Config
Log for #openttd on 14th May 2016:
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01:00:45  <Wolf01> 'night
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06:20:43  <andythenorth> o/
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07:04:20  <Ethereal_Whisper> http://i.imgur.com/WKUbtSD.png TRAINS
07:05:11  <Ethereal_Whisper> As convoluted as those lines appear, that yard's pretty low-capacity
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07:18:00  <Alberth> moin
07:26:44  <andythenorth> lo
07:33:32  <andythenorth> Alberth: I assume (from all the town growth scripts) that GS can track cargo deliveries to town?
07:34:25  * andythenorth should just look in docs eh? But I have a BB idea
07:36:15  <Alberth> it can
07:36:29  * andythenorth would like a little more diversity in BB goals
07:36:33  <andythenorth> wondering about these:
07:36:47  <andythenorth> - deliver all of n town cargos in quantity x
07:36:54  <andythenorth> - pickup x from town
07:37:00  <andythenorth> - pickup x from industry
07:37:06  <Alberth> https://nogo.openttd.org/api/trunk/classGSCargoMonitor.html#fd23dc4fd1e2eda15086124a9e4c6184
07:37:08  <andythenorth> not sure about pickup goals, might be weird
07:37:37  <Alberth> https://nogo.openttd.org/api/trunk/classGSCargoMonitor.html#4975cfe4b596ef1add86ddb49a532b6e   pickup also exists
07:37:48  <andythenorth> yeah SV has pickup goals :)
07:38:21  <andythenorth> hmm, how about mail service? o_O “Deliver x bags of mail per year, anywhere on the map”
07:39:55  <Alberth> BB is partly constructed to have pickup goals, but for some reason they didn't come out as useful to support
07:40:09  <Alberth> I think the answer was in the distance calculation
07:40:47  <andythenorth> something weird about them anyway, can’t explain what
07:41:10  <andythenorth> they’re a bit purposeless, somehow ‘transport to’ seems more justified than ‘transport away from’
07:41:18  <Alberth> ie it makes sure you cannot get away building a 3 tile connection by finding the minimal distance you have to connect
07:41:59  <Alberth> probably that's it, indeed. You'd need to do the entire computation again, but in the other viewpoint
07:42:37  <Alberth> and in the end you'd reach the same conclusion, mostly
07:42:51  <Alberth> if not completely
07:43:46  <Alberth> hmm, probably not completely, you can construct a counter example
07:45:33  <Alberth> how is x bags of mail / year  better than  x bags of mail in 1 year?
07:46:12  <Alberth> or 4x bags in 4 year?
07:46:42  <Alberth> sustaining a flow is quite trivial, unless you introduce disruptions in the game
07:47:19  <andythenorth> dunno :)
07:47:40  * andythenorth must take kids to football, but will think about it
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07:48:11  <Alberth> he, come back, I was typing a long and complicated sentence :p
07:49:14  <Ethereal_Whisper> My network is efficient as all hell but not that profitable :(
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08:15:20  <Alberth> source and destinations not far enough away from each other?
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08:49:00  <TrueBrain> going to reboot the webservices of openttd.org .. hopefully giving a new toy in the process :D
08:50:34  <TrueBrain> I always forget how fast nginx is ... :D
08:59:47  <TrueBrain> ieuw, we now support HTTP/2 .. what is this :P
09:00:16  <Rubidium> half the internet experience of HTTP/1?
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09:01:07  <Ethereal_Whisper> RIP train 119
09:01:26  <TrueBrain> Rubidium: yes :D
09:03:00  <TrueBrain> we will see tomorrow how much of the interwebz use HTTP/2 :P
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09:38:24  <Wolf01> o/
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09:48:30  <Alberth> hi hi
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10:26:22  * andythenorth draws hogs
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10:34:32  <andythenorth> quak
10:36:19  <frosch123> hoi
10:36:46  <andythenorth> also horses
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11:03:15  <Alberth> hola
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11:27:54  <argoneus> good morning train friends
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11:58:34  <Samu> hiÂŽ
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12:46:42  <Samu> "restart" versus "newgame"
12:49:55  <Samu> when I restart a game, the AI configs won't be the same that were used to start the abandoning game, but those that I have last set
12:49:59  <Samu> is that intended?
12:55:01  <Alberth> what game are you playing with "restart"
12:56:12  <Alberth> ie, I don't know of such a button
13:09:27  <Samu> console command "restart"
13:10:44  <Samu> the abandoned game was set up to start AdmiralAI
13:11:07  <Samu> then before typing restart in the console, I change AdmiralAI to AroAI
13:11:23  <Samu> if i restart now, it will have AroAI in the config
13:12:50  <Alberth> ah, ok
13:13:04  <Alberth> don't know what it intends to do, I never used it
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13:20:38  <Samu> "newgame" is like going back to main menu and starting a new game, but without actually going to main menu, right?
13:21:30  <Samu> hmm i guess not exactly
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13:26:40  <Alberth> source code knows :)
13:27:01  <Alberth> I always use the gui buttons
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14:53:36  <Samu> problem originates here, line 368 of openttd.cpp https://git.openttd.org/?p=trunk.git;a=blob;f=src/openttd.cpp;h=c149ebbd4d430150cb82dbd20a4938bb3212b040;hb=HEAD#l368
14:54:05  <Samu> when i start a new game
14:54:33  <Samu> that line creates wrong values for the config list
14:54:42  <Samu> http://imgur.com/a/Z5quz
14:55:42  <Samu> it creates a config_list with { size = 0 } for AIs, but instead it should create a NULL
14:55:50  <Samu> how do I fix this
14:56:25  <Samu> for the random ai, specifically
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15:12:10  <Samu> 	AIConfig(const AIConfig *config) : 		ScriptConfig(config) 	{}
15:12:14  <Samu> what does this do?
15:12:33  <Alberth> You're looking at a value rather than a pointer to a value, is my guess
15:13:21  <Alberth> looks like a normal constructor
15:16:54  <Samu> it's here https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_config.hpp;h=b02935902c060d104f315a28ea7a2da933cc5e3b;hb=HEAD#l29
15:17:38  <Samu> after this, the config is constructed with the wrong defaults
15:17:52  <Samu> for random ai, that is
15:20:31  <Samu> openttd.cpp line 368 does new AIConfig(_settings_newgame.ai_config[c]);
15:20:57  <Samu> it brings it to ai_config.hpp line 29
15:21:42  <Samu> then from here it goes to script_config.cpp line 36
15:21:51  <Samu> ops, line 46
15:22:38  <Samu> runs some code, then at line 57, script_config.cpp 	this->AddRandomDeviation();
15:23:08  <Samu> jumps to line 132, script_config.cpp
15:23:54  <Samu> line 134, script_config.cpp, for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
15:24:10  <Samu> GetConfigList() - this is where it finds the NULL
15:24:48  <Samu> config_list is currently at this stage
15:25:00  <Samu> is curently NULL*
15:25:51  <Samu> jumps up to line 77 where it does a 		this->PushExtraConfigList();
15:26:46  <Samu> now it's at line 197 of script_config.hpp
15:26:53  <Samu> 	virtual void PushExtraConfigList() {};
15:27:04  <Samu> and here's the problem
15:27:20  <Samu> it creates an empty list
15:27:53  <Samu> its not adding the start_date :/
15:29:03  <Samu> NULL becomes { size = 0 }, start_date is ignored
15:30:42  <Samu> random ais, even though without any configurable parameters, should have added start_date config line when it's executing the PushExtraConfigList()
16:01:32  <Alberth> or not encounter NULL, isn't it?
16:03:21  <Samu> if i understood these steps
16:03:52  <Samu> it encounters NULL
16:03:58  <Samu> NULL = true
16:04:09  <Samu> so it starts a list
16:04:16  <Samu> list is initially size = 0
16:04:27  <Samu> then PushExtraConfigList immediately after
16:04:46  <Samu> however, this extraconfiglist doesn't have the start_date in there
16:04:56  <Samu> it remains size = 0
16:05:02  <Samu> :(
16:11:54  <Samu> i see that when I load a savegame, the size is NULL, and then it does the same steps PushExtraConfigList, but this one does have the start_date config
16:12:26  <Samu> from NULL, to size = 0, then to size = 1 with the start_date appended to it
16:13:58  <Samu> there are several PushExtraConfigList functions :o
16:14:14  <Alberth> yes, but if it wouldn't encounter NULL, would it work then?
16:15:54  <Samu> if it encounters size = 0, it won't run the PushExtraConfigList afterwards
16:16:17  <Samu> confused with your question
16:18:36  <Samu> the ai_gui.cpp has a GetConfigList at line 52
16:19:01  <Samu> newgame has set a size = 0
16:19:36  <Samu> when ai_gui gets the list, it won't run the PushExtraConfigList, because config_list is not equal to NULL anymore, but equal to size = 0
16:20:28  <Samu> it's a random ai without start_date in the list of parameters which shoudln't happen
16:20:37  <Samu> all ais always have start_date
16:20:42  <Samu> including random ai
16:27:26  <Samu> it only happens on new games
16:27:54  <Samu> doesn't happen on loaded saves, if the main menu is a loaded save that would explain why it isn't bugged in main menu
16:33:13  <Alberth> quite rare problem thus
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16:46:32  <Samu> i must follow the load save code
16:47:05  <Samu> there's something escaping on my analysis
16:48:03  <Samu> afterload or whatever is also dealing with this size = 0, but then reverts it to NULL at some point
16:48:13  <Samu> where?
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17:14:49  <Samu> hmm i have a feeling afterload doesn't even set anything
17:15:05  <Samu> i see NULL everywhere
17:15:28  <Samu> or I don't know what I'm supposed to be searcing
17:20:48  <Alberth> afterload just updates savegames to a new version
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17:38:40  <Samu> DoLoad doesn't even use MakeNewgameSettingsLive() function
17:38:54  <Samu> this is the function that breaks stuff
17:39:17  <Samu> but there's so many things happening in a Load
17:40:34  <Samu> wait, it does, my bad, let me check
17:44:45  <glx> not using newgame settings on load makes sense ;)
17:45:08  <Samu> it does
17:45:19  <Samu> it is using that function
17:45:52  <Samu> InitializeGame
17:45:55  <Samu> bla bla 	if (reset_settings) MakeNewgameSettingsLive();
17:46:17  <Samu> DoLoad runs the InitializeGame, which runs MakenewgameSettingsLive
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17:49:15  <Samu> 		InitializeGame(256, 256, true, true);
17:49:28  <Samu> DoLoad is saying true to reset_settings
17:52:21  <Samu> MakenewgameSettingsLive turns config_list from NULL to size = 0.
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17:53:02  <Samu> between this and me accessing the ai_gui, size = 0 goes back to NULL, i have to find where does this happen exactly
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21:03:47  <Samu> I got something!
21:03:57  <Samu> ai_sl.cpp
21:05:01  <Samu> line 61
21:05:08  <Samu> Load_AIPL() - free all current data
21:05:23  <Samu> there goes the size = 0, returns to NULL
21:12:14  <Samu> two wrongs make a right
21:12:16  <Samu> lel
21:13:30  <Samu> MakeNewgameSettingsLive() makes config_list wrongly
21:14:31  <Samu> Load_AIPL() cleans the config_list again back to NULL
21:14:42  <Samu> and doesn't restore its values
21:15:29  <Samu> funny that the end resut is the intended behaviour, it brings it back to NULL which will append start_date posteriorly when querying the config_list
21:19:34  <Samu> until then, the config list is NULL, which isn't exactly correct either, it's merelly being fixed on-the-fly
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21:29:10  <Samu> aha!!! if (this->config_list != NULL) delete this->config_list;
21:29:58  <Samu> config_list == { size = 0 } - becomes NULL here, finally NAILED IT!
21:31:20  <Samu> this->config_list = (info == NULL)
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21:57:34  <Samu> alright, now I got a clearer idea where the fix has to be done
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23:25:10  <Wolf01> 'night
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23:50:34  <Samu> think I fixed it
23:51:07  <Samu> if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(NULL, -1, false, true);
23:51:31  <Samu> added this line to openttd.cpp, below line 368
23:53:36  <Samu> if it doesn't find a script, treat that script as being random ai (instead of none), and add some NULL's, especially at config_list, which is what Change is doing
23:54:26  <Samu> must test save game, and load game now, see if it didn't break anything
23:54:53  <Samu> well, not now, don't have time
23:54:56  <Samu> tomorrow
23:55:03  <Samu> cyas goodnight

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