text:
Deprecation of the <encoding-selector-status> and <grammar-selector-status> elements

The Atom team is in the process of deprecating the usage of custom elements in core. This is a breaking change and we have noticed this package may be affected by it (atom/encoding-selector#38, atom/grammar-selector#35). To prevent breakage, we recommend using those elements via their class names (.encoding-status and .grammar-status) instead of via the element name.
Thanks! 🙇
/cc: @Cirex

We realized we can keep creating elements with a custom name in core without the need to register them during startup, so this package shouldn't be affected anymore by the aforementioned pull requests. Sorry for the noise!

repo: Cirex/atom-metro-ui


text:
etcd/k8s fail to recover after reboot

Ansible version (ansible --version): 1.9.6
Python version (python --version): 2.7.5
Git commit hash or branch: master
Cloud Environment: bare-metal
Terraform version (terraform version): none

Hi!. there.
I am wondering what the exact recovering procedure for mantl services after reboot or shutdown.
after mantl's all nodes was shutdown and booting them, did not recover (some docker containers no running or no exist).
the only way is re-install mantl???

@angry-tony What problems are you seeing? What services are down? Can you manually restart the containers? What do their logs say?
Take a look at the leader election playbook in playbooks/ if Consul can't elect a leader.

after shutdown and reboot nodes, i ran the command below.
'''
ALL CONTROLLER NODES ]# systemctl restart docker
ALL CONTROLLER NODES ]# docker restart FAILED-Container-NAME
]# ansible-playbook -u hoho -i ./inventory -e provider=bare-metal -e consul_dc=dc1 -e @security.yml playbooks/force-leader-election.yml
'''
here is error logs
'''
[root@control-01 ~]# tailf /var/log/messages
Jul 13 06:56:35 control-01 journal: I0713 06:56:35.852239       1 consul.go:241] Storage Error: , key: registry/minions/control-01
Jul 13 06:56:38 control-01 journal: I0713 06:56:38.680935       1 podmaster.go:82] key already exists, the master is 172.16.0.22, sleeping.
Jul 13 06:56:38 control-01 journal: I0713 06:56:38.848077       1 podmaster.go:82] key already exists, the master is 172.16.0.22, sleeping.
Jul 13 06:56:41 control-01 journal: W0713 06:56:41.433365       1 controller.go:312] Resetting endpoints for master service "kubernetes" to kind:"" apiVersion:""
Jul 13 06:56:41 control-01 journal: I0713 06:56:41.439832       1 consul.go:241] Storage Error: , key: registry/services/endpoints/default/kubernetes
[root@control-02 ~]# tailf /var/log/messages
Jul 13 06:55:51 control-02 consul: 2016/07/13 06:55:51 [WARN] agent: Check 'distributive-mantlui-checks' is now warning
Jul 13 06:56:01 control-02 journal: I0713 06:56:01.214092       1 consul.go:241] Storage Error: , key: registry/minions/control-02
Jul 13 06:56:02 control-02 journal: I0713 06:56:02.765599       1 podmaster.go:73] key already exists, we are the master (172.16.0.22)
Jul 13 06:56:03 control-02 journal: I0713 06:56:03.972792       1 podmaster.go:73] key already exists, we are the master (172.16.0.22)
Jul 13 06:56:04 control-02 journal: I0713 06:56:04.395432       1 consul.go:241] Storage Error: , key: registry/minions/kubernetesworker-01
Jul 13 06:56:05 control-02 journal: W0713 06:56:05.821696       1 controller.go:312] Resetting endpoints for master service "kubernetes" to kind:"" apiVersion:""
Jul 13 06:56:05 control-02 journal: I0713 06:56:05.838683       1 consul.go:241] Storage Error: , key: registry/services/endpoints/default/kubernetes
Jul 13 06:56:07 control-02 journal: I0713 06:56:07.766565       1 podmaster.go:73] key already exists, we are the master (172.16.0.22)
Jul 13 06:56:08 control-02 journal: I0713 06:56:08.973626       1 podmaster.go:73] key already exists, we are the master (172.16.0.22)
Jul 13 06:56:10 control-02 journal: I0713 06:56:10.655002       1 consul.go:241] Storage Error: , key: registry/events/kube-system/kube-dns-v8-0dmwf.1460c79dd135f109
Jul 13 06:56:10 control-02 journal: I0713 06:56:10.660696       1 consul.go:241] Storage Error: , key: registry/pods/kube-system/kube-dns-v8-0dmwf
Jul 13 06:56:10 control-02 journal: I0713 06:56:10.686842       1 consul.go:241] Storage Error: , key: registry/events/kube-system/kube-dns-v8-0dmwf.1460c73716440335
Jul 13 06:56:11 control-02 journal: I0713 06:56:11.232444       1 consul.go:241] Storage Error: , key: registry/minions/control-02
[root@control-03 ~]# tailf /var/log/messages
Jul 13 06:56:35 control-03 journal: I0713 06:56:35.852239       1 consul.go:241] Storage Error: , key: registry/minions/control-03
Jul 13 06:56:38 control-03 journal: I0713 06:56:38.680935       1 podmaster.go:82] key already exists, the master is 172.16.0.22, sleeping.
Jul 13 06:56:38 control-03 journal: I0713 06:56:38.848077       1 podmaster.go:82] key already exists, the master is 172.16.0.22, sleeping.
Jul 13 06:56:41 control-03 journal: W0713 06:56:41.433365       1 controller.go:312] Resetting endpoints for master service "kubernetes" to kind:"" apiVersion:""
Jul 13 06:56:41 control-03 journal: I0713 06:56:41.439832       1 consul.go:241] Storage Error: , key: registry/services/endpoints/default/kubernetes
'''
there is no data
'''
[root@control-03 ~]# etcdctl ls --recursive /registry/minions
Error:  100: Key not found (/registry) [13308]
[root@control-03 ~]# etcdctl ls --recursive registry/minions/control-03
Error:  100: Key not found (/registry) [13334]
'''
kubelet log.txt

@angry-tony You might want to try our playbook for destroying and recreating etcd (in playbooks/) if you don't have any data you need to recover. This might be related to #737

@siddharthist
Its same.. no changes..
Run cli.
ansible-playbook -u hoho -i ./inventory -e provider=bare-metal -e consul_dc=dc1 -e etcd_data_dir=/var/lib/etcd -e @security.yml playbooks/recreate-etcd-cluster.yml

@angry-tony Can you post the logs for Docker, K8s, and etcd?
sudo journalctl -u <component>

@angry-tony Can you post the logs for Docker, K8s, and etcd?
sudo journalctl -u <component>

@siddharthist Here is the logs.
etcd.txt
kubelet.txt
docker.txt

@angry-tony I don't know how to contact that person. Shipped and Mantl are separate projects.
Can you post the logs as gists instead?

@siddharthist I already posted the logs...
etcd.txt is the log "journalctl -u etcd"
kubelet.txt is the log "journalctl -u kubelet"
docker.txt is the log "journalctl -u docker"

@angry-tony I see that, I'm asking if you could please post them so that they are readable online? It's easier and faster for everyone reading your logs if they don't have to download them :-)

ah.. I see...
the gists is below..
the logs show me there is no registry directory "Storage Error: , key: registry registry/*"
[root@control-01 ~]# etcdctl ls --recursive registry/minions/control-01
Error:  100: Key not found (/registry) [10421]

[root@control-01 ~]# etcdctl ls --recursive registry/services/endpoints/default/kubernetes
Error:  100: Key not found (/registry) [10434]

@angry-tony Hey there, I just merged in #1815, which fixes the bug with rebooting the cluster. Could you confirm that patch solves your problem? Thanks

source: gharchive/issue

authors: angry-tony sehqlr siddharthist

repo: CiscoCloud/mantl

license_type: permissive

license_source: bigquery


text:
New objects management

Service Object
Time range objects and option of time range object in the access rule
DHCP Server / DHCP Relay / DHCP Relay Global Settings
NTP Server
Backup

Added NAT, Failover, and Licensing support

source: gharchive/pull-request

repo: CiscoDevNet/go-ciscoasa

license_source: github-api


text:
UHF-8981: Added test version for the SUUNTE chat.

UHF-8981

TietoEvry needs the suunte chat test version on the site for some authentication testing.
What was done

Added new option for the chat leijuke and test assets for the suunte chat.

How to install

Make sure your instance is up and running on latest dev branch.

git pull origin dev
make fresh

Update the Helfi Platform config

composer require drupal/helfi_platform_config:dev-UHF-8981_genesys-suunte-test

Run make drush-cr

How to test

[ ] Add the Chat leijuke -block to any page and choose the Genesys SUUNTE TEST option for it.
[ ] Test that the chat loads and opens when clicked. Some testing text should appear.
[ ] Check that code follows our standards

Codecov Report

Merging #591 (e68afa1) into main (af36011) will decrease coverage by 0.13%.
The diff coverage is 0.00%.

:exclamation: Current head e68afa1 differs from pull request most recent head 401cc8e. Consider uploading reports for the commit 401cc8e to get more accurate results

@@             Coverage Diff              @@
##               main     #591      +/-   ##
============================================
- Coverage     12.74%   12.62%   -0.13%
- Complexity      236      237       +1
============================================
  Files            30       31       +1
  Lines           902      911       +9
============================================
  Hits            115      115
- Misses          787      796       +9

Files Changed
Coverage Δ

...ontroller/GenesysAuthRedirectControllerTesting.php
0.00% <0.00%> (ø)

src/Plugin/Block/ChatLeijuke.php
0.00% <0.00%> (ø)

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more

Closed in favor for doing this only in one instance.

authors: codecov-commenter dire

license: MIT


text:
Pp 297 voting results

Ticket: https://helsinkisolutionoffice.atlassian.net/browse/PP-297
How to test
Checkout branch and run drush cr and find a decision with votes i.ex. https://helsinki-paatokset.docker.so/fi/asia/hel-2021-002856/3e4074e1-8b43-4abf-a61a-d4d672b7c5c3
There should be a new accordion that contains the vote results and presents them first by amount of different votes and then by political group. Check that the data seems correct and check the code as well. Check that the accordion isn't visible is there aren't any votes.
Could the php be shortened somehow? Now there's a lot of the same rows for the different votes.

Refactored the vote rendering function and moved it case service, now it should work when opening cases and selecting decisions from the dropdown. @lonkaanna can you confirm that this is working as intended?

authors: juho-lehmonen lonkaanna

repo: City-of-Helsinki/helsinki-paatokset


text:
Add support for condensing mobs and merge all portal-spawned mobs into a single type.

Added support for Mob Condensing, where spawns of a mob are reduced by a factor, but items dropped by that type of mob are increased by the same factor.
Stopped spawning Wither Skeletons and Ghasts from Nether Portals to replace them with Zombified Piglin variants.
Wither Skeletons will now be Zombie Piglins wearing a Wither Skull as a hat, and Ghasts will be Zombie Piglins holding a Ghast Tear in their offhand.
There should be no changes to game balance, aside from a reduction in mob counts.
PortalSpawnModifer requires no config changes.
Mob Condenser requires a config in the following format:
MobCondenser:
enabled: true
mobSpawnModifiers:
ZOMBIFIED_PIGLIN: 0.10
The mobSpawnModifiers controls the entity type, and the new spawn rate, so in the above example Zombified Piglins will spawn 10x less, but drop 10x the items.

How does this handle a donkey with a chest attached with an inventory full of diamond blocks?

How does this handle a donkey with a chest attached with an inventory full of diamond blocks?

Probably how you'd expect it to. Not sure why you'd want to condense a donkey though

How does this handle a donkey with a chest attached with an inventory full of diamond blocks?

a tale as old as time

I don't understand why wither skeletons need to be zombie piglins now?

I don't understand why wither skeletons need to be zombie piglins now?

mainly to be able to use piglin AI for farms

Just had another thought with this, wither skeles and pigmen can swap swords with players stuff right, so this could also multiple those drops

Just had another thought with this, wither skeles and pigmen can swap swords with players stuff right, so this could also multiple those drops

Piglin item pickup is disabled, which should stop that.

Instead of held items, shouldn't this use something like PersistantDataContainers or NBT tags? Using PDCs or NBTs would completely prevent the possibility of dupe bugs.

Where/ how does the material whitelist get set/added? Is it an additional config entry?

Where/ how does the material whitelist get set/added? Is it an additional config entry?

Yes, here’s an example config:
MobCondenser:
enabled: true
mobSpawnModifiers:
ZOMBIFIED_PIGLIN: 0.10
ZOMBIE: 0.50
materialModificationWhitelist:
- GHAST_TEAR
- WITHER_SKELETON_SKULL
- GUNPOWDER
- BONE
- COAL
- ROTTEN_FLESH
- GOLD_NUGGET
PortalSpawnModifier:
enabled: true
pigManChance: 0.15
ghastChance: 0.01
witherSkeletonChance: 0.05
witherHeadDropChance: 0.04

It's kind of a moot point now that it's merged, but I think that this PR will cause issues in the future that will lead to duping. Even though we have proved that it is impossible to dupe using this feature in the present, the civ codebase will change. I think that problems will especially arise in the mid-far future when we update to a new version of minecraft. We won't look at this code in context of the future changes, and it will break.
If this code breaks, it causes dupe bugs. If I was in charge of reviewing, I would have not merged this PR. We should be very careful when writing code that generates multiplied items, and this code is not very careful. As I stated above, this code should be using something unaccessable to the players, such as PersistantDataContainers or NBT tags.

It's kind of a moot point now that it's merged, but I think that this PR will cause issues in the future that will lead to duping. Even though we have proved that it is impossible to dupe using this feature in the present, the civ codebase will change. I think that problems will especially arise in the mid-far future when we update to a new version of minecraft. We won't look at this code in context of the future changes, and it will break.
If this code breaks, it causes dupe bugs. If I was in charge of reviewing, I would have not merged this PR. We should be very careful when writing code that generates multiplied items, and this code is not very careful. As I stated above, this code should be using something unaccessable to the players, such as PersistantDataContainers or NBT tags.

I agree and it's something to keep a close eye on. If you come up with some PR's as improvements we would consider them

It's kind of a moot point now that it's merged, but I think that this PR will cause issues in the future that will lead to duping. Even though we have proved that it is impossible to dupe using this feature in the present, the civ codebase will change. I think that problems will especially arise in the mid-far future when we update to a new version of minecraft. We won't look at this code in context of the future changes, and it will break.
If this code breaks, it causes dupe bugs. If I was in charge of reviewing, I would have not merged this PR. We should be very careful when writing code that generates multiplied items, and this code is not very careful. As I stated above, this code should be using something unaccessable to the players, such as PersistantDataContainers or NBT tags.

I'm going to have to agree too, I'll likely make another PR addressing the use of PDRs and any other suggestions you have until you're happy with the state of the code.

authors: Ameliorate Diet-Cola Quinndolin Virizion okx-code wingzero54 xFier

repo: CivClassic/SimpleAdminHacks


text:
No readme

I was looking through different civ plugins to find one to start comitting to. But, as i have been away from Civcraft, reading the sub occasionally, what is better shards and its goal? @ttk2

@rourke750

Sure let me help you out.  Do you want to be taking over this or just looking to do some stuff here and there?

well he asked what it was, better shards goal is to allow Civcraft to shard
out and expand, Mercury will handle passing events between servers, but
better shards will handle portal creation and management between the
worlds.
On Mon, May 25, 2015 at 3:51 PM rourke750 notifications@github.com wrote:

Sure let me help you out. Do you want to be taking over this or just
looking to do some stuff here and there?
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105312676
.

@rourke750 i am more or less just looking to regularly commit to civ plugins. Was just looking around for a starting point and i figured asking questions would help others in the same situation. I don't have the time to take on this project completely.
@ttk2 is there a reddit thread that specifies "portals; passed events" or could you go into more technical detail?

Sure, some overlap exists with Mercury (a separate plugin designed to
handle cross server message passing for plugins that require it once we
shard) though, so to start with just the scope of this plugin.
What Better Shards needs to do is allow the creation of portals between
different shards and handle detecting when players enter portals and then
forwarding the player and the updated contents of their inventory to the
appropriate portal on another server.
Sharding is already implemented using BungeeChord, it links servers and
allows for players be sent between them, its really a separate server that
forwards the data from the client to different MC servers, so from the MC
servers perspective a new player logs in, from the players perspective they
triggered some event, Bungeechord told their clients it was a world change
(think nether to overworld) and hooks them up to the new server. The
details of this are not our problem except that it works but inventories
and locations are not sent between servers, as far as the server you
forward a player to knows its a new login.
This means shards will have to handle sending inventories and ensuring the
player comes out in the right position on top of managing the portals
themselves as structures and what we need to protect them from in game
vandals.
I think that should mostly cover the scope of BetterShards, now on to how
it interacts with Mercury, Mercury is a message passing architecture we
came up with, each plugin gets its own 'channel' so if on one server a
player deletes a Namelayer group namelayer from that server will fire an
event, Mercury will catch it, and broadcast that  over the Namelayer
channel, the copies of mercury running on the other servers hear this
message and fire an event to have the other copies of namelayer invalidate
their cache, so they then load the definitive copy from the database on the
next call.
Bungeechord has its own message passing system (as you would expect) but
because of the scope of the bungee server it can only send messages by
piggybacking them on connected players connections, so no players, no
messages, while this probably would not be an issue for us we decided to
make Mercury to make sure of it and simplify things a bit with the channels
idea.
I am sure by now you can see that BetterShards will call mercury which will
communicate with the other server which will tell better shards on the
other end what it needs to know to get the player and their inventory in
the right spot .
So yes, non-trivial.
On Mon, May 25, 2015 at 5:57 PM Darius Scott notifications@github.com
wrote:

@rourke750 https://github.com/rourke750 i am more or less just looking
to regularly commit to civ plugins. Was just looking around for a starting
point and i figured asking questions would help others in the same
situation. I don't have the time to take on this project completely.
@ttk2 https://github.com/ttk2 is there a reddit thread that specifies
"portals; passed events" or could you go into more technical detail?
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105331917
.

Wouldn't the use of a specialty made sort of routing server(non gameserver) facilitate communications between servers? It could free up a lot of unnecessary processing by the game servers along with the game server itself not having to juggle multiple connections(could not scale well on the higher end). Based on how you explained it this would be my approach:

Game server use bettershards for serialization/generation of a message.(synchronous)
Then that message would be made into a final for immutability and thread safety and passed to Mercury.
On a separate thread, Mercury would further serialize the message data into a packet friendly buffer and fire the packet(s) to the routing server. (here you could dynamically adjust the size of packets sent based off of server metrics to not saturate actual gameplay bandwidth)
The routing server will be made in either a high speed (c like)  or highly concurrent / scalable (erlang/elixir[preferred], 99% uptime would be awesome) language. The routing server would receive the packet(s) along with a few bytes of header info like destination, plugin, ect. From there the data is sent appropriately.
From there the data is received and deserialized in reverse order by the receiving server(s)

I would love to lend a hand in making that routing server and coordinating with rourke or whoever and making it happen.

Well we did do something like that we where just a lot lazier about it.
The point of mercury is that its job is to do message passing by capturing
events on a local server. This minimizes the changes to the local plugins
and means only the mercury programmers need to be worrying about all the
threading issues.
But we never specced that mercury had to do the job itself. In fact why
reinvent the wheel at all? There exist several fast functioning frameworks
for message passing in large multiprocess applications. Currently we are
using reddis pub/sub which has the channel concept all figured out for us.
If we wished we could even put it live. Decide we didnt like reddis and
move to a different message passer, or even roll out own if we wanted to
waste time, and just upgrading mercury on all the seevers would be the only
required change.
On Tue, May 26, 2015, 12:14 AM Darius Scott notifications@github.com
wrote:

Wouldn't the use of a specialty made sort of routing server(non
gameserver) facilitate communications between servers? It could free up a
lot of unnecessary processing by the game servers along with the game
server itself not having to juggle multiple connections(could not scale
well on the higher end). Based on how you explained it this would be my
approach:

Game server use bettershards for serialization/generation of a
message.(synchronous)
Then that message would be made into a final for immutability and
thread safety and passed to Mercury.
On a separate thread, Mercury would further serialize the message
data into a packet friendly buffer and fire the packet(s) to the routing
server. (here you could dynamically adjust the size of packets sent based
off of server metrics to not saturate actual gameplay bandwidth)
The routing server will be made in either a high speed (c like) or
highly concurrent / scalable (erlang/elixir[preferred], 99% uptime would be
awesome) language. The routing server would receive the packet(s) along
with a few bytes of header info like destination, plugin, ect. From there
the data is sent appropriately.
From there the data is received and deserialized in reverse order by
the receiving server(s)

I would love to lend a hand in making that routing server and coordinating
with rourke or whoever and making it happen.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105396405
.

Right so pretty much Mercury will be used as a cross mc server messaging framework plugin. And it seems like bettershards will be the addon plugin that establishes the portals and their use, utilizing mercury to transfer inventories. My previous suggestion of making it use an intermediate routing server may have overlooked the required scope of its use for Civcraft. I suppose the thought of if there are 5+ servers, you could give say, humbug a quick config change via command, and it would send a message saying "BROADCAST:humbug:irongolemspawns=disabled" and from there the gameserver will just use one connection instead of having several individual connections to each game server, but still able to replicate a message to all other servers if needed.
I guess i was thinking more towards supporting currently unknown scaling requirements. Not trying to convince you to do it my way, just sharing reasons.

Actually BetterShards will handle inventories by serializing custom
inventory objects and passing them over mysql to be picked up by the other
server.  And we could do the broadcast thing via mercury, we would just
have to program the mods to do it that way.
On Tue, May 26, 2015 at 11:03 AM, Darius Scott notifications@github.com
wrote:

Right so pretty much Mercury will be used as a cross mc server messaging
framework plugin. And it seems like bettershards will be the addon plugin
that establishes the portals and their use, utilizing mercury to transfer
inventories. My previous suggestion of making it use an intermediate
routing server may have overlooked the required scope of its use for
Civcraft. I suppose the thought of if there are 5+ servers, you could give
say, humbug a quick config change via command, and it would send a message
saying "BROADCAST:humbug:irongolemspawns=disabled" and from there the
gameserver will just use one connection instead of having several
individual connections to each game server, but still able to replicate a
message to all other servers if needed.
I guess i was thinking more towards supporting currently unknown scaling
requirements. Not trying to convince you to do it my way, just sharing
reasons.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105555354
.

Mercury abstracts away the details from the plugins. We can start with Reddis pub/sub (which I thought we had decided we weren't going to use due to a recommendation) and we can evolve it later if the need arises. Using Reddis does what you say, as all the pub/sub messages would pass through a central Reddis server. Then it's just a systems question over which server can handle the load.
We don't anticipate the network traffic from any of these plugin interactions to have any impact on the overall throughput. Transferring chunk updates from each shard server through each BungieCord proxy out to the player will chew through most of the bandwidth. It'd be great if the proxy could itself catch bulk-chunk update requests and retrieve the chunks out of the Orebfuscator cache for forwarding to the players.

That would be a procollib level optimization, but its not out of the
question, it would just need to know when to invalidate its own cached
chunks.
Like Erocs said the messaging framework itself is not super relevant unless
we run into scaling issues, reddis pub/sub made implementation easy at the
cost of potential issues far down the road (we would hopefully need more
than 10k players before it really caught up with us) and even then we could
modify only mercury and have a drop in fix.
Akka looks appealing though, but you get the general idea at this point, if
we can do it better now that's great, if we cant then we made it easy to
fix later.
On Tue, May 26, 2015 at 11:22 AM erocs notifications@github.com wrote:

Mercury abstracts away the details from the plugins. We can start with
Reddis pub/sub (which I thought we had decided we weren't going to use due
to a recommendation) and we can evolve it later if the need arises. Using
Reddis does what you say, as all the pub/sub messages would pass through a
central Reddis server. Then it's just a systems question over which server
can handle the load.
We don't anticipate the network traffic from any of these plugin
interactions to have any impact on the overall throughput. Transferring
chunk updates from each shard server through each BungieCord proxy out to
the player will chew through most of the bandwidth. It'd be great if the
proxy could itself catch bulk-chunk update requests and retrieve the chunks
out of the Orebfuscator cache for forwarding to the players.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105588126
.

Im probably gonna fork it and make a version of what i have in mind.

What is it that you have in mind?
On Wed, May 27, 2015, 12:07 AM Darius Scott notifications@github.com
wrote:

Im probably gonna fork it and make a version of what i have in mind.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-105758106
.

On my github, i have forked Mercury to my account. I have also set up another repo suirad/Venus. On that repo i am developing that routing server i mentioned above in elixir. once i have that mostly running, i will go to my fork of mercury and adapt it to communicate with that routing server.
Once i have it going it will work like this:

Plugin "Plag" adds a dependency to Mercury during development.
Plag calls Mercury.subscribe(Plag.name, Plag.callback)
When mercury starts up, it will connect to the routing server and register itself, then it will monitor the socket on a separate thread.
During gameplay, Plag would call Mercury.msg(String server_name, String msg, [String destination_plugin]) to send a message to another server
That message will be handled by the Venus server and echoed to either select server(s), all servers, or some other method of routing tbd
Once another gameserver, that also has Plag and Mercury running, Mercury will accept that message and based on the ones that called Mercury.subscribe it will call Plag.callback with the message.
Finally, when Plag.callback happens, it will parse the message as needed. From there, it will have information need to say: load an inventory, or broadcast to the server a global/console message or sync a configuration between servers or anything.

Mercury will be the api used by plugins to send information to the same plugin on different servers, or a different plugin on a different server, or a different plugin on the same server, or the same plugin on all servers. I plan on making it in a way that it can be adapted per use by the plugins using it.
An example use: Prison pearl on server a and b. a player on server a logs in and triggers an alt association. Server a broadcasts the associaton to all servers. Server b responds to a directly saying that players ip is associated with 2 pearled alts. Server a kicks the player for alt ban.

Why write a custom routing server when public frameworks exist? We really
don't want to maintain more code.

The routing server is planned to be made as something that can exactly fill the current need while also being generic enough to be useful in future and upgrading previous code. Also as i said previously, it is ment as an additional option,  i am going to make it regardless, doesn't mean it has to be used. But i am going to make it and i am going to maintain the routing server as needed.
So mostly, because i can and want to. Making something custom runs the same risks as using something public, if it's no longer maintained, someone else will have to do it.

No worries there if it's for your own enrichment.  :)  It could be
interesting for us anyway because there is some need for a middle tier
server to handle some server logic.
As you say, maintenance is a big concern for us, especially with devs
coming and going so often. The more code lying around unmaintained the
bigger the headache, which is why we'd rather stick to maintained public
projects if possible and push our occasional contribution for our own needs.
On Thu, May 28, 2015 at 8:21 AM, Darius Scott notifications@github.com
wrote:

The routing server is planned to be made as something that can exactly
fill the current need while also being generic enough to be useful in
future and upgrading previous code. Also as i said previously, it is ment
as an additional option, i am going to make it regardless, doesn't mean it
has to be used. But i am going to make it and i am going to maintain the
routing server as needed.
So mostly, because i can and want to. Making something custom runs the
same risks as using something public, if it's no longer maintained, someone
else will have to do it.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-106402310
.

I mean, in all honesty, my mercury and the original could probably be merged.
Oh thought of something else, with the router you could hook up non gameserver applications to it as well. Those applications could interact with plugins directly. Which could be used to provide some interesting statistics, among other uses.
Oh and also, obviously barring real time stuff(maybe, depending on the application), you could very well make pseudo plugins in another language using the router as an interop.
Clearly im pretty excited about it Lol.

I've finished my updates for today on Venus (https://github.com/suirad/Venus/). Its coming along nicely. If you want to keep up with the progress, take a look in the lib folder, each source file(.ex) is commented at the top with a todo list of what i have left and a small description of what it does. The most important part to note for someone looking to work on mercury is; look at the serverman file, and look for the function:
def handle_packet(data) do
    #return {:ok, plugin, action} or {:error, reason}

end

Here you will find message structure for exactly will be accepted by the routing server.
I should have it finished by tomorrow after laying it out and testing it.

what language will the routing server be in?
On Thu, May 28, 2015 at 4:37 PM Darius Scott notifications@github.com
wrote:

I've finished my updates for today on Venus (
https://github.com/suirad/Venus/). Its coming along nicely. If you want
to keep up with the progress, take a look in the lib folder, each source
file(.ex) is commented at the top with a todo list of what i have left and
a small description of what it does. The most important part to note for
someone looking to work on mercury is; look at the serverman file, and look
for the function:
def handle_packet(data) do    #return {:ok, plugin, action} or {:error, reason}
end
Here you will find message structure for exactly will be accepted by the
routing server.
I should have it finished by tomorrow after laying it out and testing it.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-106607303
.

Im making it in Elixir. That fact alone will make it out perform most others. Elixir is a sort of extention language to Erlang. Erlang is a highly concurrent, fault tolerant language that pretty much most telephone systems are made of. The server can have 99% uptime, even through upgrades with its hot code reloading systems. In most cases, the erlang vm outperforms the jvm.
Look em up.
There is actually an erlang minecraft server someone made a while back that i think got up to protocol like 1.6 or so. I think it would be cool to eventually update it, to think, a minecraft server capable of scaling to thousands of clients would be crazy.

If that would be possible it would be worth doing. But supporting all the
1.8+ stuff and a mod api would be a crazy amount of work.
Our main concern is still having people around who know how to work on
these things.
Have you looked at akka? Could you try and make it a drop in replacement?
Or at least minimal change.
On Thu, May 28, 2015, 11:47 PM Darius Scott notifications@github.com
wrote:

Im making it in Elixir. That fact alone will make it out perform most
others. Elixir is a sort of extention language to Erlang. Erlang is a
highly concurrent, fault tolerant language that pretty much most telephone
systems are made of. The server can have 99% uptime, even through upgrades
with its hot code reloading systems. In most cases, the erlang vm
outperforms the jvm.
Look em up.
There is actually an erlang minecraft server someone made a while back
that i think got up to protocol like 1.6 or so. I think it would be cool to
eventually update it, to think, a minecraft server capable of scaling to
thousands of clients would be crazy.
—
Reply to this email directly or view it on GitHub
https://github.com/Civcraft/BetterShards/issues/2#issuecomment-106684034
.

Once i have Venus finished, i will try and make a usage identical copy of it in scala/akka. Scala is actually one of the languages i was considering when i was looking at other languages to learn. I ended up picking up Elixir and the erlang vm. Reason being is, while scala is made to run on the jvm(and apparently .net, news to me); the JVM nor CLR are made for concurrent applications. So no matter how well your applications are made, your runtime won't be doing any favors with optimization to your task. Just my 2c on the topic.
It would probably be appropriate to continue this discussion on the forum.
http://forum.civcraft.co/t/venus-development/84
Closing ticket

repo: Civcraft/BetterShards


text:
Fixing teleporting after respawning

Fixing: https://github.com/Civcraft/CivMenu/issues/6
@BlackXnt

Can one of the admins verify this patch?  Type 'ok to test' to test.

This is good thanks!

so just merge?

@Maxopoly Did you test this?

Please see #9

Replaced by https://github.com/Civcraft/CivMenu/pull/9

authors: BlackXnt CivcraftBot Maxopoly suirad ttk2

repo: Civcraft/CivMenu


text:
⚠ Bofrost.at has degraded performance

In d73220b, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 2389 ms

Resolved: Bofrost.at performance has improved in 1e5726a.

repo: Ckal/Uptime


text:
⚠ Bofrost.lu has degraded performance

In e6adb9f, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 1186 ms

Resolved: Bofrost.lu performance has improved in 1464401.


text:
⚠ Bofrost.be has degraded performance

In bf336b1, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 1167 ms

Resolved: Bofrost.be performance has improved in 130b7e6.


text:
⚠ Bofrost.be has degraded performance

In a014cfb, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 1486 ms

Resolved: Bofrost.be performance has improved in 2b8fbd1.


text:
⚠ Bofrost.be has degraded performance

In 6c94850, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 836 ms

Resolved: Bofrost.be performance has improved in 3fe3f9b.


text:
⚠ Bofrost.fr has degraded performance

In af0e2fc, Bofrost.fr (https://www.bofrost.fr) experienced degraded performance:

HTTP code: 200
Response time: 843 ms

Resolved: Bofrost.fr performance has improved in 3e85737 after 305 days, 18 hours, 45 minutes.


text:
⚠ Bofrost.fr has degraded performance

In 814b505, Bofrost.fr (https://www.bofrost.fr) experienced degraded performance:

HTTP code: 200
Response time: 891 ms

Resolved: Bofrost.fr performance has improved in 2b70547 after 311 days, 6 hours, 17 minutes.


text:
⚠ Bofrost.de has degraded performance

In a56a856, Bofrost.de (https://www.bofrost.de) experienced degraded performance:

HTTP code: 200
Response time: 1023 ms

Resolved: Bofrost.de performance has improved in 8a0081e after 8 minutes.


text:
⚠ Bofrost.es has degraded performance

In 673eb30, Bofrost.es (https://www.bofrost.es) experienced degraded performance:

HTTP code: 200
Response time: 1550 ms

Resolved: Bofrost.es performance has improved in efee30e after 8 minutes.


text:
⚠ Bofrost.at has degraded performance

In 1d08131, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1951 ms

Resolved: Bofrost.at performance has improved in c0ebed9 after 8 minutes.


text:
⚠ Bofrost.es has degraded performance

In b88195d, Bofrost.es (https://www.bofrost.es) experienced degraded performance:

HTTP code: 200
Response time: 1481 ms

Resolved: Bofrost.es performance has improved in 6293a6e after 10 minutes.


text:
⚠ Bofrost.at has degraded performance

In 48ff2e9, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1550 ms

Resolved: Bofrost.at performance has improved in 5d5258d after 6 minutes.


text:
⚠ Bofrost.at has degraded performance

In 9731950, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1030 ms

Resolved: Bofrost.at performance has improved in c7a5f20.


text:
⚠ Bofrost.lu has degraded performance

In 31ea371, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 1441 ms

Resolved: Bofrost.lu performance has improved in 2428cb5 after 18 minutes.


text:
⚠ Bofrost.com has degraded performance

In b8c4a33, Bofrost.com (https://www.bofrost.com) experienced degraded performance:

HTTP code: 200
Response time: 5607 ms

Resolved: Bofrost.com performance has improved in 9af791c after 7 minutes.


text:
⚠ Bofrost.com has degraded performance

In e21e00a, Bofrost.com (https://www.bofrost.com) experienced degraded performance:

HTTP code: 200
Response time: 559 ms

Resolved: Bofrost.com performance has improved in 68e84ff after 6 minutes.


text:
⚠ Bofrost.be has degraded performance

In c1b5865, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 934 ms

Resolved: Bofrost.be performance has improved in 9d43ebc after 10 minutes.


text:
⚠ Bofrost.nl has degraded performance

In 1cc24ee, Bofrost.nl (https://www.bofrost.nl) experienced degraded performance:

HTTP code: 200
Response time: 984 ms

Resolved: Bofrost.nl performance has improved in c260a80.


text:
⚠ Bofrost.at has degraded performance

In cf0c9c2, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1371 ms

Resolved: Bofrost.at performance has improved in 1c11a91 after 6 minutes.


text:
⚠ Bofrost.at has degraded performance

In 23eaa5f, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1681 ms

Resolved: Bofrost.at performance has improved in bb885a9 after 8 minutes.


text:
⚠ Bofrost.lu has degraded performance

In d176073, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 1410 ms

Resolved: Bofrost.lu performance has improved in 30cc327 after 37 minutes.


text:
⚠ Bofrost.lu has degraded performance

In 5adbe4e, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 870 ms

Resolved: Bofrost.lu performance has improved in 84d864c after 15 minutes.


text:
⚠ Bofrost.lu has degraded performance

In 9c1d14b, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 2709 ms

Resolved: Bofrost.lu performance has improved in 321ffde after 14 minutes.


text:
⚠ Bofrost.ch has degraded performance

In 0a058ab, Bofrost.ch (https://www.bofrost.ch) experienced degraded performance:

HTTP code: 200
Response time: 1126 ms

Resolved: Bofrost.ch performance has improved in 28fbbf0 after 15 minutes.


text:
⚠ Bofrost.be has degraded performance

In 11d4548, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 1626 ms

Resolved: Bofrost.be performance has improved in c904630.


text:
⚠ Bofrost.de has degraded performance

In 7db1820, Bofrost.de (https://www.bofrost.de) experienced degraded performance:

HTTP code: 200
Response time: 1881 ms

Resolved: Bofrost.de performance has improved in 72b3835 after 46 minutes.


text:
⚠ Bofrost.fr has degraded performance

In 2e27df4, Bofrost.fr (https://www.bofrost.fr) experienced degraded performance:

HTTP code: 200
Response time: 1310 ms

Resolved: Bofrost.fr performance has improved in 09f7991 after 9 minutes.


text:
⚠ Bofrost.be has degraded performance

In 38d8a24, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 2614 ms

Resolved: Bofrost.be performance has improved in 7953648.


text:
⚠ Bofrost.lu has degraded performance

In f233c94, Bofrost.lu (https://www.bofrost.lu) experienced degraded performance:

HTTP code: 200
Response time: 807 ms

Resolved: Bofrost.lu performance has improved in d93e2ff.


text:
⚠ Bofrost.at has degraded performance

In 36ce449, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1607 ms

Resolved: Bofrost.at performance has improved in 32ef647.


text:
⚠ Bofrost.at has degraded performance

In 563f18b, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 2182 ms

Resolved: Bofrost.at performance has improved in 7ca6ce4.


text:
2023-05-30: Jamming mitigation meeting #10

Time:  Tuesday, 5 pm UTC
Note the day change due to Memorial Day, please comment if this is a problem
Link to the call: https://meet.jit.si/UnjammingLN
Please add proposed agenda items in the comments

We can discuss the planned data gathering, to make sure that we will be able to understand the dynamics of the reputation scoring, and what changes might be needed.

We'll also give an overview of recent spec changes

repo: ClaraShk/LNJamming


text:
Pass request instead of context to saga's on_reply()

Currently, the on_reply method of the sagas get the content of the response.
Since we'd like to start raising exceptions based on the response, we should pass it to that funciont complete. Thus, the on_reply can check the status code and other headers as well as the content.

Closing this issue as it is being already resolved at #181

authors: albamig garciparedes


text:
[CommunityRequest] Role management system

As per request of the Kinmosa Discord, slated and planned for 0.4.0, for backporting to 0.3.4.
Here's what they want, which we can add to mainline Clara

Basically bootleg Dyno role management system but with more emasculation.

@Ovyerus kindly sprint this btw

yes

Sprinted to 0.4.0

you're still assigned @Ovyerus tho

🏃

Done in 1ad1fa4

authors: DiscoPangolin Ovyerus sr229

repo: ClarityMoe/Clara


text:
Possibilité d'entourer ou de mettre des flèches ?

Bonjour
bravo à vous et grand merci pour votre logiciel. Je débute avec, et je n'ai pas encore corrigé de copies avec barèmes, mais c'est une fonctionnalité qui m'intéresse beaucoup.
Je me demandais s'il était possible d'entourer ou de souligner des parties d'une copie (même avec de simples ovales). Pour l'instant je fais juste des flèches en latex $$\uparrow$$ ou autre pour pointer vers une zone, mais cela me semble vraiment une fonctionnalité
Encore félicitations
Romain Bondil
enseignant en prépa à Montpellier

Bon je viens de voir que c'est une fonctionnalité en cours de développement, désolé du bruit..
j'espère aussi qu'il y aura un Ctrl-Z...

Bonjour,
en effet, c'est une fonctionnalité en cours de développement.
Concernant le Ctrl+Z, ce serait assez compliqué de mettre ceci en place, mais je vais y réfléchir.
- Clément

Merci beaucoup de votre réponse.
En fait le Ctrl+Z me serait surtout utile quand je fais un double clic involontaire qui recopie une deuxieme fois la même annotation, et que je suis obligé d’effacer avec la touche d’effacement lettre par lettre.
Mais peut-être y a t il une méthode moins maladroite…
rb

Le 27 avr. 2021 à 17:50, Clément Grennerat @.***> a écrit :
Bonjour,
en effet, c'est une fonctionnalité en cours de développement.
Concernant le Ctrl+Z, ce serait assez compliqué de mettre ceci en place, mais je vais y réfléchir.

Clément

—
You are receiving this because you modified the open/close state.
Reply to this email directly, view it on GitHub https://github.com/ClementGre/PDF4Teachers/issues/82#issuecomment-827715126, or unsubscribe https://github.com/notifications/unsubscribe-auth/AT3OMSXQDMV5BP2QRPJ2TBDTK3MMLANCNFSM43U77Y4Q.

En effet, il y a d'autres moyens :

clic droit sur l'élément > supprimer,
bouton supprimer sous le champ de texte,
touche suppr/delete de votre clavier.

Clément

authors: ClementGre RomainBondil


text:
Update dry air internal energy and enthalpy definitions (eq 8a and 12a)

Follows what is described in the dycore paper

@charleskawczynski - Thanks for taking a look and suggesting the patch release. This will make the testing easier.
I updated the docs, so if you are ok with all the changes we can merge this in?


text:
No documents?

I don't know how to use it, do you have any relevant documents?

彭瘦瘦
@.***

Can I integrate Kafka directly instead of Confluence
------------------ 原始邮件 ------------------
发件人:                                                                                "ClickHouse/clickhouse-kafka-connect"                                                                                @.>;
发送时间: 2024年9月3日(星期二) 晚上9:49
@.>;
@.@.>;
主题: Re: [ClickHouse/clickhouse-kafka-connect] No documents? (Issue #439)
Hi @pj001 please see https://clickhouse.com/docs/en/integrations/kafka/clickhouse-kafka-connect-sink
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Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you were mentioned.Message ID: @.***>

repo: ClickHouse/clickhouse-kafka-connect


text:
FC-95 Enable PendingResults to be used across multiple app instances

PendingResults now can be returned from any application instance to the origin instance. This is achieved via system events.
For clarity, use of aspects for PendingResults has been withdrawn in favour of clearer application code (although slightly more verbose).
Note : PendingResult is the new name for Continuations

Signed-off-by: Steffan Westcott steffan.westcott@clicktravel.com

Reviewed by @clicktravel-robin , comments answered in discussion.

repo: ClickTravel/Cheddar


text:
🛑 HopeAlley is down

In 5722649, HopeAlley (https://hopealley.com) was down:

HTTP code: 500
Response time: 785 ms

Resolved: HopeAlley is back up in edebc42.

repo: Clicki-Digital/uptime


text:
🛑 Jerry Savelle Ministries International Australia is down

In e9ca0bb, Jerry Savelle Ministries International Australia (https://jsmiaustralia.org) was down:

HTTP code: 500
Response time: 608 ms

Resolved: Jerry Savelle Ministries International Australia is back up in 0164fad.


text:
Replace feed cypress test with equivalent pytest

Detailed information:

Deleted feed.cy.js and replaced it with an equivalent pytest in app/feed/tests/test_feed_routes.py
Removed obsolete feedEndpoint cypress command.

Closing issues:
List all issues the pull request solve:

Closes #394

Test plan (required)

[x] The PR contains new PyTest unit/integration tests for any function or functional added.
[x] The PR changes existing PyTest unit/integration tests to keep all tests up to date.
[x] The PR does not lead to degradation in unit test coverage.
[x] Project parts affected by changes in this PR was tested manually on your local (using Postman or in any other way). List everything you've tested below:

ran all pytests

Codecov Report
Base: 66.71% // Head: 66.71% // No change to project coverage :thumbsup:

Coverage data is based on head (3c46140) compared to base (ee6427e).
Patch has no changes to coverable lines.

Additional details and impacted files
@@           Coverage Diff            @@
##           develop     #464   +/-   ##
========================================
  Coverage    66.71%   66.71%
========================================
  Files           81       81
  Lines         2569     2569
  Branches       313      313
========================================
  Hits          1714     1714
  Misses         828      828
  Partials        27       27

Impacted Files
Coverage Δ

conftest.py
100.00% <ø> (ø)

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

:umbrella: View full report at Codecov.
:loudspeaker: Do you have feedback about the report comment? Let us know in this issue.

authors: brianpeiris codecov-commenter

repo: ClimateMind/climatemind-backend


text:
Implicit intersection should be part of ref_expression

Implicit intersection is now part of a prefix_atom_expression and is thus a part of expression, but it should be a part of ref_expression, likely close to ref_spill_expression.
Example:B7:@A1:A4 is valid in Excel, but the parser returns an error

Error at char 3 of 'B7:@A1:A4': Unexpected token INTERSECT.

Fixes in fd7e8ea.


text:
Modified the Auth pages

Changes proposed in this pull request:

Modified login and signup components to make UI similar to current evalAI UI.

Link to live demo: http://pr-139-evalai.surge.sh

Codecov Report

Merging #139 into master will decrease coverage by 0.85%.
The diff coverage is 42.33%.

@@            Coverage Diff             @@
##           master     #139      +/-   ##
==========================================
- Coverage   53.35%   52.49%   -0.86%
==========================================
  Files          55       55
  Lines        2356     2463     +107
  Branches      253      264      +11
==========================================
+ Hits         1257     1293      +36
- Misses       1026     1094      +68
- Partials       73       76       +3

Impacted Files
Coverage Δ

...onents/home/twitter-feed/twitter-feed.component.ts
100% <ø> (ø)
:arrow_up:

...pp/components/utility/loading/loading.component.ts
100% <100%> (ø)
:arrow_up:

src/app/app.component.ts
36.06% <100%> (ø)
:arrow_up:

src/app/components/auth/auth.component.ts
93.75% <100%> (+2.84%)
:arrow_up:

src/app/components/auth/signup/signup.component.ts
39.24% <14.89%> (-36.52%)
:arrow_down:

src/app/components/auth/login/login.component.ts
46% <16.66%> (-20.67%)
:arrow_down:

...onents/auth/verify-email/verify-email.component.ts
66.66% <16.66%> (-11.12%)
:arrow_down:

src/app/services/auth.service.ts
42.73% <71.42%> (+19.44%)
:arrow_up:

...rc/app/components/utility/input/input.component.ts
54.05% <0%> (-5.41%)
:arrow_down:

Impacted Files
Coverage Δ

...onents/home/twitter-feed/twitter-feed.component.ts
100% <ø> (ø)
:arrow_up:

...pp/components/utility/loading/loading.component.ts
100% <100%> (ø)
:arrow_up:

src/app/app.component.ts
36.06% <100%> (ø)
:arrow_up:

src/app/components/auth/auth.component.ts
93.75% <100%> (+2.84%)
:arrow_up:

src/app/components/auth/signup/signup.component.ts
39.24% <14.89%> (-36.52%)
:arrow_down:

src/app/components/auth/login/login.component.ts
46% <16.66%> (-20.67%)
:arrow_down:

...onents/auth/verify-email/verify-email.component.ts
66.66% <16.66%> (-11.12%)
:arrow_down:

src/app/services/auth.service.ts
42.73% <71.42%> (+19.44%)
:arrow_up:

...rc/app/components/utility/input/input.component.ts
54.05% <0%> (-5.41%)
:arrow_down:

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@sanketbansal there seems to be a couple of issues with the UI.

Sign Up button overlaying the "Passwords do not match message".
When I am writing in the text fields, placeholders are still there.

okay, I will make these changes.

@sanketbansal 155 file changes! Have all the changes been done for this PR only?

@sanketbansal Also, please resolve the PR conflict.

@lunayach @Shekharrajak  this can be reviewed now.

I see that the UI of auth components is reflected well. But it's breaking the UI of other components like home page etc. Is it due to styles-port?
No, actually it do not contains style for older home component.

Is Forgot password feature running smoothly on your side?
It is sending mail but I don't think I can receive the mail on the local machine or can I?

In my case, when I press the submit button to send the e-mail, it gets stuck i.e. the loader keeps on looping and even the Back to Login button does not work.

I see that the UI of auth components is reflected well. But it's breaking the UI of other components like home page etc. Is it due to styles-port?
No, actually it do not contains style for older home component.

So, then we should merge/review the modified homepage PR first?

In my case, when I press the submit button to send the e-mail, it gets stuck i.e. the loader keeps on looping and even the Back to Login button does not work.

It's working now check.

So, then we should merge/review the modified homepage PR first?
Not necessarily as this PR is independent of modified home page PR.
It's not breaking the UI that I have checked.

@sanketbansal Please resolve the conflicts here.

@sanketbansal Please resolve the conflicts here.

Doing that

@RishabhJain2018 @lunayach conflicts resolved please review

@sanketbansal Can you please take care of what @lunayach said. Please open up a issue for it.

authors: RishabhJain2018 codecov-io lunayach sanketbansal

repo: Cloud-CV/EvalAI-ngx


text:
有关RocketMQ中间件的监控

你好，是否能加入RocketMQ中间件的监控配置

RocketMQ provide two ways to collect metrics:
RocketMQ(>= 5.1.0) introduced a built-in observability component, enable it by following steps:

Set metricsExporterType to OTLP_GRPC.
Set metricsGrpcExporterTarget to the endpoint provided by the apo-otel-collector service,like apo-otel-collector-svc:4317.

In this way, APO does not need to make any changes.

RocketMQ(>= 4.3.2) can use the official PrometheusExporter to collect metrics

Install the Exporter and connect to the RocketMQ
Add the following configuration into configmap/apo-grafana-alloy-config

prometheus.scrape "rocketmq" {
  targets = [
    {
      __address__ = "YOUR_RABBIT_EXPORTER_IP:5557",
      job = "integrations/rabbitmq",
    },
  ]
  scheme     = "https"
  scrape_interval = "60s"
  forward_to = [prometheus.relabel.example.receiver]
}

However, Rocket's PrometheusExporter is developed in Java and is very isolated under APO's existing framework, so integration is not considered for the time being.
Metrics display:

View metrics using APO's Grafana Inspect
Or using this simple grafana dashboard

RocketMQ provide two ways to collect metrics:
RocketMQ(>= 5.1.0) introduced a built-in observability component, enable it by following steps:

Set metricsExporterType to OTLP_GRPC.
Set metricsGrpcExporterTarget to the endpoint provided by the apo-otel-collector service,like apo-otel-collector-svc:4317.

In this way, APO does not need to make any changes.
RocketMQ(>= 4.3.2) can use the official PrometheusExporter to collect metrics

Install the Exporter and connect to the RocketMQ
Add the following configuration into configmap/apo-grafana-alloy-config

prometheus.scrape "rocketmq" {
  targets = [
    {
      __address__ = "YOUR_ROCKETMQ_EXPORTER_IP:5557",
      job = "integrations/rocketmq",
    },
  ]
  scheme     = "https"
  scrape_interval = "60s"
  forward_to = [prometheus.relabel.example.receiver]
}

However, Rocket's PrometheusExporter is developed in Java and is very isolated under APO's existing framework, so integration is not considered for the time being.
Metrics display:

View metrics using APO's Grafana Inspect
Or using this simple grafana dashboard

好的

repo: CloudDetail/apo


text:
Various Errors on 0.93

Server Side
Instance one: Clockwork loads peacefully, but giving these few errors below.

Client-Side:
Instance One: I see a "Loading..." text fade and nothing else happens.
[Clockwork] The 'RenderScreenspaceEffects' hook failed to run.
gamemodes/clockwork/framework/cl_kernel.lua:2791: attempt to index local 'systemTable' (a nil value)
Awaiting feedback and support to help continue debugging the version.

This seems to happen when you have custom-plugins made by third-party, I will teest each plugin and get back to the plugin that is causing the issues.

I have found he culprit, it is "Character customization" by Duck. Another error has came along clicking "Business" Menu....

@SomeSortOfDuck

Getting a similar error too.
[ERROR] gamemodes/clockwork/gamemode/external/utf8.lua:1977: Invalid UTF-8 character

error - [C]:-1
utf8charbytes - gamemodes/clockwork/gamemode/external/utf8.lua:1977
3. utf8sub - gamemodes/clockwork/gamemode/external/utf8.lua:2067
4. GetTextSize - gamemodes/clockwork/framework/sh_kernel.lua:1497
5. WrappedText - gamemodes/clockwork/framework/libraries/client/cl_chatbox.lua:682
6. Add - gamemodes/clockwork/framework/libraries/client/cl_chatbox.lua:984
7. Decode - gamemodes/cwhl2rp/plugins/vortiguantlanguage/plugin/cl_plugin.lua:264
8. unknown - gamemodes/clockwork/framework/libraries/client/cl_chatbox.lua:1075
9. func - gamemodes/clockwork/framework/libraries/sh_datastream.lua:168
10. unknown - lua/includes/extensions/net.lua:32

I'm not sure what triggers it
The vortiguant language plugin is a red herring, this occurred when no vorts were even online.

This could simply be a problem with an outdated plugin(s).

is there a way we could find the plugin that does it? Like making clockwork yelp the error and issue and prevent execution of the outdated plugin? Also I'm trying to make a list of fixes and such. Additional help is greatly appreciated.

I can't think of anything to help further debug errors short of editing the base of GMOD itself. Thanks for all the bug finding you're doing. :D

authors: CuddlyAngel PrimarchLionheart micafire user2g

repo: CloudSixteen/Clockwork


text:
Feature/reactor 387

Description

[ ] Existing GitHub Issue? Please provide #:

Acceptance checklist

[ ] Feedback addressed
[ ] Tests added or modified appropriately
[ ] All tests passed

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you all sign our Contributor License Agreement before we can accept your contribution.1 out of 2 committers have signed the CLA.:white_check_mark: imcgaunn:x: Ian McGaunnIan McGaunn seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

authors: CLAassistant imcgaunn

repo: Cloudzero/cloudzero-reactor-aws


text:
navbar-20 added

Navbar 20 component added

Good job @abhijain2003
Congrats 🎉, your PR got merged. To be eligible for the swags from ClueLess. Follow this steps.

Star this repository. ⭐
SignIn / SignUp in [ClueLess Website](https://www.clueless.tech/) .
Go to profile section from the top right hand corner.

Comment your profile URL under this comment tagging the person who merged your PR.

That’s it. Follow the leaderboard !
And don’t forget to share your achievement with your friends.

repo: Clueless-Community/web-ui-kit


text:
Download file is corrupted

DecompressFile function, gzip read file err: unexpected EOF.
Is there any good solution?

I can’t answer for this because I don’t know your background (e.g. URL)
If you have any issues, please reopen this
Thanks.

authors: Code-Hex fcddk

repo: Code-Hex/pget

license: mit


text:
Pull request to merge Mauro's new code into this repo

"took data out of textarea and using csv file instead. put trail text …in center of the circle."

:+1:  Merging into CFM's repo!

repo: Code-for-Miami/miami-budget


text:
Updated Week 4

Project
Auto generates questions in QuML
Changes
Adding the PPT link and the Super Mentor Reviews
Notes
If there are any further notes.

Please add the milestiones as well the conntributions sections apart from the learnings that you've shared.

I have already added the milestones and contributions in the previous PR.

authors: ShlokRana claddyk


text:
Bold and italic text formatting in themes

Description
We are adding bold and italic text formatting to existing bundled themes and providing the ability for user to configure custom themes to use bold and italic for each token.

[!NOTE]
This only adds this to theme settings which persists to the theme file when edited. We are not currently using this in our text view and this will need to be implemented in CodeEditTextView / CodeEditSourceEditor in order to see these settings reflected in the source editor.

Related Issues
n/a
Checklist

[x] I read and understood the contributing guide as well as the code of conduct
[x] The issues this PR addresses are related to each other
[x] My changes generate no new warnings
[x] My code builds and runs on my machine
[x] My changes are all related to the related issue above
[x] I documented my code

Screenshots
https://github.com/user-attachments/assets/98e5e71a-0e65-4917-a3b4-2f7c29708eaf

Thinking about future directions with themes, would it be better to use a weight: String? property rather than a boolean for bold? That'd allow for semibold, heavy, etc. when we eventually add those.

@thecoolwinter I don't think so. Bold should make bolder with whatever weight is chosen as default. I am not sure off hand what this looks like in AppKit, but I know in SwiftUI there is a .bold() modifier that makes text bolder than it is regardless of the original weight. This approach should be used when we implement this in CETV.

@activcoding because there are only two, I'd prefer to keep the API simple. If there were more boolean settings I'd consider that though.

authors: austincondiff thecoolwinter

repo: CodeEditApp/CodeEdit


text:
#581 create header and footer components

Story / Bug id: https://github.com/CodeForPoznan/volontulo/issues/581
Reference person: @TrebuhD
Description:
Created the navbar, footer and sub-footer components using Bootstrap 4. Fear not, 99% of lines in this PR is package-lock.json.
New imports / dependencies:

Bootstrap 4
ng-bootstrap
jquery  (bootstrap dependency)
popper.js (boostrap dependency)

One thing more - for some reason page is wider than viewport

I'm merging it, regardless it need a lot of love - few other folks will work on fixes here.

authors: TrebuhD magul

repo: CodeForPoznan/volontulo


text:
Adding list of organizations to home page without CSS

This is how it currently looks like. CSS needs to be added.

@yugmamoradia @karthijey Please complete the CSS as part of this PR. Thanks!

Added the css.

authors: bbmoz karthijey yugmamoradia


text:
🛑 Yankov Team is down

In c5e64f7, Yankov Team (https://yankovmortgageteam.com) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Yankov Team is back up in 4a17adf after 6 minutes.

repo: CodeIntel-Development/uptime


text:
Code Pigeonhole sort algorithm :infinity: in any programming language you like :computer:

Code Pigeonhole sort algorithm :infinity: in the relevant language folder :file_folder: in the main branch.
if language folder doesn't exist you can make folder :file_folder: and add your program in it.
You can find new languages in this Programming Language List.
Give star :star: to this repository.

hello sir, assign me this issue please

Hello There, I would like to contribute to this. Thank you.

repo: Codewave-Crew/Lets-Do-Code


text:
Update generators.js

Added "Bumpy Cloud" by Fir3will

Could you make your function return a bounding box please, so that the name is displayed

And scale the cloud up a bit, so it isn't very small

@G4m3M4ni4c Done, try it now. I had the bounds returning all messed up.

repo: CodingTrain/CommunityClouds


text:
Showcase Submission for challenges/86-cube-wave-by-bees-and-bombs

Thank you Terence Grover for your contribution! A member of the Coding Train team will review it shortly.

Pastel Cube Wave
Terence Grover

So lovely!


text:
CSS

CSS
As a boot camp student
I want the prework notes to be structured on a webpage
So that I can easily find and read the information
GIVEN a Prework Study Guide website
WHEN I view the study guide
THEN I see a dark blue header and footer, and four boxes with a shadow

Added CSS notes to the prework study guide and added more HTML to study guide

repo: CodingTrophyWife/pre-work-study-guide


text:
Several types of commands on pull request not available on BitBucket

Commands on pull request not available on BitBucket
‣ Auto Description (/describe): Automatically generating PR description - title, type, summary, code walkthrough and labels.
‣ Auto Review (/review): Adjustable feedback about the PR main theme, type, relevant tests, security issues, score, and various suggestions for the PR content.
‣ Question Answering (/ask ...): Answering free-text questions about the PR.
‣ Code Suggestions (/improve): Committable code suggestions for improving the PR.
‣ Update Changelog (/update_changelog): Automatically updating the CHANGELOG.md file with the PR changes.
‣ Find similar issue (/similar_issue): Automatically retrieves and presents similar issues
‣ Add Documentation (/add_docs): Automatically adds documentation to un-documented functions/classes in the PR.

what ?
Read thoroughly the documentation, and share a far more detailed feedback
https://github.com/Codium-ai/pr-agent/blob/main/INSTALL.md#use-docker-image-no-installation-required
https://github.com/Codium-ai/pr-agent/blob/main/INSTALL.md#use-docker-image-no-installation-required

repo: Codium-ai/pr-agent