Ledger Nano S unresponsive upon loading Mina App

When launching the Mina Ledger app on a fresh Nano S, the device hangs on the "Open non-genuine app?" dialogue after pressing submit. The prompts on the ledger are subtly different than in the docs, probably due to my firmware being outdated 1.5.1.
I am updating to the latest firmware and will update if things work out. Recommend listing compatible ledger firmware versions.

Update: was the firmware version, if anyone else encounters this, updating your ledger should do the trick.

Thanks for reporting this!  Updated documentation.

I have a similar issue... I have installed the latest Mina Ledger app on a brand new Nano S with firmware 2.0 but when I try to open the Mina app on the ledger the device freezes. It warns me that the app is not authentic then I select it anyway and it just freezes. If I am connected and Ledger Live is open, I am immediately disconnected.
Anybody got a clue?
Also.. I am at this step in the process:
To derive a keypair and obtain the associated Mina address, open the Mina app on your Ledger device and then on your terminal use mina_ledger_wallet command.
For example, to get the Mina address corresponding to hardware wallet account 42 (BIP44 account 44'/12586'/42'/0/0) you would issue the following command.:
./mina_ledger_wallet get-address 42
My question is How do I know what number my hardware wallet is? The statement above is not very explanatory!
Thanks for the help!


Make GetCurrentTime output params out instead of ref

According to docs: http://developer.apple.com/library/mac/#documentation/MusicAudio/Reference/AudioQueueReference/Reference/reference.html#//apple_ref/doc/uid/TP40005117
these should be out params.

ok, i'm going to go ahead and close this one.


Uncaught TypeError: Cannot read property 'notification' of null

This occurs in a particular case:

this.config.residents.length > 0
anyoneHome == 0
this.occupied === true
the user does not set vacantCMD,
command = self.config.vacantCMD; // command is null
---> https://github.com/ianperrin/MMM-NetworkScanner/blob/master/MMM-NetworkScanner.js#L152
---> https://github.com/ianperrin/MMM-NetworkScanner/blob/master/MMM-NetworkScanner.js#L153 <-- here  the execption occurs

A possible trivial fix:
if (command)    this.sendNotification(command.notification, command.payload);

@bogomips - a more long term fix might be to implement some form of config validation, but for now I’ll implement your proposed change.


Hi man  you project was toocomplicated

我甚至不知道如何在列表下载中 传递FILE
Android Downloader version:
Android Version:
Issue details/Repro steps:
Use code:
Please paste your code here

Stack trace:
Please paste stack trace here

Screenshot(if any):
Please image url here

Hello, I don't understand your question.

Simple to use, you can view the demo, download a file, use it in the list, Download Manager and other scenarios.


Could not find the resource 'ros_tcp_endpoint" of type 'packages'

To whom it may concerned.
I followed Roboitcs-Nav2-SLAM-Example (https://github.com/Unity-Technologies/Robotics-Nav2-SLAM-Example/blob/main/readmes/run_example.md)
Everything was fine except commands "ros2 launch unity_slam_example unity_slam_example.py"
Could you let me how to solve this problem?

Sorry, I saw #21  and solved this problem
Pleases close this issue.


Build fails for android minsdkVersion less than 21

I added updated crosswalk plugin into my app, and minimized the minSDKVersion to 16 ( and even tried 19), but build fails.
config.xml

Error

What went wrong:
Execution failed for task ':transformClassesWithDexForArmv7Debug'.

com.android.build.api.transform.TransformException: com.android.ide.common.pro
cess.ProcessException: java.util.concurrent.ExecutionException: java.lang.OutOfM
emoryError: Java heap space

FAILURE: Build failed with an exception.

What went wrong:
Execution failed for task ':transformClassesWithDexForArmv7Debug'.

com.android.build.api.transform.TransformException: com.android.ide.common.pro
cess.ProcessException: java.util.concurrent.ExecutionException: java.lang.Unsupp
ortedOperationException

I have tried each and every solution mentioned, but it doesnt get solved.
Tried multiDexEnabled true in gradle
Increasing heap size via dexOptions
Nothing helped. Though, it works as soon as I put minsdkVersion as 21.

Same issue here.... Please Can you guys help with this...


Rename columns

What problem does the new feature solve?
Rename columns
What does the feature do?
It seems like there isn't the following feature in the document.
alter table test_table rename column old_column to new_column

Maybe greptimedb already has something like the above? I'd like to use this feature.
Link
https://docs.greptime.com/reference/sql/alter
Implementation challenges
No response

Unfortunately, this feature is not implemented yet. Though it's been tracked in #996

close as duplicated


Type Inference Regression

TypeScript Version:  TypeScript@next (2.1.0-dev.20160912 or 2.1.0-dev.20160913).
Issue likely introduced in 2.1.0-dev.20160912.
Code
The example code is a slightly reduced version of an error which appeared as of this morning in DefinitelyTyped/types-2.0 definitions for d3-array. See DT PR 11184 which raised the error as part of its complete Travis tests. and DT PR 11205 for a temporary "fix".

/**
 * Administrivia: JavaScript primitive types and Date
 */
export type Primitive = number | string | boolean | Date;

/**
 * Administrivia: anything with a valueOf(): number method is comparable, so we allow it in numeric operations
 */
interface Numeric {
    valueOf(): number;
}

// Not very useful, but meets Numeric
class NumCoercible {
    public a: number;

    constructor(a: number) {
        this.a = a;
    }
    public valueOf() {
        return this.a;
    }
}

/**
 * Return the min and max simultaneously.
 */
export function extent<T extends Numeric>(array: Array<T | Primitive>): [T | Primitive, T | Primitive] | [undefined, undefined] {
   // do what D3's d3-array module's extent function would do
}

let extentMixed: [Primitive | NumCoercible, Primitive | NumCoercible] | [undefined, undefined];
extentMixed = extent([new NumCoercible(10), 13, '12', true]);

Expected behavior:
extentMixed = extent([new NumCoercible(10), 13, '12', true]);

Should compile without error inferring the return type correctly to be implicitly given as [Primitive | NumCoercible, Primitive | NumCoercible] | [undefined, undefined]
This worked as expected up until likely the 2.1.0-dev.20160912 build.
Actual behavior:
The code fails, unless the type parameter is explicitly set:
extentMixed = extent<NumCoercible>([new NumCoercible(10), 13, '12', true]);

The implicitly given return type of extent(...) is otherwise inferred as [Primitive | Numeric, Primitive | Numeric] | [undefined, undefined] causing an error.

This is an effect of #10676. The issue is that when inferring from a union type to a union type, we eliminate identical matches on both sides (e.g. when inferring from string | string[] to string | T we eliminate string on both sides), but this currently doesn't work when the source side is a numeric or string literal type and the target side is number or string. It's pretty easy to fix, I will put up a PR soon.

Thanks a lot for the quick response! Most appreciated.


Full Stack Example

Do you have a start-to-finish example you could post which included wiring up instanbul to run the instrumentation?

To instrument istanbul I use browserify-istanbul in a gulp script like this (simplified):
var source = require('vinyl-source-stream');
var browserifyIstanbul = require('browserify-istanbul');
var mochaPhantomJS = require('gulp-mocha-phantomjs');
var istanbulReport = require('gulp-istanbul-report');

gulp.task('bundle-test', function() {
    return browserify({debug: true})
        .transform(browserifyIstanbul())
        .bundle()
        .pipe(source('test.js'))
        .pipe(gulp.dest('./bundle'))
});

gulp.task('test', ['bundle-test'], function() {
    return gulp.src('test-runner.html', {read:false})
        .pipe(mochaPhantomJS({
            phantomjs: {
                hooks: 'mocha-phantomjs-istanbul',
                coverageFile: './coverage.json'
            }
        }))
        .on('finish', function() {
            gulp.src('./coverage.json')
                .pipe(istanbulReport({
                    dir: './coverage',
                    reporters: ['html']
                }));
        });
});

You'll have to make sure your test-runner.html runs tests from test.js using mocha. See mocha-phantom-js for details on how to do that.

Awesome. Thanks for putting this together, I'll give it a shot here soon and post my experience.


Add a copy method to Network

Throughout the codebase we're using Network.fromJSON( network.toJSON() ) to create deep copies of a network without grabbing it by reference, because we're doing this so much we should integrate this directly into Network so that we can improve it throughout

Solved by adding .clone() to the Network object in c8f0291e8acd64937f194e6acab87545fa326220
Closing for now


Flag errors exits with 0

 hugo mod get --config config-all.toml
flag provided but not defined: -config
usage: go get [-d] [-t] [-u] [-v] [-insecure] [build flags] [packages]
Run 'go help get' for details.
➜  build git:(main) ✗ echo $?
0

OK, this flag error comes from Go, which means the error above is symptom of something else.

I think this is not an issue anymore:
$ hugo mod get --config config-all.toml
flag provided but not defined: -config
usage: go get [-t] [-u] [-v] [build flags] [packages]
Run 'go help get' for details.
Error: failed to get ["-d" "--config" "config-all.toml"]: failed to execute 'go [get -d --config config-all.toml]': failed to execute binary "go" with args [get -d --config config-all.toml]: flag provided but not defined: -config
usage: go get [-t] [-u] [-v] [build flags] [packages]
Run 'go help get' for details.
 *errors.errorString

$ echo $?
1

Tested with:
$ go version
go version go1.20.6 linux/amd64

$ hugo version
hugo v0.117.0-DEV-2c20fd557afa0a659f716f167d4b9c507654d26b linux/amd64 BuildDate=2023-08-04T12:54:26Z


Support for stream encoding

Support for stream encodings. The previous implementation forced 'utf8' which did not work well with binary data. New implementation allows to pass optional parameter 'encoding' to get() and put() methods. If 'encoding' is undefined, it will default to 'utf8'.
The change is backwards compatible.

Hi, @teppokauppinen ,  get() or put() method also support encode in param 'useCompression', just like this, sftp.get(path, {encoding: 'utf8'}),

ok, thanks for the information.
This still leaves the code quite hard to understand as 'useCompression' is not related to compression and then code looks like
Object.assign({}, {encoding: 'utf8'}, {encoding:'binary'}).
An unrelated issue is that the tests contains
let config = require('../tmp/ftp_config.js');
which is not in the repository => running the tests will throw an error 'Cannot find module '../tmp/ftp_config.js'.

@jyu213 can you cut a new release with this update?


0.8.4 improvment request

Hi There, it is me again.
Currently for lemmy easy deploy the tags are hard coded for:
Caddy,
Pictrs,
Postgres
This means we cant select our own tag if we need to for various reasons. I have personally experienced this limitation once in the past.
Can it be implemented that selecting a tag can be customizable if required?
Kind regards
Peter

I'm not sure what is being asked of here. Do you mean the prefix that shows on the log output for the stack?
This is just how Docker Compose works. If you want to filter just the logs for a given service, you can do that, and you can also show those logs without any prefix at all:
https://stackoverflow.com/questions/50360674/how-can-i-remove-prefix-with-service-name-from-logs/68855292#68855292
Do you want a custom prefix because you want to clearly see the logs for different services? Because if so, you can just show them by service name as shown in that discussion.

Interesting, this does make it difficult as certain features come out for each of the components quite rapidly. In addition if you use the latest tag for caddy (which you do) its not clear how you are ensuring everyone uses the identical version of caddy since depending when they deploy it a situation can occur where if caddy upload a new version, a different version is being deployed of it for 1 person using lemmy easy deploy to another.

What did you think about this?

I think that level of meticulously tracking every version of every service is out of scope for this project, as this is not professional software. You are still free to specify custom tags if you like.

Alright can you tell me how I specify a custom docker compose template that is not overwritten when I update with the script? Im not clear how to complete this.

Anything in the custom folder will never be overwritten on updates. You can check the documentation in the repo and copy the official template into that directory with the correct name, then edit it how you like.

Ok so this seems doable so if I just make a copy of docker-compase.yml and put the copy exactly here: ./custom/docker-compose.yml.template
Then it will just use this from then on? This doesnt seem too bad as an option. I can try that if this is the solution? I assume this still conforms to your specification if I do it that way?
P

That's correct. It will always refer to that file instead of the one I supply.
It "conforms" to my specification, but if you have any issues as a result of this deployment, I won't really be able to help as the deployment will now be non-standard.

Alrighty it seems okay. May I also ask how the cloudflare template works as I would like to implement cloudflare for ddos. I dindnt realise I had to make lemmy easy deploy aware of cloudflare. What exactly does the cloudflare template do or tell lemmy to do?

Ok thank you. Your expertise in this is very much valued. It makes sense what you are saying. I am going to need to do this for cloudflare so I may have to ask for some assistance next week when I set it up to check its working as it makes sense that if I enable the proxy for ddos it would interfere with letsencrypt getting the cert renewal.
Regards stability yes this is my main motivation so of your advice here is that its ok then will still stick with what you have specified unless Im am forced to change for some reason (hopefully this wont happen). So far I think I am only using 2 custom files - one for extra pictrs variables for object storage and one for the postgres performance improvements so Im pretty sure I still conform 100%. This is why I have a lot of questions surrounding changes instead of just doing whatever without first asking.
Thanks again. I noticed I am also using the debian images you create now as you built for amd64 so it seems I am pretty much as stable as possible through your script.
Appreciate you taking the time to talk to me.
P


mamba-ssm NO GRADIENT during training

I tried training Mamba models on NVIDIA GeForce GTX TITAN X whose CUDA Version is 12.4,but failed to update the parameters.
My torch version is '1.13.1+cu117'.
Because of the internet problem(The server cannot connect github), I cannot use 'pip install / conda install' to install mamba-ssm.
So I cloned the repositories and downloaded the corresponding .whl files from another computer, and upload it to my server.
Then I only modified the setup.py files to make it use local url instead of visiting github ,specificly i only change the value of 'BASE_WHEEL_URL'.
After that it successfully installed , then i tried training it. I find the loss miraculous increasing during the training.
SO I print the gradient after the optim.step(), I got great results:

As you can see, the gradient from mamba-layers is zero. But that from other layers(norm_f, outLinear) seems correct.
Do anyone know what can I do now ?

Any clues on how to solve this? I am having a similar issue.


Add support for changing authorized_keys without destroynig LXC

It can be done by CLI with pct enter command e.g.:
"mkdir -p /root/.ssh && echo "<pub-key>" >> /root/.ssh/authorized_keys" | pct enter <vmid>
so I suppose it  can be done by provider
source: https://forum.proxmox.com/threads/pct-exec-with-parameters.26053/

AFAIK this provider currently only makes use of the Proxmox API (which does not support this operation).
While technically possible (see your command) I suspect it would need quite a lot of change to implement such a feature in this provider. Also your command only handles adding one key and one would need a solution to delete key(s).


Autocomplete: Inifinite loop triggered when pressing keyup/keydown in autocomplete with optionDisabled function

Describe the bug
For autocompletes with an optionDisabled prop that returns true for undefined, pressing keyDown or keyUp can trigger a crash.
Steps to reproduce the bug

Render an autocomplete with some options disabled
Filter by text so that only disabled options are visible
Press up/down on keyboard
Crash from infinite loop

Expected behavior
No crash
Specifications

Version: 0.37.0
Browser: Edge
OS: Windows

Additional context
I have added a pull request (https://github.com/equinor/design-system/pull/3565) that creates a test case that exposes this issue, and makes that test case pass.

As described, this is a duplicate of #3521 which was fixed in #3534 . However, #3534 failed to fix an edge case where there are non-disabled items that have been filtered out via the search field.


Fix AA repo path, skip deprecation message.

Coverage remained the same at 98.043% when pulling 886521f62796d93d8a37d8c5f43e94eef32459fe on merqlove:fix-aa-repo into 0338660c86f4b35aaeba838fb519513d3531683a on artofhuman:master.

Coverage remained the same at 98.043% when pulling 886521f62796d93d8a37d8c5f43e94eef32459fe on merqlove:fix-aa-repo into 0338660c86f4b35aaeba838fb519513d3531683a on artofhuman:master.


wrun vagrant up not found on Windows WSL

Setting up the environment using Windows WSL Problem
Support Request
DrupalVM 3, Windows WSL, Oracle VirtualBox 6
Windows 10 Student 64bit
Full console output
wrun vagrant up
Command 'wrun' not found, did you mean:
command 'srun' from deb slurm-client
command 'zrun' from deb moreutils
command 'grun' from deb grun
Try: sudo apt install
vagrant up
Command 'vagrant' not found, but can be installed with:
sudo apt install vagrant
Summary
Hi there, I am trying to set up a virtual machine for Drupal 8 using Windows WSL based on the Drupal VM Documentation for Windows installation. I just want to understand clearly if I should install Vagrant, VirtualBox and other software using WSL?
I had no problems setting up drupalvm environment using Git Bash.
Any advice would be great. Thanks

I'm guessing you're looking at the directions here: http://docs.drupalvm.com/en/latest/getting-started/installation-windows/#windows-subsystem-for-linux-ubuntu-bash
I don't think wrun is used anymore, but I'm not sure... it's been a few months since I used WSL.

I skipped the WSL and followed your blog to use cmder as admin instead and it works. https://www.jeffgeerling.com/blog/2019/developing-virtualbox-and-vagrant-on-windows.
Thanks.

googling this problem brought me here.... after research, turns out you dont need to use wrun anymor... just type the command..
like vagrant.exe up
but atfer that, the nfsd error is triggered....


PSMove SteamVR driver sometimes causes vrserver.exe to deadlock on steamvr shutdown

Hello,
Sorry for the multiple issues submitted recently, but I've had a lot of time to mess with this lately.
I think Steam VR updated this morning, and it possibly broke something.  I was about to run some steam VR applications this morning, and started having some streaming problems.  I did a few hours worth of troubleshooting different scenarios, and here is what I came up with.  I can't for 100% confirm if it was something related to the latest steam VR update, or something that went wrong while reinstalling PS Move Service driver when moving to v5.3.  I also tested with both the Master Steam VR along with Beta Steam VR.  Here are my findings.
The tests below were specifically was done with alpha v5.2.  I had just updated to 5.3 and started running into issues.  I reverted back to v5.2 to make sure it wasn't specifically related to the latest alpha release of v5.3 since I had used v5.2 without issue, but continued to have the same results.
Steam VR seems to no longer stream properly while even 1 ps move controller is connected.  Here is the behavior I've noticed through some troubleshooting steps, and I've attached fresh logs of these events.  Each of the troubleshooting steps I had closed all software and reopened in the standard order:

Steam VR opened up with Riftcat without PS Move Service running

Everything tracked fine, and worked as expected

Steam VR opened with Riftcat while PS Move Service running and no controllers turned on at all

Everything worked as expected.
Camera images showing up as normal in VR lobby
Steam VR status box showed HMD and 4 lighthouses connected and functioning as expected.

Steam VR opened up with Riftcat and PS move service running with 1 controller connected

Steam VR lobby locks up immediately.  Moving HMD around only makes the display twitch a little bit
Steam VR status box shows only HMD is connected, but no lighthouses or controllers connected at all with the green icons.

Same as step 3, but wanted to test to see if controllers responded at all, and wanted to confirm with mirrored display on PC.

Steam VR didn't even start properly this time.
Steam VR status box showed up with below error.

EDIT - Confirmed controller had no response on another attempt after the logs were uploaded.  Also, mirror display showed the same as the phone.  Just no twitch effect on the mirror display as the phone was moved around.

The logs attached are of the above events.
Thanks, and as always, let me know what else I can do to help.
logs.zip

Looking at the end of the logs you sent the most recent session seems to have connected to the single controller ok:
vrserver.txt:
Tue Oct 11 2016 13:08:44.651 - psmove: NotifyClientPSMoveResponse - Controller Count = 1 (request id 0).
Tue Oct 11 2016 13:08:44.651 - psmove: added new psmove controller id: psmove_controller0, serial: 00:06:F7:1E:23:27

But then further down vrserver gets disconnected from vrdashboard
vrserver.txt:
Tue Oct 11 2016 13:16:54.688 - IPCPipe(vrdashboard (11196)): Process disconnected.
Tue Oct 11 2016 13:16:54.688 - Process vrdashboard (11196) disconnected
Tue Oct 11 2016 13:16:55.647 - IPCPipe(vrcompositor (10532)): Process disconnected.
Tue Oct 11 2016 13:16:55.647 - Process vrcompositor (10532) disconnected
Tue Oct 11 2016 13:16:56.925 - New Connect message from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\bin\win32\vrmonitor.exe (VRApplication_VRMonitor) 4620
Tue Oct 11 2016 13:16:56.925 - Refusing connect from vrmonitor (4620) because we are shutting down
Tue Oct 11 2016 13:16:56.925 - IPCPipe(vrmonitor (4620)): Process disconnected.
Tue Oct 11 2016 13:16:56.925 - Process vrmonitor (4620) disconnected

Looking at the start or vrmonitor.txt it looks like it's trying to kill old instances of the steamvr processes, but fails to kill a zombie vrserver.exe and fails the startup:
Tue Oct 11 2016 13:16:54.626 - TerminateZombieProcesses()
Tue Oct 11 2016 13:16:54.629 - TerminateZombieProcesses() - Terminating 'vrdashboard.exe'
Tue Oct 11 2016 13:16:55.633 - TerminateZombieProcesses() - Terminating 'vrcompositor.exe'
Tue Oct 11 2016 13:16:56.637 - Failed to terminate 'vrserver.exe'
Tue Oct 11 2016 13:16:56.639 - [System] Prepare operating system environment
Tue Oct 11 2016 13:16:56.639 - [System] Setting power settings to minimum power savings.
Tue Oct 11 2016 13:16:56.679 - [Settings] Load Default Json Settings from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings\default.vrsettings
Tue Oct 11 2016 13:16:56.680 - [Settings] Load Json Settings from C:\Program Files (x86)\Steam\config\steamvr.vrsettings
Tue Oct 11 2016 13:16:56.680 - Enabling direct mode for NVIDIA [Vid=0xD222 Pid=0xAA01]...
Tue Oct 11 2016 13:16:56.680 - Success!
Tue Oct 11 2016 13:16:56.681 - [System] Transition from 'Off' to 'Starting'.
Tue Oct 11 2016 13:16:56.926 - VR_Init failed with VR system shutting down (119)

So it looks like vrserver isn't shutting down correctly from your last session. I have seen this happen in the past then the psmove client gets stuck waiting for the disconnect from psmove service to complete.
Try shutting down steamvr and psmoveserver. Then look in process monitor for any remaining instances of vrserver.exe. Kill those. Then restart psmoveservice and steamvr.

Yes, that was the 4th time running it, and you are correct.  That was more of an afterthought though, and something that I knew could easily be corrected.
The main issue was steam VR locking up at this part:

Steam VR opened up with Riftcat and PS move service running with 1 controller connected

Steam VR lobby locks up immediately. Moving HMD around only makes the display twitch a little bit
Steam VR status box shows only HMD is connected, but no lighthouses or controllers connected at all with the green icons.

After multiple reboots, PS Move Service setup attempts, and trying both beta and master branches of Steam VR, the issue remained the same.

It's starting to sound like vrserver is just getting deadlocked on controller connection for some reason. I posted this in another issue but I'll post this here too just to eliminate another possibility:
Did you re-run SteamVR_ReinstallDriverWin64.bat when you got the latest version of PSMoveService? Sorry if you already did this but I just want to make sure. I ask because the format of the network protocol can change between releases. If the old PSMove client DLL is installed in steamvr and is used with the new PSMoveService you'll get weird networking issues.
You can also verify that you have the latest driver installed by:

Shut down steamvr
Make sure: Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove exists
Run SteamVR_UninstallDriverWin64.bat
Make sure: Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove no longer exists
Run SteamVR_ReinstallDriverWin64.bat
Make sure: Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove exists again

I just verified the driver install using your listed method.  No luck at all.
I'm tempted to try to re-install steam all together, but unsure if that will do me any good?

At this point I'm grasping at straws myself. I feel bad suggesting a complete Steam reinstall though. If you haven't started that, what is the output you get in the PSMoveService log window right after steamvr starts (with Rift cat and 1 controller connected)?

I have not done it yet.  But I may try it tonight.  It's really not bad at all though and only takes a few minutes.
Here is my entire log from startup to end.  The part where steam VR starts is bolded:
[2016-10-11 18:41:13.153]: main - Starting PSMoveServiceConfig file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\ControllerManagerConfig.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\ControllerManagerConfig.json"
[2016-10-11 18:41:13.158]: bluetooth_get_host_address - Found a bluetooth radio[2016-10-11 18:41:13.159]: bluetooth_get_host_address - Retrieved radio infoConfig file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\TrackerManagerConfig.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\TrackerManagerConfig.json"
[2016-10-11 18:41:13.165]: PSMoveController::open - Opening PSMoveController(\?\hid#{00001124-0000-1000-8000-00805f9b34fb}_vid&0002054c_pid&03d5&col01#8&da57301&1&0000#{4d1e55b2-f16f-11cf-88cb-001111000030})[2016-10-11 18:41:13.168]: PSMoveController::open -   with serial_number: 04766e055ca1Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\04_76_6e_05_5c_a1.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\04_76_6e_05_5c_a1.json"
[2016-10-11 18:41:13.373]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSMove) opened[2016-10-11 18:41:13.391]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\3\0, camera_index=0)libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
libusb: error [windows_get_device_list] program assertion failed - existing device should share parent
ps3eye::PS3EYECam::getDevices() found 4 devices.
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p<IP_ADDRESS>.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p<IP_ADDRESS>.json"
[2016-10-11 18:41:13.555]: SharedMemory::initialize() - Allocating shared memory: tracker_view_0[2016-10-11 18:41:13.711]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSEYE) opened[2016-10-11 18:41:13.713]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\4\1, camera_index=1)ps3eye::PS3EYECam::getDevices() found 4 devices.
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p9.2.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p9.2.json"
[2016-10-11 18:41:13.865]: SharedMemory::initialize() - Allocating shared memory: tracker_view_1[2016-10-11 18:41:13.871]: DeviceTypeManager::update_connected_devices - Device device_id 1 (PSEYE) opened[2016-10-11 18:41:13.873]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\19\2, camera_index=2)ps3eye::PS3EYECam::getDevices() found 4 devices.
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p13.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p13.json"
[2016-10-11 18:41:14.22]: SharedMemory::initialize() - Allocating shared memory: tracker_view_2[2016-10-11 18:41:14.26]: DeviceTypeManager::update_connected_devices - Device device_id 2 (PSEYE) opened[2016-10-11 18:41:14.28]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\28\3, camera_index=3)ps3eye::PS3EYECam::getDevices() found 4 devices.
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p9.3.4.json"
Config file name: "C:\Users\Chris\AppData\Roaming\PSMoveService\PS3EyeTrackerConfig_ps3eye_b2_p9.3.4.json"
[2016-10-11 18:41:14.186]: SharedMemory::initialize() - Allocating shared memory: tracker_view_3[2016-10-11 18:41:14.192]: DeviceTypeManager::update_connected_devices - Device device_id 3 (PSEYE) opened**[2016-10-11 18:42:02.201]: ClientConnection::start - Starting client connection id 0[2016-10-11 18:42:02.202]: ClientConnection::send_connection_info - Sending connection id to client 0[2016-10-11 18:42:02.203]: ClientConnection::handle_tcp_read_request_header - Failed to read header on connection 0: An established connection was aborted by the software in your host machine[2016-10-11 18:42:02.204]: ClientConnection::stop - Stopping client connection id 0[2016-10-11 18:42:02.205]: ClientConnection::start - Starting client connection id 1[2016-10-11 18:42:02.206]: ClientConnection::send_connection_info - Sending connection id to client 1**

For the heck of it, I re-installed Steam, and Steam VR, and did a 100% fresh setup of PS Move Service.  Even removed the controllers from Devices and Printers to pair them again and truly start from scratch.
I also removed any trace of the Leap Motion I was testing out a while ago.
I was also sure to use the same VR settings file I uploaded here since you've confirmed that it should be safe.
Sadly, I've run into the same results.
I'm afraid that I've run out of ideas of how to troubleshoot this further on my end outside of doing a full OS reinstall and actually starting from the beginning.  If you have any other suggestions, I'm all ears.
Thanks for looking into this.

Minor update - Tested Steam VR with PS move service running but steam drivers NOT installed, and it doesn't have the issue.  Of course nothing PS move service is working, but it seems to track fine while the computer has PS move service running and it connected to controllers.
Doubt that will help much, but just noticed that now.

I just tried to repo locally with my vive setup and 5.3, but I couldn't repro the problem.
I did notice that the "handle_tcp_read_request_header - Failed to read header on connection" message appears on my end. Since I'm not hitting the same problem you were it's likely not related to the problem.
Out of curiosity, is it possible for you to launch SteamVR with the psmove driver installed but NOT the vridge ones and then launch steamvr with a single controller? I'm curious if something broke with steamvr when multiple drivers are running.
Additionally if that works, could you open a command window and do the following:

Make sure steamvr is not running but psmoveservice is
cd ":\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64
Run vrcmd --pollpose

If things are working you should see the following console spew:
1,-1.95039,0.148867,-0.127145,1.55029,0.537042,-0.0244196
2,-1.78653,0.262404,-0.163171,1.54261,0.255592,-0.00434625
3,-0.629257,1.03039,-0.891313,0.781264,0.535538,0.166626
4,0.491783,1.05878,-0.941211,0.644357,-0.685525,-0.0380308
...

You can hit Ctrl-C to stop it.

I will certainly try the above.  But as promised, I tried 5.1, and it worked perfectly, then moved to 5.2 and it failed.  I went back to 5.1 and it worked fine again.  So something in that update isn't agreeing with my computer.
I will report back once I've tried to test the above.

I've completed the test.  Below are the results.
Tested with 0 controllers connected, and riftcat driver NOT being used (this is why it's showing no HMD detected).

I then ensured all steam and steam VR was killed in task manager.  Restarted PS Move Service with 1 controller connected, and without Riftcat driver, and it failed for me.

Based on those screenshots, the first would have been streaming correctly, and the 2nd would have locked up.  It behaved the same way as it did in my original post.  Test 2 and 3.
Hopefully this helps.

Sorry for my slow reply. I tried to repro the issue by installing VRidge and using my cellphone, but I still can't get it to happen on my machine.
There are only a few changes between 5.1 and 5.2. I think the next thing to do is make custom builds for you to test one step at a time.

Actually I think the only major change in 5.2 was the perf optimization. I wonder if that's causing a problem. There is a switch you can use to disable it. Would you mind trying 5.2 and then edit TrackerManagerConfig.json to have use_bgr_to_hsv_lookup_table set to false. I'd be curious if that fixes it for you or not.
{
    "version": "2",
    "optical_tracking_timeout": "100",
    "use_bgr_to_hsv_lookup_table": false,
    "default_tracker_profile": {
     ...

I'm also working on a build of the steamVR plugin with a ton of logging that should help us track this down (it'll show up in vrserver logs). I'll post a link to that in an hour.

Here is a custom build with some additional logging that will show up in vrserver.txt
PSMoveService-v0.9alpha5_3_1_custom.zip
One thing I noticed when I was running with the additional logging is that my plugin gets initialized quickly twice in a row:
Tue Oct 11 2016 23:37:35.603 - psmove: CServerDriver_PSMoveService::Init - called.
Tue Oct 11 2016 23:37:35.603 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - called.
Tue Oct 11 2016 23:37:35.603 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Existing PSMoveService connection NOT active.
Tue Oct 11 2016 23:37:35.603 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Starting PSMoveService connection...
Tue Oct 11 2016 23:37:35.606 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Successfully connected
Tue Oct 11 2016 23:37:35.606 -   driver psmove implements interfaces IVRSettings_001 ITrackedDeviceServerDriver_004 IVRDisplayComponent_002 IVRDriverDirectModeComponent_001 IVRControllerComponent_001 IVRCameraComponent_002 IServerTrackedDeviceProvider_003 IClientTrackedDeviceProvider_004
Tue Oct 11 2016 23:37:35.606 - Loaded server driver psmove (IServerTrackedDeviceProvider_003) from E:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\driver_psmove.dll
Tue Oct 11 2016 23:37:35.607 - psmove: CServerDriver_PSMoveService::Init - called.
Tue Oct 11 2016 23:37:35.607 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - called.
Tue Oct 11 2016 23:37:35.607 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Existing PSMoveService connection active. Shutting down...
Tue Oct 11 2016 23:37:35.613 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Existing PSMoveService connection stopped.
Tue Oct 11 2016 23:37:35.613 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Starting PSMoveService connection...
Tue Oct 11 2016 23:37:35.614 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Successfully connected

I'm wondering if that leads to the connection getting stuck on the second attempt in some cases.

Thanks for taking the time to build that!
Here are the logs for that build along with a comparison of 5.1 working correctly.
logs.zip
The first part is 5.1 running, but it crashed steam all together.  This was odd behavior, and seems like a one-off.
2nd part is me just launching 5.1 again and letting it run for 2-3 mins, then closed it by clicking x on the steam VR status box.  It properly shut down when I did that which is normally what I've experienced on that build.
3rd part is 5.2, and again I opened it and let it run for a bit.  This time I let it run for a while and it seems like it just ended itself on its own.  I've never let it sit that long while locked up, so unsure if this is normal.  I then finished it off in task manager a minute or so later.
In regards to disabling that feature, I tried that last night and forgot to mention it.  It didn't help.  I noticed that as the only real difference in the builds.  Strange, cause I used 5.2 with great success previously.
Note - I doubt this has any baring on this, but when installing 5.1, it says it installs 13 files, and while installing 5.2 and up, it says installing 14 files.  I see that they are just controller models, but is there something in the driver trying to call that model or something?

Going through my vrmonitor logs, I noticed this difference:
Working attempt with 5.1
Wed Oct 12 2016 09:43:55.417 - [Steam] Connected to Steam in 0.04 seconds.
Wed Oct 12 2016 09:43:55.418 - [Steam] Connect to Steam finished: check for dismissable warnings
Wed Oct 12 2016 09:44:02.208 - [System] System is running for 10 seconds.
Wed Oct 12 2016 09:44:02.208 - [System] Check for dismissable warnings at startup.
Wed Oct 12 2016 09:44:02.418 - [Status Warning Added psmove_controller0 Controller(1)] Tracking Device has no pose (0x0008)
Wed Oct 12 2016 09:44:09.411 - [Status Warning Removed psmove_controller0 Controller(1)] Tracking Device has no pose (0x0008)
Wed Oct 12 2016 09:46:48.701 - [System] Transition from 'Ready' to 'Preparing to Quit...'.
Wed Oct 12 2016 09:46:48.712 - [System] Quit gracefully, power off devices and quit processes via dashboard ...
Wed Oct 12 2016 09:46:48.712 - [System] Quit gracefully: Wait for quit...

Failed attempt 5.3 Custom
Wed Oct 12 2016 09:48:28.733 - [Steam] Connected to Steam in 0.06 seconds.
Wed Oct 12 2016 09:48:28.734 - [Steam] Connect to Steam finished: check for dismissable warnings
Wed Oct 12 2016 09:48:34.677 - [System] System is running for 10 seconds.
Wed Oct 12 2016 09:48:34.677 - [System] Check for dismissable warnings at startup.
Wed Oct 12 2016 09:51:03.659 - [System] Transition from 'Ready' to 'Preparing to Quit...'.
Wed Oct 12 2016 09:51:03.669 - [System] Quit gracefully, power off devices and quit processes via dashboard ...
Wed Oct 12 2016 09:51:03.669 - [System] Quit gracefully: Wait for quit...

Both of these are at the pause I made before closing steam VR.

Yeah it looks like you're getting the double init() call in your vrserver log as well
Wed Oct 12 2016 09:48:27.533 - psmove: CServerDriver_PSMoveService::Init - called.
Wed Oct 12 2016 09:48:27.533 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - called.
Wed Oct 12 2016 09:48:27.533 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Existing PSMoveService connection NOT active.
Wed Oct 12 2016 09:48:27.533 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Starting PSMoveService connection...
Wed Oct 12 2016 09:48:27.534 - psmove: CServerDriver_PSMoveService::ReconnectToPSMoveService - Successfully connected
Wed Oct 12 2016 09:48:27.534 -   driver psmove implements interfaces IVRSettings_001 ITrackedDeviceServerDriver_004 IVRDisplayComponent_002 IVRDriverDirectModeComponent_001 IVRControllerComponent_001 IVRCameraComponent_002 IServerTrackedDeviceProvider_003 IClientTrackedDeviceProvider_004
Wed Oct 12 2016 09:48:27.534 - Loaded server driver psmove (IServerTrackedDeviceProvider_003) from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\driver_psmove.dll
Wed Oct 12 2016 09:48:27.534 - psmove: CServerDriver_PSMoveService::Init - called.

I have another test build that ignores the second init() call from steam vr. Would you mind giving this a try:
PSMoveService-v0.9alpha5_3_2_custom.zip

Great.  I'll give that a whirl tonight after work.
Thanks,

I managed to try this during the day, and it actually seemed to break things a bit further.  PS move service isn't even loading properly by the looks of it.  The config tool isn't connecting with PS move service when running, nor is steam VR.  I tried to revert back to v5.1 that was working fine for the last couple days, and that started having the same effect.
I'm pretty sure something on my computer is messing this up.  With the couple steam crashes I had recently when Steam VR is running, and PS move service starting to give very strange and non-reproducible results, and now it's not even starting up at all, I'm really thinking it's something bunged up in my registry.
At this point, combing through that and trying few things hit or miss may actually take much more time and create more headaches than doing a full OS reload.  I have most things on seperate drives, and can backup all the important appdata so doing the reload only takes a couple hours to bring myself back up to fully functional with all previous software and settings.
If there is another quick test you would like from me, or something that you want to know on my current setup, please let me know.  I'll be doing the reload in about 4 hours from now if I don't hear from you.
Thanks again for all your time and dedication on this.

Bummer. We'll at this point I can't think of anything better to try then a clean setup. Sorry for all this hassel. Thanks for trying all this.

The re-install fixed it.  Luckily with multiple hard drives and SSDs in RAID 0 backing up and reloading doesn't take very long with Windows 10.
Thanks again for your help.  I still don't know HOW this got messed up since I did nothing different than other PS Move Service upgrades, but at least it's working.
Thanks again. And please feel free to close this if you feel as though there is nothing more can come of this.

Wow. I did not expect that to work. I would close this but i've gotten reports from two others with the similar/same issue which makes me wonder if this is more than just a one off problem. I'm wondering if this is a driver or registry problem. I had a vrserver crash myself a bit ago that was caused by a net gear netusb driver.
In any case, glad to hear you got that all sorted out.

The only thing I didn't remove was registry entries.  I did a full steam reload, all new appdata for ps move service.  I rolled back latest windows updates that occurred at about the same time as when I noticed the error.  We tried just about everything except for manually combing through the registry.  So it really has to be rooted in there since uninstalls won't clean that out.  Something that the 5.2 and above is calling.  Like the recenter bit perhaps.  That part could have been botched in the registry and calling on it will lock it up.  I'm just getting here though.
But yeah, game on!

For me, it still do not work, even after trying to uninstall-reinstall SteamVR.
The first time, it said "A key component of SteamVR isn't working properly (308)". Then, i tried to set vrserver.exe and vrmonitor.exe to administrator, and launch steam again in admin mode.
Then, SteamVR launched correctly, but when i turned on the controller, it did not initialized (the light was off). Then, every time i try to launch steamvr with psmoveservice, either nothing gets detected expect the hmd, or just the dk2 camera and the hmd gets detected. It looks like steamvr cannot connect to psmoveservice, as there is no sign in the console of any connection.
I'll do more tests tomorrow.

This is the exact same problem I'm having. Unfortunately I've even tried reinstalling Windows and it hasn't fixed anything.
However, version 5.0 does work.

Yes, versions older than 5.2 works for me too.

@toto5100 @ToppestOfDogs Hey guys I noticed something comparing the logs. It looks like monitor_psmove.exe is stalling on startup. This is an extra program that the steamvr starts to manage the overlay (that green dialog that tells you to press start and select).
On my machine I see this in my vrserver.txt log (Note the ShellExecuteA line at the end):
Fri Oct 14 2016 23:38:52.410 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows full path: "E:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\monitor_psmove.exe"
Fri Oct 14 2016 23:38:52.410 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows args: "E:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\resources"
Fri Oct 14 2016 23:38:52.410 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows current directory: "E:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\"
...
Fri Oct 14 2016 23:38:52.427 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() Start monitor_psmove ShellExecuteA() result: 42.

On other machines where steamvr was locking up I see this (Note the missing ShellExecuteA line):
Wed Oct 12 2016 09:48:27.592 - psmove: Entered CServerDriver_PSMoveService::LaunchPSMoveMonitor()
Wed Oct 12 2016 09:48:27.592 - psmove: Entered CServerDriver_PSMoveService::LaunchPSMoveMonitor(C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove)
Wed Oct 12 2016 09:48:27.592 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows full path: "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\monitor_psmove.exe"
Wed Oct 12 2016 09:48:27.592 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows args: "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\resources"
Wed Oct 12 2016 09:48:27.592 - psmove: CServerDriver_PSMoveService::LaunchPSMoveMonitor() monitor_psmove windows current directory: "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\psmove\bin\win64\"
Wed Oct 12 2016 09:48:27.835 - New Connect message from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win32\vrcompositor.exe (VRApplication_Background) 10932
Wed Oct 12 2016 09:48:27.836 - Using existing HMD oculus_vridge.0.8

This means that the steamvr plug-in is stalling out waiting for monitor_psmove.exe to start. I don't know why this isn't a problem on my machine. However I made a new custom build that launches teh monitor_psmove.exe using CreateProcessA instead of ShellExecuteA. The hydra plugin actually uses CreateProcessA some I'm hoping this is the better approach.
This would also line up with builds 5.2 and older. In 5.2 we added in the monitor_psmove.exe app as part of the HMD/PSMove alignment changes.
If you get a chance I would love for you guys to test this out:
[PSMoveService-v0.9alpha5_3_3_custom.zip]
(https://github.com/cboulay/PSMoveService/files/530993/PSMoveService-v0.9alpha5_3_3_custom.zip)
Make sure you re-run SteamVR_ReinstallDriverWin64.bat
Thanks for your patience with this. I really appreciate your help debugging this.

It works!

It works for me too !
However, there are a few problems :

SteamVR is now very slow to start (it takes about 45s)
Sometimes, it says at the beginning that there are too much compositors running (are you using steamvr compositor to show the calibration message ?)
the controller's movement is a little jittery (not constant), but when it's still it has no jitter.

I can confirm that 5.3.3 fixed it for me too. I had the same problems. 5.0 working fine, but not {5.1 5.2 5.3}. As for me SteamVR comes up instantly.

Glad to hear we finally got to the root problem. Thanks everyone for helping me get to the bottom of this. I'll try to put out a new release on Sunday with this fix in.
@ToppestOfDogs

Edit: Second controller appears as a steam controller, for some reason, but it still works (Only happened once, maybe just a random bug)

Yeah that is a random bug that has to do with the controller type not being correct for a frame. It's fixed in CAPI branch. I'll try to get that integrated over in the next few weeks.

Edit2: Pressing Start+Select turns the controller to the side, making it hard to point.

Do you have the trigger of the PSMove controller pointed straight away from your face when you press  start + select? Have you tried pressing start + select a few times rotating the controller slightly to see if the controller rotation improves? Did you calibrate your magnetometer forward direction to match the forward direction of the calibration mat?
@toto5100

SteamVR is now very slow to start (it takes about 45s). Sometimes, it says at the beginning that there are too much compositors running (are you using steamvr compositor to show the calibration message ?)

Hmm that's wierd. The steamvr plugin will start an instance of monitor_psmove.exe but that is just creating an overlay (which connects to a compositor, but shouldn't create one). There should be only one instance of vrcompositor.exe running (which steamvr starts). Do you have multiple instances of vrcompositor.exe or monitor_psmove.exe running when you start psmove_service? I might need to add some code to kill any zombie instances of monitor_psmove.exe.

the controller's movement is a little jittery (not constant), but when it's still it has no jitter.

This might be due to the velocity prediction. You can disable by setting "enable_filtered_velocity" to "false" in config file for each controller. Those are located here: %appdata%\PSMoveService\xx_xx_xx_xx_xx_xx.json.
Related to the jitter I talked to Ben Jackson of Valve at Steam Dev Days about PSMoveService. He has some good tips about controller filtering. I need to pass a controller "poseTimeOffset" so that steamvr doesn't try to predict my controller pose too far into the future.

I did not had the compositor's message today, that's strange.
Also, do you think it's possible in the future for psmoveservice to use less cpu ? Even now, i can't run raw data correclty at his lowest settings because my cpu (i7 2700k oc) is dying, and has difficulties to handle oculus runtime + steamvr + psmoveservice + rawdata. I have around 20-25 fps.

@toto5100 wierd to hear the compositor issue isn't repro'ing. I'm adding a check to monitor_psmove.exe to make sure only one instance can run at a time. As for the perf issue, yes there are things I can do to improve it. The next big perf item I want to work on is only processing the video frames in a "region of interest" around the tracking shape. We currently process the entire frame. Finding the tracking blob is currently the most expensive operation that shows up in the sampling profiler.

Do you have the trigger of the PSMove controller pointed straight away from your face when you press start + select? Have you tried pressing start + select a few times rotating the controller slightly to see if the controller rotation improves? Did you calibrate your magnetometer forward direction to match the forward direction of the calibration mat?
Yes I've tried all of that, but it turns sideways or sometimes backwards every time

I just published release 5.4 that should fix this the problem this issue was originally opened for:
https://github.com/cboulay/PSMoveService/releases/tag/v0.9-alpha5.4
Closing this issue for tracking purposes.

@ToppestOfDogs With regard to the controller orientation problem could you create a new thread here (please include that image_: https://groups.google.com/forum/#!forum/psmoveservice
I recall you mentioned you were using RiftCat? I'm hoping someone else using RiftCat has the same problem and has some advice. In the meantime I can try and repro that orientation issue locally.


CSS: system info update message is off screen in Chrome and Pie Charts are not resizing well

I noticed that the system info update message goes off screen in case browser is resized (this issue persist in mobile devices as well.
screen shot is below:

EDIT:
issue seems to be two folded

with the margin-left: -270 under @media (max-width: 960px) .messenger.messenger-fixed.messenger-on-top, ul.messenger.messenger-fixed.messenger-on-bottom ; (deleting this puts the message on the screen in almost in the middle when width is below 960px)

and
2) there is a left: 58% under ul.messenger.messenger-fixed.messenger-on-top, ul.messenger.messenger-fixed.messenger-on-bottom; (deleting this 58% would set the message to 50% that looks better with screen wider than 960px; actually in case the screen is between 960 and 1020px the messages is more moved to the right. removing the 58% ensures that it is more in the middle)
Also the pie charts are not resizing well. I think this is due to their bootstrap col sizing. Changing them to col-md from col-sm works good in Chrome.

Fixed. https://github.com/qooob/authentic-theme/commit/cc725506d48dd2c94ea1b9102b2469381653e6e5


Backport patch for CVE-2024-27322 to 4.3

Checklist

[x] Used a personal fork of the feedstock to propose changes
[x] Bumped the build number (if the version is unchanged)
[x] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)
[ ] Ensured the license file is being packaged.

Downloaded the patch from https://github.com/r-devel/r-svn/commit/f7c46500f455eb4edfc3656c3fa20af61b16abb7.patch
Rerendering resulted in no changes
xref: #338, #297
Warning to end users: This patch only prevents an obscure (though admittedly now well publicized) vulnerability. Unserializing R data objects (RDS, RDATA) is still inherently insecure, and you should continue to only load such objects from trusted sources.

Looks like the patch applied cleanly:
Applying patch: /home/conda/recipe_root/0019-CVE-2024-27322.patch
Applying patch: /home/conda/recipe_root/0019-CVE-2024-27322.patch with args:
['-Np1', '-i', '/tmp/tmpebdlr5o6/0019-CVE-2024-27322.patch.native', '--binary']
checking file src/main/serialize.c
Hunk #1 succeeded at 2583 (offset -67 lines).
Hunk #2 succeeded at 2639 (offset -67 lines).
Hunk #3 succeeded at 3270 (offset -67 lines).
patching file src/main/serialize.c
Hunk #1 succeeded at 2583 (offset -67 lines).
Hunk #2 succeeded at 2639 (offset -67 lines).
Hunk #3 succeeded at 3270 (offset -67 lines).
Patch analysis gives:
[[ RA-MD1L-VE ]] - [[                                               0019-CVE-2024-27322.patch ]]


Android 14 support

Problem and solution
Android 14 changed the place of system certificates from /system/etc/security/cacerts to /apex/com.android.conscrypt/cacerts. The benefit is that APEX may be installed independently from system.
But there is a problem - Magisk does not inject module files into /apex directory.
So we do not rely to Magisk file injection and instead use our own tmpfs clone.
Thanks to blog of "HTTP Toolkit" for some ideas, even though our solution is slightly different.
Why module copying and other magic should be done in post-fs-data boot phase?
In last Android releases, there are mount namespaces, that are cloned for every process, so it is difficult to setup bind mounts after system boot. So any interventions should be done before boot phase (on post-fs-data phase).
Resolves #32

I think you had written the update wrong. I added the text to my post fs data file and zipped the module and reflashed and it didn't work. I looked through postfs data and changes the directory lines from
Clone directory into tmpfs
mkdir -p /data/local/tmp-ca-copy
mount -t tmpfs tmpfs /data/local/tmp/tmp-ca-copy
cp -f /apex/com.android.conscrypt/cacerts/* /data/local/tmp/tmp-ca-copy

To
Clone directory into tmpfs
mkdir -p /data/local/tmp/tmp-ca-copy/
mount -t tmpfs tmpfs /data/local/tmp/tmp-ca-copy/
cp -f /apex/com.android.conscrypt/cacerts/* /data/local/tmp/tmp-ca-copy/

Use must have miss written it. The module now works for me on a14 newest beta.

@aussiebro Thanks! I worked for me because /data/local/tmp/tmp-ca-copy was already existed

here is the updated zip for any one that doesnt know how to update the module
https://drive.google.com/file/d/1G9jPQWUnNHxwrXz3FS0BGFB4rEBHFWe2/view?usp=sharing


N: Skipping acquire of configured file 'main/binary-i386/Packages' as repository 'https://zelcash.github.io/aptrepo all InRelease' doesn't support architecture 'i386'

sudo apt-get update
N: Skipping acquire of configured file 'main/binary-i386/Packages' as repository 'https://zelcash.github.io/aptrepo all InRelease' doesn't support architecture 'i386'

Closing - No updated response. Considered solved.


Deploying specific CodeCommit CommitId (not a retry of a previous job)

Please describe which feature you have a question about?
I would like to deploy a specific commit to my amplify app branch, which is connected to a CodeCommit repository.
There doesn't seem to be a way to do this.
Provide additional details
I have an app configured to deploy from 'master' branch.
I would like to start a build with a specific commit from that branch.
The start-job API call seems to have a 'commit-id' parameter, but I don't understand how to use it to specify an arbitrary CommitId.
According to the StartJob documentation (  https://docs.aws.amazon.com/amplify/latest/APIReference/API_StartJob.html#API_StartJob_RequestSyntax ), there are four types of Jobs I can start:
RELEASE: Always uses 'HEAD,' so commit-id is ignored.
-- Example 1 below
RETRY: Uses whatever commit applies to the job being retried, so commit-id is ignored.  I could use RETRY to deploy a previously-deployed CommitId, but that doesn't help me deploy any other CommitIds.
MANUAL: Not applicable to a connected branch.
-- Example 2 below
WEB_HOOK: I believe web-hooks always use 'HEAD,' so commit-id is ignored, I would guess.
-- Example 3 below
In what situation would the 'commit-id' parameter NOT be ignored?
More importantly, is there a way to start a job with a specific (non-retry) CommitId on a connected branch?
What AWS Services are you utilizing?
AWS Amplify API
Provide additional details e.g. code snippets
For example:
Example 1:
$ aws amplify start-job --app-id <some app-id> --branch master --commit-id <some non-HEAD CommitId> --job-type RELEASE
{
    "jobSummary": {
        "commitId": "HEAD",
        "commitTime": <some time>,
        "status": "PENDING",
        "jobId": <some job id>,
        "jobArn": <some job arn>
    }
}

Example 2:
$ aws amplify start-job --app-id <some app-id> --branch master --commit-id <some non-HEAD CommitId> --job-type MANUAL

An error occurred (BadRequestException) when calling the StartJob operation: The requested jobType MANUAL does not support.

Example 3:
$ aws amplify start-job --app-id <some app-id> --branch master --commit-id <some non-HEAD CommitId> --job-type WEB_HOOK

An error occurred (BadRequestException) when calling the StartJob operation: The requested jobType WEB_HOOK does not support.

I was able to verify this behavior on my end as well.  I'm putting in a code fix that will allow customers to use the RELEASE job type to trigger builds against arbitrary commits.  Previously the RELEASE job type would always use HEAD but with my upcoming fix that will no longer be the case - if you specify a commitId we will use that to process the job.
So in the future you'll be able to do something like this: aws amplify start-job --app-id <some app-id> --branch master --commit-id <some non-HEAD CommitId> --job-type RELEASE and it won't just ignore the commit-id field.

Thanks!


Testing environment for DEX TA work

Environment details
Application Name
dex-ta
GitHub team slug
dex-ta
Environments

[x] Development
[ ] Test
[ ] Preproduction
[ ] Production

Tags

tag
value

application
dex ta

business-unit
HMPPS

owner
<EMAIL_ADDRESS>

Networking options
Connectivity
Subnet sets

[x] General - this application will use the same subnet as other applications in your business unit
[ ] Isolated - this application has highly sensitive data which must have its own isolated subnet

How do users connect to the application?

[x] Over the public internet
[ ] With a purple cabled device (please give details)
[ ] With a MoJ Official device

Connectivity to other applications or external parties

Additional features

[ ] Additional VPC Endpoints
[ ] Extended DNS Zones
[x] Other - bastion access

Other information

Environment has been created and SSO link passed to Ian Anderson.


Invalid d.ts files created with @sveltejs/package

Describe the bug
After packaging a Svelte component library I ran into an issue where I failed my type checking. For example:
<Button>Click here</Button>

npm run check

><EMAIL_ADDRESS>check
> svelte-kit sync && svelte-check --tsconfig ./tsconfig.json

====================================
Loading svelte-check in workspace: svelte-test
Getting Svelte diagnostics...

svelte-test/src/routes/+page.svelte:5:7
Error: Type '() => any' is not assignable to type 'never'. (ts)

<Button>Click here</Button>

====================================
svelte-check found 1 error and 0 warnings in 1 file

The issue is with the Button.d.ts file that is created when packaging the svelte components. For example the above Button component produces the following d.ts file:
import { SvelteComponentTyped } from "svelte";
import type { HTMLButtonAttributes } from 'svelte/elements';
export type ButtonMode = 'primary' | 'light' | 'accent' | 'accent-alt1' | 'accent-alt2' | 'accent-alt3' | 'outline' | 'plain';
export type ButtonProps = HTMLButtonAttributes & {
    mode?: ButtonMode;
    loader?: boolean;
    round?: boolean;
    block?: boolean;
    action?: boolean;
    size?: 'small' | 'medium' | 'large';
    onButtonClick?: (event: ComponentEvent<undefined, HTMLButtonElement>) => void;
    children?: Snippet;
};
import type { Snippet } from 'svelte';
import { ComponentEvent } from './';
declare const __propDef: {
    props: Record<string, never>; // <!!! ----------- this should be `ButtonProps` ------------- !!!>
    events: {
        [evt: string]: CustomEvent<any>;
    };
    slots: {};
};
type ButtonProps_ = typeof __propDef.props;
export type ButtonEvents = typeof __propDef.events;
export type ButtonSlots = typeof __propDef.slots;
export default class Button extends SvelteComponentTyped<ButtonProps_, ButtonEvents, ButtonSlots> {
}
export {};

The issue is props: Record<string, never>; should be props: ButtonProps;
When used in a Record, never effectively  creates an object type that can't have any properties, because no value can be assigned to a never type. This is why I'm getting:
Error: Type '() => any' is not assignable to type 'never'. (ts)
Reproduction
I created a public repo you can install and set up locally:

Initialize a new SvelteKit app with TypeScript

mkdir svelte-test
cd svelte-test
npx sv create #(with the following settings)
• SvelteKit minimal (barebones scaffolding for your new app)
• Yes, using Typescript syntax

Install package

npm install --save github:jwerre/svelte-components

Open src/routes/+page.svelte and add the following

<script lang="ts">
  import { Button } from '@jwerre/svelte-components';
</script>

<Button>Click here</Button>

Do Types check

npm run check

After running the type check you should see the above type error...
Logs
❯ npm run check

><EMAIL_ADDRESS>check
> svelte-kit sync && svelte-check --tsconfig ./tsconfig.json

====================================
Loading svelte-check in workspace: /Users/jw/Desktop/svelte-test
Getting Svelte diagnostics...

/Users/jw/Desktop/svelte-test/src/routes/+page.svelte:5:7
Error: Type '() => any' is not assignable to type 'never'. (ts)

<Button>Click here</Button>

System Info
System:
    OS: macOS 15.0.1
    CPU: (10) arm64 Apple M1 Max
    Memory: 1.41 GB / 64.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.18.0 - /opt/homebrew/bin/node
    Yarn: 1.22.22 - ~/.npm-global/bin/yarn
    npm: 9.9.3 - node_modules/.bin/npm
  Browsers:
    Chrome: 130.0.6723.92
    Edge: 117.0.2045.40
    Safari: 18.0.1
  npmPackages:
    @sveltejs/adapter-auto: ^3.3.1 => 3.3.1
    @sveltejs/kit: ^2.7.7 => 2.7.7
    @sveltejs/package: ^2.3.7 => 2.3.7
    @sveltejs/vite-plugin-svelte: ^4.0.0 => 4.0.0
    svelte: ^5.1.11 => 5.1.11
    vite: ^5.4.10 => 5.4.10

I'm also using Typescript:
tslib: "^2.8.1",
typescript: "^5.6.3",

Severity
blocking all usage of SvelteKit
Additional Information
No response

Any headway on this? It's blocking my deployment.

Adding Svelte 5 as a  Peer Dependency resolved this issue:
	"peerDependencies": {
		"svelte": "^5.0.0"
	},

Adding Svelte 5 as a  Peer Dependency resolved this issue:
"peerDependencies": {
  "svelte": "^5.0.0"
},


Missing Dependency

Missing Dependency: polars
Description:
While installing termpandas, I noticed that the polars library, which is required for the tool to work, is not listed in the requirements.txt or install_requires in setup.py. This causes the installation to fail or the tool to not work correctly out of the box.
Steps to Reproduce:

Create a new virtual environment: python -m venv env
Install termpandas: pip install termpandas

Expected Behavior:
termpandas should install all required dependencies, including polars.
Temporary Workaround:
Manually install polars using pip install polars.
Suggested Fix:
Add polars to the install_requires section of setup.py or requirements.txt.
Thanks for creating this useful tool!
Best regards,
Yukesh A S : )

Just added the missing dependency, thanks Yukesh for pointing this out. You can now download the new version using pip.


Graceful shutdown of HTTP/2 connections

A GOAWAY frame with the last stream id set to 2^31-1 is sent and
a timer is started, to wait for an estimated time of one round-trip
(currently 500ms) for any in-flight requests sent by the client. If
the client responds with GOAWAY and closes the connection, we're
done.
A second GOAWAY frame is sent with the actual last stream id and the
status is set to 'closing'. If no streams exist, the connection
terminates. Otherwise a second timer is started, which expires just
before the supervisor kills the connection (shutdown_timeout minus
the first timeout minus epsilon). New streams are not accepted when
status is 'closing'.
If all streams haven't completed after the second timeout, the
connection is forcefully terminated.

Implemented for HTTP/2 in the following scenarios:

When receiving exit signal 'shutdown' from the supervisor
When sys:terminate/2,3 is called

Weird, I thought I implemented this. :-) Oh well, must have done it only in Gun.

A GOAWAY frame with the last stream id set to 2^31-1 is sent and
a timer is started, which shuts down the connection if it hasn't
been closed already. Typically, the client will close the connection
after receiving responses for all ongoing requests.

You should not send the max streamid as this would make the streamid value both invalid and useless. What you should do, is send a GOAWAY with the current last_streamid, and then when actually closing the connection send a second GOAWAY frame with the final last_streamid. Sending multiple GOAWAY frames is not an error.
The shutdown timer default value should be less than what the supervisor or sys:terminate call will accept to wait by default.
I have not yet looked at the code.

No, the RFC is quite specific on this:

A server that is attempting to gracefully shut down a
   connection SHOULD send an initial GOAWAY frame with the last stream
   identifier set to 2^31-1 and a NO_ERROR code.  This signals to the
   client that a shutdown is imminent and that initiating further
   requests is prohibited.  After allowing time for any in-flight stream
   creation (at least one round-trip time), the server can send another
   GOAWAY frame with an updated last stream identifier.  This ensures
   that a connection can be cleanly shut down without losing requests.

Ah right.

In master, the shutdown_timeout is already implemented but only for server-initiated streams, which are shutdown when the client sends goaway, for streams with stream ID > last stream ID in the goaway frame.
There is code calling terminate_all_streams/3 and cowboy_children:terminate/1 in cowboy_http2:terminate/2, but this doesn't give the streams any change to send responses to the client, since the flow is never coming back to the main receive loop/2 after this point.
In my commits for server-initiated shutdown, I didn't use cowboy_children:terminate/1. I just wait for the streams to complete and if they don't, terminate will take care of them. It seems to work for simple cases.
There are a few different scenarios, depending on how clients can respond to the initial goaway. If they respond nicely (like Gun) with goaway and then disconnect, then it works fine and terminates quickly, but I think we need to consider also the case when the client doesn't respond with goaway. (They SHOULD or MAY but there is no MUST, as far as I can tell.)
I made a few test cases using Gun, but perhaps I should add some plain HTTP/2 binary communication test cases to rfc7540_SUITE or so. What do you think?
Consider this a proof-of-concept ready for review. Thanks!

Yes when the client sends GOAWAY then the server will forcefully terminate the streams that the client does not consider "good", and then leave the remaining streams running until the timeout. When the server gracefully shuts down however all streams should be considered "good" so no need to forcefully terminate them before the timeout.
About the test cases, yes it would be good to have a test where the client just stays connected so the timeout can trigger, and another test where the client immediately closes the connection.
I can't look more closely right now I'll try to remember tomorrow.

The last update addresses all the comments. Thanks for the comments btw! Adding a new state 'closing_initiated' makes this step more explicit and clear I think.
Regarding the names of the timers, I used the names we discussed before. I have an idea for a name of the second timer though: goaway_complete_timeout, since the purpose is to wait for existing streams to complete. The two-step process (and the timers)  are then the "initial" and the "complete" step.

OK for the name.

FYI: The last update only renames goaway_close_timeout to goaway_complete_timeout.

Added the new parameters to the manual.

Graceful shutdown for HTTP/1.x done as discussed earlier.

Graceful shutdown for HTTP/1.x done as discussed earlier.

This PR currently depends on cowlib#109. When that is merged, this PR can depend on cowlib master or a new cowlib tag. Any preference?

Cowlib master but make sure to write it in the commit message.

OK. The commit which depends on cowlib master is prepared and pushed to a separate branch: zuiderkwast:graceful_shutdown_cowlib_master.
I'll push it to this PR's brach ASAP when cowlib#109 is merged.

I see the problems in the ws_handler_SUITE. I'm looking.

It's not your fault it's because the code needs to be updated for Gun 2.0.

http2_SUITE:graceful_shutdown_connection fails for me. I'll update master to fix the issues unrelated to this PR.

http2_SUITE:graceful_shutdown_connection fails for me.

It doesn't fail for me.

I'll update master to fix the issues unrelated to this PR.

That's great. I'm reading the Gun realeast notes "Migrating from 1.3" and I see that gun:ws_send/2 is replaced by gun:ws_send/3. I can try to update the ws_handler_SUITE with this if you're not already doing it.

I do it.
Does sys_SUITE fails for you?

I do it.

OK

Does sys_SUITE fails for you?

No, only examples_SUITE (15 failed) and ws_handler_SUITE (16 failed). I deleted the deps directory before running tests. I'm on debian testing with OTP 23.1.2.

OK pushed, master is green again for me.

Great. Rebased. It's green for me.

I've addressed the comments. This PR is still based on my cowlib PR branch. (The only differences are the commit message, the cowlib line in Makefile and the generated rebar.config.)

I did as we said. In some cases, the exit reason can now be a nested stop tuple like {stop, {stop, {exit, shutdown}, 'Parent process requested shutdown.'}, 'Graceful shutdown timed out.'}, which is fine I suppose.
The build fails now because it depends on Cowlib master now. I made it like this in the last update, to make it ready to submit together with the Cowlib PR.

Shouldn't have nested stop tuples. Take the Reason (second element) from the nested tuple, not the entire tuple.

Done.

Can you set Cowlib back to the branch so that it can be tested with the most recent changes? I'll just switch it back to master during merge.

Sure, done. (The commit message mention of cowlib master is currently a lie then.)

Does make ct-http t=clear:graceful_shutdown_listener reliably work for you?

Merged, thanks!
I edited the tests a bit. Please review them especially the newly added todos. It would be a good idea to strengthen them in the future.

Nice! Thanks for your reviews and patience! The result is quite good I think. :tada:
Yes, make ct-http t=clear:graceful_shutdown_listener works reliably for me.
I checked the diff compared to my branch. Replacing sleep in some test cases is good; I didn't realize I did this only in some places. (I guess I only changed where you commented.)
I agree with the added todos. It would also be good to have unit tests for the connection state in Cowlib (cow_http2_machine).

Unit tests in cow_http2_machine is a waste of time because it is covered by both Cowboy and Gun. If I had infinite time I would perhaps do it, but I'd rather focus on the rfc7540_SUITE(s) in both projects.


Add note about generating tags file

I installed unused and hoped it would Just Work™. Instead I got a 'There was a problem finding a tags file.' error message.
Would be nice to add this line to that error message above, but this PR just adds a note to the README.

Hi @cllns - thanks for submitting this!
The error message includes a link to Tim Pope's post about wiring ctags + git together, although it's currently at the very bottom of the error message.
It seems like you hadn't configured ctags previously; do you feel http://tbaggery.com/2011/08/08/effortless-ctags-with-git.html is a good introduction for how to configure git and ctags? While suggesting that command be run to generate a tags file will allow unused to proceed, it may be confusing to new developers since they would need to remember to re-run it. If Tim Pope's article makes sense, it might make sense to restructure the error message and update the link in this PR to the more thorough walkthrough.
Thoughts?

I wrote a short tutorial inspired by @gylaz, hope this helps.

@cllns I've merged this as 8b50f5dd686529d91cc2567754f5444d31af69cd; thank you!