(wdir)
ValueError: list.remove(x): x not in list

Thanks for the pointer. TestCmdTests.py assumes that _dirlist is preserved across calls to cleanup() and that multiple calls to cleanup() are expected. I am going to remove that assumption from the tests; let me know if you have a problem with that.

I updated the tests. I am a bit confused now in that the existing behavior seems to have been desired, although it led to confusing behavior. Please let me know if we should just drop this pull request instead of making these changes.

Personally, my experience is there's a lot of "test made to match observed behavior" rather than the other way around (test written to express desired behavior, then code implemented can be shown to correctly follow that behavior).  We'll have to leave the response to one of the maintainers...

I think this is not the best solution.
Seems like the issue is multiple of the same directory getting added to test._dirlist?
If so wouldn't it make more sense to avoid adding duplicates?
 Maybe just best to close it.

probably not. It's an annoyance. If you point me at a test which does this I'll see if I can resolve.
Closing.


fix: added missing tests and found bugs...

this is why tests can help people...
rangeInMonth uses rangeImpl which requires +1
when getting the last date for the range correctly.
weekCImpl was using the last day of the current month,
not the of the previous one.
closes #6.

Changes Unknown when pulling f1a89a77e06eb51e6f4cb09406f389828a4898e6 on fix/add-missing-tests into ** on master**.


Verification succeeds in the debug logs, but OpenVPN reports that it failed

I'm trying to get google-authenticator-libpam working with openvpn, but I'm running into an issue where openvpn claims that verification failed while the logs for google-authenticator-libpam say that verification succeeded. My current PAM configuration is
auth required /usr/lib/security/pam_google_authenticator.so secret=/etc/openvpn/google-authenticator/${USER} user=gauth debug echo_verification_code authtok_prompt=password forward_pass

and I reference this in my openvpn config with the following line (note that the openvpn config works fine if this line is commented out).
plugin "/usr/lib/openvpn/plugins/openvpn-plugin-auth-pam.so" "openvpn login USERNAME password PASSWORD"

The authentication succeeds when using pamtester
# pamtester openvpn myuser authenticate
password123456
pamtester: successfully authenticated

but I get the following error from openvpn when I try to connect.
AUTH-PAM: BACKGROUND: user 'myuser' failed to authenticate: Authentication failure
Thu Jul 18 08:07:25 2019 <IP_ADDRESS>:56119 PLUGIN_CALL: POST /usr/lib/openvpn/plugins/openvpn-plugin-auth-pam.so/PLUGIN_AUTH_USER_PASS_VERIFY status=1
Thu Jul 18 08:07:25 2019 <IP_ADDRESS>:56119 PLUGIN_CALL: plugin function PLUGIN_AUTH_USER_PASS_VERIFY failed with status 1: /usr/lib/openvpn/plugins/openvpn-plugin-auth-pam.so
Thu Jul 18 08:07:25 2019 <IP_ADDRESS>:56119 TLS Auth Error: Auth Username/Password verification failed for peer

The corresponding logs for google-authenticator-libpam are
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: start of google_authenticator for "myuser"
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: Secret file permissions are 0400. Allowed permissions are 0600
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: "/etc/openvpn/google-authenticator/myuser" read
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: shared secret in "/etc/openvpn/google-authenticator/myuser" processed
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: google_authenticator for host "(null)"
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: no scratch code used from "/etc/openvpn/google-authenticator/myuser"
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: Accepted google_authenticator for myuser
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: "/etc/openvpn/google-authenticator/myuser" written
Jul 18 08:07:25 myserver openvpn(pam_google_authenticator)[11888]: debug: end of google_authenticator for "myuser". Result: Success
Jul 18 08:07:25 myserver openvpn[11888]: pam_warn(openvpn:account): function=[pam_sm_acct_mgmt] flags=0 service=[openvpn] terminal=[<unknown>] user=[myuser] ruser=[<unknown>] rhost=[<unknown>]

which seem to suggest that the verification actually did succeed.
Any ideas why google-authenticator-libpam is saying that verification succeeded while openvpn is saying that it failed?

It does look like it suceeded, yes. I think it'll be hard to debug with your the PAM fragment you show. If you used pam_unix then maybe that's what failed?

From the README of this project:

If you pass the forward_pass option, the pam_google_authenticator module queries the user for both the system password and the verification code in a single prompt. It then forwards the system password to the next PAM module, which will have to be configured with the use_first_pass option.

The fragment I showed is the entire PAM configuration, and I'm trying to configure it to work without any other modules. I have also tried the use_first_pass option and it gets the same result (succeeds in pam-google-authenticator logging, but openvpn reports failure). Is it possible that pam_unix.so is being used if it isn't specified in the openvpn config? I don't see any other PAM output in the system logs.

Why are you using forward_pass then? Does it work without it?

… and supplying only the code.

I wasn't using it because I thought it was specifically necessary, I just tried no option, try_first_pass, use_first_pass, and forward_pass sequentially to see if any of them worked (and forward_pass was the last one I tried). They all produce the same result.

… and supplying only the code.

I would be happy to provide anything else that would be relevant, just let me know. The libpam-google-authenticator version is 1.06-1 and the openvpn version is 2.4.7 if that helps.

No I mean supplying only the OTP code at the password prompt, not password and OTP appended.
At this point I don't know. Looks like an OpenVPN question. Where does that pam_warn come from? Maybe after successful auth could succeed but OpenVPN needs account to succeed too?
It does sound like it, from PAM documentation:
 Account Management
       The pam_acct_mgmt(3) function is used to determine if the users account is valid. It checks for authentication token and account expiration and verifies access restrictions. It is typically called
       after the user has been authenticated.

Hi,
I had the similar problem I think. I started from this great post but after many try and fail I ended up with:
Server Config:
# On the CentOS 7 server as root
yum install -y google-authenticator
mkdir -p /etc/openvpn/google-authenticator
chmod 0700 /etc/openvpn/google-authenticator

# Create a user
useradd -s /bin/nologin mickael.ange
# Configure Google Auth for the user
google-authenticator -w 3 -t -d -r3 -R30 -f -l<EMAIL_ADDRESS>-s /etc/openvpn/google-authenticator/mickael.ange

# Configure OpenVPN server
vim /etc/openvpn/server.conf
plugin /usr/lib64/openvpn/plugins/openvpn-plugin-auth-pam.so "openvpn login USERNAME password PASSWORD"
reneg-sec 0

# Configure PAM
vim /etc/pam.d/openvpn
# I had to use root user in place of gauth
auth required /lib64/security/pam_google_authenticator.so secret=/etc/openvpn/google-authenticator/${USER} user=root debug forward_pass
# The account section was the gotcha for me
account include system-auth

Client Config:
# Need to add on the OpenVPN client config
auth-nocache
remote-cert-tls server
auth-user-pass
reneg-sec 0

@mickael-ange  your answer is pure gold - after hours of debugging I found your most recent post. The line account include system-auth in /etc/pam.d/openvpn is absolutely required.
Background: Now running on OpenVPN 2.5.0 and mostly following this guide (but also tried the one mentionned above): https://blog.amilstead.com/openvpn-google-authenticator-totp/

hi guys @mickael-ange  @kalsan,
I'm wondering if you could help me, i try to configure openvpn + google_authenticator but it's not working actually.
this is my configuration :
debian 8.11
openvpn 2.3.4
/etc/openvpn/server.conf
plugin /usr/lib/openvpn/openvpn-plugin-auth-pam.so "openvpn login USERNAME password PASSWORD"
/etc/pam.d/openvpn
auth required /lib/security/pam_google_authenticator.so secret=/etc/openvpn/google-authenticator/openvpn user=root debug forward_pass
account include system-auth

/etc/openvpn/google-authenticator
google-authenticator -w 3 -t -d -r3 -R30 -f  -s /etc/openvpn/google-authenticator/openvpn
-r-------- 1 root root 124 Nov 24 16:35 openvpn
client.ovpn

client
dev tun
proto udp
auth-user-pass
reneg-sec 0

remote xx.xx.xx.xx yyyy
remote-cert-tls server
resolv-retry infinite
nobind
persist-key
persist-tun

ca ca.crt
cert toto.crt
key toto.key

comp-lzo
verb 3
mute 20
auth-nocache
cipher AES-256-CBC

openvpn process

root      2889  0.0  0.3  37064  3300 ?        S    16:48   0:00 /usr/sbin/openvpn --daemon ovpn-server --status /run/openvpn/server.status 10 --cd /etc/openvpn --config /etc/openvpn/server.conf
root      2893  0.0  0.4  37548  5028 ?        Ss   16:48   0:00 /usr/sbin/openvpn --daemon ovpn-server --status /run/openvpn/server.status 10 --cd /etc/openvpn --config /etc/openvpn/server.conf

When i try to connect with MFA code + password (example 12345mypassword) , i got this error in the logs :
AUTH-PAM: BACKGROUND: USER: toto
AUTH-PAM: BACKGROUND: user 'toto' failed to authenticate: Cannot make/remove an entry for the specified session
Tue Nov 24 17:09:32 2020 us=403702 <IP_ADDRESS>:47794 PLUGIN_CALL: POST /usr/lib/openvpn/openvpn-plugin-auth-pam.so/PLUGIN_AUTH_USER_PASS_VERIFY status=1
Tue Nov 24 17:09:32 2020 us=403727 <IP_ADDRESS>:47794 PLUGIN_CALL: plugin function PLUGIN_AUTH_USER_PASS_VERIFY failed with status 1: /usr/lib/openvpn/openvpn-plugin-auth-pam.so
Tue Nov 24 17:09:32 2020 us=403757 <IP_ADDRESS>:47794 TLS Auth Error: Auth Username/Password verification failed for peer
WWWRRRTue Nov 24 17:09:32 2020 us=438048 <IP_ADDRESS>:47794 Control Channel: TLSv1, cipher TLSv1/SSLv3 DHE-RSA-AES256-SHA, 2048 bit RSA
Tue Nov 24 17:09:32 2020 us=438068 <IP_ADDRESS>:47794 [toto] Peer Connection Initiated with [AF_INET]<IP_ADDRESS>:47794
RTue Nov 24 17:09:32 2020 us=440380 <IP_ADDRESS>:47794 PUSH: Received control message: 'PUSH_REQUEST'
Tue Nov 24 17:09:32 2020 us=440395 <IP_ADDRESS>:47794 Delayed exit in 5 seconds
Tue Nov 24 17:09:32 2020 us=440411 <IP_ADDRESS>:47794 SENT CONTROL [mjoigny]: 'AUTH_FAILED' (status=1)
WWWTue Nov 24 17:09:37 2020 us=627034 <IP_ADDRESS>:47794 SIGTERM[soft,delayed-exit] received, client-instance exiting

For information, i'm using the android client openvpn v3.2.4 as my client.
Do you have an idea ?
Regards.
Michael

Thank you for your comments, those helped me to figure out how to solve my issue. Though I still don't understand how this line solves it:
account sufficient pam_permit.so


How about some sample code

It would be great if this topic included some abbreviated code to show how the various parts are implemented. Relatively easy topics will frequently have examples, while more complex topics rarely do, an admitted generalization but a pet peeve. The more complex the topic, the less likely there is any sample code included.

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

ID: cd18d691-5db9-38bf-422c-e70653177be3
Version Independent ID: 549b84ba-bd7f-43c8-286a-c6e38544b1aa
Content: Page Parts Overview - Business Central
Content Source: dev-itpro/developer/devenv-designing-parts.md
Service: dynamics365-business-central
GitHub Login: @mikebcMSFT
Microsoft Alias: mikebc

Hi,  thanks for your feedback and sorry for the delatyed response. We have added topics about how the different page parts are implemented: Working with List Parts, Working with Card Parts and Creating a Role Center Headline, where you can find such code examples.

Excellent, thank you. Are the above items linked in the original topic for
which I gave feedback?
On Wed, Jul 15, 2020 at 6:14 AM Blanca Robledo Díaz <
<EMAIL_ADDRESS>wrote:

Hi, thanks for your feedback and sorry for the delatyed response. We have
added topics about how the different page parts are implemented: Working
with List Parts
https://docs.microsoft.com/en-us/dynamics365/business-central/dev-itpro/developer/devenv-designing-listparts,
Working with Card Parts
https://docs.microsoft.com/en-us/dynamics365/business-central/dev-itpro/developer/devenv-designing-cardparts
and Creating a Role Center Headline
https://docs.microsoft.com/en-us/dynamics365/business-central/dev-itpro/developer/devenv-create-role-center-headline,
where you can find such code examples.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/MicrosoftDocs/dynamics365smb-devitpro-pb/issues/1109#issuecomment-658681255,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AHO3XBPEEK6IUQ3TOJK6ZRLR3V6ORANCNFSM4MLBJ64Q
.

Yes, they are linked throughout the topic. You can also find them in the table of contents on the left.

Excellent. One other suggestion. I have been going through the links
above, very nice work by the team responsible for creating the
content. Each of the links has very nice sample code demonstrating the
topic discussion. It would be fantastic if they were pulled in
together as a comprehensive example (e.g. a CarPage with a ListPart
and FactBox, etc). Let me know if that should be a separate feedback
and I'll be happy to provide the same. If so, please include the link
to the topic to which I should suggest it.
Have a great day!
On Wed, Jul 15, 2020 at 7:30 AM Blanca Robledo Díaz
<EMAIL_ADDRESS>wrote:

Yes, they are linked throughout the topic. You can also find them in the table of contents on the left.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

Yes, please file in a separate issue with this suggestion. You can do so in this same topic, thanks!

Closing this issue.


Support for windows?

Does this plugin support Atom on windows platform?

It does. See https://github.com/jupyter/atom-notebook/issues/16


CI: Set the MPS watermark to avoid running out of MPS memory

Some CI tests using MPS were failing due to memory usage. This explicitly sets the RATIO as suggested
Please file an issue with the following so that we can make `weights_only=True` compatible with your use case: WeightsUnpickler error: MPS backend out of memory (MPS allocated: 1.02 GB, other allocations: 0 bytes, max allowed: 15.87 GB). Tried to allocate 256 bytes on shared pool. Use PYTORCH_MPS_HIGH_WATERMARK_RATIO=0.0 to disable upper limit for memory allocations (may cause system failure).

Example Job: https://github.com/pytorch/torchchat/actions/runs/10166476129/job/28116731017

@Jack-Khuu won't this cause other issues though?

Just testing things out, this doesn't fix the CI (same error that it tries to address shows up)