text:
Backup implementation: velero installation

new component labels on most components (required for backups' label selectors)
wide range of new RBAC permission for the backup ctrl
velero stack reconciliation
adjusted backup user-facing roles
added backup ctrl configuration in the hmc chart
removed schema defaults in favor of mutation

Note: the controller is still turned off to avoid any potential regression.
#605

A general question about the hmc.mirantis.com/component: hmc label and credentials backup. As I understood only objects with this label will be backed up. But I'm concerned about the credentials' identity references. Our controller does not modify the identity refs (Secrets, AzureClusterIdentity, etc) when it was provided by the user. Maybe the credentials controller should be adjusted to label those objects too?
Also, please add this label on newly added config/dev/adoptedcluster-*.yaml objects.

Not quite, there will be many more label selectors, and those sentinel labels are just for objects that do not have any labels at the moment but should also be presented within a backup. One of the selectors also covers the HelmRepositories but not the BYO, the general recommendation (as I can see now) is put a special label to all your BYO objects but it'd be amended if required.
In particular, the question about the credentials' references: I had no intention to change permissions, and such objects referenced in a credentials object might have no labels, so I either will address it via the velero API or will add the sentinel label changing permissions along (the former is preferable). The problem is to be addressed in the next PR along with numerous enhancements to the installation and the controller itself.

repo: Mirantis/hmc


text:
.rake files

rake files to be created on running :arrow_forward: g :install

[x] mirror.rake

tasks:

new
install
reflect (scaffolds)

It is generating it files correctly but those actions are not working yet...
To this version and implemented
rake mirror:install
To this version, but not implemented
rake mirror:reflect
To the next version:
rake mirror:new

the rake file which contain the mirror commands is generated exactly it is necessary to be

source: gharchive/issue

license: MIT

license_type: permissive

license_source: github-api


text:
Mobilefacenet example (TestRecognizer) in test_face.cpp output results seems weird?

When I use TestRecognizer function in test_face.cpp, the results seems wrong. It always makes output consistently like this:
similarity is: 0.793833
Whatever pair of face I input, even for same images. Something wrong with it?

I need to check it later.

我这边测试了一下，没有出现这种情况啊，你给两张照片我测试一下~

authors: MirrorYuChen rena-ganba


text:
Fix exception handler for web requests

Description
Call the settings' defined exception handler for web requests. For this and the tests I had to also include the following changes:

Make futures from requirementst.txt only install for python 2.7.
Add a mock_exception_handler that is reset on tests.test_handler.TestZappa.setUp so it's state is correct for every step.
Added a tearDown method so you can use different settings in each test (currently it's always reusing the same config).
Added tests for checking the work of the exception handler on bot events and web requests.

GitHub Issues
#1353

Coverage increased (+0.2%) to 74.221% when pulling bdeab7d5d865d4799fcb830f98d2fc4d97b1c9ae on jneves:fix-exception-handler-for-web-requests into d59f450cd5d21635638f036664ee6ea4f1911cfd on Miserlou:master.

source: gharchive/pull-request

authors: coveralls jneves

repo: Miserlou/Zappa


text:
Fix API Gateway test button (the bolt button)

Description
The API Gateway have a test button, but it always fails because it sends an event with headers:null. This PR fixes by falling back the null with an empty dict on python side.
A test was baked from the logs, replacing sensive information of my account.
Screenshot of the test button:

Partial log of the error:
Wed Mar 22 19:27:35 UTC 2017 : Method response body after transformations: {
    "message": "An uncaught exception happened while servicing this request. You can investigate this with the `zappa tail` command.",
    "traceback": [
        "Traceback (most recent call last):\n",
        "  File \"/var/task/handler.py\", line 441, in handler\n    binary_support=settings.BINARY_SUPPORT\n",
        "  File \"/Users/alanjds/.virtualenvs/zappa/lib/python2.7/site-packages/zappa/wsgi.py\", line 49, in create_wsgi_request\n",
        "AttributeError: 'NoneType' object has no attribute 'keys'\n"
    ]
}

Coverage increased (+9.8%) to 12.454% when pulling c39f08514cbf66d314fa0651a0e91fda3e72620b on alanjds:fix-apigw-testboltbutton into 72c5ed9cb3c40c8d7f7bd261906c868cb184117e on Miserlou:master.

Cool - I don't think I've ever actually hit that button, but this looks like a good commit. Thanks!

authors: Miserlou alanjds coveralls


text:
Fix broken console & game end timings

Fixes #290

Codecov Report

Merging #292 (cac66f7) into master (508d043) will decrease coverage by 0.00%.
The diff coverage is 0.00%.

@@            Coverage Diff            @@
##           master    #292      +/-   ##
=========================================
- Coverage    6.91%   6.90%   -0.01%
=========================================
  Files         209     209
  Lines        4544    4545       +1
  Branches     1512    1513       +1
=========================================
  Hits          314     314
- Misses       4082    4083       +1
  Partials      148     148

Impacted Files
Coverage Δ

src/game/Game.cpp
0.00% <0.00%> (ø)

src/game/systems/CheckGameEnd.hpp
0.00% <0.00%> (ø)

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 508d043...cac66f7. Read the comment docs.

authors: MisterPeModder codecov-commenter


text:
SSH config file parser

Support parsing ssh config files for et to use. User-specific config file(~/.ssh/config) has higher priority than system-wide config file(/etc/ssh/ssh_config).
Currently these options below are parsed. Hostname field is used to help translate et host field.
For example, if you have a hostname alias dev for someremotemachine.com. you can now do et dev:8080 instead of et someremotemachine.com:8080.
Support for other config options can be added based on request(such as jumphost).
Include (to include another config file)
Host
Hostname
port
username
connecttimeout
protocol
stricthostkeychecking
userknownhostsfile
proxycommand
GSSAPISeverIdentity
GSSAPIClientIdentity
GSSAPIDelegateCredentials

Fixed :) There are also some cout for error message before exiting in ParseConfigFile.hpp. I feel it's good to output sth before exiting, let me know if you would like them to be logged as well. Thanks!

Thanks!

authors: MisterTea ailzhang

repo: MisterTea/EternalTCP

license_source: bigquery


text:
Supply Mule stops working after one Trade Run

Good Evening,
set up Supply Mules to serve a station and only use Player Stations (All Wares)
After some time they finish their first job (deliver from Player Station to Building Site) and then they will just sit there searching for trades :-/
Same goes for Distribution Mule.
Station Mule working fine, going to set those up now.
Thanks for your work

The original author had completely replaced one of the vanilla move orders, which might end up causing some of the mules not to undock. Wookie was working on that earlier today but I don't think a fix ever went through.
I'm poking around with distrib mule this evening, I'll take a look.
In the release versions of the mod on steam and nexus there's a bug in station mule regarding certain wares. Basically it will tend not to move your end products to the warehouse. i.e. hull parts, claytronics, etc. That's fixed in public. I assume wookie will put out a release tomorrow.

Supply Mule seems to be seriously broken.
If i tell them to use Player Stations only they will kinda just sit there searching for trades.
If i allow them to trade with other factions they will start supplying the building sites, but once that is done they will again just sit there searching for trades.
If i tell it to only trade a few wares it seems to be working, but only if allowed to trade with other factions. (but thats exactly what i dont want)
Station Mule is working fine, but while my Wharf wants 800 k ECells they will not go and buy from my Source Station. (Probably because thats only a secondary trading item for them, and because the Source Station doesnt have anything else to trade for that Wharf they will instead not Trade at all)
Set up a Distribution Mule for ECells, Food and Meds now, first trade run looking good, going to see if it keeps going or goes into slumber again.
Really happy with Station Mule, working just as i want it to. They will sometimes Search for Trades, but after some research thats really because the Source Station doesnt have Supplys ready yet or the Target Stations storage is as close as full.
If the supply mule would just work as a dedicated Building Site Supply Mule that would actually be much more appreciated. (Because if i tell them to supply anything they will work on those Building Sites, but once thats done they will start buying expensive Goods for my Wharf, and i am not sure thats what i want at this time. //Money Wise)

Correct in one the key locations -
`

<do_if value="$object.isclass.ship and ($object.dock or $object.parkedat) and ($object.order.id != 'Undock')">
<debug_text text="'docked? %1. parked? %2. present order: %3. next order: %4'.[$object.dock, $object.parkedat, @$object.order.id, @$object.nextorder.id]" chance="0"/>
			<!-- NB: remove releasesignal params in Undock calls if we remove the undock-specific requirement to tell a ship to proceed. -->
			<do_if value="$object.order.trade or $object.order.build or ($object.order.id == 'StationMule') or ($object.order.id == 'TravelMule') or ($object.order.id == 'DistriMule') or ($object.order.id == 'DockAt') or ($object.order.id == 'DockAndWait') or ((($object.order.id == 'Wait') or ($object.order.id == 'WaitForSignal')) and $object.order.$allowdocked and not $object.iscapitalship) or (($object.order.id == 'WaitForSignal') and $object.order.$allowparked) or ($object.order.id == 'Repair') or ($object.order.id == 'Equip') or ($object.order.id == 'Escort') or ($object.order.id == 'Resupply' or $object.order.id == 'Player_DockToTrade') or ($object.order.id == 'AssignCommander') or ($object.order.id == 'DepositInventory')">`

Straight out of the orders.base XML file  the same file which made all ships not able to undock during the beta for update 3.0 as  prev stated I know why it screwed up in beta as the script is using

  entire script

Replacing the whole script and thus loosing a good 30 + lines of updated code in the newer files whole sections are just missing the new file the script does not work the same way as this old one.

I haven't looked very closely at supply mule yet, but all of my testing indicates that station, distribution, and travel mules are working as intended. There are some gotchas for travel and distribution mule though.
Most of the time for distribution mule, if it seems like it's not doing anything but it should, it's due to the ratio sliders in the UI.
Min target ratio: if the ware on the target distribution center is above this no trade will happen. i.e., make the value higher and stuff might start moving.
static ratio: if the ware on the source station is below this no trade will happen. i.e. make the value lower and stuff might start moving.
The default values for distribution mule seem to be best for when you have one major warehouse pushing out wares to 5+ other ones.
Haven't noticed any issues with the max ratio slider yet because I haven't yet been able to full up a bunch of warehouses.
Travel Mule takes the warehouses buy order into account to estimate a profit and attempts to fill the cargo more than 75%. So while it seems like there should be trades, my poking around with stations in the area seemed to indicate that the warehouse had high sell prices which was stopping the mule from finding a "profitable" trade. I'm thinking perhaps a slider parameter or even a total rethink may be in order for what is a valid trade for the travel mule.
I hope to get to supply mule soon, sorry, this is a lot of work.

Travel Mule doesnt sound so dump to me.
I was getting really furious when i saw trades of the vanilla trader running around with 40 silicon wafers.
Its much more "logistical" to make sure we have at least 75% Cargo Space used.
Maybe set a own minimum price treshold like 110% of base price, instead of having to wait for the factory to allocate enough storage for it to reach this price treshold.
Other way our traders would only start working once NPC traders find our deals lucrative too, stealing us those extra credits. Profitsssssss
On the Supply Mule.
It does seem to be working fine if i am telling him to trade for certain wares and make it only Supply Source. i.E. i set up 10 M and 5 L Traders for my Wharf now buying needed goods from NPC Stations. The L's will only buy Hullparts.
But i had to set up a Warelist manually and make it Supply Source only, just click OK it will take all wares from the universe and instead of working only supplies own building sites. (in a certain distance, it wont supply my Build Defence Station Missions Building Site that are a few Sectors away.)
I feel ya mate. Playing around with other ppls scripts sorting errors out and so on isnt always the easiest way. Sometimes its much easier to just start from scratch.
Have been modding in Rebirth working out a way to turn the magical resource sink into a real economy / war like situation. Just like its in X4 Vanilla now :-D

That's good info on the supply mule, thanks. Another thing worth mentioning is that the supply mule was written by a totally different author. Wookie combined it in with the original ones for convenience.
One thing I'm wondering.... have you seen any AI ships trading with the warehouses? I'm not sure yet if they're trading.
Another thing to watch for: if you open the "plan build" menu, a lot of times you can see that every build order for materials is already filled by a planned trade with an AI ship. In that case your suppliers wouldn't have anything to do.

Dont have any Warehouses, so cant tell you anything about that.
Rather Sell the Ship directly, as that will raise the final sell price for the intermediate goods to about 300% :-D
Yes i know about the planned trades in Plan Build Menu.
It seems that Supply Mules that are set to Supply Source will ignore Building Sites once they have done their initial Trade Run.
If they are not set to Supply Source they will not Supply the Source though :-/

ok thanks for narrowing it down, I'll try to look at the supply mule this evening after work

I do not know if this is related or even helps but here is an error code i find in my debug log when the supply mule stops working for me.
`[=ERROR=] 380553.52 Error in AI script supplymule on entity 0x366a4: Division by zero! 0f / 0f

Expression: ($needs.{$vy}.desiredamount)f / ($needs.{$vy}.owner.cargo.{$needs.{$vy}.ware}.target)f * 1000
Action: <append_to_list>, line 366
[General] 380553.52 ======================================
[General] 380553.52 ======================================
[=ERROR=] 380553.52 Error in AI script supplymule on entity 0x366a4: Unreliable comparison of non-numeric script values! 0 < [ware.claytronics,ware.energycells,ware.foodrations,ware.hullparts,ware.medicalsupplies]
Expression: $Supplier.count gt 0 and $wareBasket gt 0
Action: <do_if>, line 447
[General] 380553.52 ======================================`

also it seems to supply the build as long as it is the first time it builds the station but any changes or additions it seems to hang.

I suspect $wareBasket gt 0 should be $wareBasket.count gt 0.
not sure if the divide by zero is breaking anything.
I could see both of these being major issues, not sure yet.

it also looks like supply mule is the only one using the custom quicksort script

yes the line 447 is easy fix.
for line 366 i dont really get whats the 'f' doing behind the ( )
($needs.{$vy}.desiredamount)f / ($needs.{$vy}.owner.cargo.{$needs.{$vy}.ware}.target)f * 1000
this is pretty much the same as for StationMule trying to find out how many % if allocated storage is empty. my guess would be, that the 'f' is breaking the math.
And its probably breaking for the Mule to know which goods to search for first.
This is how station mule does priorizing what to serve first:
That way you would also get rid of the quicksort
 						<do_all exact="$needs.count" counter="$nSort"> 							<set_value name="$someTrade" exact="$needs.{$nSort}" /> 							<set_value name="$isMadeAndUsed" exact="$someTrade.owner.products.{$someTrade.ware}.exists" /> 							<set_value name="$isTradeWare" exact="$someTrade.owner.tradewares.{$someTrade.ware}.exists" /> 							<set_value name="$cargoRatio" exact="($someTrade.owner.cargo.{$someTrade.ware}.count * 100 / [$someTrade.owner.cargo.{$someTrade.ware}.target, 1].max)" /> 							<do_if value="(not $isMadeAndUsed) and (not $isTradeWare) and $cargoRatio lt 10"> 								<append_to_list name="$outerList" exact="$someTrade" /> 							</do_if> 							<do_elseif value="(not $isMadeAndUsed) and (not $isTradeWare) and $cargoRatio lt 25"> 								<append_to_list name="$prio2" exact="$someTrade" /> 							</do_elseif> 							<do_elseif value="(not $isTradeWare) and $cargoRatio lt 50"> 								<append_to_list name="$prio3" exact="$someTrade" /> 							</do_elseif> 							<do_elseif value="(not $isTradeWare) and $cargoRatio lt 75"> 								<append_to_list name="$prio4" exact="$someTrade" /> 							</do_elseif> 							<do_else> 								<append_to_list name="$prio5" exact="$someTrade" /> 							</do_else> 						</do_all>

I fixed both of these issues and it doesnt fix the mule stopping after one run, unfortunately.
The f at the end is an explicit float typecasting.
Now I have to dig way deeper.

I suspect the problem is related to some sort of variable persistence across supply runs, I'm just trying to print debug everything and find it

so I assigned a supply mule to a station and it added ore and methane to it's warelist? Those can only be supplied by miners. And anyway the station isn't even built yet.
I need to go through this line by line, this mule is in a bad place.

I am suspecting that the warelist is the problem, after one trip the only ware in the warelist that's actually needed in build storage is energy cells, and the build storage is already full for that, so there's nothing for the mule to do. I have a list that's energy cells, graphene, ore, methane, and refined metals. For a station that has no modules completed.

There should be a fix rolling out for this soon. The logic used to construct the ware list was messy and not working correctly. My fix greatly simplifies it, but the supply mule can no longer create trade orders on a player warehouse, if you ever relied on it for that.
I will try to get the trade order creation back into a future release, but for now I wanted it back to being functional.
main fix is in cf6aa10a8a25239e844147119ff887b130cc4c19 with minor bug fixes in later commits

I started getting this when my supply mule suddenly got stuck on the last delivery. Looking in the orders it does not show the Dock command but has the Execute Trade and ends up spamming fund transfer.
[=ERROR=] 404283.60 Error in AI script supplymule on entity 0x8bae57: Property lookup failed: $needs
* Expression: $needs.count == 0
* Action: <do_if>, line 269

Re-Open until further debug is done.

Once the ship has arrived there I think the dock command goes away? Anyway none of that is handled at all in this script. All we do is make the trade order, vanilla scripts handle how it is then actually executed.
needs is set when the "give builders priority" box is on, and is the result of a search for buy orders on the station that is assigned. Can you check what settings you had on the mule? I've only tested with that box turned on. The needs error should be solved by having it checked, for now.
I really have no idea what would cause the behavior you describe.

the only thing I can think of is that somehow between the time we got the trade and the time the ship got there, the trade was no longer valid. If you can, please provide more context for what the ship was doing.

the dock command was never added. I cleared and gave the mule back it's setup with the wares added the execute trade but somehow does not add the dock and dock and wait commands. I should also note i did not have enough credits to complete the full trade. Whether that has any effect to it or not...shrug. The ship was flying next to the build site, not anywhere near where the ship would be going to buy the wares. Will see if I can re-create the problem.

I found the bug with the needs object not existing. It was not introduced by me, it's been in the code since we got it. No idea whether it solves your problem.
I'm also introducing explicit checking that the trade is available just before making the trade order. It's unlikely to be the problem but good practice since there is always the potential for a race condition.
If you're launching in debug, can you also generate the script log files i.e. with -scriptlogfiles ? It will have a name starting with supplymule

addressed the needs issue here 9a2982d7fd15ed29c6a0739d0e176f706164d047
Do continue to report any funny business with supply mule.

I somehow got similar bug on 5.1.7 version, everything was fine for more than 24h of playtime, then all supply mules just stopped working. If I load previous save (just 42 minutes difference), everything is still working. Same goes for removing the command and setting it back - everything is fine in old save, not working at all in new save.
Uprading to 5.1.8 didn't solve the issue.

Supply mule will soon be replaced by a new script that has been written from scratch. So unfortunately, I don't want to sink any of my time into debugging the old script.
What I will say is that I added a fairly long wait at the end of the script, 3 to 5 minutes. If the mule finds nothing to do, it will wait to check again. So they may appear to sit in searching for trades for a long time.
The first thing to do is to look really carefully into whether or not trades actually exist that the mule should be fulfilling. 95% of the time that I've thought something was wrong with the mules, when I looked into the debug logs, it was working as intended, there was just nothing to do.

Even more reason I want to look into getting all the mules to have a idle
max before docking on the assigned station and giving up instead continue
to pursue a non existent trade.
On Tue, 21 Apr 2020, 2:10 am Brian Hayden, notifications@github.com wrote:

Supply mule will soon be replaced by a new script that has been written
from scratch. So unfortunately, I don't want to sink any of my time into
debugging the old script.
What I will say is that I added a fairly long wait at the end of the
script, 3 to 5 minutes. If the mule finds nothing to do, it will wait to
check again. So they may appear to sit in searching for trades for a long
time.
The first thing to do is to look really carefully into whether or not
trades actually exist that the mule should be fulfilling. 95% of the time
that I've thought something was wrong with the mules, when I looked into
the debug logs, it was working as intended, there was just nothing to do.
—
You are receiving this because you modified the open/close state.
Reply to this email directly, view it on GitHub
https://github.com/Misunderstood-Wookiee/Mules-and-Warehouses-Extended/issues/12#issuecomment-616653868,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AFH3SZZ7BCGX3WHUMDVGVP3RNRXYTANCNFSM4MGFL5KQ
.

authors: Misunderstood-Wookiee SM-Tiger bhayden53 leoric macrixen


text:
Using Large/XL Mining ships as a mobile base?

So I saw a comment about someone wanting to use an XL ship (even a L should could work in theory too, really anything with a dock) using the Mod XL Mining Ships Mod and having the ship pretty much be a mobile dock while having smaller mining ships transport the goods to a station, using a mod such as Mules or TaterTrader. I ended up helping the person but didn't realize you couldn't have the assign feature (the source) to a ship, so really you can't do such a thing. I know that the team has been adding features for using Mules like Supply Mules for Miner ships to trade those wares from people suggesting it. But what about the above?
Is it possible to have a feature such as the source when you assign a mule to a source station, to work similar (or through a different button) and the mule could be assigned to a big ship like these to trade the goods.
An Example of this chaotic idea:
XL/Large Miner (or anyone with a deck) be out in space, mining or whatever >>> Then you have a Miner-trader dock with the ship, grab the goods, then go out and sell, and repeat. Anyway, something like that.
There are some issues I've seen with even the vanilla game that conflicts with this crazy idea (not the above).

I would like to see smaller miners dock with the XL/L miner to give the goods to them, but it seems as through there is no feature for vanilla scripting. Maybe a mod could do it?

With Civilian Fleets, you can assign a miner (smaller miners) to the large ship and they'll do their thing, but you cannot assign a trader to the Large Miner. Mainly because it's not a station, and the code most likely isn't in the mod anyway for such a thing. Idk if you could even do it through modding?

Anyway, just throwing some crazy ideas out here to see if it's possible or not, and from the persons comment.

Regarding 1 about the ai orders, the hint should be the "transfer wares" order. If we issue the transfer wares order in the script, then the ships should be able to dock at the big miner and take away the wares. Not sure if it will stop the big miner from mining because of the "waiting for xxx" state.
Regarding 2 about Civilian Fleets, you could assign miners to other miners using the trade job, so when the leader miner is trading minerals, so will the members of the fleet. Of course, no one currently will need to trade minerals...
So, we could make a new script/modify an existing script to tell small miners to go transfer wares with the big miners, or we can make a new mining script for big miners to issue trade offers at the big miners so small miners can buy stuff using e.g. the AutoTrade order.

This sounds like a new mod to me, rather than an addition to mules.

A quick look of the game source files suggest that there is a workaround:
Build a warehouse with bulk storage, add minerals as trade wares, then assign miners to the warehouse. The miners running the AutoMine will notice that the warehouse will want minerals and then start mining nearby.

I have had some problems getting the miners to actually work. I suspect it's related to the issue we've been seeing with warehouses where they need astronomical budgets for their trade orders to consistently exist. If the budget is too small, as soon as a reservation goes out, all buy orders are locked down. We don't even receive them from find_buy_offer anymore. The budget needed on a warehouse goes into the 10's of millions before you stop seeing this.
I have tried using miners on a warehouse before, even with some budget, and they just sat around "free mining". It's worth testing, but I've had some problems getting it to work.

Ah I see. Yeah, from Vectorial1024 comment, I have had a warehouse that is just for mining and then you assign Mules or TaterTraders to the station and they'll trade, but haven't really done it since the previous issue the two teams have been addressing with the traders getting turned into miners for some reason. I did a trial run and it seems to be fixed, but haven't really done it since in general like I did before.

If this is somehow related to that time I was on X4 Discord and suggested using an L or XL class as a means to use the docking bays to dock a class S as a trader for the L or XL or Miner for the L or XL and basically the larger craft would act as a maintenance and staging carrier for a fleet of smaller ships who instead use mine or trade orders that was something I thought about doing by using creating a ship out of the carrier-class that acts as a non-military retro-fit carrier and behaves like a leader for the docked ships that can go off and mine and trade for it and it you basically just park it somewhere and let the small fleet hand the in sector run about.
This could not too hard to implement.

What I have in my mind recently is a new default order, something like "Mobile Trading Station".
This default behavior will require a list of wares as the only parameter.
What it does is that it will post trade orders of those wares, and that's it.
Maybe it will run away a little if attacked, or mine the minerals if there are minerals in the ware list, but other than that, it posts trade offers and nothing else.
This should allow implementation of of the "mobile mining base" idea quite cleanly.

Seems like something vanilla should have probably been able to do already.
This did remind me though I had a complex way to make xl ships useful as above and a more simple way.
Currently you cannot assign a small shop to trader on another ship I was going to change that and setup kinda like you suggested where the xl ship will make trade offers to sell its cargo like a station would then any assign subordinate traders should in theory see these as valid buys and go well them within range I was thinking of doing the same with miners so that you can assign mine for using the vanilla options this size S or M miners and traders can be assigned proper roles to the larger ship with appropriate pad and basically work directly off the ship which seems to me like an oversight on ego part as that whole mechanic makes it possible for courier plus xl trader or l trader, or l miner plus S miner combinations which especially since mods like VRO add more pads you could effectively use a supply ship as a mobile base and park it then send out like 20 miners who mine then dock and or traders to go find deals remotely, or you can have a large miner coupled with a miner set to trade for then it can stay mining and the small miners can offload it's cargo around the place short range style which is way faster then sending the xl ships to dock.

I'd like to close this issue as I really think it's beyond the scope of mules, at least in my vision. But I'd like @Misunderstood-Wookiee and @Galaxy-Spam to chime in

Fine with me, it's more a discussion at this point.

For me it's sound like a seperate mod.
Probably, you could restructure a supplyship and allow let it create trade offers using orders (like @Vectorial1024 said).
It sounds like an easy mod, but i would not consider it a mule with this kind of an implementation.
I would recommend a seperate mod and just use travel mules/traders to sell/transport stuff of the ship.

Think it's a cool mod idea if anyone ever gets time to work on it, but closing as part of general issue cleanup.


text:
configFile option appears to only use the .eslintrc.json file if one is present.

I have two rc files, one which a subset of rules that we use on the build server in order to attempt to catch potential bugs.
eslint: {
    configFile: '.eslint.build-server.json'
}

If I use the wrong file name eslint load will throw an error that the file isn't found, so it does appear to at least attempt to load the file that was passed. However, the rules that are being tested against are for rules that are exclusive to our .eslintrc.json file.

Haven't had a chance to check, but I believe after discovering this: http://eslint.org/docs/developer-guide/nodejs-api.html#cliengine
That we could pass useEslintrc: false to make this work.

repo: MoOx/eslint-loader

license: mit


text:
Rename "routes" to "RouteHandler"

You can't really configure your routes in routes.js, so we should rename the file and the variable to RouteHandler, which makes more sense imo.
(Also change the variable the client expects in the index-client.js and the index-static.js files to "RouteHandler")

Why can't you? You can totally add new routes, like your own app to be fair... Unless I missed something else?

Yes that's true, but you don't have to add new routes to get the content.
I.e. if you have an about.md file in the content/ folder, you don't have to go to routes.js and add an <Route path="about" />. I initially thought that was the case and it confused me for a while.

So maybe that's a documentation issue?

I think it's a naming issue, calling the component "RouteHandler" makes more sense and tells users they don't need to edit it. I don't think documentation should be added if better naming would help solve the problems.

I will double check "react-router" terminology before doing this change.
But if you are confused, it's clear that something need to be changed/adjusted.

RouteHandler term has been deprecated since react-router v1, so I will pass. Thanks anyway @mxstbr.

authors: MoOx mxstbr

repo: MoOx/statinamic


text:
Drag and drop in Mobiflight Modules device list

Is your feature request related to a problem? Please describe.
Currently there is no easy way to change the order of devices in a Mobiflight Module.
Describe the solution you'd like
Enable users to change the order of the devices in the device list of Mobiflight Modules by simply dragging the device icon and dropping it where he would like it to be.  This is of course limited to moving devices within one module.
Describe alternatives you've considered
There is a workaround by editing the mfmc file in a text editor.  Tedious and error prone.
Additional context
Recent development of this functionality for input and output configs opens the door to consider this new feature.
Mobiflight should warn the user that changes need to be uploaded to the module and saved to the mfmc file.

duplicate of #251
I will paste your text there as description, but is fun to see the low number getting implemented now.

repo: MobiFlight/MobiFlight-Connector


text:
Add hyperlinks to French and English BikeMaps sites.

Adding hyperlinks to link English <-> French and to link to BikeMaps site.

Also adding support for Google Analytics as part of this PR.

repo: Mobility-Access/mobility-access-react


text:
MODE-1313 Corrected wrapping of exception for invalid identifier

When processing invalid identifiers, the Session.getNodeByIdentifier(String) method was throwing an internal exception that should be wrapped in a RepositoryException. This commit adds the check for this condition.
All unit and integration tests pass.
This should be merged onto the 'master' and '3.x' branches.

Merged into the 'master' branch and cherry-picked into the '3.x' branch.

repo: ModeShape/modeshape


text:
Exposing REST API via Docker image

Hi folks,
I've been trying to run an engine via the rest API but within Docker, and can't find a way to make it stay up.
Run command:
docker run -dt -v $(pwd)/data:/home/mmt/mmt/data -v $(pwd)/engines:/home/mmt/mmt/engines -p 8045:8045 modernmt/master ./mmt start -e en_de
The mmt script starts the process separately and exits, and thus the container exits.
Do you've any suggestions of how to run an engine within a detached Docker container, and expose it?
Thanks,
R.

I'm not an expert of docker actually, but my suggestion would be to configure ModernMT as a service so that it automatically start at container boot. This way you will be able to launch the container without specifying a command ad it should run indefinitely.

Hi @davidecaroselli
Thanks for your reply.
Unfortunately, Docker containers can't handle systemd services. When you create Docker containers with a startup service, you specify it as the default runtime command. In the case of ModernMT the Dockerfile would be something like:
From modernmt/master

ADD engines /home/mmt/mmt/engines

CMD ["/home/mmt/mmt/mmt", "start", "-e", "ENGINE_NAME"]

This has the same limitation in that, the container will exit once that command completes.
What I've done as a work around for now is:
docker run -dt -v $(pwd)/data:/home/mmt/mmt/data -v $(pwd)/engines:/home/mmt/mmt/engines -p 8045:8045 modernmt/master bash -c "./mmt start -e en_de  && tail -f /dev/null"
It's a dirty hack but it works, but if for some reason the engine dies the container will stay running, and there's no access to logs by running docker logs.
Ideally when running a service in a docker container you expect to get logs from the service by running docker logs, and furthermore you expect if the service dies the container will also terminate, that way you can set restart or recreation policies for the container.
Would it be possible to add a follow parameter to the mmt start command that follows the output from the engine startup process? That way if the process dies, the process would exit in error, thus killing the container.
Thanks for your support,
R.

Hi @robertBrnnn
I see the point. I suggest to create a start script that acts more or less like an ubuntu service. MMT helps you in doing that by publishing its pid in the file ModernMT/runtime/<engine_name>/node.pid (in fact, this is how I configured my mmt service). The script should do something like this:
MMT_HOME=....

$MMT_HOME/mmt start

PID=`cat $MMT_HOME/runtime/default/node.pid`
while ps -p $PID &> /dev/null; do
   sleep 5
done

(I didn't test it so please double-check it before using it!)

Hi @davidecaroselli
That works. I made a couple of changes to it so that we can have a single Dockerfile regardless of language pair, that uses an environment variable with the engine name.
Thanks for you support, I'll close this issue so.
R.

I am glad to have been of some help!

authors: davidecaroselli robertBrnnn

repo: ModernMT/MMT


text:
Reverse  Stack

Implementation of reversing a stack

username: SupratimM


text:
"No alternative textures for this season"

Now it may have been some execution issues or installation issues but I keep getting the error "Building_Mill has no alternative textures for this seasion!" and that is with me installing all the latest versions of the required mods. Would you perhaps know what could be the cause?

Yes :D  You have to build Millnificent first! The Millnificent Mill is a separate Mill. You can find it at the end in Robin's build catalog!

That is exactly what was wrong, it's funny what happens when you don't pay attention and read. THANK YOU!!! :3

repo: Molenfeuer/MillnificentCollab


text:
Merge sort recursivo scala

Tarea4: Código en Scala del MergeSort Recursivo

Gracias

authors: KOS-mo MontealegreLuis

repo: MontealegreLuis/algoritmos


text:
[ bug Report ] Graphic slowdown when dynamic light are shown (Development build)

TombEngine version
Development Build - Branch: cust
Tomb Editor version
Development Build
Describe the bug
As discussed on Discord, there seems to be a major performance drop when dynamic lights are on screen.
I have tried, before uploading this package, to isolate the cause and have failed.
Please note, this particular dev build is the cust branch. I didn't think it would make a difference given the issue I am raising
To Reproduce
Download the project file below, and play the level. The level will slown down dramatically once Tony starts his attack.
System specs

------------------
System Information
------------------
      Time of this report: 12/5/2024, 02:49:36
             Machine name: DANPC
               Machine Id: {64844D11-EE7D-44D0-8C48-FE835F38C8EA}
         Operating System: Windows 11 Home 64-bit (10.0, Build 26100) (26100.ge_release.240331-1435)
                 Language: English (Regional Setting: English)
      System Manufacturer: Gigabyte Technology Co., Ltd.
             System Model: B450M DS3H
                     BIOS: F61c (type: UEFI)
                Processor: AMD Ryzen 5 2600 Six-Core Processor             (12 CPUs), ~3.4GHz
                   Memory: 16384MB RAM
      Available OS Memory: 16328MB RAM
                Page File: 21789MB used, 7851MB available
              Windows Dir: C:\WINDOWS
          DirectX Version: DirectX 12
      DX Setup Parameters: Not found
         User DPI Setting: 168 DPI (175 percent)
       System DPI Setting: 144 DPI (150 percent)
          DWM DPI Scaling: UnKnown
                 Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
 DirectX Database Version: 1.6.3
   Auto Super Res Version: Unknown
       System Mux Support: Mux Support Inactive - Ok
           Mux Target GPU: dGPU
           DxDiag Version: 10.00.26100.2454 64bit Unicode

---------------
Display Devices
---------------
           Card name: Radeon RX 560 Series
        Manufacturer: Advanced Micro Devices, Inc.
           Chip type: AMD Radeon Graphics Processor (0x67EF)
            DAC type: Internal DAC(400MHz)
         Device Type: Full Device (POST)
          Device Key: Enum\PCI\VEN_1002&DEV_67EF&SUBSYS_0B041002&REV_E5
       Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
 Device Problem Code: No Problem
 Driver Problem Code: Unknown
      Display Memory: 12204 MB
    Dedicated Memory: 4039 MB
       Shared Memory: 8164 MB
        Current Mode: 3840 x 2160 (32 bit) (60Hz)

Expected Behaviour
A consistent frame rate.
Additional Content
No response
Minimal reproduction project
Download full project and production files here

Fixed


text:
🛑 Waddle Penguins Island - API is down

In 2dc3d77, Waddle Penguins Island - API (https://api.waddlepenguins.me/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Waddle Penguins Island - API is back up in b6ea3d3.

repo: MoonlightStudiosInt/status


text:
Support for LLVM 9

LLVM 9 is the current release of LLVM. Building currently fails with it.

Maybe redundant with: https://github.com/Morgan-Stanley/hobbes/issues/294
There's an alternative compiler backend in hobbes now (the header-only lib in include/hobbes/mc/).  It might make sense to move to this instead, the moving target of LLVM JIT support has caused a lot of pain.

A first step would be to
1.) document which versions are supported
2.) make cmake fail if no supported versions
3.) make sure the preprocesser stuff (i.e. #if LLVM_VERSION_MAJOR == 6 ... ) is in sync with the above.

FYI: Building fails for LLVM 8 as well.

It seems that cmake does not support having a list of supported versions so perhaps only my 1.) suggestion is actually applicable.

Unfortunately, LLVM's JIT API has been broken frequently over the past few years.  It used to be enough to say that 3.3 and later were supported (as the README says) but maybe this should be updated.  Internally we've used 3.5 most frequently.
But in general this also makes it difficult/obnoxious for new users to try.  I've implemented an alternative custom JIT compiler for x86_64 here, just have to connect the two bits and we can drop LLVM entirely.

Ok. Cool that you've built your own. Is there some discussion somewhere of the trade-offs of using your own versus LLVM? Thanks.

No there isn't, it's fairly new.  The code is in include/hobbes/mc/ and it's a very basic x86_64 JIT (liveness analysis, register allocation, instruction encoding).
I made it to have something much more lightweight than LLVM, to avoid the build issues that people often run into, and the shifting JIT API that causes us to break with each new LLVM version.  It's very much specialized just for our use-case, x86_64 JIT compilation.  It's not intended to be a general replacement for LLVM.

Let me know if you don't have time to have this discussion here or if it would be better elsewhere.
Once include/hobbes/mc/ is reliable/settled, why not drop older LLVM versions (except the one needed internally) and only add support for new versions less often? Is there some reason for supporting so many versions? This would allow you to remove some preprocessor complexity.
On Debian (and I assume on Ubuntu), you can install LLVM-6 and LLVM-7 from the standard distribution packages and the LLVM project makes it easy to install LLVM-8 and LLVM-9 for Debian and Ubuntu (http://apt.llvm.org/). Personally, I don't think it is difficult to build hobbes but good that you are thinking of such issues.

Talking here is OK, or email if you'd rather talk out of band (my profile has my address).
The existing spaghetti code to deal with multiple LLVM versions and their various conflicting JIT APIs came from internal requests (so a version is forced for non-technical reasons).  I've never found added value on the other end of these updates, which is frustrating.
I could add support for another LLVM version, probably not a big deal.  But I have to prioritize work like that in balance with where the need is greatest (who is asking for LLVM 9?  why do they want it?  are they a serious user?  etc).
The custom JIT compiler is reliable and stable for its use-case so far, but I'd probably have to make a few more optimization passes to make it a general replacement for LLVM in hobbes.

support for llvm@9 and llvm@10 is added with #379

support for llvm@9 and llvm@10 is added with #379

Thanks for closing this. Unfortunately, the current version of LLVM is 11 (2020-10-12) and it still fails to build for me. Should I open a new bug?
[1/188] Building CXX object CMakeFiles/hobbes-test.dir/test/Convert.C.o
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:7:
../include/hobbes/lang/tylift.H:429:37: error: unused parameter 'tenv' [-Werror,-Wunused-parameter]
    static MonoTypePtr type(typedb& tenv) { return Prim::make("unit"); }
                                    ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
../include/hobbes/util/llvm.H:15:2: error: "I don't know how to use this version of LLVM"
#error "I don't know how to use this version of LLVM"
 ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:49:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/SwapByteOrder.h:152:13: error: no template named 'enable_if_t' in namespace 'std'
inline std::enable_if_t<std::is_enum<T>::value, T> getSwappedBytes(T C) {
       ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/SwapByteOrder.h:154:40: error: no template named 'underlying_type_t' in namespace 'std'; did you mean 'underlying_type'?
      getSwappedBytes(static_cast<std::underlying_type_t<T>>(C)));
                                  ~~~~~^~~~~~~~~~~~~~~~~
                                       underlying_type
/opt/rh/devtoolset-9/root/usr/lib/gcc/x86_64-redhat-linux/9/../../../../include/c++/9/type_traits:2149:12: note: 'underlying_type' declared here
    struct underlying_type
           ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:50:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:31:28: error: no template named 'remove_reference_t' in namespace 'std'; did you mean 'remove_reference'?
  using UnderlyingT = std::remove_reference_t<T>;
                      ~~~~~^~~~~~~~~~~~~~~~~~
                           remove_reference
/opt/rh/devtoolset-9/root/usr/lib/gcc/x86_64-redhat-linux/9/../../../../include/c++/9/type_traits:1456:12: note: 'remove_reference' declared here
    struct remove_reference
           ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:50:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:48:13: error: no member named 'enable_if_t' in namespace 'std'
    T, std::enable_if_t<std::is_pointer<T>::value>> {
       ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:48:51: error: expected unqualified-id
    T, std::enable_if_t<std::is_pointer<T>::value>> {
                                                  ^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:58:39: error: no member named 'enable_if_t' in namespace 'std'
struct add_const_past_pointer<T, std::enable_if_t<std::is_pointer<T>::value>> {
                                 ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:58:77: error: expected unqualified-id
struct add_const_past_pointer<T, std::enable_if_t<std::is_pointer<T>::value>> {
                                                                            ^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:68:40: error: no member named 'enable_if_t' in namespace 'std'
                                  std::enable_if_t<std::is_pointer<T>::value>> {
                                  ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:68:78: error: expected unqualified-id
                                  std::enable_if_t<std::is_pointer<T>::value>> {
                                                                             ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:104:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_integral_or_enum<T>::value, hash_code> hash_value(T value);
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:265:16: error: no matching constructor for initialization of 'llvm::hashing::detail::hash_state'
    hash_state state = {
               ^       ~
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit copy constructor) not viable: requires 1 argument, but 7 were provided
struct hash_state {
       ^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit move constructor) not viable: requires 1 argument, but 7 were provided
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit default constructor) not viable: requires 0 arguments, but 7 were provided
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:362:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_hashable_data<T>::value, T>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:370:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<!is_hashable_data<T>::value, size_t>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:444:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_hashable_data<ValueT>::value, hash_code>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:629:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_integral_or_enum<T>::value, hash_code> hash_value(T value) {
~~~~~^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:14:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/SmallVector.h:20:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/MathExtras.h:396:23: error: no template named 'enable_if_t' in namespace 'std'
constexpr inline std::enable_if_t<(N < 64), bool> isUInt(uint64_t X) {
                 ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/MathExtras.h:401:23: error: no template named 'enable_if_t' in namespace 'std'
constexpr inline std::enable_if_t<N >= 64, bool> isUInt(uint64_t X) {
                 ~~~~~^
fatal error: too many errors emitted, stopping now [-ferror-limit=]
20 errors generated.
[...]

Thanks for closing this. Unfortunately, the current version of LLVM is 11 (2020-10-12) and it still fails to build for me. Should I open a new bug?
[1/188] Building CXX object CMakeFiles/hobbes-test.dir/test/Convert.C.o
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:7:
../include/hobbes/lang/tylift.H:429:37: error: unused parameter 'tenv' [-Werror,-Wunused-parameter]
    static MonoTypePtr type(typedb& tenv) { return Prim::make("unit"); }
                                    ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
../include/hobbes/util/llvm.H:15:2: error: "I don't know how to use this version of LLVM"
#error "I don't know how to use this version of LLVM"
 ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:49:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/SwapByteOrder.h:152:13: error: no template named 'enable_if_t' in namespace 'std'
inline std::enable_if_t<std::is_enum<T>::value, T> getSwappedBytes(T C) {
       ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/SwapByteOrder.h:154:40: error: no template named 'underlying_type_t' in namespace 'std'; did you mean 'underlying_type'?
      getSwappedBytes(static_cast<std::underlying_type_t<T>>(C)));
                                  ~~~~~^~~~~~~~~~~~~~~~~
                                       underlying_type
/opt/rh/devtoolset-9/root/usr/lib/gcc/x86_64-redhat-linux/9/../../../../include/c++/9/type_traits:2149:12: note: 'underlying_type' declared here
    struct underlying_type
           ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:50:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:31:28: error: no template named 'remove_reference_t' in namespace 'std'; did you mean 'remove_reference'?
  using UnderlyingT = std::remove_reference_t<T>;
                      ~~~~~^~~~~~~~~~~~~~~~~~
                           remove_reference
/opt/rh/devtoolset-9/root/usr/lib/gcc/x86_64-redhat-linux/9/../../../../include/c++/9/type_traits:1456:12: note: 'remove_reference' declared here
    struct remove_reference
           ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:50:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:48:13: error: no member named 'enable_if_t' in namespace 'std'
    T, std::enable_if_t<std::is_pointer<T>::value>> {
       ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:48:51: error: expected unqualified-id
    T, std::enable_if_t<std::is_pointer<T>::value>> {
                                                  ^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:58:39: error: no member named 'enable_if_t' in namespace 'std'
struct add_const_past_pointer<T, std::enable_if_t<std::is_pointer<T>::value>> {
                                 ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:58:77: error: expected unqualified-id
struct add_const_past_pointer<T, std::enable_if_t<std::is_pointer<T>::value>> {
                                                                            ^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:68:40: error: no member named 'enable_if_t' in namespace 'std'
                                  std::enable_if_t<std::is_pointer<T>::value>> {
                                  ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/type_traits.h:68:78: error: expected unqualified-id
                                  std::enable_if_t<std::is_pointer<T>::value>> {
                                                                             ^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:12:
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:104:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_integral_or_enum<T>::value, hash_code> hash_value(T value);
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:265:16: error: no matching constructor for initialization of 'llvm::hashing::detail::hash_state'
    hash_state state = {
               ^       ~
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit copy constructor) not viable: requires 1 argument, but 7 were provided
struct hash_state {
       ^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit move constructor) not viable: requires 1 argument, but 7 were provided
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:258:8: note: candidate constructor (the implicit default constructor) not viable: requires 0 arguments, but 7 were provided
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:362:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_hashable_data<T>::value, T>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:370:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<!is_hashable_data<T>::value, size_t>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:444:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_hashable_data<ValueT>::value, hash_code>
~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/ADT/Hashing.h:629:6: error: no template named 'enable_if_t' in namespace 'std'
std::enable_if_t<is_integral_or_enum<T>::value, hash_code> hash_value(T value) {
~~~~~^
In file included from ../test/Compiler.C:1:
In file included from ../include/hobbes/hobbes.H:6:
In file included from ../include/hobbes/eval/cc.H:13:
In file included from ../include/hobbes/eval/jitcc.H:9:
In file included from ../include/hobbes/util/llvm.H:18:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/IR/DerivedTypes.h:20:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/ArrayRef.h:14:
In file included from /home/chaz/.local/local/clang+llvm/include/llvm/ADT/SmallVector.h:20:
/home/chaz/.local/local/clang+llvm/include/llvm/Support/MathExtras.h:396:23: error: no template named 'enable_if_t' in namespace 'std'
constexpr inline std::enable_if_t<(N < 64), bool> isUInt(uint64_t X) {
                 ~~~~~^
/home/chaz/.local/local/clang+llvm/include/llvm/Support/MathExtras.h:401:23: error: no template named 'enable_if_t' in namespace 'std'
constexpr inline std::enable_if_t<N >= 64, bool> isUInt(uint64_t X) {
                 ~~~~~^
fatal error: too many errors emitted, stopping now [-ferror-limit=]
20 errors generated.
[...]

Thanks for closing this. Unfortunately, the current version of LLVM is 11 (2020-10-12) and it still fails to build for me. Should I open a new bug?

The final PR addressing this issue is yet to be merged (#380). After this is merged, the officially supported versions will be the following:
└───packages
    ├───x86_64-darwin
    │   ├───hobbes-llvm-10: package 'hobbes-llvm-10-20210109.02dc46f'
    │   ├───hobbes-llvm-6: package 'hobbes-llvm-6-20210109.02dc46f'
    │   ├───hobbes-llvm-8: package 'hobbes-llvm-8-20210109.02dc46f'
    │   └───hobbes-llvm-9: package 'hobbes-llvm-9-20210109.02dc46f'
    └───x86_64-linux
        ├───hobbes-llvm-10: package 'hobbes-llvm-10-20210109.02dc46f'
        ├───hobbes-llvm-6: package 'hobbes-llvm-6-20210109.02dc46f'
        ├───hobbes-llvm-8: package 'hobbes-llvm-8-20210109.02dc46f'
        └───hobbes-llvm-9: package 'hobbes-llvm-9-20210109.02dc46f'

And yes, open a separate ticket for LLVM-11 support

Thanks for closing this. Unfortunately, the current version of LLVM is 11 (2020-10-12) and it still fails to build for me. Should I open a new bug?

The final PR addressing this issue is yet to be merged (#380). After this is merged, the officially supported versions will be the following:
└───packages
    ├───x86_64-darwin
    │   ├───hobbes-llvm-10: package 'hobbes-llvm-10-20210109.02dc46f'
    │   ├───hobbes-llvm-6: package 'hobbes-llvm-6-20210109.02dc46f'
    │   ├───hobbes-llvm-8: package 'hobbes-llvm-8-20210109.02dc46f'
    │   └───hobbes-llvm-9: package 'hobbes-llvm-9-20210109.02dc46f'
    └───x86_64-linux
        ├───hobbes-llvm-10: package 'hobbes-llvm-10-20210109.02dc46f'
        ├───hobbes-llvm-6: package 'hobbes-llvm-6-20210109.02dc46f'
        ├───hobbes-llvm-8: package 'hobbes-llvm-8-20210109.02dc46f'
        └───hobbes-llvm-9: package 'hobbes-llvm-9-20210109.02dc46f'

And yes, open a separate ticket for LLVM-11 support

authors: Chaz6 kthielen smunix snow-abstraction

repo: Morgan-Stanley/hobbes


text:
Create Question

Added form and basic validation to create questions.

I fixed the react rerendering problem. No added functionality.

I deleted the file and pushed it to my repo, do I need to do another pull
request?
On Sun, Sep 22, 2019, 7:33 PM MorganW09 notifications@github.com wrote:

@MorganW09 commented on this pull request.
In src/api/TinRoll.Api/Startup.cs
https://github.com/MorganW09/TinRoll/pull/32#discussion_r326928007:

@@ -29,14 +29,15 @@ public void ConfigureServices(IServiceCollection services)
{
services.AddMvc().SetCompatibilityVersion(CompatibilityVersion.Version_2_2);
services.AddDbContext(

           options => options.UseSqlServer("Server=(localdb)\\mssqllocaldb;Database=TinRollDb;Trusted_Connection=True;MultipleActiveResultSets=true"));

           options => options.UseSqlServer(@"Server=DESKTOP-P0PO0N5\MSSQLLOCALDB;Database=TinRollDb;Trusted_Connection=True;MultipleActiveResultSets=true"));

Just fyi, this will be moving to a configuration file soon. I'll let you
know the details whenever that changes.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/MorganW09/TinRoll/pull/32?email_source=notifications&email_token=AENGTMFG5ZJ6JO7P2SJSIK3QLAFGPA5CNFSM4IS7SIO2YY3PNVWWK3TUL52HS4DFWFIHK3DMKJSXC5LFON2FEZLWNFSXPKTDN5WW2ZLOORPWSZGOCFQIA6A#pullrequestreview-291537016,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AENGTMEBITS6FESQGKWA6E3QLAFGPANCNFSM4IS7SIOQ
.

No, as long as you push changes to the same branch that the PR was created from the PR will be updated. Now that I've merged in this PR it would be best if you resync your master branch with this dev branch.
I did what is called a squash merge, all 13 of your commits that you made on this branch got squashed into one commit in the TinRoll project. That helps keep the main branch cleaner.


text:
lg-ess-home Fehlermeldungen und Betriebszustand

lg-ess-home.0 Instanz ist V0.3.0
NPM: 10.8.2
Node.js: v20.17.0
js-controller 6.0.11
Betriebssystem Linux Debian
Ich betreibe einen Wechselrichter von LG inkl. Batterie.
Diese werte ich aus mittels Adapter lg-ess-home.
Heute ist die Verbindung vom Wechselrichter und Energiemeter zusammen gebrochen.
Schuld dafür war ein Stromausfall in der Fritzbox.
Die Verbindung wird per Netzwerk getunnelt, darum der Ausfall.
Jetzt würde ich gerne den Betriebszustand des ESS auswerten und so etwas melden.
z.B Batterie Zustand, Fehler vom Wechselrichter usw.
Hat das schon mal einer gemacht und wenn ja wo kann man das abfragen und wie sehen die Meldungen aus ?
Identifiziert habe ich :
lg-ess-home.0.user.essinfo.home.operation.status
lg-ess-home.0.user.essinfo.home.pcs_fault.pcs_op_status
lg-ess-home.0.user.essinfo.home.pcs_fault.pcs_status
Da müsste nach meiner Auffassung was auszuwerten sein.
Nur wo kann man das nachlesen was da wie und wann passiert?
Experimentieren möchte ich da sehr ungerne.

Was ist der Fehler am Adapter?

Hallo
Meine Frage zielt auf die Dokumentation des Adapters.
Ob das ein Fehler oder Fehlende Funktion oder Fehlerhafte Erwartungen sind seih mal dahin gestellt.
Um einen Bug im Adapter zu finden muss mal erst mal seine Funktion und Ausgaben wie Eingaben genau kennen.
Wenn man das so sehen möchte so ist das Fehlen (wenn es denn fehlt, möglicherweise habe ich es nur nicht gefunden) von Dokumentation ein Bug.
Aber das ist etwas weit hergeholt.
Zurück zu Thema, kannst du meine Frage beantworten ?

Hast Du einen Fehler in der App gesehen?
Der Adapter nutzt die App Schnittstelle.
Setzt die Daten welchen da kommen automatisch in Datenpunkte um.
Da kann je nach Software Version was hinzukommen oder auch raus fliegen.
=> Wenn Du in der App eine Anzeige hast, dann gibt das auch der Adapter her

authors: Morluktom Strommix


text:
Export no-order resulting order

No-order is both not performant and it also becomes confusing when the no-order blocks becomes sufficiently large.
While there are ways to untangle no-order blocks, most users won't bother unless it can be done programmatically.

For both this and the "No-order walking" issue I feel like it isn't addressing the real issue. To be fair I have been out of the game for quite some time so I might be out of the loop, but to me it seems like the main issue users want to solve with "Keep Walking", "No Order", and "Force" is to make it easier to create builds.
The "Ghost placing auto record" feature makes it easier, but lacks one crucial thing which means I had to use hours, sometime days, trying to optimize the ordering to squeeze every last tick out of it. Using "No Order" doesn't solve this issue as far as I know, given that it is only trying to do something instead of doing the optimal thing (constrained by the route chosen by the user). So here is what I would have wanted, maybe some of the current runners can help refine it. :)
The optimal walking route is as we have discussed a few times incredibly difficult to find, so that should be left for the user to decide. The optimal way of executing steps can though be optimized, given that there is a pretty defined order to what has most value to build, the character shouldn't stop walking, and if possible speed enhancing steps should be taken. With this in mind the logic could be something like this.

Every time a ghost building is reachable it is added to a list of reachable entities.
It is added if other steps are necessary to fulfill the build step e.g. add coal to a furnace, add materials for a recipe, etc.
The amount of ticks the building is reachable is tracked. The amount of ticks is reset if the character enters the collision of the building.
It is tracked when the character is stepping on belt and whether it is needed to do belt direction swap, so it can be placed as soon as it would benefit the character speed.

With this information I think it should be possible to calculate an optimal step order, which would be something like this:

Try to get all buildings placed without the character stopping. Place Power poles first, then place production buildings (miners, assemblers, boilers, steam engines, etc.), and then other buildings. There might be a better ordering.
Add speed enhancing steps if it would lower the total amount of ticks required to create the build - place belt and/or stone path, and speed enhancing trickery like those _zaspar is using.

on no order improvements (pasted from Discord):
Imagine we have a path P (formally, a set of position-tick pairs) through the Factorio world and a set B of things we would like to construct while walking that path. Assume we have all the items we need already for simplicity. Consider a bipartite graph G where one vertice set is P and the other one is B. Draw an edge between a building and a tick if we can construct that building in that tick (i. e. it is in range, it's not in the way of our future movements etc.). Then the question of whether we can construct every building while walking the path is a question of whether there's a perfect (perfect for B, not necessarily for the whole graph) matching of vertices in that bipartite graph. One can answer that question in polynomial time using, for example, Kuhn's (https://d-k-ivanov.github.io/docs/Algorithms/Graph Algorithms/Maximum Bipartite Matching (Kuhn's Algorithm)/) algorithm.

Interesting - that could be one way of fomulating the solution. I will though leave the implementation details to the implementer. 😅

Honestly, i am not going to implement such complicated solution without partial goals that are individually useful. Further, i do not see this type of solution fitting neatly into any of the tools available. A separate Factorio mod is likely a better fit.

Understandable. It will for sure take time to develop. It would most likely make sense to make it into a mod of its own where it is build on top of the step recorder.
It is your time, just wanted to give my 2 cents on what I think is a broader issue with the current state of TAS development. The builder uses way too much time fiddling with tick timings instead of actual progress.

I have developed most of the infrastructure for this issue. So this thread will close in a few days, which means that the information that isn't strictly related to the issue should be migrated to it's own thread.

authors: MortenTobiasNielsen TragmatiS theis999


text:
feat: output with a non-zero output code in case of a dependency resolution error

https://github.com/MousaZeidBaker/poetryup/pull/60#issuecomment-1212877999

Why not just use the check=True argument in subprocess.run instead of wrapping it in a method and then raising our own error?

If you just pass check=True, then in addition to the error of poerty itself, stacktrace from poetryup will get into stderr, which makes no sense in itself and only complicates the analysis of what happened, because the user needs to understand where the error really happened.
I used cat as a standard way of terminating on errors for the typer https://typer.tiangolo.com/tutorial/terminating/#exit-with-an-error

Wouldn't it be handy in some cases to know exactly where an error occur? Especially since we run multiple sub process.
Also we could simply catch the error here. pyproject.py isn't aware (and shouldn't) of typer, all its logic is located in main.py so it's nice to keep it there.
Example
try:
    pyproject.update_dependencies(latest, without_constraint, name, group)
except subprocess.CalledProcessError as e:
    logging.debug(f"Error: {e.stderr}")
    typer.Exit(e.returncode)

In this case main.py will know what's going on inside pyproject.py. I added PoetryError to prevent abstractions from leaking.
The stderr is already printed for processes running through subprocess.run, so there's not much point in duplicating it.

Sorry for the late reply, I've been on vacation.
Made some refactoring to the code where we run commands.

authors: MousaZeidBaker ermakov-oleg

repo: MousaZeidBaker/poetryup


text:
Improve visibility of missing resource / asset scenarios

When the game launches it may be missing some references, like misconfigured icons . Usually this gets logged, but that's easy to miss. In-game missing icons in inventories get rendered with a ? so you know something's wrong. With #1400 we no longer crash on rendering a held object with a missing icon, but it is less visible.
I wonder what we can do to highlight both that situation (render an actual held ? just like in the inventory?) and missing resources in general. Over time we've often had startup log entries reporting issues for weeks or months at a time, but they're so easy to ignore.
Maybe we can gather up such reports during runtime and offer the user a clear indication something isn't perfect. How about keeping a registry of unique errors and show a little red ! somewhere in the main menu that the user can click to review and either report or dismiss the errors? IntelliJ does something similar itself (little event log button in the lower right corner).
This sounds like it could be a perfect new feature for the CrashReporter. Could even hold some GSOC potential - getting close to that time of the year again :-)
Related:  #2577
Edit: This could perhaps also relate to the general concept of receiving automated or semi-automated reports and metrics from clients (opt-in to send specs etc to help the project)

Slight addendum / clarification: this is meant to be a sort of code analytic like style checking or even unit testing. At build time we'd want to run a validation that all JSON is cleanly formatted, for instance, and if possible scan the config and actually confirm that assets exist. I'm not sure if that's always possible but it would probably require the same kind of minimal environment established as unit testing does, quite possibly even reported as one or more unit tests (so it'll set builds unstable in Jenkins)
During runtime maybe when a critical missing asset like this is encountered it should be logged better and any crash from badly formatted JSON probably could be caught. If you try to create a new world and it crashes during initial loading the player could be dumped back at the "Create World" menu with an error about poorly configured assets in the chosen module set. Possibly a similar process could later help handle conflicts between modules.
With the added emphasis of unit testing and other analytics (see for instance the TWOVANA thread in the forum) I'm also linking this to #135 (ancient request for better doc / tutorial to prepare unit tests and such)
This topic is pretty wide open for interpretation of how a proposal to address it for GSOC could be written, but also possibly a bit difficult to nail down unless you're already well-versed in unit testing, code analytics, JSON validation, and error handling.

Another big possibility: Checking for UI fields and translation strings. For instance see #2207 for a recent issue where at some point the translation strings and fields being used in the UI diverged somehow. It should be possible to automatically detect that somehow.
Over time our translation files also tend to get messy where new keys are added in new language files but not always or inconsistently in existing language files.

Update for GSOC 2017 idea entry: Goal here vs #2765 is improving the quality/detail of issues encountered, proactively if possible (better scanning of misconfigured stuff before actually encountering it)
The change to the launcher in https://github.com/MovingBlocks/TerasologyLauncher/pull/392 to also apply in the engine as an improvement would be done via #2765 but be hugely helpful for this issue (better visibility at runtime)

repo: MovingBlocks/Terasology


text:
Investigate and enhance in-game module downloader, keeping extra attention on jar files in the modules directory

This issue is serving as both a store for potential things we could do in the short, mid, or longer term, that possibly new contributors could even help with (validate, experiment, develop), as well as a general reminder of some notable things in the area that'll probably clear up somewhat over time. We may eventually want to close this out after partial work has completed, possibly splitting out clear defined pieces for later work.
With #4343 we "lose" the ability at development time to use jar files from modules/  in favor of having Gradle resolve binary dependencies and load them onto the classpath from the Gradle cache directory instead.
Running the game from an actual game zip should still work the same - load jar files from the modules dir. You can also simply use groovyw module recurse x to get everything as source and you should get the source dir to take precedence over any jars in the Gradle cache.
However, in at least one case there's a thing that relies on jar files being placed in modules/ - the in-game module downloader, which can be used to fetch jar files at runtime, which will then sit around in your modules dir possibly looking confusing, if they're not actually being used. The module downloader also seems to be rarely used, and could probably use some validation and fixes.
Here are some possible things that could be done on this topic - a mix of dev workspace or game zip contexts

[ ] Validation: Check on the module downloader and see if it actually works from a game zip (start a server from one dir, connect from a client in another dir with a module jar missing, does it download correctly and work?), possibly in a state before #4343
[ ] Feature: Find a new way to support jar file modules at run-time for a dev workspace?
[ ] Feature: Do not try to actually update to a newer version of the engine jar ... that's not really hot swappable, but can trigger if for instance you're trying to connect to a server running a release version yet you've got the next dev version which probably should still work even at a slightly newer engine version
[ ] Feature: Better react when a module is added at runtime. At present for instance key mappings are not re-initialized so any unique key bindings from a new module are missing until the next game restart
[ ] Validate: Check that a source module directory does actually win in precedence over a jar - either one in the Gradle cache or even one from modules/ if support is re-added to use from there at runtime (from a dev workspace)
[ ] Feature: Allow the distribution of a module from a developer workspace - at present this doesn't work as you can't transfer a source module to another user connecting to your running server. Not sure if it would work using a module jar from the build dir somehow?
[ ] Validate: Really perhaps more a part of #4343 but it would be nice to be sure we have good game logging or alternatives (like gradlew dependencies) that makes it clear which exact module code is being loaded from where

Related: #2381

Some clarification:
#4343 adds more gradle involvement in resolving module dependencies, and along with that makes sure they get on the runtime classpath when we do gradlew game or run from the IDE. Any run-time module-scanning code that is done by the engine or gestalt is still as it was.
It's being flagged here for concern because if gradle provides one version of a module and the in-game downloader puts something else in modules/, we are not clear on which one will be used in practice.
If I thought that was an easy question to answer, I'd go look it up right now to remove the confusion. But I'm afraid there are probably several places where the game does module-stuff and that's enough for me to want to table the question for later.
e.g. when the process first starts, when you go to create a new game with the Advanced Game Setup, when entering that game, and is it different for single-player vs connecting to a remote server?
I suggested this is also a thing that will be more productive to work on when we have the current version of gradle-module available (i.e. #4144).

Some clarification:
#4343 adds more gradle involvement in resolving module dependencies, and along with that makes sure they get on the runtime classpath when we do gradlew game or run from the IDE. Any run-time module-scanning code that is done by the engine or gestalt is still as it was.
It's being flagged here for concern because if gradle provides one version of a module and the in-game downloader puts something else in modules/, we are not clear on which one will be used in practice.
If I thought that was an easy question to answer, I'd go look it up right now to remove the confusion. But I'm afraid there are probably several places where the game does module-stuff and that's enough for me to want to table the question for later.
e.g. when the process first starts, when you go to create a new game with the Advanced Game Setup, when entering that game, and is it different for single-player vs connecting to a remote server?
I suggested this is also a thing that will be more productive to work on when we have the current version of gradle-module available (i.e. #4144).

Validate: Really perhaps more a part of #4343 but it would be nice to be sure we have good game logging or alternatives (like gradlew dependencies) that makes it clear which exact module code is being loaded from where

When Terasology starts, I'm seeing log messages at INFO level from

org.terasology.engine.module.ModuleManagerImpl [engine]
org.terasology.module.ModulePathScanner [gestalt-module]

and in the case of some conflicts, ERROR-level messages from

org.terasology.module.TableModuleRegistry [gestalt-module]

(these are gestalt v5 paths, subject to change when we upgrade gestalt)
and then later, when we switch to the Game state, at INFO level from

org.terasology.engine.modes.loadProcess.RegisterMods [engine]

It looks to me like all of these messages include the module version, but most of them don't include its location, so if you have e.g. a local build version 1.0.1-SNAPSHOT and a jar of the same SNAPSHOT version from the repository, there might not be enough information to tell which is which.

Validate: Really perhaps more a part of #4343 but it would be nice to be sure we have good game logging or alternatives (like gradlew dependencies) that makes it clear which exact module code is being loaded from where

When Terasology starts, I'm seeing log messages at INFO level from

org.terasology.engine.module.ModuleManagerImpl [engine]
org.terasology.module.ModulePathScanner [gestalt-module]

and in the case of some conflicts, ERROR-level messages from

org.terasology.module.TableModuleRegistry [gestalt-module]

(these are gestalt v5 paths, subject to change when we upgrade gestalt)
and then later, when we switch to the Game state, at INFO level from

org.terasology.engine.modes.loadProcess.RegisterMods [engine]

It looks to me like all of these messages include the module version, but most of them don't include its location, so if you have e.g. a local build version 1.0.1-SNAPSHOT and a jar of the same SNAPSHOT version from the repository, there might not be enough information to tell which is which.

Now that we're using v7 of gestalt-module (thanks to #4622), this would be a good topic to revisit.

 Module downloading.

FYI: There was a RemoteModule class that was lost in transition. https://github.com/MovingBlocks/Terasology/pull/4622/#discussion_r619557280

authors: Cervator keturn


text:
Fix for #1777

Fix for #1777

Updated gradle build to use reflections-0.9.9 and the new dom4j dependency
Tweaks to engine cacheReflections because it randomly started thinking it was always up-to-date on me.
Core and CoreSampleGamePlay also updated to use the new reflections, this will need to be pushed out to other modules and possibly improved in structure.

Refer to this link for build results (access rights to CI server needed):
http://jenkins.terasology.org/job/TerasologyPRs/156/
Hooray Jenkins reported success with all tests good!

Awesome! I had this one on my TODO-List for today. Tests out fine on my machine. WorldViewer works again, too.

Excellent. Thank you for taking the time to figure this out :-)
The modules should be fine, since they build the same way (and with the same build.gradle) as Core. Might need to wait for some to get rebuilt, but TTA for instance works fine via binary now (at least the very basics)

authors: Cervator GooeyHub immortius msteiger


text:
Add friction and restitution to block definitions

Contains
Fixes thrown blocks that slide and never come to rest
How to test
Throw a block with horizontal velocity on to the ground
Known Issues

Restitution doesnt quite seem to act the way I would have expected.  There is something funky going on with rotational energy that I cant quite put a finger on.  You can see with a rubber pickup item bouncing on a rubber block that it seems to gain energy and then never get to a rest state.
Friction is still highly untested in how modifying the value affects the result.  The main win here is that it does apply some friction so that objects dont slide for forever.

Hooray Jenkins reported success with all tests good!

Thanks! I played with this locally for a bit. Realized rubber didn't have a unique texture so I gave it one real quick roughly approximated to natural rubber (latex) but with a bit of impurities and a hint of yellow/orange/brown. Hopefully it looks decent! :D
I also noticed rubber alone doesn't throw very far as it was set to the same mass as stone, so I dropped it down to where you can throw it around more. Checked on ice and such too. Very nice now!
Interesting how much more a difference it makes to be dropping stuff on rubber blocks (try rubber dropped on rubber) rather than dropping rubber on other stuff.

authors: Cervator GooeyHub Josharias


text:
Setting presented date makes today's date fade out and fade in presented date

I'm getting a strange behaviour when I'm presenting the calendar, I want it to right away only display the selected date and not some other date (like todays date as it is now).

.

authors: bjaskj patchthecode

repo: Mozharovsky/CVCalendar


text:
HP Chromebook 13 G1: Script does nothing

Greetings friends,
Part of my job is to wipe Chromebooks using these scripts. However with this particular model I am having some trouble.
https://github.com/MrChromebox/scripts/assets/25714534/d5389ba9-5f90-40d0-9987-035997a4ded3
^as you can see when I try to install legacy firmware the script doesn't do anything and doesn't even give an error. Lamentably I'm not to familiar with the debugging options for these scripts. But I'd needed I can provide more system information.
Any idea as to what might be causing this to occur?

You haven't disabled WP(write-protect).
-- The quality of your thoughts will determine the quality of your life.
On Wednesday, October 25, 2023 at 02:52:07 PM MST, Martin ***@***.***> wrote:

Greetings friends,
Part of my job is to wipe Chromebooks using these scripts. However with this particular model I am having some trouble.
https://github.com/MrChromebox/scripts/assets/25714534/d5389ba9-5f90-40d0-9987-035997a4ded3
^as you can see when I try to install legacy firmware the script doesn't do anything and doesn't even give an error. Lamentably I'm not to familiar with the debugging options for these scripts. But I'd needed I can provide more system information.
Any idea as to what might be causing this to occur?
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you are subscribed to this thread.Message ID: @.***>

RW_LEGACY firmware is not supported for EOL devices; your terminal colors are causing the disabled/gray text to show up as white apparently.
Installing RW_LEGACY firmware doesn't have anything to do with wiping the device, so I'm curious what you are actually trying to do?

I gotcha, I didn't know that these were EOL. Looks like I'll have to try another way then.
You're right, I'm just using the firmware to boot a USB to wipe it. I could have been more clear about that

You're right, I'm just using the firmware to boot a USB to wipe it. I could have been more clear about that

and then what? A ChromeOS recovery USB will wipe it as well you know

Yes, the USB image that the company uses also collects system information and uploads it to a server so that the Chromebook can be inventoried

I see. Is ChromeOS kept on the device or is Linux/Windows installed?

closing due to inactivity / lack of reply

authors: MartinPlusPlus MrChromebox ferrellsl

repo: MrChromebox/scripts

license: Unlicense


text:
Battery will not charge after flashing C302C

Hi, I've been able to flash and successfully installed a couple different OSes, but the power indicator flashes alternately amber and yellow, and the battery never takes a charge. I installed the complete UEFI coreboot, since this model is end-of-lifed.
I have tried some reset Vulcan nerve pinches such as holding "reload" (F3) while powering on, or holding the power button and volume-up, to no avail. I have also disconnected and reconnected the battery.
Assuming the ROM over-write may have made the usual key/button combos in accessible, is there another way to get that reset to happen?

power indicator flashes alternately amber and yellow

does the device boot without external power? If not, that may be an indicator that the internal battery has not been properly reconnected.

I have tried some reset Vulcan nerve pinches such as holding "reload" (F3) while powering on, or holding the power button and volume-up, to no avail. I have also disconnected and reconnected the battery.

Refresh+Power is an EC reset (aka a hard reset).
I't possible the EC firmware update did not succeed, and so the EC is running the very old RO firmware (vs RW). Can you boot Linux and pull a cbmem log?
see: https://chrultrabook.github.io/docs/docs/debugging.html#firmware

authors: MrChromebox tquid


text:
Starbase phishing

Domain: starbase.tech
Real domain: starbase.co

See https://github.com/409H/EtherAddressLookup/commit/48fb44454766c5e2704a657076a4d5e914c0957c

@MrLuit pls can you add monetha-crowdsale.com to the blacklist also. Hosted on the same IP.
https://github.com/409H/EtherAddressLookup/commit/6faa17e92891c823e02933f84f9a5d3f2658ac04

repo: MrLuit/EtherScamDB


text:
問使用者「這個訊息有解答到你嗎」

「有」—— do nothing
「沒有，我要回報流言」—— 牛頭不對馬嘴時讓使用者建立新 rumor（ #2 還沒做好的話，就寫進 airttable）

現在是只要沒找到東西就會寫進 airtable
我覺得如果使用者回傳「這個結果沒幫助」
不如直接 throw error 讓 newrelic 來接。

現在是把結果寫進 https://airtable.com/shrR2JffjvsWI4gPs

repo: MrOrz/rumors-api


text:
Cannot get spaces, spaceKey values issue

Hi there, trying to get multiple spaces from Confluence however it seems there is an issue.
Here is the code that I use to get my spaces:
await client.space.getSpaces({ spaceKey: ['KEY1', 'KEY2'] })

The documentation said:

Returns information about a number of spaces.
Example request URI(s):
http://example.com/rest/api/space?spaceKey=TST&spaceKey=ds

However the generated URL is: https://example.atlassian.net/wiki/rest/api/space?spaceKey=KEY1,KEY2
Instead of: https://example.atlassian.net/wiki/rest/api/space?spaceKey=KEY1&spaceKey=KEY2

Hi @emulienfou. Thank you for report. Yeah it's definitely a bug

Issue still here :(

@emulienfou please check v1.3.1

@MrRefactoring v1.3.1 fix the issue, I was able to make it work with single and multiple spaceKey values.
Thanks for the quick fix

Thanks for you contribution!

authors: MrRefactoring emulienfou


text:
Mobs affected by daylight do not burn in other worlds than 'world'.

When creating a new world with multiversecore2 mobs like zombies, skeletons and phantoms do not burn when it is daytime. They do burn in 'world'.
[13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Multiverse-Core Version: 4.1.0-b775 [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Bukkit Version: git-Spigot-f39a89e-4633e6c (MC: 1.15) [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Loaded Worlds: [{"MVWorld@915883491":{"Gen":null,"Type":"NORMAL","Env":"NORMAL","Name":"world2"}}, {"MVWorld@422758514":{"Gen":null,"Type":"NORMAL","Env":"NORMAL","Name":"world"}}, {"MVWorld@735618847":{"Gen":null,"Type":"NORMAL","Env":"THE_END","Name":"world_the_end"}}, {"MVWorld@1037121751":{"Gen":null,"Type":"NORMAL","Env":"NETHER","Name":"world_nether"}}] [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Multiverse Plugins Loaded: 0 [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Economy being used: Simple Item Economy [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Permissions Plugin: Bukkit Permissions (SuperPerms) [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Dumping Config Values: (version 2.9) [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  messagecooldown: 5000 [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  teleportcooldown: 1000 [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  worldnameprefix: true [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  worldnameprefixFormat: [%world%]%chat% [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  enforceaccess: false [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  displaypermerrors: true [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  teleportintercept: true [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  firstspawnoverride: true [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  firstspawnworld: world [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core]  debug: 0 [13:09:52] [Server thread/INFO]: [Multiverse-Core] [Multiverse-Core] Special Code: FRN002

Thank you, I thought it was only me. Can confirm this bug.

Hi I am also getting this bug as well. More interestingly though, the world that I had created prior to installing multiverse and Bukkit 1.15, mobs were still burning in broad daylight normally.

Morning. I thought I would just add to this with an odd occurrence happening to me on Paper 1.15.
I noticed after the switch from Paper 1.14 that sleeping in a bed to advance to morning no longer caused Phantoms to burn and despawn in the sun. I'm in a well lit area otherwise and so it hadn't occurred to me that this might also affect nearby skeletons or zombies as I don't usually have any.
The moment that I remove MV the problem goes away and then when I put it back it reoccurs.

The mobs not burning etc, relates to level-name in server.properties. If you change from "world" to other worldname that you may have, then you'll see that mobs do burn with MV-Core loaded.
Doesn't help if you have multiple overworlds on the same server instance. But could be a temp fix for some.

Updated to latest paper1.15 #25 and reverted my settings in server.properties, and now mobs are burning in daylight. Also sleeping in beds during the day has been fixed. So with MV-Core on build 777 and latest paper, issue is resolved for me. Others may want to test...

Can confirm I just ran a test myself on Paper 1.15.1 and it appears that mobs are now burning without issue.

authors: Cyfurion NeverGrowUp fakedavidgray j03ri seanryanchan

repo: Multiverse/Multiverse-Core


text:
Pairing the Overworld with Nether and End

So i have an issue with nether portals and probably end too, lets say we have an overworld called Survival, you create a portal but instead of teleporting you to Survival_Nether it teleports you to world_nether, how can i change teleporting destinations or basically world pairs?

Do you have multiverse-netherportals installed? also ppl really need to follow the issue template....

Is it compatible with 1.16.1? is have installed it but no folder got created

Post the issue at the correct gihub repo https://github.com/Multiverse/Multiverse-NetherPortals/issues and follow the issue template thanks.