Bump pyyaml from 3.12 to 5.4
Bumps pyyaml from 3.12 to 5.4.
Changelog
Sourced from pyyaml's changelog.
5.4 (2021-01-19)
- yaml/pyyaml#407 -- Build modernization, remove distutils, fix metadata, build wheels, CI to GHA
- yaml/pyyaml#472 -- Fix for CVE-2020-14343, moves arbitrary python tags to UnsafeLoader
- yaml/pyyaml#441 -- Fix memory leak in implicit resolver setup
- yaml/pyyaml#392 -- Fix py2 copy support for timezone objects
- yaml/pyyaml#378 -- Fix compatibility with Jython
5.3.1 (2020-03-18)
- yaml/pyyaml#386 -- Prevents arbitrary code execution during python/object/new constructor
5.3 (2020-01-06)
- yaml/pyyaml#290 -- Use
isinstead of equality for comparing withNone- yaml/pyyaml#270 -- Fix typos and stylistic nit
- yaml/pyyaml#309 -- Fix up small typo
- yaml/pyyaml#161 -- Fix handling of slots
- yaml/pyyaml#358 -- Allow calling add_multi_constructor with None
- yaml/pyyaml#285 -- Add use of safe_load() function in README
- yaml/pyyaml#351 -- Fix reader for Unicode code points over 0xFFFF
- yaml/pyyaml#360 -- Enable certain unicode tests when maxunicode not > 0xffff
- yaml/pyyaml#359 -- Use full_load in yaml-highlight example
- yaml/pyyaml#244 -- Document that PyYAML is implemented with Cython
- yaml/pyyaml#329 -- Fix for Python 3.10
- yaml/pyyaml#310 -- Increase size of index, line, and column fields
- yaml/pyyaml#260 -- Remove some unused imports
- yaml/pyyaml#163 -- Create timezone-aware datetimes when parsed as such
- yaml/pyyaml#363 -- Add tests for timezone
5.2 (2019-12-02)
- Repair incompatibilities introduced with 5.1. The default Loader was changed, but several methods like add_constructor still used the old default yaml/pyyaml#279 -- A more flexible fix for custom tag constructors yaml/pyyaml#287 -- Change default loader for yaml.add_constructor yaml/pyyaml#305 -- Change default loader for add_implicit_resolver, add_path_resolver
- Make FullLoader safer by removing python/object/apply from the default FullLoader yaml/pyyaml#347 -- Move constructor for object/apply to UnsafeConstructor
- Fix bug introduced in 5.1 where quoting went wrong on systems with sys.maxunicode <= 0xffff yaml/pyyaml#276 -- Fix logic for quoting special characters
- Other PRs: yaml/pyyaml#280 -- Update CHANGES for 5.1
5.1.2 (2019-07-30)
- Re-release of 5.1 with regenerated Cython sources to build properly for Python 3.8b2+
... (truncated)
Commits
58d0cb75.4 releasea60f7a1Fix compatibility with Jythonee98abdRun CI on PR base branch changesddf2033constructor.timezone: _copy & deepcopyfc914d5Avoid repeatedly appending to yaml_implicit_resolversa001f27Fix for CVE-2020-14343fe15062Add 3.9 to appveyor file for completeness sake1e1c7fbAdd a newline character to end of pyproject.toml0b6b7d6Start sentences and phrases for capital lettersc976915Shell code improvements- Additional commits viewable in compare view
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Could you go to
http://happyfuntimes.net?verbose=true&go=false
on both your computer and your phone and copy and paste the info shown below? (or drag and drop screenshots)
computer: checking: http://happyfuntimes.net/api/getgames2 hft response: {"gameIps":[],"publicIps":["2601:204:c702:5f87:3d3d:d184:f486:1e8a"]}
phone: checking: http://happyfuntimes.net/api/getgames2 hft response: {"gameIps":[],"publicIps":["2601:204:c702:5f87:c540:9c94:3c2c:7d45"]}
If you run the game on the computer then on the phone does it connect to the game if you go to
Yes that works! Do I need to enable a port on the router or something?
Sorry, I don't yet know what the problem is. It's going to take several steps to figure out the issue. I hope you can help me figure it out
Could you please do the following?
In Unity please pick "Window->HappyFunTimes->Settings"
Then in the "Debug" area type HTFSite
Then run the game and copy the console output here
As an example here's mine

Here you go
So fyi from what I see the browser is telling happyfuntimes.net that you have a machine at 2601:204:c702:5f87:c540:9c94:3c2c:7d45 but happyfuntimes in unity is not passing that same address. Unity is only passing "98.252.66.77". I'll have to see if I can figure out why.
Hmmm, so Unity is using the ipv4 address instead of the ipv6 one?
Are you on Mac or Windows?
Another thing to test, does this work
Mac
ping6 2604:a880:0:1010::7cd:6001
Windows
ping 2604:a880:0:1010::7cd:6001
?

I'm on windows, here are the results of the ping. Seems like it failed... haha
Just double checking, from that same computer if you go to
http://happyfuntimes.net?verbose=true&go=false
you get this?
hft response: {"gameIps":[],"publicIps":["2601:204:c702:5f87:3d3d:d184:f486:1e8a"]}
Oh... well I just checked again and now it says this for my computer
checking: http://happyfuntimes.net/api/getgames2 hft response: {"gameIps":[],"publicIps":["98.252.69.77"]}
It seems like your Windows machine is not using IPv6 but all your phones are. Can you check for example the network settings for you PC?
Pick your ethernet or wifi adaptor, whichever you're using to connect to the internet
then make sure IPv6 is enabled
Otherwise there's also this script which is supposed to enable IPv6 (just incase it was disabled)
https://support.microsoft.com/en-us/kb/929852
Hmm well I checked the network properties and IPV6 is enabled, I also ran the microsoft script but it didn't change anything. I rechecked the happyfuntimes.net test and it returned the same, but about 2 minutes later I tried again and now it shows this:
checking: http://happyfuntimes.net/api/getgames2 hft response: {"gameIps":["10.0.0.97:18679","[fe80::3d3d:d184:f486:1e8a]:18679"],"publicIps":["98.252.69.77"]} ping hft: 10.0.0.97:18679 ping hft: [fe80::3d3d:d184:f486:1e8a]:18679
Phones still can't find my computer though through happyfuntimes.net. I feel like it might be my router maybe. I have some weird comcast router that has both a 2.4 ghz and a 5 ghz wireless networks that can be connected to. I am always connected to the 5ghz one but it seems complicated. Heres my full ipconfig if that helps at all.

prob not great to have all this information out here publicly but whatever lol
So I hacked some stuff into happyfuntimes.net that might make your situtation work? Please try running the game then going to happyfuntimes.net on your phone.
If what I changed doesn't work please repeat these steps just so I can see if it's doing anything new.
Yes that made it work now! Is happyfuntimes.net basically just a website you run that lets you change how the phones/browsers connect without having to redownload the library? thats pretty cool!
Thanks for the help. I look forward to working on a new game with your library now!
happyfuntimes.net is just a website that tries to redriect users to your local computer. So, instead of having to manually type http://[2601:204:c702:5f87:3d3d:d184:f486:1e8a]:18679 they can go to happyfuntimes.net and it will just effectively type http://[2601:204:c702:5f87:3d3d:d184:f486:1e8a]:18679 for them 😄
Unfortunately it's not always trivial to figure out where to the send them 😅
BTW the code for happyfuntimes.net is here https://github.com/greggman/happyfuntimes.net if you ever want to run your own server (like if you have a hit game and you want people to go to myawesomegame.com instead of happyfuntimes.net)
Okay, cool! Thanks again for all the help. Hopefully you didn't have to ruin your code too hard to get it working for me XD
Happy holidays!