Log for #openttd on 7th March 2017:
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00:17:01  <Wolf01> 'night
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08:11:17  <Samu> hi
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10:38:05  <Samu> st2, are you there?
10:38:10  <Samu> ST2:
10:38:24  <ST2> yes but really busy
10:39:08  <crem> What is the value of your busy-ness on a scale from 0 to 10?
10:39:56  <Samu> oki
10:41:31  <Samu> ST2: i like your level crossing patch
10:42:05  <Samu> forbiding level crossings on your servers, how did u manage to make it compatible with 1.6.1
10:42:23  <ST2> Samu: it was only to protect people against griefers
10:42:31  <ST2> kinda radical, but works xD
10:43:05  <ST2> but if you go to the CB servers, it allows crossings inside claimed town area
10:45:14  <Samu> i managed to crash 1.6.1
10:45:26  <Samu> fast forward, then disable full animation
10:45:33  <Samu> = crash
10:46:20  <Samu> visual studio wants to debug it, it's asking me for openttd.pdb
10:46:34  <Samu> glx teached me once
10:46:49  <Samu> how to debug this, but of course, i forgot
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10:56:18  <drac_boy> hi again
10:56:27  <drac_boy> hope someone perhaps found my unusual train yesterday interesting
11:17:24  <Samu> C:\bamboo-agent-home\xml-data\build-dir\OTTD-RLS-W64BIT\objs\x64\Release\openttd.pdb
11:17:30  <Samu> where do I get a copy of this thing?
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11:40:44  <planetmaker> samu: you need the pdb file for the EXACT version you compiled. an arbitrary one from another compile won't cut it at all
11:41:21  <planetmaker> I never compile on windoze, but iirc: run a debug build and it will be generated
11:41:52  <Samu> i need debug symbols
11:41:55  <Samu> where do i get them
11:42:24  <Samu> not those generated by me, but the one that generated openttd 1.6.1
11:42:47  <Samu> that generated
11:42:52  <Samu> the official
11:44:04  <crem> Samu: Why cannot you build it yourself and reproduce the bug on your binary?
11:45:06  <Samu>
11:45:10  <Samu> think i got it
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12:07:02  <Samu> bah, i can't do it now...
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12:20:05  <Wolf01> o/
12:21:21  <crem> \o
12:23:11  <Wolf01> Mmmh, is onedrive offline?
12:23:29  <Samu> The thread tried to read from or write to a virual address for which it does not have the appropriate access.
12:23:49  <Samu> 0xC000005
12:24:08  <Samu> can't debug damn it
12:24:15  <Samu> something about missing source code
12:27:50  <Wolf01> Samu, do you have any problem accessing onedrive?
12:28:00  <Samu> letme see
12:28:39  <Samu> onedrive works
12:29:11  <Wolf01> Mmmmh, it says my account does not exist
12:29:13  <Samu> i can access my stuff
12:29:52  <Samu> when the source is not available, how do i make it available? grrr i suck at visual studio
12:36:24  <Wolf01> You can't
12:36:41  <Wolf01> What did you do to trigger this error?
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12:50:51  <Samu> it happens very often when debugging with visual studio, but this was the first time it happened with 1.6.1, the real one
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12:51:10  <Samu> fast forward, then disable full animation - crashed
12:52:11  <Samu> the real 1.6.1 downloaded here
12:52:46  <Wolf01> So you are attaching the debugger to the executable?
12:53:14  <Samu> i think the bug is about video driver palete stuff
12:58:56  <Samu> >	openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489	C++
12:59:01  <Samu> there
12:59:04  <Samu> where it crashes
13:00:08  <Samu> gonna try crash 1.6.1
13:00:09  <Samu> brb
13:01:08  <Samu> it crashed
13:02:17  <Samu> attach debugger to executable? how i do that
13:13:25  <Samu> symbols don't match, i don't know thow to do this
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14:29:04  <supermop__> hmm the white open sided isr shed might work as a depot
14:29:12  <supermop__> little small though
14:31:53  <__ln__> that's what she said
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14:52:24  <supermop__> she shed?
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15:53:59  <Alberth> o/
15:56:36  <crem> \o
15:58:17  <Samu> Wolf01: i did it!
15:59:09  <Samu> managed to open the minidump of 1.6.1 on visual studio
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15:59:28  <Samu> it was what I expected
15:59:39  <Samu> >	openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489	C++
16:00:04  <Samu> crashes there
16:00:45  <Samu> Unhandled exception at 0x00007FF7B579158A in openttd.exe: 0xC0000005: Access violation reading location 0x00000000036F0000.
16:02:27  <Samu> uint colour = GB(*anim, 0, 8);
16:02:42  <Samu> *anim = this->anim_buf;
16:02:51  <Samu> 		anim_buf	<Unable to read memory>
16:03:36  <Samu> there is no *anim
16:03:47  <Samu> right?
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16:10:03  <Alberth> why would it read memory then?
16:10:45  <Samu> i can reproduce the bug
16:11:18  <Alberth> ie I would expect it tries to read this->anim_buf
16:11:32  <Alberth> where 'this' is probably nullptr
16:11:39  <Alberth> or NULL, in openttd
16:12:02  <Samu> doesn't say NULL, it says <Unable to read memory>
16:12:10  <Samu> and crashes
16:12:38  <Alberth> 'this' and this->animbuf is not the same thing
16:15:24  <Wolf01> o/ Alberth
16:15:39  <Samu>
16:16:37  <Samu> well, this is the bug i also get while debugging
16:17:10  <Samu> i can get it to crash with r27770 too
16:17:31  <Samu> wondering what this->animbuf is
16:17:32  <Samu> brb
16:18:38  <Samu> this is the crash* typo
16:20:50  <Samu> to reproduce the bug, start single player game, fast forward, then disable/enable/disable/enable/etc... animation until it crashes
16:24:04  <Samu> -		anim	0x000001f52415e000 {???}	const unsigned short *
16:24:11  <Samu> 			<Unable to read memory>	const unsigned short
16:24:16  <Samu> same thing, basically
16:26:34  <Samu> oh Alberth, about yesterday, i've got the display aircraft done
16:26:50  <Alberth> I saw, it looks ok at first sight
16:27:02  <Alberth> I need to make some time to get a closer look
16:27:18  <Samu> nice
16:29:33  <Samu> what is the blitter openttd uses by default?
16:29:51  <Alberth> the one in your config file
16:30:02  <Samu> ok let me get it
16:30:09  <Alberth> if you don't have a config file, it makes one with 32bpp blitter
16:30:29  <Alberth> it also switches to 32bpp if you use anything with 32 bit colour
16:31:23  <Samu> blitter =
16:31:44  <Alberth> ok, so it picks 32bpp blitter, I think
16:32:05  <Alberth> there are a few, not sure which one is picked
16:32:45  <Samu> how do i find out which blitter it is currently using?
16:33:12  <Samu> seems to be the optimized version, not entirely sure
16:35:21  <Samu> hmm
16:35:25  <Samu> there's a ton of blitters
16:35:37  <Samu> 32bpp-anim
16:35:42  <Samu> 32bpp-optimized
16:35:48  <Samu> 32bpp-simple
16:35:53  <Samu> 32bpp-sse2
16:35:58  <Samu> 32bpp-sse4
16:36:05  <Samu> 32bpp-sse4-anim
16:36:12  <Samu> 32bpp-ssse3
16:36:18  <Alberth> really we don't need the list
16:36:32  <Samu> there's also 8bpp ... right
16:36:40  <Alberth> or at most at a single line
16:37:15  <Samu> trying to figure which blitter it crashes with
16:37:17  <Samu> identify it
16:40:46  <Alberth> perhaps if you add debugging output, it gives you the selected blitter
16:40:52  <LordAro> Alberth: Samu's got a long way to go to get to andy ;)
16:41:11  <Alberth> hi hi :)
16:41:16  <LordAro> o/
16:41:58  <Alberth> andy is likely a bit longer here :)
16:48:28  <Samu> strange, none of them is crashing
16:48:30  <supermop__> i am higher on that than i would have expected
16:51:09  <Samu> just tested them all
16:51:12  <Samu> none crashed
16:51:47  <Samu> let me not specify any blitter in the config, see if it crashes again
16:52:40  <Samu> just crashed
16:52:59  <Samu> only crashes if i don't specify it in the config
16:53:48  <Samu> debugging output, hmm
16:55:11  <Samu> which of debugging facilities is it?
16:56:05  <Alberth> openttd -d      but it has a number of categories, see openttd -h
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16:59:19  <Samu> dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
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16:59:51  <Samu> this is weird, the 32bpp-anim that it autoselects does crash, but if i specify it in config file, it does not crash
17:00:53  <Alberth> likely just bad/good luck
17:01:31  <Samu> nop, it get black painted sprites
17:01:40  <Samu> then crashes
17:02:02  <Alberth> ok, so find the cause
17:02:18  <Alberth> then you know if not specifying the blitter causes it
17:02:53  <Samu> i'm not sure how to figure a way
17:05:24  <Samu> dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
17:05:25  <Alberth> I don't know either
17:05:33  <Samu> says the exact same thing if i specify it
17:05:52  <Samu> the difference is that when specified, it doesn't crash
17:05:59  <Samu> hmm...
17:14:58  <Samu> ah i see there's a difference
17:15:28  <Samu> without specifing the blitter, alternating full animation also alternates blitter
17:15:53  <Samu> '32bpp-anim' to '32bpp-optimized'
17:16:45  <Samu> when going from '32bpp-optimized' to '32bpp-anim' I get black painted sprites
17:17:10  <Samu> if the game is running in fast forward
17:17:17  <Samu> it crashes
17:17:31  <Samu> not all the time, but most of the time
17:18:44  <Samu> if i specify a blitter in the config, alternating full animation doesn't alternate the blitter
17:18:59  <Samu> it uses the same one all time
17:19:23  <Samu> getting closer to the problem :)
17:27:50  <LordAro> don't you already know where the problem is?
17:28:03  <LordAro> would be more productive to work out why the anim pointer is null
17:28:25  <LordAro> which, on a brief inspection, the only place this->anim_buf gets set is in Blitter_32bppAnim::PostResize
17:29:29  <LordAro> also, ew, calloc
17:30:24  <Samu> sorry, i'm still a noob
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17:38:45  <LordAro> Samu: so the issue looks like that somehow PaletteAnimate is getting called before PostResize
17:38:49  <LordAro> somehow
17:39:22  <LordAro> you're going to have to follow the trace of these function calls to see if you can find out where
17:39:31  <LordAro> looks like somewhere in win32_v.cpp
17:39:55  <LordAro> if you're lucky, you might be able to get a static analyser on it, but i can't because i'm not on a win32 machine
17:42:30  <Samu> looks like some synchronization issue?
17:43:29  <Samu> win32_v.cpp, let me see
17:52:46  <Samu> what are mutexes?
17:52:51  <Samu> i see these
17:53:42  <Samu> _draw_mutex->BeginCritical(true);
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17:55:51  <LordAro> simply, they lock access to something to only that thread
17:56:05  <LordAro> i'm not sure the mutexes are relevant here though
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18:12:15  <Samu> complicated for me, seems like there's 2 threads conflicting with some of the variables
18:14:41  <LordAro> Alberth: want a patch that fixes some warnings with clang3.9? :)
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18:22:04  <Samu> i dunno what to do, i could try something, turn fast forward off for a brief moment while full animation is working with blitters or something, unsure
18:22:21  <Samu> once it's done, turn fast forward on again
18:22:33  <Samu> seems to only crash during fast forward
18:22:53  <Samu> normal play won't crash
18:23:00  <Alberth> not really, LordAro  :p
18:23:03  <LordAro> that's interesting
18:23:12  <Alberth> not even sure openttd supports that compiler
18:23:16  <LordAro> Alberth: well you get one anyway ;)
18:23:22  <Alberth> :D
18:23:29  <LordAro> plenty of clang specific stuff in config.lib
18:25:03  <Alberth> some devs like to play with bleeding edge compilers :)
18:25:16  <Alberth> apple does clang too, iirc
18:25:24  <LordAro> i'd hardly describe clang as bleeding edge these days :p
18:25:54  <Alberth> depends on what version you use :p
18:27:16  <Alberth> so much declaration in your patch
18:27:30  <LordAro> very much so
18:27:33  <LordAro> it's not nice
18:27:38  <LordAro> but it does make the warning go away
18:27:49  <LordAro> and i do believe the warning is "valid"
18:28:07  <LordAro> for proper declaration style, if nothing else
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18:30:22  <LordAro> /home/lordaro/dev/openttd/src/core/smallstack_type.hpp:221:27: warning: instantiation of
18:30:25  <LordAro>       variable 'SmallStack<unsigned short, unsigned short, 65535, 8, 65533>::_pool' required
18:30:28  <LordAro>       here, but no definition is available [-Wundefined-var-template]
18:30:30  <LordAro> is the warning, fwiw
18:34:24  <Alberth> compiler do get better at giving warnings :)
18:45:46  <DorpsGek> Commit by translators :: r27771 trunk/src/lang/malay.txt (2017-03-07 19:45:38 +0100 )
18:45:47  <DorpsGek> -Update from Eints:
18:45:48  <DorpsGek> malay: 27 changes by stress_043
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19:09:38  <Samu> the blitter changes in the middle of a draw
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19:10:05  <Samu> erm, palette animation
19:10:35  <Samu> the new blitter it is chaning to doesn't have palette animation
19:10:41  <Samu> changing*
19:11:09  <Samu> so... hmm i dunno how mutexes or begincritical works....
19:11:32  <Samu> the old blitter, with palette animation didn't finish the work
19:12:28  <Samu> the new blitter changes stuff in the middle of that work, which i think it's queued into a thread
19:12:56  <Samu> bah, thread synchronization issue, i dunno what to do, but seems to be the problem
19:14:02  <Samu> LordAro:
19:14:07  <Samu> any hints
19:14:27  <andythenorth> o/
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19:18:24  <Samu> frosch123: - you're aware of it
19:18:31  <Samu> fix ploz
19:18:33  <Samu> :p
19:21:54  <Samu> the guy that reported it posted a screenshot and I can see the game was also infast forward mode
19:22:14  <Samu> same symptoms
19:23:07  <Samu> he comments the bug doesn't happen anymore when he specified a blitter, exactly the same here.
19:24:28  <Samu> he used ubuntu, im on windows 10, seems like the bug isn't OS specific, but in OpenTTD code itself
19:28:48  <frosch123> mola
19:28:57  <Alberth> hoi
19:30:09  <andythenorth> such
19:34:53  <frosch123> can i safely remove code from 2011, if i do not know what it is supposed to do?
19:37:39  <eekee> generic answer: no :)
19:41:45  <andythenorth> do we have tests? o_O
19:41:47  <andythenorth> :P
19:48:32  <frosch123> let's try compiling r22810, the revision before
19:48:56  <frosch123> maybe it was a fix for something that was fixed differently later
19:49:11  <frosch123> lots of warnings :)
19:54:01  <frosch123> yep, in 22810 it has a purpose
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20:03:28  <frosch123> <- fs#5819
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20:07:55  <Alberth> ha :)
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20:09:26  <Alberth> I'd add an empty line before line 14, as I don't like these sequences of /* comment */ ; code ;   but it's not wrong
20:09:49  <Alberth> was pretty old bug, wasn't it?
20:10:06  <frosch123> yes, but it was not relevant for 1.6 :)
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20:19:00  <DorpsGek> Commit by frosch :: r27772 trunk/src/saveload/newgrf_sl.cpp (2017-03-07 21:18:54 +0100 )
20:19:01  <DorpsGek> -Fix [FS#5819]: If the intro game had a savegame version which contains a NewGRF configuration, then townname NewGRFs would not be activated in the game options.
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20:30:59  <Eddi|zuHause> will there ever be a 1.7?
20:31:26  <Eddi|zuHause> and did we actually run a savegame competition or just talk about that we should run one?
20:31:56  <andythenorth> just skip to 2.0 :P
20:34:53  <frosch123> we could switch to dates
20:34:56  <frosch123> openttd 2017
20:35:51  <frosch123> openttd 1396, if we want to go middle east
20:36:59  <frosch123> any other weird calendars?
20:37:38  <andythenorth> dog years?
20:37:58  <frosch123> year of the wolf?
20:38:04  <frosch123> no idea how old he is
20:38:36  <andythenorth>
20:41:17  <frosch123> <- at least the year starts in spring
20:41:44  <frosch123> instead of start of spring minus 2 months and shifted by several days
20:42:29  <frosch123> gregorian calendar is like openttd savegame conversion :)
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20:53:53  <__ln__> how about a futuristic name: openttd 2000
20:55:31  <Alberth> 2018
21:00:33  <supermop__> 10?
21:00:56  <Eddi|zuHause> frosch123: the original roman year was from march to december, with the rest of the days unallocated extra
21:01:49  <Eddi|zuHause> months went from new moon to new moon
21:02:03  <frosch123> Eddi|zuHause: romans had march-february first, then shifted it by 2 months for political reasons
21:02:57  <Eddi|zuHause> the months january and february did not exist (or had no name) and they randomly added an extra month to re-align the start of spring
21:03:52  <Eddi|zuHause> because the moon-cycle doesn't line up with the sun-cycle
21:04:34  <Eddi|zuHause> and at some point they were fed up with that system, and wanted a sun-based calendar like the egyptians they conquered
21:05:12  <Eddi|zuHause> so they put the new year on the first new moon after the winter solstice
21:05:39  <Eddi|zuHause> which is how january 1st as the new year came to be
21:06:40  <Eddi|zuHause> as some random new moon in a random year 40something BCE
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21:16:02  <frosch123> Eddi|zuHause: <- 1st january was for a political reason
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21:17:27  <Eddi|zuHause> "Some suggest that," doesn't sound very convincing
21:17:53  <frosch123> it doesn't get any better at that time :)
21:18:04  <frosch123> the sources for 10 vs 12 months are as fishy
21:18:59  <frosch123> you can find the year 153 also in the other pages about roman calendars
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21:19:56  <frosch123> the romans themself were unsure whether they had 10 or 12 months before
21:20:18  <frosch123> or 13
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21:48:02  <Samu> bit math expert needed
21:48:07  <Samu> ~_transparency_lock
21:48:11  <Samu> what does the ~ do?
21:49:04  <Wolf01> Magic stuff
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21:50:10  <Samu> typedef uint TransparencyOptionBits; ///< transparency option bits
21:50:20  <Samu> ~273
21:50:34  <Samu> _transparency_lock is 273, what is ~273
21:51:03  <Samu> :(
21:52:40  <Wolf01> In binary?
21:54:09  <Samu> ah i found it
21:54:09  <Samu>
21:59:02  <Samu> im trying to work on a smart transparency setting
21:59:43  <Samu> when building something, automatically toggle transparency
21:59:50  <Samu> when finishing building something, toggle it back
22:00:38  <Samu> however, everything might be already in transparent mode, and i don't want it to toggle back to non-transparent mode
22:06:01  <Wolf01> If you want smart transparency, make transparent only things around the cursor
22:07:16  <eekee> </3 smart anything
22:11:00  <Samu> i think i may need a "lock, but not lock" mode transparency
22:11:30  <Samu> hmm
22:12:15  <Wolf01> Maybe if something is locked it must stay in that state
22:12:49  <Samu> i need a neither locked, or unlocked, or maybe i'm confusing myself
22:13:00  <Wolf01> The latter
22:14:26  <Samu> suppose i have locked industry transparency and it's on, and a unlocked houses and still on
22:14:39  <Samu> both are transparent, but one is locked, the other isn't
22:15:11  <Wolf01> Then?
22:15:16  <Samu> if i want this smart transparency to work, first, toggle everything transparent
22:15:28  <Samu> except those with the lock
22:15:52  <Samu> those without the lock, however, have to restore to what they were after I finish building
22:16:19  <Wolf01> Save the value before the building?
22:16:26  <Samu> yes, i think that's what i need
22:17:29  <Samu> was wondering if i could do it without saving the value anywhere
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22:17:36  <Samu> only by bitwise
22:17:40  <Samu> or bitmath
22:17:41  <Samu> or whatever
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22:33:13  <Samu> a _transparency_smart_lock perhaps
22:33:55  <Samu> treats everything as locked, even if they're not, just so it can be restored
22:34:19  <Samu> or not everything, just those that are already transparent, but not locked
22:34:37  <Samu> have to think this through
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