Log for #openttd on 19th November 2017:
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00:15:42  <Samu> i'm a terrible coder
00:15:45  <Samu> for (StringID str = STR_REPLACE_ALL_AIRCRAFT_TYPES; str != STR_REPLACE_ALL_AIRCRAFT_TYPES + GAT_END; str++) {
00:15:48  <Samu> this looks so wrong
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00:26:27  <Speedy> suo
00:26:28  <B_> Hello. I am wondering what's wrong w/ the 'The server you joined last time:' feature
00:27:05  <B_> In-game, it is shown as 'SERVER OFFLINE' but, monitoring network traffic, I can see the server by queried and replaying w/ its information
00:27:11  <B_> replying*
00:27:37  <B_> Client-side update/cache problem?
00:32:09  <Eddi|zuHause> does the normal server list work?
00:33:13  <B_> Yes
00:33:39  <B_> And after joining the server, exiting the game and starting it again, the cache is now working
00:33:53  <Eddi|zuHause> strange
00:34:13  <Eddi|zuHause> no idea how that works, though
00:34:23  <B_> Indeed... I tried to use ProcessMOnitor to check what files/registry entries might be used, did not spot anything interesting
00:34:41  <B_> Yupo, that'd require some knoledge
00:34:47  <B_> If there is any expert around here :)
00:34:53  <B_> I'll dig into source code....
00:35:40  <ST2> B_: happened with any specific server, or it's global?
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00:36:31  <B_> Well... I tend to always join the same :\
00:37:19  <B_> I had an intuition: might that be related to IPv6 or not? I join my usual server on IPv6
00:38:01  <ST2> was preciselly to ask that ^^
00:38:27  <B_> openttd source
00:38:30  <B_> sry
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00:40:05  <ST2> is the server being announced via IPv4 or IPv6? static or ddns?
00:41:17  <B_> Both
00:41:38  <ST2> had ypu tried to report that on tje servers page?
00:41:41  <B_> static
00:41:59  <B_> It's the 1st time I ask around, mb is it sth already known?
00:42:46  <ST2> my last question?!
00:43:17  <ST2> note: at phone now ^^
00:45:03  <B_> What do you mean by 'report that on the servers page'?
00:45:12  <B_> ?
00:46:15  <ST2> Because can be a servers announcement fau�t, and if isnt, they can say if any error semt back
00:47:19  <B_> No both servers (IPv4 a IPv6) appear correctly in the advertized game list
00:47:23  <ST2> the openttd server you're joining, have a website? to contact the admins
00:48:22  <B_> It's just that when I join it, afterwards, sometimes, when I enter the multiplayer lobby the cached entry for the last joined server show it as offline, even though query (and response) to the IP address is being sent/received by the game
00:48:26  <Samu> - this is getting interesting
00:48:48  <B_> I tried to simply exit the game and launch it again but that time the cache was working properly showing the server online
00:49:14  <ST2> B_: that wasn't my questipn
00:49:28  <B_> If I get the advertized server list again, I'll find the server there, both IPv4 & IPv6
00:49:42  <B_> but the cached entry will continue showing it 'offline'
00:50:06  <B_> it's definitely not a pb server-side IMHO
00:50:28  <B_> THen I did not get it sry :D
00:50:59  <B_> Meantime, it seems I am narrowing that down in the source code: this->last_joined = NetworkGameListAddItem(NetworkAddress(" target="_blank">," target="_blank">;
00:51:09  <B_> let's dig further..
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01:13:37  <B_> If I set the parameters '-d net=4' in command-line on Windows, where are the debug messages being logged?
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01:19:54  <glx> on stdout or stderr
01:20:43  <glx> if you want to redirect them in a file you need to convert the exe first
01:21:22  <glx>
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01:30:11  <B_> glx: Oh yeah right, but openttd was starting its own console, closed on exit
01:30:24  <B_> I was redirecting I/O in the initial call to openttd
01:30:37  <glx> yes that's why you need to convert it :)
01:30:44  <B_> Gotcha :)
01:31:19  <glx> just put convert.exe next to openttd.exe and run it without args
01:32:04  <glx> it will toggle a flag in openttd.exe
01:36:29  <B_> OK thx
01:36:49  <B_> I managed to do it w/ the standard console and some copy/pasting
01:37:00  <B_> I'll keep your binaryn might come in handy
01:37:32  <B_> brb, testing
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01:45:00  <B_> Well...
01:45:08  <B_> I can't seem to be able to reproduce the pb atm
01:45:41  <B_> At least now I know how to get some debug info. Next time I hear from that bug, I'll come back ;)
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02:13:28  <Samu> english help requested
02:13:30  <Samu> STR_REPLACE_HELP_AIRCRAFT_TYPE_DROPDOWN                         :{BLACK}Choose which type you want the left selected aircraft to be replaced with
02:13:47  <Samu> good english?
02:14:56  <Samu> bad english
02:15:26  <Samu> "List the type of aircraft you want the left selected aircraft to be replaced with"
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02:15:36  <Samu> i'm repeating the word aircraft, halp me
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02:18:39  <Samu> is for this tooltip
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02:58:15  <PressureLine> why not use the same english as the train/RV window
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06:57:47  <B_> About this last_host not being refreshed in-game
06:57:54  <B_> I was finally able to reproduce the pb
06:59:12  <B_> The game keeps pinging: dbg: [net] [udp] sendto([<last_host_IP>]:<last_port> (IPv6))
06:59:41  <B_> Checking network traffic I definitely see requests sent AND responses received
06:59:59  <B_> But somehow the game does not seem to see anything...
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07:00:55  <B_> debug logs-wise, it's the only difference
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07:01:09  <B_> and I am debugging at level 7 which is the highest I oculd find the the source code
07:01:18  <B_> (fo the net component)
07:14:48  <B_> A response to a sent packet is not detected...
07:15:02  <B_> There must be some problems in the UDP packets handling
07:24:37  <B_> Packet type seems to match the correct enum entry
07:24:43  <B_>;a=blob;f=src/network/core/udp.h;hb=41937d6e6402fdbfedc926663a880d21deb603db#l24
07:24:56  <B_> 01 for PACKET_UDP_SERVER_RESPONSE
07:25:04  <B_> moving on...
07:26:47  <B_> Well
07:27:40  <B_> the problem is, since the packet type is right, if its processing were to enter ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE, that would spawn the message on debug level 4 as it happens when the client works properly
07:27:52  <B_> thus the problem is of a lower level......
07:28:19  <B_> I really suspect something about IPV6 in the processing
07:29:12  <B_> (well the processing should happen as long as the fail safe does not trigger, but there is no way to check for it since no debug message is being generated. It's just a plain stupid 'return'
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12:38:05  <anton> Hola buenas, hay alguien por  aqui que hable castellano?
12:41:45  <__ln__> pues, tal vez, pero la gente no les gustan cuando alguién habla algo que no es inglés
12:45:51  <__ln__> ¿tienes una pregunta?
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12:51:22  <anton> si, hola
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12:51:51  <anton> estoy intentando registrarme para consultar alguna duda y no me deja
12:56:08  <__ln__> así, ¿dónde te estás registrando?
12:56:50  <anton> pues creo que este foro
12:57:19  <anton> a la parte de arriba hay una flecha y pone registrarse
12:58:43  <anton> entro , pongo los datos y me responde: "No sopa para ti.Parece que has sido baneado como spammer"
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13:08:44  <__ln__> ¿eres un spammer?
13:09:07  <anton> no
13:09:23  <anton> me lo ha puesto en el primer intento que he hecho
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15:05:23  <andythenorth> o/
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15:16:56  <supermop> yo andy
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15:23:12  <andythenorth> hi
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15:33:13  <B_> Hello back
15:33:54  <B_> I am still trying to investigate why sometimes on startup the adress of the last joined server seems unresponsive, although the server actually is
15:34:22  <B_> I recompiled openttd and started to add debug messages to narrow it down when it happens
15:34:46  <B_> I went as far as the UDP receiving packets loop
15:35:46  <B_> Although Wireshark spot the answers coming through, the game's ReceivePackets loop sees nothing...
15:35:49  <B_> I am lost.
15:38:00  <Eddi|zuHause> V453000: it's all your fault!
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16:20:21  <Samu> i got a coding issue, need some advice
16:20:22  <Samu>
16:20:40  <Samu> i got numbers instead of names for some variables, it looks strange
16:21:05  <Samu> what can I do?
16:21:13  <Samu> an enum? but how, where
16:22:18  <Samu> the numbers are at line 69/84
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19:01:51  <Samu>
19:01:56  <Samu> your first thoughts?
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20:12:44  <andythenorth> quak
20:15:27  <frosch123> moi
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20:26:45  <frosch123> wolf should start live-streaming building lego
20:41:18  <V453000> Eddi|zuHause: what's wrong with it? :P
20:41:56  <Eddi|zuHause> V453000: it's not HD? :p
21:06:36  <V453000> haha
21:06:52  <V453000> it would be if you rendered it on my pc ;P
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22:22:59  <Samu> when will you fix bugs?
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22:49:59  <supermop_home> cascading these ravens out for electras
22:50:21  <supermop_home> ravens are taking over for suburban tanks
22:52:32  <supermop_home> surplus northcock dragging the ravens over to the other network
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22:58:28  <B_> Samu: For your question about numbers sooner you can use constants defined by the preprocessor directive #define, which will help making the code readable without changing a thing about the way the code will compile/run
22:59:02  <B_> Ex: #define AIRTYPE_AIRCRAFT 0
22:59:18  <B_> 'case AIRTYPE_AIRCRAFT' instead of 'case 0'
23:00:03  <B_> that's C language 101, really
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23:50:43  <Samu> B_: i'm not a real programmer :(
23:51:29  <Samu> wouldn't that go a bit out of style with the rest of the code?
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23:53:02  <Samu> I thought of an enum before
23:53:09  <Samu> but, it felt wrong
23:54:51  <Samu> and I wasn't sure which file i would put that enum
23:56:36  <Samu> there's also a particularity about aircraft types
23:57:05  <Samu> subtype 0 is heli, 1 is small plane, then 3 is large plane
23:57:11  <Samu> there's the value 2 without anything
23:57:41  <Samu> i dunno how to make iteration work correctly
23:58:04  <Samu> not sure you understand me

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