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    posted a message on Disconnected: No supported authentication methods available
    First of all thanks for the responses.
    I looked up my SSH key on wowace and it looks to be identical to the Putty one when I hit edit on said key file.
    I checked the repository browser and it's using the svn+ssh link.
    Still no go.

    The none SSH option seems to be working, but worries me just a little...
    Do you think it would it be worth it to try and set up a new key?
    Posted in: General Chat
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    posted a message on Disconnected: No supported authentication methods available
    I'm using TortoiseSVN in combination with PuTTY/Pageant (and have been using them for several years) to maintain my addons. My last changes were committed
    on 2011.06.29.

    I tried grabbing my code for a small update and got a PuTTY Fatal Error: Disconnected: No supported authentication methods available.

    Tortoise suggests:
    "To better debug SSH connection problems, remove the -q option from 'ssh' in the [tunnels] section of your Subversion configuration file."
    But I apparently don't have a clue as where to find my configuration file.

    Initially I thought this might be transient, but over the last couple weeks I persistently get the same error. I've tried to look at the documentation on site, but it seems TortoiseSVN has gone the way of the dinosaurs...at least as far as this community is concerned.

    Any suggestions would be appreciated, but (call me old fashioned) I'm not really looking forward to have to change to different tools, different repositories and/or command line interfaces.

    Thanks!
    Posted in: General Chat
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    posted a message on SVN Key issues
    So it was something stupid... =/

    Thanks, that did the trick. Now I'd better get the package file correct...
    Posted in: General Chat
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    posted a message on SVN Key issues
    I'm sure I'm doing something stupid, but...

    Anyroad, I read the FAQs, I downloaded Putty and read the relevant help bits. I then proceeded to use PuttyGen to create a key-pair.
    This gives me a key in the format:
    ---- BEGIN SSH2 PUBLIC KEY ----
    Comment: "rsa-key-20081010"
    XXXX...XXXXX
    ---- END SSH2 PUBLIC KEY ----


    (where XXXX...XXXX) is what I assume is the actual key)

    According to the FAQ the key should look like
    ssh-rsa XXXX...XXXX Comment


    I've set the key bit on the user page to
    ssh-rsa XXXX...XXXX

    where I carefully copy pasting from the exported key file.

    I then started Pageant and uploaded the PPK file (which runs and shows me (amongst others) my comment)

    Next I run Putty with svn.wowace.com, which puts me on a login prompt, where I enter svn.

    After several Unexpected disconnects, I now get the message
    "No supported authentication methods available"

    Help would be appreciated.

    (In the mean while, I'll go and see if I can get it to work with a plain password)
    Posted in: General Chat
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    posted a message on Going mad.... [Strange AceDB-2.0 data updates]
    As I said in the title...I'm going mad. You may know I've written SkillsPlusFu, and have been happy with it, but recently (or rather for the past couple months) it's been behaving strangely. The behaviour concerns the Alchemy skill cooldowns.

    I've got the following setup:

    -- declare the database on account level
    Code:

    SkillsPlusFu:RegisterDefaults("account", {
                     -- lists                 
                     cooldownSave = {},     -- cooldown info per character (middle part of list)
                     ...
                     }
                   )


    -- register the TRADE_SKILL_CLOSE event and intialise the toonSaveKey
    Code:

    function SkillsPlusFu:OnEnable()
      ...
    	
      -- cooldown management
      self:RegisterEvent('TRADE_SKILL_CLOSE')
      ...
    
      -- variables
      toonSaveKey = GetCVar('realmName')..'|'..UnitName('player')
     end


    -- TRADE_SKILL_CLOSE event handler (stripped most Transmute spells)
    -- loops spells and if it finds a transmute, write it and consider things done
    Code:

    function SkillsPlusFu:TRADE_SKILL_CLOSE()
    
      local cooldownItem = nil
      local cooldown = nil
      
    	local numSkills = GetNumTradeSkills()
      local alchemyCooldown = false
    	for i=1, numSkills do
    		local itemName = GetTradeSkillInfo(i)		
        -- check alchemy cooldowns by spellID
        if alchemyCooldown == false then
          if( itemName == GetSpellInfo(11479) or       -- Transmute: Iron to Gold
            ... [all other transmutes listed by spell ID]
            itemName == GetSpellInfo(53784)         -- Transmute: Eternal Water to Fire
            ) then
            cooldownItem = L["COOLDOWN_TRANSMUTES"]
            cooldown = GetTradeSkillCooldown(i)
            if (cooldown == nil) then cooldown = 0 end   -- safety catch; should cooldown be removed (or wrong spell ID used
            -- self:Print('Found: '..itemName..format(cooldown)) 
            
            -- write alchemy cooldown information to the database
            self:WriteCooldownInfo(cooldownItem,cooldown)  
            alchemyCooldown = true
          end
        end
        
        -- check for tailoring and jewelcrafting cooldowns each with a specific cooldown
    		if ( -- itemName == GetSpellInfo(18560) or       -- Mooncloth (cooldown removed in 2.4.3)
          itemName == GetSpellInfo(26751) or       -- Primal Mooncloth
          itemName == GetSpellInfo(31373) or       -- Spellcloth
          itemName == GetSpellInfo(36686) or       -- Shadowcloth
    			itemName == GetSpellInfo(47280)) then      -- Brilliant Glass
          
          -- write the actual cooldown information to the database
          self:WriteCooldownInfo(itemName,GetTradeSkillCooldown(i))
        end    
    	end
    	self:Update()
    end


    -- the actual write to DB function, note the debugger
    Code:

    function SkillsPlusFu:WriteCooldownInfo(itemName,cooldown)
      -- general cooldown function
      if (cooldown == nil) then cooldown = 0 end
        
      if (self.db.account.cooldownSave[toonSaveKey] == nil) then
        self.db.account.cooldownSave[toonSaveKey] = {}
      end
      if (self.db.account.cooldownSave[toonSaveKey][itemName] == nil) then
        self.db.account.cooldownSave[toonSaveKey][itemName] = {}
      end
      self.db.account.cooldownSave[toonSaveKey][itemName].Cooldown = format(cooldown)
      self.db.account.cooldownSave[toonSaveKey][itemName].LastCheck = time()
      self.db.account.cooldownSave[toonSaveKey][itemName].IsReady = 0
      if self.db.account.cooldownSave[toonSaveKey][itemName].Hide == nil then 
       self.db.account.cooldownSave[toonSaveKey][itemName].Hide = false
      end
      self:Print('Logged: '..toonSaveKey..' '..itemName..' '..format(self.db.account.cooldownSave[toonSaveKey][itemName].Cooldown))
    end


    So what happens that drives me crazy?
    I have a transmuter and every time I do a transmute, the timer gets reset. I get the Printed debugger. I can see the timer is reset in the FuBar tooltip and from the menu (showing something like Alchemy (0/1)).

    Now the strange thing happens. When I logoff and swap toons. The cooldown says it's ready in the FuBar tooltip and from the menu (showing something like Alchemy (1/1)).

    Swaping again, I run a chance (doesn't always seem to happen which drives me even crazier) to see the previous character to have acquired a ready Transmute cooldown (even with Alchemy not part of their skills) This shows both in the FuBar tooltip and from the menu (showing something like Alchemy (2/2)).

    If I go back to the Alchemist and open and close the Tradeskill-window the timer gets reset again. With a proper debugger messages.

    Shutting down after a clean start, will show the SavedVariables file to have saved the cooldown as ready (but I still see no messages of the counter being reset to zero).

    The tailor stuff in the second bit of code seems to work fine and each piece of cloth-cooldown is properly saved (although my tailor just acquired a Transmute cooldown).

    Frankly, I can't see what's going on and it's driving me round the bend. Help would be much appreciated.
    Posted in: Lua Code Discussion
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    posted a message on Must do something wrong: Notes show up in wrong file
    Crikey...he does love a new version, doesn't he? =/
    Any idea when it will be released? Or where to find it, if it has been released already?
    Posted in: AddOn HELP!
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    posted a message on Must do something wrong: Notes show up in wrong file
    Thanks. :)
    ## SavedVariables: Cartographer_FlightMasterDB

    Right?

    The only thing that gets written there is a Version label...
    Posted in: AddOn HELP!
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    posted a message on Must do something wrong: Notes show up in wrong file
    Lovely reply...

    So, how come those other addons save their data in their own file (they seem to be using the same code)?

    So, how should I code it? (Rather than telling me to use yet again something else...)

    So, why is Cartographer on life support?
    Posted in: AddOn HELP!
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    posted a message on Must do something wrong: Notes show up in wrong file
    I want to make s simple Cartographer module that would keep track of the different FlightMasters. So I copied Cartographer_ExtractGas, fiddled with it a bit and it seemed to be working (it wrote one note to the Cartographer_FlightMaster. I fiddled some more and (a long time after I stopped fiddling) I realised the Cartographer_FlightMaster.lua was no longer updated with the notes, but the Cartographer.lua was.

    Now I've compared the code with Cartographer_ExtractGas, Cartographer_Mailboxes, and some others and the differences are minimal. Still, I guess, I'm doing something wrong.

    This appears to be all the code involved with the database.

    function mod:OnInitialize()
      -- general options stuff
    
      self.db = Cartographer:AcquireDBNamespace("FlightMaster")  
    	Cartographer:RegisterDefaults("FlightMaster", "profile", {
    		iconAlpha = 1,
    		iconScale = 1,
    		minicons = true,
    	})
    
    	if not Cartographer_FlightMasterDB then
    		Cartographer_FlightMasterDB = {}
      end
    end
    
    function mod:OnEnable()
    	if Cartographer_Notes then
      	  Cartographer_Notes:RegisterIcon('FlightMaster', {text = L["Flight Master"], 
                                 path = "Interface\\TaxiFrame\\UI-Taxi-Icon-Green"
                                }
                        )
    		Cartographer_Notes:RegisterNotesDatabase('FlightMaster', Cartographer_FlightMasterDB, self)
    	else
    		Cartographer:ToggleModuleActive(self, false)
    	end
    	self:RegisterEvent("TAXIMAP_OPENED", function() self:SetNote() end, 2)
    end
    
    function mod:SetNote()
    	local x, y = GetPlayerMapPosition("player")
    	if x == 0 and y == 0 then return end  
      local npcName, _ = UnitName("target")
      local zone = GetRealZoneText()
      -- check if we have an existing note, if not add one
    	if not Cartographer_Notes:GetNearbyNote(zone, x, y, 0.10, 'FlightMaster') then
        Cartographer_Notes:SetNote(zone, x, y, 'FlightMaster', L["Flight Master"],'title', npcName)
      end
    end


    Any suggestions are welcome.
    Posted in: AddOn HELP!
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    posted a message on [Bug] - Skillsplusfu
    Glad it's working again.
    Hope you had a good holiday :D
    Posted in: AddOn HELP!
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    posted a message on [Bug] - Skillsplusfu
    Anyone else with a French UI able to answer the questions I posed earlier?
    Posted in: AddOn HELP!
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    posted a message on [Bug] - Skillsplusfu
    Le Sphinx, the add on was updated recently to remove Babble Spell references and that seems to have broken first aid.

    Can you:
    See the skill on the Tooltip?
    Activate the skill from the menu?
    None of the above?
    Posted in: AddOn HELP!
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    posted a message on [Bug] - Skillsplusfu
    Sphinx, I'm going to look into that. Will keep you posted!
    Posted in: AddOn HELP!
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    posted a message on [Bug] - Skillsplusfu
    D?h...
    Updating as I type.

    Skillsplusfu don't save the first aids trake skill, no update for this skill.

    Are you using the French client? There used to be an issue with the French version reading a different skill.
    Posted in: AddOn HELP!
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    posted a message on Abandoning pets - what to look for event wise?
    Thanks! :)
    Posted in: Lua Code Discussion
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