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Description
Describe the bug
Whenever I type into my VSCode, no completions appear. When checking logs, I see a 404 error. However, the same does not happen when using the chat window with the same model. It's ONLY a problem with AutoComplete.
Logging
[INFO] ***Twinny Stream Debug***
Streaming response from 0.0.0.0:11434.
Request body:
{
"model": "codellama:7b-code",
"prompt": "<PRE> \n\n/* Language: C# (csharp) */\n/* File uri: file:///c%3A/Users/MagicJinn/Documents/GitHub/This-Trip/Assets/Scripts/Terrain/Landmark.cs (csharp) */\nusing UnityEngine;\r\n\r\npublic class Landmark : Thing\r\n{\r\n [Header(\"Flattening Settings\")]\r\n [Tooltip(\"Whether the landmark should flatten area under the landmark or not.\")]\r\n public bool ShouldFlatten = true;\r\n [Tooltip(\"Radius around the landmark which will be flattened.\")]\r\n [SerializeField] private float FlattenRadius = 10f;\r\n [Tooltip(\"How much the terrain will be flattened. 0 is no flattening, 1 is full flattening.\")]\r\n [SerializeField] private float FlattenStrength = 1f;\r\n [Tooltip(\"Terrain height difference threshold for landmark placement viability.\")]\r\n [SerializeField] private float HeightDifferenceThreshold = 7f;\r\n\r\n //Ray length for terrain height check under the landmark.\r\n private static readonly float RayLength = 500;\r\n\r\n [Tooltip(\"Resolution of the raycast grid. Amount of rays per unit square.\")]\r\n [SerializeField] private float RaysPerUnit = 0.15f;\r\n <SUF> \r\n private GameObject _terrainClearanceChecker;\r\n private MeshFilter _terrainClearanceCheckerMeshFilter;\r\n public Chunk ChunkImIn;\r\n\r\n // Rigidbody misbehaves if there's a mesh thing attached, so we have to mark it Kinematic\r\n private Rigidbody _rigidbody;\r\n private bool _hasRigidbody;\r\n\r\n private void Awake()\r\n {\r\n // Mark Rigidbody kinematic to prevent issues\r\n _hasRigidbody = TryGetComponent(out _rigidbody);\r\n\r\n if (_hasRigidbody)\r\n {\r\n _rigidbody.isKinematic = true;\r\n }\r\n\r\n _terrainClearanceChecker = transform.Find(\"TerrainClearanceChecker\").gameObject;\r\n\r\n if (_terrainClearanceChecker == null)\r\n {\r\n Debug.LogWarning($\"TerrainClearanceChecker not found in the hierarchy of {gameObject.name}\");\r\n gameObject.SetActive(false);\r\n return;\r\n }\r\n\r\n _terrainClearanceCheckerMeshFilter = _terrainClearanceChecker.GetComponent<MeshFilter>();\r\n }\r\n\r\n private void Start()\r\n {\r\n Waiter.Instance.AddSaveDoneAction(() =>\r\n {\r\n var thingData = SaveManager.Instance.GetYourThings(this);\r\n if (thingData == null) // $TODO this will 10000000000% come to bite me in the ass\r\n {\r\n Benchmarker.StartBenchmark(nameof(PositionOnTerrainAndFlatten), gameObject.GetInstanceID());\r\n PositionOnTerrainAndFlatten();\r\n Benchmarker.StopBenchmark(nameof(PositionOnTerrainAndFlatten), gameObject.GetInstanceID());\r\n }\r\n else\r\n {\r\n ApplyThingData(thingData);\r\n }\r\n _terrainClearanceChecker.SetActive(false); // Disable the checker \r\n\r\n // Make rigidbody non-kinematic again\r\n if (_hasRigidbody)\r\n {\r\n if (!IsFrozen) // Other scripts might freeze the landmark, so we need to check\r\n {\r\n _rigidbody.isKinematic = false;\r\n }\r\n }\r\n });\r\n }\r\n\r\n public Vector2 HowWideAmI()\r\n {\r\n var bounds = _terrainClearanceChecker.GetComponent<Renderer>().bounds;\r\n return new Vector2(bounds.size.x, bounds.size.z) + (new Vector2(FlattenRadius, FlattenRadius) * 2); // 2x to account for both sides\r\n }\r\n\r\n public float HowTallAmI()\r\n {\r\n return GetComponent<Renderer>().bounds.size.y;\r\n }\r\n\r\n private void PositionOnTerrainAndFlatten()\r\n {\r\n Collider clearanceCollider = _terrainClearanceChecker.GetComponent<Collider>();\r\n if (clearanceCollider == null) Debug.LogWarning(\"Clearance Checker not found in \" + gameObject.name);\r\n\r\n Vector3 boundsSize = clearanceCollider.bounds.size;\r\n Vector3 checkerPosition = _terrainClearanceChecker.transform.position;\r\n\r\n float highest = float.MinValue;\r\n float lowest = float.MaxValue;\r\n // bool hitSomething = false;\r\n <MID>",
"stream": true,
"keep_alive": "5m",
"options": {
"temperature": 0.2,
"num_predict": 512
}
}
Request options:
{
"hostname": "0.0.0.0",
"port": 11434,
"path": "/api/generate",
"protocol": "http",
"method": "POST",
"headers": {
"Content-Type": "application/json",
"Authorization": ""
}
}
Number characters in all messages = 0
[ERROR_error] Fetch error
Error Type: Error
Error Message: Server responded with status code: 404
API Provider
Ollama
Chat or Auto Complete?
Auto Complete
Model Name
codellama:7b-code or any others.
Desktop (please complete the following information):
Windows 10
Additional notes:
Fresh install of Twinny, no settings changed.
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