avante.nvim icon indicating copy to clipboard operation
avante.nvim copied to clipboard

bug: Error: 'API request failed with status 400. Body: "Bad Request"' while using github copilot

Open TheLazyCat00 opened this issue 8 months ago • 35 comments

Describe the bug

I opened this issue because yetone blindly closed #1699. Bug happens with o3-mini with copilot.

To reproduce

No response

Expected behavior

No response

Installation method

return { "yetone/avante.nvim", event = "VeryLazy", enabled = vim.g.ai_assistant == "avante", version = false, -- Use latest code changes opts = { provider = "copilot3", cursor_applying_provider = "copilot4", auto_suggestions_provider = "copilot4",

	behaviour = {
		auto_suggestions = false,
		auto_set_highlight_group = true,
		auto_set_keymaps = true,
		auto_apply_diff_after_generation = true,
		support_paste_from_clipboard = true,
		minimize_diff = true,
		enable_token_counting = false,
	},
	file_selector = {
		provider = vim.g.lazyvim_picker,
		provider_opts = {},
	},
	web_search_engine = {
		provider = "google",
	},
	disabled_tools = { "python" },

	copilot = {
		endpoint = "https://api.githubcopilot.com",
		proxy = nil, -- [protocol://]host[:port] Use this proxy
		allow_insecure = false, -- Allow insecure server connections
		timeout = 10 * 60 * 1000, -- Timeout in milliseconds
		temperature = 0,
		max_completion_tokens = 1000000,
		reasoning_effort = "high",
	},

	vendors = {
		["copilot1"] = {
			__inherited_from = "copilot",
			model = "claude-3.5-sonnet",
			display_name = "claude-3.5-sonnet"
		},
		["copilot2"] = {
			__inherited_from = "copilot",
			model = "claude-3.7-sonnet",
			display_name = "claude-3.7-sonnet"
		},
		["copilot3"] = {
			__inherited_from = "copilot",
			model = "claude-3.7-sonnet-thought",
			display_name = "claude-3.7-sonnet-thought",
		},
		["copilot4"] = {
			__inherited_from = "copilot",
			model = "o3-mini",
			display_name = "o3-mini",
		},
	},
},
-- Build command for the plugin
build = "powershell -ExecutionPolicy Bypass -File Build.ps1 -BuildFromSource false",
dependencies = {
	"nvim-treesitter/nvim-treesitter",
	"stevearc/dressing.nvim",
	"nvim-lua/plenary.nvim",
	"MunifTanjim/nui.nvim",
	{
		"MeanderingProgrammer/render-markdown.nvim",
		opts = {
		},
		file_types = { "markdown", "Avante" },
		ft = { "markdown", "Avante" },
	},
},

}

Environment

NVIM v0.12.0-dev-16+gae98d0a560 Build type: RelWithDebInfo LuaJIT 2.1.1741730670

Repro


TheLazyCat00 avatar Mar 30 '25 14:03 TheLazyCat00

I am having the same problem for both o3-mini and o1 with copilot.

IslamEssam01 avatar Apr 08 '25 15:04 IslamEssam01

Also having the same problem I tried to add a bit more detail to this topic only the sonnet and 4o model work the others are throwing status 400

Gemini

Error: "API request failed with status 400. Body: '{\"error\":{\"message\":\"The requested model is not supported.\",\"code\":\"model_not_supported\",\"param\":\"model\",\"type\":\"invalid_request_error\"}}'"
    ["gemini-2.0-flash"] = {
      __inherited_from = "copilot",
      display_name = "copilot/gemini-2.0-flash",
      model = "gemini-2.0-flash",
    },

o3-mini


- Model: gpt-o3-mini/gpt-o3-mini

- Selected files:
  - lua/firefly/plugins/ai.lua

> hi
> 
> 



Error: "API request failed with status 400. Body: '{\"error\":{\"message\":\"The requested model is not supported.\",\"code\":\"model_not_supported\",\"param\":\"model\",\"type\":\"invalid_request_error\"}}'"
    ["gpt-o3-mini"] = {
      __inherited_from = "copilot",
      display_name = "copilot/gpt-o3-mini",
      model = "gpt-o3-mini",
    },

Config


require('avante').setup({
  --provider = "openai",
  provider = "claude-3.7",
  --auto_suggestions_provider = "",
  vendors = {
    ["deepseek-coder"] = {
      __inherited_from = "openai",
      api_key_name = "DEEPSEEK_API_KEY",
      endpoint = "https://api.deepseek.com",
      model = "deepseek-coder",
      temperature = 0,
    },
    ["deepseek-reasoner"] = {
      __inherited_from = "openai",
      api_key_name = "DEEPSEEK_API_KEY",
      endpoint = "https://api.deepseek.com",
      temperature = 0,
      model = "deepseek-reasoner",
      disable_tools = true
    },
    ["deepseek-chat"] = {
      __inherited_from = "openai",
      api_key_name = "DEEPSEEK_API_KEY",
      endpoint = "https://api.deepseek.com",
      model = "deepseek-chat",
    },
    ["claude-3.7"] = {
      __inherited_from = "copilot",
      display_name = "copilot/claude-3.7",
      model = "claude-3.7-sonnet",
    },
    ["claude-3.5"] = {
      __inherited_from = "copilot",
      display_name = "copilot/claude-3.5",
      model = "claude-3.5-sonnet",
    },
    ["gpt-o3-mini"] = {
      __inherited_from = "copilot",
      display_name = "copilot/gpt-o3-mini",
      model = "gpt-o3-mini",
    },
  }
})

X4ndras avatar Apr 26 '25 06:04 X4ndras

Having the same issue with provider="copilot" (no other changes to the default config)

miguelsrmv avatar May 04 '25 20:05 miguelsrmv

having the same issue here using both standard copilot and when using claude 3.5 as model. could it be related to rate limit?

marcosktsz avatar May 04 '25 20:05 marcosktsz

note that this is happening only in ask mode and not in edit mode

marcosktsz avatar May 04 '25 21:05 marcosktsz

having the same issue here using both standard copilot and when using claude 3.5 as model. could it be related to rate limit?

No, it works with codecompanion. This error is on the Avante side.

note that this is happening only in ask mode and not in edit mode

Whats edit mode?

TheLazyCat00 avatar May 05 '25 05:05 TheLazyCat00

leader ae

marcosktsz avatar May 05 '25 06:05 marcosktsz

This issue seems to be resolved. Everyone, please update to the latest version and confirm whether it works

TheLazyCat00 avatar May 05 '25 09:05 TheLazyCat00

Also having the same problem I tried to add a bit more detail to this topic only the sonnet and 4o model work the others are throwing status 400

Gemini

Error: "API request failed with status 400. Body: '{\"error\":{\"message\":\"The requested model is not supported.\",\"code\":\"model_not_supported\",\"param\":\"model\",\"type\":\"invalid_request_error\"}}'"
["gemini-2.0-flash"] = {
  __inherited_from = "copilot",
  display_name = "copilot/gemini-2.0-flash",
  model = "gemini-2.0-flash",
},

o3-mini


- Model: gpt-o3-mini/gpt-o3-mini

- Selected files:
  - lua/firefly/plugins/ai.lua

> hi
> 
> 



Error: "API request failed with status 400. Body: '{\"error\":{\"message\":\"The requested model is not supported.\",\"code\":\"model_not_supported\",\"param\":\"model\",\"type\":\"invalid_request_error\"}}'"
["gpt-o3-mini"] = {
  __inherited_from = "copilot",
  display_name = "copilot/gpt-o3-mini",
  model = "gpt-o3-mini",
},

Config

require('avante').setup({ --provider = "openai", provider = "claude-3.7", --auto_suggestions_provider = "", vendors = { ["deepseek-coder"] = { __inherited_from = "openai", api_key_name = "DEEPSEEK_API_KEY", endpoint = "https://api.deepseek.com", model = "deepseek-coder", temperature = 0, }, ["deepseek-reasoner"] = { __inherited_from = "openai", api_key_name = "DEEPSEEK_API_KEY", endpoint = "https://api.deepseek.com", temperature = 0, model = "deepseek-reasoner", disable_tools = true }, ["deepseek-chat"] = { __inherited_from = "openai", api_key_name = "DEEPSEEK_API_KEY", endpoint = "https://api.deepseek.com", model = "deepseek-chat", }, ["claude-3.7"] = { __inherited_from = "copilot", display_name = "copilot/claude-3.7", model = "claude-3.7-sonnet", }, ["claude-3.5"] = { __inherited_from = "copilot", display_name = "copilot/claude-3.5", model = "claude-3.5-sonnet", }, ["gpt-o3-mini"] = { __inherited_from = "copilot", display_name = "copilot/gpt-o3-mini", model = "gpt-o3-mini", }, } })

Hello, as indicated by the copilot API error message: The requested model is not supported., this issue is not a bug of avante.nvim, but because you entered the wrong model name:

["gemini-2.0-flash"] = {
      __inherited_from = "copilot",
      display_name = "copilot/gemini-2.0-flash",
-      model = "gemini-2.0-flash",
+      model = "gemini-2.0-flash-001",
    },
    ["gpt-o3-mini"] = {
      __inherited_from = "copilot",
      display_name = "copilot/gpt-o3-mini",
-      model = "gpt-o3-mini",
+      model = "o3-mini",
    },

yetone avatar May 05 '25 09:05 yetone

o3-mini works now with no errors, o1 doesn't show any error but it just says generating forever

IslamEssam01 avatar May 05 '25 12:05 IslamEssam01

i'm still having issues with claude 3.5

marcosktsz avatar May 05 '25 19:05 marcosktsz

Same. Not solved with this simple config:

  'yetone/avante.nvim',
  event = 'VeryLazy',
  version = false, -- Never set this value to "*"! Never!
  opts = {
    -- add any opts here
    -- for example
    provider = 'copilot',
    --   openai = {
    --     endpoint = "https://api.openai.com/v1",
    --     model = "gpt-4o", -- your desired model (or use gpt-4o, etc.)
    --     timeout = 30000, -- Timeout in milliseconds, increase this for reasoning models
    --     temperature = 0,
    --     max_completion_tokens = 8192, -- Increase this to include reasoning tokens (for reasoning models)
    --     --reasoning_effort = "medium", -- low|medium|high, only used for reasoning models
    --   },
  },
  -- if you want to build from source then do `make BUILD_FROM_SOURCE=true`
  build = 'make',
  -- build = "powershell -ExecutionPolicy Bypass -File Build.ps1 -BuildFromSource false" -- for windows
  dependencies = {
    'nvim-treesitter/nvim-treesitter',
    'stevearc/dressing.nvim',
    'nvim-lua/plenary.nvim',
    'MunifTanjim/nui.nvim',
    --- The below dependencies are optional,
    -- "echasnovski/mini.pick", -- for file_selector provider mini.pick
    -- "nvim-telescope/telescope.nvim", -- for file_selector provider telescope
    -- "hrsh7th/nvim-cmp", -- autocompletion for avante commands and mentions
    -- "ibhagwan/fzf-lua", -- for file_selector provider fzf
    'nvim-tree/nvim-web-devicons', -- or echasnovski/mini.icons
    'zbirenbaum/copilot.lua', -- for providers='copilot'
    {
      -- support for image pasting
      'HakonHarnes/img-clip.nvim',
      event = 'VeryLazy',
      opts = {
        -- recommended settings
        default = {
          embed_image_as_base64 = false,
          prompt_for_file_name = false,
          drag_and_drop = {
            insert_mode = true,
          },
          -- required for Windows users
          use_absolute_path = true,
        },
      },
    },
    {
      -- Make sure to set this up properly if you have lazy=true
      'MeanderingProgrammer/render-markdown.nvim',
      opts = {
        file_types = { 'markdown', 'Avante' },
      },
      ft = { 'markdown', 'Avante' },
    },
  },
}

miguelsrmv avatar May 05 '25 20:05 miguelsrmv

This is also happening to me using copilot as provider. Neither o3, o4-mini or claude models work and all throw "Error: API request failed with status 400. Body: "Bad Request""

The Avante-edit (leader ae) does somehow work regardless of model, it's just the chat that isn't working.

EDIT: Went back to commit cff9cbf, this works flawlessly.

TobiasLab avatar May 06 '25 08:05 TobiasLab

Tbh I only checked gemini-2.5-pro and o3-mini.

TheLazyCat00 avatar May 06 '25 11:05 TheLazyCat00

Same. Not solved with this simple config:

  'yetone/avante.nvim',
  event = 'VeryLazy',
  version = false, -- Never set this value to "*"! Never!
  opts = {
    -- add any opts here
    -- for example
    provider = 'copilot',
    --   openai = {
    --     endpoint = "https://api.openai.com/v1",
    --     model = "gpt-4o", -- your desired model (or use gpt-4o, etc.)
    --     timeout = 30000, -- Timeout in milliseconds, increase this for reasoning models
    --     temperature = 0,
    --     max_completion_tokens = 8192, -- Increase this to include reasoning tokens (for reasoning models)
    --     --reasoning_effort = "medium", -- low|medium|high, only used for reasoning models
    --   },
  },
  -- if you want to build from source then do `make BUILD_FROM_SOURCE=true`
  build = 'make',
  -- build = "powershell -ExecutionPolicy Bypass -File Build.ps1 -BuildFromSource false" -- for windows
  dependencies = {
    'nvim-treesitter/nvim-treesitter',
    'stevearc/dressing.nvim',
    'nvim-lua/plenary.nvim',
    'MunifTanjim/nui.nvim',
    --- The below dependencies are optional,
    -- "echasnovski/mini.pick", -- for file_selector provider mini.pick
    -- "nvim-telescope/telescope.nvim", -- for file_selector provider telescope
    -- "hrsh7th/nvim-cmp", -- autocompletion for avante commands and mentions
    -- "ibhagwan/fzf-lua", -- for file_selector provider fzf
    'nvim-tree/nvim-web-devicons', -- or echasnovski/mini.icons
    'zbirenbaum/copilot.lua', -- for providers='copilot'
    {
      -- support for image pasting
      'HakonHarnes/img-clip.nvim',
      event = 'VeryLazy',
      opts = {
        -- recommended settings
        default = {
          embed_image_as_base64 = false,
          prompt_for_file_name = false,
          drag_and_drop = {
            insert_mode = true,
          },
          -- required for Windows users
          use_absolute_path = true,
        },
      },
    },
    {
      -- Make sure to set this up properly if you have lazy=true
      'MeanderingProgrammer/render-markdown.nvim',
      opts = {
        file_types = { 'markdown', 'Avante' },
      },
      ft = { 'markdown', 'Avante' },
    },
  },
}

What is the version of your Avante?

yetone avatar May 06 '25 12:05 yetone

This is also happening to me using copilot as provider. Neither o3, o4-mini or claude models work and all throw "Error: API request failed with status 400. Body: "Bad Request""

The Avante-edit (leader ae) does somehow work regardless of model, it's just the chat that isn't working.

EDIT: Went back to commit cff9cbf, this works flawlessly.

avante does not have the commit id you mentioned.

Image

yetone avatar May 06 '25 12:05 yetone

o3-mini works now with no errors, o1 doesn't show any error but it just says generating forever

o1 is already available for use.

yetone avatar May 06 '25 12:05 yetone

Same. Not solved with this simple config:

  'yetone/avante.nvim',
  event = 'VeryLazy',
  version = false, -- Never set this value to "*"! Never!
  opts = {
    -- add any opts here
    -- for example
    provider = 'copilot',
    --   openai = {
    --     endpoint = "https://api.openai.com/v1",
    --     model = "gpt-4o", -- your desired model (or use gpt-4o, etc.)
    --     timeout = 30000, -- Timeout in milliseconds, increase this for reasoning models
    --     temperature = 0,
    --     max_completion_tokens = 8192, -- Increase this to include reasoning tokens (for reasoning models)
    --     --reasoning_effort = "medium", -- low|medium|high, only used for reasoning models
    --   },
  },
  -- if you want to build from source then do `make BUILD_FROM_SOURCE=true`
  build = 'make',
  -- build = "powershell -ExecutionPolicy Bypass -File Build.ps1 -BuildFromSource false" -- for windows
  dependencies = {
    'nvim-treesitter/nvim-treesitter',
    'stevearc/dressing.nvim',
    'nvim-lua/plenary.nvim',
    'MunifTanjim/nui.nvim',
    --- The below dependencies are optional,
    -- "echasnovski/mini.pick", -- for file_selector provider mini.pick
    -- "nvim-telescope/telescope.nvim", -- for file_selector provider telescope
    -- "hrsh7th/nvim-cmp", -- autocompletion for avante commands and mentions
    -- "ibhagwan/fzf-lua", -- for file_selector provider fzf
    'nvim-tree/nvim-web-devicons', -- or echasnovski/mini.icons
    'zbirenbaum/copilot.lua', -- for providers='copilot'
    {
      -- support for image pasting
      'HakonHarnes/img-clip.nvim',
      event = 'VeryLazy',
      opts = {
        -- recommended settings
        default = {
          embed_image_as_base64 = false,
          prompt_for_file_name = false,
          drag_and_drop = {
            insert_mode = true,
          },
          -- required for Windows users
          use_absolute_path = true,
        },
      },
    },
    {
      -- Make sure to set this up properly if you have lazy=true
      'MeanderingProgrammer/render-markdown.nvim',
      opts = {
        file_types = { 'markdown', 'Avante' },
      },
      ft = { 'markdown', 'Avante' },
    },
  },
}

What is the version of your Avante?

Issue persists on 2d65271.

miguelsrmv avatar May 06 '25 13:05 miguelsrmv

@miguelsrmv Could you please provide me with a screenshot? Or give me a request-body.json:

  1. Enable debug mode (<leader>ad)
  2. After reproducing the bug, use :messages to view the path of the *-request-body.json file
  3. Use cat *-request-body.json | jq -r ".messages" to view the message list

yetone avatar May 06 '25 13:05 yetone

This is also happening to me using copilot as provider. Neither o3, o4-mini or claude models work and all throw "Error: API request failed with status 400. Body: "Bad Request"" The Avante-edit (leader ae) does somehow work regardless of model, it's just the chat that isn't working. EDIT: Went back to commit cff9cbf, this works flawlessly.

avante does not have the commit id you mentioned.

Image

Sorry, I misspelled, I meant cff8cbf9.

Image

TobiasLab avatar May 06 '25 13:05 TobiasLab

@yetone , here's the log you requested

[
  {
    "content": "Act as an expert software developer.\nAlways use best practices when coding.\nRespect and use existing conventions, libraries, etc that are already present in the code base.\n\nMake sure code comments are in English when generating them.\n\nMemory is crucial, you must follow the instructions in <memory>!\n\nDon't directly search for code context in historical messages. Instead, prioritize using tools to obtain context first, then use context from historical messages as a secondary source, since context from historical messages is often not up to date.\n\nTools Usage Guide:\n  - You have access to tools, but only use them when necessary. If a tool is not required, respond as normal.\n  - Please DON'T be so aggressive in using tools, as many tasks can be better completed without tools.\n  - Files will be provided to you as context through <file> tag!\n  - Before using the `view` tool each time, always repeatedly check whether the file is already in the <file> tag. If it is already there, do not use the `view` tool, just read the file content directly from the <file> tag.\n  - If you use the `view` tool when file content is already provided in the <file> tag, you will be fired!\n  - If the `rag_search` tool exists, prioritize using it to do the search!\n  - If the `rag_search` tool exists, only use tools like `search_keyword` `search_files` `view` `list_files` etc when absolutely necessary!\n  - Keep the `query` parameter of `rag_search` tool as concise as possible! Try to keep it within five English words!\n  - If you encounter a URL, prioritize using the `fetch` tool to obtain its content.\n  - If you have information that you don't know, please proactively use the tools provided by users! Especially the `web_search` tool.\n  - When available tools cannot meet the requirements, please try to use the `run_command` tool to solve the problem whenever possible.\n  - When attempting to modify a file that is not in the context, please first use the `list_files` tool and `search_files` tool to check if the file you want to modify exists, then use the `view` tool to read the file content. Don't modify blindly!\n  - When generating files, first use `list_files` tool to read the directory structure, don't generate blindly!\n  - When creating files, first check if the directory exists. If it doesn't exist, create the directory before creating the file.\n  - After `web_search` tool returns, if you don't get detailed enough information, do not continue use `web_search` tool, just continue using the `fetch` tool to get more information you need from the links in the search results.\n  - For any mathematical calculation problems, please prioritize using the `python` tool to solve them. Please try to avoid mathematical symbols in the return value of the `python` tool for mathematical problems and directly output human-readable results, because large models don't understand mathematical symbols, they only understand human natural language.\n  - Do not use the `python` tool to read or modify files! If you use the `python` tool to read or modify files, you will be fired!!!!!\n  - Do not use the `bash` tool to read or modify files! If you use the `bash` tool to read or modify files, you will be fired!!!!!\n  - If you are provided with the `write_file` tool, there's no need to output your change suggestions, just directly use the `write_file` tool to complete the changes.\n  - Before each tool call, explain the reason why you're using the tool\n\nUse the appropriate shell based on the user's system info:\n- Platform: Linux-6.12.26-1-lts-x86_64\n- Shell: /usr/bin/zsh\n- Language: en_US.UTF-8\n- Current date: 2025-05-06\n- Project root: /home/miguel/Transcendence\n\n\nAlways reply to the user in the same language they are using.\n\nDon't just provide code suggestions, use the `replace_in_file` tool to help users fulfill their needs.\n\nAfter the tool call is complete, please do not output the entire file content.\n\nBefore calling the tool, be sure to explain the reason for calling the tool.\n\n\n\n",
    "role": "system"
  },
  {
    "content": "<selected_files>\n<file path=\"frontend/src/features/game/remoteGameApp/remoteGame.ts\" language=\"typescript\">\n/**\n * @file remoteGame.ts\n * @brief Manages the setup and control of remote games using WebSockets.\n *\n * This file contains functions to initialize and manage remote games, including sending\n * and receiving messages via WebSocket to control game flow and player interactions.\n */\n\nimport type { gameSettings, leanGameSettings } from '../gameSettings/gameSettings.types.js';\nimport { updateHUD } from '../gameSetup.js';\nimport { loadView } from '../../../core/viewLoader.js';\nimport { updateBackground, renderGame } from './renderGame.js';\nimport { triggerEndGameMenu } from '../gameStats/gameConclusion.js';\n\n/**\n * @brief Indicates whether a game is currently running.\n */\nlet gameIsRunning: boolean = false;\n\n/**\n * @brief WebSocket connection for the remote game.\n */\nlet webSocket: WebSocket;\n\n/**\n * @brief Initializes a remote game with the given settings.\n *\n * This function establishes a WebSocket connection to the game server, sends the initial\n * game settings, and sets up event handlers for game messages and player input.\n *\n * @param leanGameSettings The settings for the game, including player preferences and game type.\n */\nexport function initializeRemoteGame(leanGameSettings: leanGameSettings) {\n  webSocket = new WebSocket('wss://padaria.42.pt/ws');\n\n  const joinGameMsg = { type: 'join_game', playerSettings: leanGameSettings };\n\n  const serializedJoinGameMsg = JSON.stringify(joinGameMsg);\n\n  webSocket.onopen = () => {\n    // Sends leanGameSettings\n    webSocket.send(serializedJoinGameMsg);\n\n    // Starts sending ping-pong\n    setInterval(() => {\n      if (webSocket.readyState === WebSocket.OPEN) {\n        webSocket.send(JSON.stringify({ type: 'ping' }));\n      }\n    }, 30000);\n  };\n\n  webSocket.onmessage = (event) => {\n    const messageData = JSON.parse(event.data);\n    // If message was the first type of message, load the view and update the HUD and background\n    console.log(`Got a message! ${JSON.stringify(messageData)}`);\n    if (messageData.type === 'game_setup') {\n      const gameSettings = messageData.settings;\n      loadView('game-page');\n      updateHUD(gameSettings, gameSettings.gameType);\n      updateBackground(gameSettings.background.imagePath);\n\n      const keyDownHandler = (e: KeyboardEvent) => {\n        if (e.key === ' ' && gameSettings.gameType === 'Crazy Pong') {\n          webSocket.send(JSON.stringify({ type: 'power_up' }));\n        } else if (e.key == 'ArrowUp') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'up' }));\n        } else if (e.key == 'ArrowDown') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'down' }));\n        }\n      };\n\n      const keyUpHandler = (e: KeyboardEvent) => {\n        // Send Stop\n        if (e.key === 'ArrowUp' || e.key === 'ArrowDown') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'stop' }));\n          console.log('Stopped sending input');\n        }\n      };\n\n      window.addEventListener('keydown', keyDownHandler);\n      window.addEventListener('keyup', keyUpHandler);\n    } else if (messageData.type === 'game_start') {\n      // TODO: Change to game start??\n      gameIsRunning = true;\n      renderGame(webSocket);\n    } else if (messageData.type === 'game_end') {\n      gameIsRunning = false;\n      triggerEndGameMenu(\n        messageData.winningPlayer,\n        messageData.ownSide,\n        messageData.stats,\n        'Remote Play', // TODO: replace by messageData.playType\n      );\n    }\n  };\n}\n\n/**\n * @brief Ends the remote game if it is currently running.\n *\n * This function sends a stop message to the server to terminate the game session.\n */\nexport function endRemoteGameIfRunning(): void {\n  const stopMessage = JSON.stringify({ type: 'stop_game' });\n  if (gameIsRunning) {\n    webSocket.send(stopMessage);\n  }\n}\n</file>\n</selected_files>\n\n\n\n<recently_viewed_files>\n1. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/localGameApp/collisions.ts\n2. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/remoteGameApp/remoteGame.ts\n3. /home/miguel/Transcendence/srcs/requirements/frontend/websocket_routes.md\n4. /home/miguel/Transcendence/srcs/requirements/frontend/static/index.html\n5. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/gameStats/gameConclusion.ts\n6. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/remotePlay/remotePlay.ts\n7. /home/miguel/Transcendence/srcs/requirements/frontend/src/core/router.ts\n8. /home/miguel/Transcendence/srcs/requirements/frontend/src/core/viewLoader.ts\n9. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/remoteGameApp/renderGame.ts\n10. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/localGameApp/game.ts\n</recently_viewed_files>",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "<memory>\n### Summary\n\n1. **Tasks Performed and Outcomes:**\n   - Attempted to correct an issue with the replacement process, but the outcome of this attempt is not specified.\n\n2. **Code Files, Modules, or Functions Modified or Examined:**\n   - No specific files, modules, or functions were mentioned in this part of the conversation.\n\n3. **Important Decisions or Assumptions Made:**\n   - No specific decisions or assumptions were detailed in this part of the conversation.\n\n4. **Errors Encountered and Test or Build Results:**\n   - An issue with the replacement process was encountered, but no further details or test results were provided.\n\n5. **Remaining Tasks, Open Questions, or Next Steps:**\n   - Correct the issue with the replacement process and attempt it again. Further details on the nature of the issue or the steps to resolve it are not provided.\n</memory>",
    "role": "user"
  },
  {
    "content": "It seems there is an issue with the replacement process. Let me investigate further to resolve this.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "Viewing file frontend/src/features/game/localGameApp/ball.ts to get the latest content",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "4a08d3cc-7bbb-45b0-93fc-8c6eee26f9c9",
        "function": {
          "name": "view",
          "arguments": "{\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "The file frontend/src/features/game/localGameApp/ball.ts has been updated. Please use the latest `view` tool result!",
    "role": "tool",
    "tool_call_id": "4a08d3cc-7bbb-45b0-93fc-8c6eee26f9c9"
  },
  {
    "content": "Please generate Doxygen comments to this file, and apply them.",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "Viewing file frontend/src/features/game/localGameApp/ball.ts to get the latest content",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "c9e26b35-4132-49ec-82fd-eccb99e6da36",
        "function": {
          "name": "view",
          "arguments": "{\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "The file frontend/src/features/game/localGameApp/ball.ts has been updated. Please use the latest `view` tool result!",
    "role": "tool",
    "tool_call_id": "c9e26b35-4132-49ec-82fd-eccb99e6da36"
  },
  {
    "content": "It seems there is a persistent issue with locating the string for replacement. Let's try a different approach to ensure the Doxygen comments are applied correctly. I'll review the file content to identify the problem.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "view",
          "arguments": "{\"view_range\":{\"start_line\":1,\"end_line\":20},\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "I have reviewed the file content. Let's proceed with adding the Doxygen comments to the `ball.ts` file. I'll make sure to apply the changes correctly this time.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n>Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n>  ",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this file. Do not replace in-buffer.",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Hi!",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please create a commit message and git commit it for me",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Give me more information about the API request having failed",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "is the APi working?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "What about now?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Hi",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please update this buffers' Doxygen comments",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please update these doxygen comments",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please remove Doxygen comments from this file",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Can you update these files' Doxygen comments please?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Test",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Test output for yetone",
    "role": "user"
  }
]

miguelsrmv avatar May 06 '25 15:05 miguelsrmv

@miguelsrmv What is the specific error message? Also, can we take a look at the response corresponding to this request?

cat *-response-body.json

yetone avatar May 06 '25 17:05 yetone

@TobiasLab Does it still report an error after you create a new conversation with /new?

yetone avatar May 06 '25 17:05 yetone

@yetone , here's the log you requested

[
  {
    "content": "Act as an expert software developer.\nAlways use best practices when coding.\nRespect and use existing conventions, libraries, etc that are already present in the code base.\n\nMake sure code comments are in English when generating them.\n\nMemory is crucial, you must follow the instructions in <memory>!\n\nDon't directly search for code context in historical messages. Instead, prioritize using tools to obtain context first, then use context from historical messages as a secondary source, since context from historical messages is often not up to date.\n\nTools Usage Guide:\n  - You have access to tools, but only use them when necessary. If a tool is not required, respond as normal.\n  - Please DON'T be so aggressive in using tools, as many tasks can be better completed without tools.\n  - Files will be provided to you as context through <file> tag!\n  - Before using the `view` tool each time, always repeatedly check whether the file is already in the <file> tag. If it is already there, do not use the `view` tool, just read the file content directly from the <file> tag.\n  - If you use the `view` tool when file content is already provided in the <file> tag, you will be fired!\n  - If the `rag_search` tool exists, prioritize using it to do the search!\n  - If the `rag_search` tool exists, only use tools like `search_keyword` `search_files` `view` `list_files` etc when absolutely necessary!\n  - Keep the `query` parameter of `rag_search` tool as concise as possible! Try to keep it within five English words!\n  - If you encounter a URL, prioritize using the `fetch` tool to obtain its content.\n  - If you have information that you don't know, please proactively use the tools provided by users! Especially the `web_search` tool.\n  - When available tools cannot meet the requirements, please try to use the `run_command` tool to solve the problem whenever possible.\n  - When attempting to modify a file that is not in the context, please first use the `list_files` tool and `search_files` tool to check if the file you want to modify exists, then use the `view` tool to read the file content. Don't modify blindly!\n  - When generating files, first use `list_files` tool to read the directory structure, don't generate blindly!\n  - When creating files, first check if the directory exists. If it doesn't exist, create the directory before creating the file.\n  - After `web_search` tool returns, if you don't get detailed enough information, do not continue use `web_search` tool, just continue using the `fetch` tool to get more information you need from the links in the search results.\n  - For any mathematical calculation problems, please prioritize using the `python` tool to solve them. Please try to avoid mathematical symbols in the return value of the `python` tool for mathematical problems and directly output human-readable results, because large models don't understand mathematical symbols, they only understand human natural language.\n  - Do not use the `python` tool to read or modify files! If you use the `python` tool to read or modify files, you will be fired!!!!!\n  - Do not use the `bash` tool to read or modify files! If you use the `bash` tool to read or modify files, you will be fired!!!!!\n  - If you are provided with the `write_file` tool, there's no need to output your change suggestions, just directly use the `write_file` tool to complete the changes.\n  - Before each tool call, explain the reason why you're using the tool\n\nUse the appropriate shell based on the user's system info:\n- Platform: Linux-6.12.26-1-lts-x86_64\n- Shell: /usr/bin/zsh\n- Language: en_US.UTF-8\n- Current date: 2025-05-06\n- Project root: /home/miguel/Transcendence\n\n\nAlways reply to the user in the same language they are using.\n\nDon't just provide code suggestions, use the `replace_in_file` tool to help users fulfill their needs.\n\nAfter the tool call is complete, please do not output the entire file content.\n\nBefore calling the tool, be sure to explain the reason for calling the tool.\n\n\n\n",
    "role": "system"
  },
  {
    "content": "<selected_files>\n<file path=\"frontend/src/features/game/remoteGameApp/remoteGame.ts\" language=\"typescript\">\n/**\n * @file remoteGame.ts\n * @brief Manages the setup and control of remote games using WebSockets.\n *\n * This file contains functions to initialize and manage remote games, including sending\n * and receiving messages via WebSocket to control game flow and player interactions.\n */\n\nimport type { gameSettings, leanGameSettings } from '../gameSettings/gameSettings.types.js';\nimport { updateHUD } from '../gameSetup.js';\nimport { loadView } from '../../../core/viewLoader.js';\nimport { updateBackground, renderGame } from './renderGame.js';\nimport { triggerEndGameMenu } from '../gameStats/gameConclusion.js';\n\n/**\n * @brief Indicates whether a game is currently running.\n */\nlet gameIsRunning: boolean = false;\n\n/**\n * @brief WebSocket connection for the remote game.\n */\nlet webSocket: WebSocket;\n\n/**\n * @brief Initializes a remote game with the given settings.\n *\n * This function establishes a WebSocket connection to the game server, sends the initial\n * game settings, and sets up event handlers for game messages and player input.\n *\n * @param leanGameSettings The settings for the game, including player preferences and game type.\n */\nexport function initializeRemoteGame(leanGameSettings: leanGameSettings) {\n  webSocket = new WebSocket('wss://padaria.42.pt/ws');\n\n  const joinGameMsg = { type: 'join_game', playerSettings: leanGameSettings };\n\n  const serializedJoinGameMsg = JSON.stringify(joinGameMsg);\n\n  webSocket.onopen = () => {\n    // Sends leanGameSettings\n    webSocket.send(serializedJoinGameMsg);\n\n    // Starts sending ping-pong\n    setInterval(() => {\n      if (webSocket.readyState === WebSocket.OPEN) {\n        webSocket.send(JSON.stringify({ type: 'ping' }));\n      }\n    }, 30000);\n  };\n\n  webSocket.onmessage = (event) => {\n    const messageData = JSON.parse(event.data);\n    // If message was the first type of message, load the view and update the HUD and background\n    console.log(`Got a message! ${JSON.stringify(messageData)}`);\n    if (messageData.type === 'game_setup') {\n      const gameSettings = messageData.settings;\n      loadView('game-page');\n      updateHUD(gameSettings, gameSettings.gameType);\n      updateBackground(gameSettings.background.imagePath);\n\n      const keyDownHandler = (e: KeyboardEvent) => {\n        if (e.key === ' ' && gameSettings.gameType === 'Crazy Pong') {\n          webSocket.send(JSON.stringify({ type: 'power_up' }));\n        } else if (e.key == 'ArrowUp') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'up' }));\n        } else if (e.key == 'ArrowDown') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'down' }));\n        }\n      };\n\n      const keyUpHandler = (e: KeyboardEvent) => {\n        // Send Stop\n        if (e.key === 'ArrowUp' || e.key === 'ArrowDown') {\n          webSocket.send(JSON.stringify({ type: 'movement', direction: 'stop' }));\n          console.log('Stopped sending input');\n        }\n      };\n\n      window.addEventListener('keydown', keyDownHandler);\n      window.addEventListener('keyup', keyUpHandler);\n    } else if (messageData.type === 'game_start') {\n      // TODO: Change to game start??\n      gameIsRunning = true;\n      renderGame(webSocket);\n    } else if (messageData.type === 'game_end') {\n      gameIsRunning = false;\n      triggerEndGameMenu(\n        messageData.winningPlayer,\n        messageData.ownSide,\n        messageData.stats,\n        'Remote Play', // TODO: replace by messageData.playType\n      );\n    }\n  };\n}\n\n/**\n * @brief Ends the remote game if it is currently running.\n *\n * This function sends a stop message to the server to terminate the game session.\n */\nexport function endRemoteGameIfRunning(): void {\n  const stopMessage = JSON.stringify({ type: 'stop_game' });\n  if (gameIsRunning) {\n    webSocket.send(stopMessage);\n  }\n}\n</file>\n</selected_files>\n\n\n\n<recently_viewed_files>\n1. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/localGameApp/collisions.ts\n2. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/remoteGameApp/remoteGame.ts\n3. /home/miguel/Transcendence/srcs/requirements/frontend/websocket_routes.md\n4. /home/miguel/Transcendence/srcs/requirements/frontend/static/index.html\n5. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/gameStats/gameConclusion.ts\n6. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/remotePlay/remotePlay.ts\n7. /home/miguel/Transcendence/srcs/requirements/frontend/src/core/router.ts\n8. /home/miguel/Transcendence/srcs/requirements/frontend/src/core/viewLoader.ts\n9. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/remoteGameApp/renderGame.ts\n10. /home/miguel/Transcendence/srcs/requirements/frontend/src/features/game/localGameApp/game.ts\n</recently_viewed_files>",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "<memory>\n### Summary\n\n1. **Tasks Performed and Outcomes:**\n   - Attempted to correct an issue with the replacement process, but the outcome of this attempt is not specified.\n\n2. **Code Files, Modules, or Functions Modified or Examined:**\n   - No specific files, modules, or functions were mentioned in this part of the conversation.\n\n3. **Important Decisions or Assumptions Made:**\n   - No specific decisions or assumptions were detailed in this part of the conversation.\n\n4. **Errors Encountered and Test or Build Results:**\n   - An issue with the replacement process was encountered, but no further details or test results were provided.\n\n5. **Remaining Tasks, Open Questions, or Next Steps:**\n   - Correct the issue with the replacement process and attempt it again. Further details on the nature of the issue or the steps to resolve it are not provided.\n</memory>",
    "role": "user"
  },
  {
    "content": "It seems there is an issue with the replacement process. Let me investigate further to resolve this.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "Viewing file frontend/src/features/game/localGameApp/ball.ts to get the latest content",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "4a08d3cc-7bbb-45b0-93fc-8c6eee26f9c9",
        "function": {
          "name": "view",
          "arguments": "{\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "The file frontend/src/features/game/localGameApp/ball.ts has been updated. Please use the latest `view` tool result!",
    "role": "tool",
    "tool_call_id": "4a08d3cc-7bbb-45b0-93fc-8c6eee26f9c9"
  },
  {
    "content": "Please generate Doxygen comments to this file, and apply them.",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "Viewing file frontend/src/features/game/localGameApp/ball.ts to get the latest content",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "c9e26b35-4132-49ec-82fd-eccb99e6da36",
        "function": {
          "name": "view",
          "arguments": "{\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "The file frontend/src/features/game/localGameApp/ball.ts has been updated. Please use the latest `view` tool result!",
    "role": "tool",
    "tool_call_id": "c9e26b35-4132-49ec-82fd-eccb99e6da36"
  },
  {
    "content": "It seems there is a persistent issue with locating the string for replacement. Let's try a different approach to ensure the Doxygen comments are applied correctly. I'll review the file content to identify the problem.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "view",
          "arguments": "{\"view_range\":{\"start_line\":1,\"end_line\":20},\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "Error: import { BALL_RADIUS, CANVAS_HEIGHT, CANVAS_WIDTH } from './game.js';\nimport { Paddle } from './paddle.js';\n\n/**\n * @file ball.ts\n * @brief Defines the Ball class and related functionality for a game, including movement, bouncing, and resetting.\n */\n\nlet BALL_COLOUR = 'white';\nconst BORDER_COLOUR = 'gray';\nlet isVisible = true;\n\n/**\n * @class Ball\n * @brief Represents a ball in the game, with properties for position, speed, and radius.\n */\nexport class Ball {\n  x: number;\n  y: number;\n  previousX: number;\n  previousY: number;\n  radius: number;\n  speedX: number;\n  speedY: number;\n\n  /**\n   * @brief Constructs a new Ball object.\n   * @param x The initial x-coordinate of the ball.\n   * @param y The initial y-coordinate of the ball.\n   * @param radius The radius of the ball.\n   * @param speedX The initial horizontal speed of the ball.\n   * @param speedY The initial vertical speed of the ball.\n   */\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\n    this.x = x;\n    this.y = y;\n    this.previousX = x;\n    this.previousY = y;\n    this.radius = radius;\n    this.speedX = speedX;\n    this.speedY = speedY;\n  }\n\n  /**\n   * @brief Draws the ball on the canvas.\n   * @param ctx The canvas rendering context.\n   */\n  draw(ctx: CanvasRenderingContext2D): void {\n    if (isVisible) {\n      ctx.beginPath();\n      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);\n      ctx.fillStyle = BALL_COLOUR;\n      ctx.fill();\n      ctx.strokeStyle = BORDER_COLOUR;\n      ctx.stroke();\n      ctx.closePath();\n    }\n  }\n\n  /**\n   * @brief Moves the ball based on its speed and the elapsed time.\n   * @param dt The time delta in seconds.\n   */\n  move(dt: number): void {\n    this.x += this.speedX * dt;\n    this.y += this.speedY * dt;\n  }\n\n  /**\n   * @brief Handles horizontal bouncing when the ball collides with a paddle.\n   * @param paddle The paddle object the ball collides with.\n   */\n  bounceHorizontal(paddle: Paddle): void {\n    const paddleCenterY = paddle.y + paddle.height / 2.0; // Calculate the actual center\n\n    // --- 1. Calculate Relative Intersection & Normalize (Use paddleCenterY) ---\n    const relativeIntersectY = this.y - paddleCenterY; // Use the calculated center\n    const normalizedRelativeIntersectionY = Math.max(\n      -1,\n      Math.min(1, relativeIntersectY / (paddle.height / 2.0)),\n    );\n\n    // --- 2. Calculate Bounce Angle ---\n    const maxBounceAngle = (60 * Math.PI) / 180; // 60 degrees in radians, correspondes to maximum steepness\n    const bounceAngle = normalizedRelativeIntersectionY * maxBounceAngle;\n\n    // --- 3. Calculate Speed Magnitude (10% overall speed increase) ---\n    const speed = Math.sqrt(this.speedX ** 2 + this.speedY ** 2);\n    const newSpeed = speed * 1.1;\n\n    // --- 4. Determine Outgoing Horizontal Direction ---\n    const newSpeedXSign = this.speedX > 0 ? -1 : 1;\n\n    // --- 5. Set New Velocities ---\n    this.speedX = newSpeedXSign * newSpeed * Math.cos(bounceAngle);\n    this.speedY = newSpeed * Math.sin(bounceAngle); // Sign now correctly determined by bounceAngle\n  }\n\n  /**\n   * @brief Handles a simple horizontal bounce for a fake ball.\n   */\n  bounceHorizontalFakeBall(): void {\n    this.speedX *= -1; // Reverse horizontal direction\n  }\n\n  /**\n   * @brief Handles vertical bouncing when the ball collides with a horizontal surface.\n   */\n  bounceVertical(): void {\n    this.speedY *= -1; // Reverse vertical direction\n  }\n\n  /**\n   * @brief Sets the speed of the ball.\n   * @param x The new horizontal speed.\n   * @param y The new vertical speed.\n   */\n  setSpeed(x: number, y: number): void {\n    this.speedX = x;\n    this.speedY = y;\n  }\n\n  /**\n   * @brief Sets the radius of the ball.\n   * @param radius The new radius of the ball.\n   */\n  setRadius(radius: number): void {\n    this.radius = radius;\n  }\n\n  /**\n   * @brief Resets the ball to its initial position, speed, and radius.\n   */\n  reset(): void {\n    this.x = CANVAS_WIDTH / 2;\n    this.y = CANVAS_HEIGHT / 2;\n    this.speedX = 0;\n    this.speedY = 0;\n    this.radius = BALL_RADIUS;\n  }\n}\n\n/**\n * @brief Toggles the visibility of the ball for a countdown effect.\n *        The ball blinks for 3 seconds (6 toggles) before becoming visible.\n */\nexport function ballCountdown() {\n  let count: number = 0;\n\n  const interval = setInterval(() => {\n    isVisible = !isVisible;\n    count++;\n\n    if (count >= 6) {\n      clearInterval(interval);\n    }\n  }, 500);\n}",
    "role": "tool",
    "tool_call_id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy"
  },
  {
    "content": "I have reviewed the file content. Let's proceed with adding the Doxygen comments to the `ball.ts` file. I'll make sure to apply the changes correctly this time.",
    "role": "assistant"
  },
  {
    "content": "Ok",
    "role": "user"
  },
  {
    "tool_calls": [
      {
        "type": "function",
        "id": "call_Yw7oFYnez7bg4eHQoQ9sk2Wy",
        "function": {
          "name": "replace_in_file",
          "arguments": "{\"diff\":\"```\\n<<<<<<< SEARCH\\nlet BALL_COLOUR = 'white';\\n=======\\n/**\\n * @file ball.ts\\n * @brief Defines the Ball class and related functions for managing the ball in the game.\\n *\\n * This file contains the Ball class, which handles the ball's properties, movement, and interactions\\n * with other game elements such as paddles. It also includes utility functions for ball visibility.\\n */\\n\\n/**\\n * @brief The color of the ball.\\n */\\nlet BALL_COLOUR = 'white';\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nlet isVisible = true;\\n=======\\n/**\\n * @brief Indicates whether the ball is visible.\\n */\\nlet isVisible = true;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  x: number;\\n=======\\n  /**\\n   * @brief The x-coordinate of the ball's position.\\n   */\\n  x: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  y: number;\\n=======\\n  /**\\n   * @brief The y-coordinate of the ball's position.\\n   */\\n  y: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousX: number;\\n=======\\n  /**\\n   * @brief The previous x-coordinate of the ball's position.\\n   */\\n  previousX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  previousY: number;\\n=======\\n  /**\\n   * @brief The previous y-coordinate of the ball's position.\\n   */\\n  previousY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  radius: number;\\n=======\\n  /**\\n   * @brief The radius of the ball.\\n   */\\n  radius: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedX: number;\\n=======\\n  /**\\n   * @brief The horizontal speed of the ball.\\n   */\\n  speedX: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  speedY: number;\\n=======\\n  /**\\n   * @brief The vertical speed of the ball.\\n   */\\n  speedY: number;\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n=======\\n  /**\\n   * @brief Constructs a new Ball object.\\n   *\\n   * Initializes the ball with the specified position, radius, and speed.\\n   *\\n   * @param x The initial x-coordinate of the ball.\\n   * @param y The initial y-coordinate of the ball.\\n   * @param radius The radius of the ball.\\n   * @param speedX The initial horizontal speed of the ball.\\n   * @param speedY The initial vertical speed of the ball.\\n   */\\n  constructor(x: number, y: number, radius: number, speedX: number, speedY: number) {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  draw(ctx: CanvasRenderingContext2D): void {\\n=======\\n  /**\\n   * @brief Draws the ball on the canvas.\\n   *\\n   * This method renders the ball on the provided canvas context if it is visible.\\n   *\\n   * @param ctx The canvas rendering context where the ball will be drawn.\\n   */\\n  draw(ctx: CanvasRenderingContext2D): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  move(dt: number): void {\\n=======\\n  /**\\n   * @brief Moves the ball based on its speed and the elapsed time.\\n   *\\n   * Updates the ball's position according to its speed and the time delta.\\n   *\\n   * @param dt The time delta since the last update.\\n   */\\n  move(dt: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontal(paddle: Paddle): void {\\n=======\\n  /**\\n   * @brief Handles the ball's horizontal bounce off a paddle.\\n   *\\n   * This method calculates the new direction and speed of the ball after\\n   * bouncing off a paddle, based on the collision point and paddle properties.\\n   *\\n   * @param paddle The paddle that the ball collides with.\\n   */\\n  bounceHorizontal(paddle: Paddle): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceHorizontalFakeBall(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's horizontal direction for a fake ball.\\n   *\\n   * This method is used to simulate a simple horizontal bounce for fake balls.\\n   */\\n  bounceHorizontalFakeBall(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  bounceVertical(): void {\\n=======\\n  /**\\n   * @brief Reverses the ball's vertical direction.\\n   *\\n   * This method is used to simulate a vertical bounce.\\n   */\\n  bounceVertical(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setSpeed(x: number, y: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's speed.\\n   *\\n   * Updates the ball's horizontal and vertical speed components.\\n   *\\n   * @param x The new horizontal speed.\\n   * @param y The new vertical speed.\\n   */\\n  setSpeed(x: number, y: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  setRadius(radius: number): void {\\n=======\\n  /**\\n   * @brief Sets the ball's radius.\\n   *\\n   * Updates the radius of the ball.\\n   *\\n   * @param radius The new radius of the ball.\\n   */\\n  setRadius(radius: number): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\n  reset(): void {\\n=======\\n  /**\\n   * @brief Resets the ball to its initial state.\\n   *\\n   * This method resets the ball's position, speed, and radius to their initial values.\\n   */\\n  reset(): void {\\n>>>>>>> REPLACE\\n\\n<<<<<<< SEARCH\\nexport function ballCountdown() {\\n=======\\n/**\\n * @brief Toggles the ball's visibility in a countdown fashion.\\n *\\n * This function alternates the ball's visibility every 500 milliseconds,\\n * toggling it on and off for a total of 6 times.\\n */\\nexport function ballCountdown() {\\n>>>>>>> REPLACE\\n```\",\"path\":\"frontend/src/features/game/localGameApp/ball.ts\"}"
        }
      }
    ],
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n>Please provide Doxygen comments for this ball.ts file. Do NOT replace in-buffer. Offer the option to apply all comments afterwards.\n>  ",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please provide Doxygen comments for this file. Do not replace in-buffer.",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Hi!",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "'Please fill this file with Doxygen comments to complete its documentation. Update any incorrect or incomplete comments.'",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please create a commit message and git commit it for me",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Give me more information about the API request having failed",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "is the APi working?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "What about now?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Hi",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please update this buffers' Doxygen comments",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please update these doxygen comments",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Please remove Doxygen comments from this file",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Can you update these files' Doxygen comments please?",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Test",
    "role": "user"
  },
  {
    "content": "Ok, I understand.",
    "role": "assistant"
  },
  {
    "content": "Test output for yetone",
    "role": "user"
  }
]

I took a look at the request body you provided, and I suspect I've found the problem: this tool calling doesn't have its corresponding tool result, which is why Copilot crashed.

Image

Could you help test whether the latest version has fixed this issue?

yetone avatar May 06 '25 17:05 yetone

Could you help test whether the latest version has fixed this issue?

Please STOP closing issues before you even know if the problem has been resolved!

The last time this happened i had to open a new issue!!!

TheLazyCat00 avatar May 06 '25 19:05 TheLazyCat00

@yetone , the last version has NOT fixed this issue.

miguelsrmv avatar May 06 '25 19:05 miguelsrmv

@yetone , the last version has NOT fixed this issue.

Could you provide me with the latest content of request-body.json in the newest version?

yetone avatar May 07 '25 02:05 yetone

Could you help test whether the latest version has fixed this issue?

Please STOP closing issues before you even know if the problem has been resolved!

The last time this happened i had open a new issue!!!

Sorry, in my test case this issue was fixed, I can't maintain my project according to your wishes.

yetone avatar May 07 '25 02:05 yetone

I've been using copilot provider exclusively for a very long time, mostly with claude 3.5/3.7, and openai's gpt 4.1 and o3-mini/o4-mini. Haven't seen this error once. Wasn't able to reproduce it either.

My ideas for debugging/what could be going on so far:

  • I'm using the official github copilot extension over copilot.lua. Perhaps there's something in copilot.lua that is not in the official copilot.vim extension that's causing it? Have anyone tried switching between the two?
  • Do you have the models you're trying to access available in vscode/copilot web chat? Some models (like gemini and claude) need to be enabled separately in the settings

@TheLazyCat00 looking at your config, I can't find the actual copilot extension installed that is needed for authentication for this provider. Not sure if it's actually missing on your end or just not present in the repo, thought it might be worth mentioning though

v3ceban avatar May 07 '25 06:05 v3ceban

@TheLazyCat00 looking at your config, I can't find the actual copilot extension installed that is needed for authentication for this provider. Not sure if it's actually missing on your end or just not present in the repo, thought it might be worth mentioning though

Since dependencies get loaded i didnt want to include it and im authenticated anyways.

TheLazyCat00 avatar May 07 '25 06:05 TheLazyCat00