Log for #openttd on 6th March 2018:
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00:06:21  <supermop> it would be so nice to have just one more layer to stack sprites
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00:29:36  <Eddi|zuHause> but if everyone asks for just one more layer, WHERE does it END?
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00:59:25  <Eddi|zuHause> how are there still portal 2 updates?
01:00:02  <Eddi|zuHause> not that it's bad, it's fascinating
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01:41:42  <glx> Eddi|zuHause: check the news about the update, it's a nice one
01:42:24  <Eddi|zuHause> something about "it crashes when there are more than 32 cores" or something :p
01:42:52  <glx> more than 32 threads in a multi-core/multi-cpu system
01:43:16  <glx> I wonder how someone managed to trigger that
01:44:32  <Eddi|zuHause> not only trigger, but also report it, find someone to debug it, and get it fixed...
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07:48:36  <DorpsGek> Commit by peter1138 :: r27974 trunk/src/newgrf.cpp (2018-03-06 08:48:29 +0100 )
07:48:37  <DorpsGek> -Fix (r27907) [FS#6627]: free() called on static airport rotation data (JGR)
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14:44:33  <supermop_work_> yo
14:51:33  <Eddi|zuHause> new HDD arrived...
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18:21:55  <Wolf01> o/
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18:36:30  <Wolf01> o/
18:36:36  <andythenorth> lo
18:37:00  <Wolf01> eh, in 2017 I was unemployed, that's the reason
18:37:19  <andythenorth> I bought a lot less
18:37:32  <andythenorth> it really comes to 'how much lego do I want in my house'
18:37:36  <andythenorth> and the answer is 'less'
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18:37:50  <Wolf01> I already purchased the entire amount of lego of 2017 in the first 2 months of 2018
18:38:10  <andythenorth> last 2 years were poor for Technic
18:38:13  <andythenorth> non-compelling
18:38:19  <andythenorth> and we totally stopped buying City
18:38:21  <Wolf01> Yeah, but this year... brrr
18:38:23  <andythenorth> and Trains
18:38:39  <Wolf01> (brrr is the sound of PF motors running)
18:39:45  <andythenorth> there are many sets I want to buy in 2018
18:39:50  <andythenorth> but I don't want to then own them
18:39:52  <andythenorth> or store them
18:40:01  <andythenorth> maybe buy, build, donate? :P
18:40:53  <Wolf01> Buy, build, sell
18:43:16  <Wolf01> A friend of mine purchased both the porsche and the millenium falcon UCS, lepin, just to build them and then he sold both for about the same price, he didn't even want them, just the joy to build
18:44:19  <frosch123> he sold them in assembled form?
18:44:22  <Wolf01> Yes
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18:45:48  <Wolf01> Sold in assembled form and as (illegal) clones, so there are people which purchase even those ones...
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19:19:45  <andythenorth> Wolf01: so NRT :P
19:19:59  <Wolf01> Lol
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19:21:17  <andythenorth> yeah ok, I repro-ed
19:21:20  <andythenorth> so something's not triggering
19:21:32  <andythenorth> I have to work at 9pm and bath kids before then
19:21:34  <andythenorth> but let's see
19:21:35  <Wolf01> Something triggering in the wrong moment
19:21:43  <andythenorth> I am 99% it's just not triggering cb 36
19:21:51  <andythenorth> on change of type
19:22:18  <andythenorth> CBID_VEHICLE_MODIFY_PROPERTY
19:22:57  <andythenorth> that might be by design, due to desyncs
19:23:20  <Wolf01> What does frosch123 says?
19:23:25  <andythenorth>
19:24:54  <andythenorth> I'm trying to work out what railtypes does
19:25:14  <frosch123> uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0); <- in RoadVehUpdateCache
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19:27:44  <andythenorth> ok so that should be triggered in IndividualRoadVehicleController
19:27:51  <andythenorth> so why doesn't it work :P
19:27:59  <andythenorth> let's check the newgrf code :)
19:28:37  <frosch123> add printfs to the code :)
19:29:20  <andythenorth> :P
19:29:45  <andythenorth> he's checking current_roadtype
19:30:01  <andythenorth> presumably that's cached?
19:30:29  <frosch123> RoadVehUpdateCache clears all caches
19:30:33  <andythenorth> hmm
19:30:41  <frosch123> add printf, then you can check when RoadVehUpdateCache is called
19:30:49  <frosch123> maybe it's called while the vehicle is still on the old tile
19:33:08  * andythenorth tries
19:33:43  <Wolf01> IIRC I said before to trigger it after L1415 or so, where there is that x = ... y = ... code
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19:36:24  <frosch123> Vehicle::tile is the member that matters
19:36:36  <frosch123> x and y are not important
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19:39:16  <Wolf01> Let me finish this chapter on diablo and I'll give you a hand
19:40:02  <andythenorth> I can't even get my printf working :)
19:40:06  <andythenorth> I'm so clown-shoes
19:40:25  <Wolf01> Lol?
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19:42:58  <andythenorth> ok it's working now
19:43:55  <andythenorth> it = printf
19:48:42  <andythenorth> a /n helps :P
19:50:41  <andythenorth> hmm
19:50:51  <andythenorth> RoadVehUpdateCache is called on change of roadtype
19:51:00  <andythenorth> but the speed *doesn't* change
19:51:16  <andythenorth> but when a vehicle visits a station, the speed *does* change
19:51:25  <andythenorth> but RoadVehUpdateCache isn't called there
19:52:28  <frosch123> add the tile to the printf
19:52:34  <frosch123> if you haven't yet
19:53:08  <frosch123> the query tool tells you ingame which tile is which
19:53:09  <andythenorth> I haven't
19:53:15  <andythenorth> your teach a fool here :P
19:53:33  <frosch123> fools fooling fools?
19:54:52  <andythenorth> I'm just wondering if RVs use cached_max_speed
19:54:53  <andythenorth> :P
19:55:21  <andythenorth> I think that's in ground_vehicle.cpp though
19:55:34  <frosch123> there is also cached_max_track_speed
19:55:40  <Wolf01> I had some problems following the cached_max_speed thing last time I was debugging why RVs suddenly stopped
19:55:40  <frosch123> but that is from the roadtype itself
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20:02:37  <andythenorth> GetCurrentMaxSpeed is interesting
20:02:57  <frosch123> 4 speed limits, or even more?
20:03:05  <frosch123> vehicle, track, bridge, order, ...
20:03:06  <andythenorth> it uses gache->cached_max_track_speed
20:03:14  <andythenorth> CB 36 :P
20:03:17  <andythenorth> timetable?
20:03:42  <frosch123> yeah, i called it "order"
20:05:07  <Eddi|zuHause> there should also be a station/red signal approach distance speed limit
20:05:17  <Eddi|zuHause> also, curve and track maybe should be separated
20:05:24  <Eddi|zuHause> also, i don't know what we're talking about
20:05:54  <frosch123> this is no train game
20:06:09  <Eddi|zuHause> roads have curve speed limits
20:06:20  <Eddi|zuHause> also, road vehicles are limited by the vehicle ahead of them
20:06:37  <andythenorth> frosch123: declare speed out of scope for cb36 on roadtype transition? o_O
20:07:06  <frosch123> andythenorth: if you want to resort to singleplayer :p
20:07:07  <Wolf01> <Eddi|zuHause> there should also be a station/red signal approach distance speed limit <- like TF, I didn't see a train stopping behind another if not at junctions
20:07:51  <Eddi|zuHause> Wolf01: that's done by extending the reservation beyond signals when braking distance is reached
20:08:00  <Wolf01> Yes
20:08:14  <Eddi|zuHause> that _should_ be possible here as well
20:08:25  <Eddi|zuHause> just $somebody has to implement it
20:08:26  <Wolf01> But we don't even have the braking distance :P
20:08:39  <Eddi|zuHause> braking distance is just a number you make up on the spot
20:08:46  <andythenorth> frosch123: I miss why singleplayer affects it :)
20:08:57  <frosch123> just add more convenient train management to factorio :p
20:08:59  <Eddi|zuHause> stations already simulate braking distance
20:09:21  <frosch123> andythenorth: ignoreing cache issues leads to desyncs leads to singleplayer only
20:09:30  <supermop_work_> Eddi|zuHause: yellow signal patvh?
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20:11:16  <Eddi|zuHause> supermop_work_: doesn't suffice
20:11:20  <Eddi|zuHause> we tried that
20:12:11  <andythenorth> what's distinction between gcache and vcache?
20:12:39  <andythenorth> is one for consist, and one for unit?
20:12:54  <frosch123> gcache is same for trains and road vehicles
20:12:59  <frosch123> vcache is rest
20:13:17  <Wolf01> Btw I don't like really much to have different tracks to set different speed limits, ok, a track might have a max speed limit, but we need something like signals to set a speed limit block
20:13:25  <andythenorth> ok
20:13:42  <andythenorth> virtual blocks Wolf01 o_O
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20:14:15  <andythenorth> ok so does speed have a canonical source?
20:14:25  <Wolf01> They might work even for roads, road signals :D
20:15:56  <frosch123> sounds like you want to setup speed signs, and cash-in when opponent' vehicles pass with higher speed
20:16:23  <Wolf01> Nah, local authorities cash-in
20:16:56  <frosch123> we need a new local authority action: fund elementary school near opponent's route
20:17:05  <frosch123> to impose speed limits nearby
20:17:46  <Wolf01> BTW games like this, TF, Cities in motion etc where you run a transport company and can build transport ways too are too much unrealistic, because you want too much from the two
20:18:00  <andythenorth> so this causes the newgrf to behave as expected
20:18:12  <andythenorth> I'm not saying it's correct :P
20:19:44  <andythenorth> no let's see
20:19:59  <andythenorth> is it travelling at the correct speed?  Or just displaying the correct speed?
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20:21:03  <andythenorth> afaict cached_max_speed only affects displayed speed for RVs
20:21:10  <andythenorth> I can't find it used for the actual speed
20:21:17  <andythenorth> that's expected?
20:21:48  <frosch123> you probably need to call PowerChanged somewhere
20:22:04  <frosch123> or CargoChanged
20:22:11  <andythenorth> the code in the gist does get the expected result
20:22:46  <frosch123> possibly RoadVehUpdateCache has to call it
20:23:22  <andythenorth> CargoChanged() is called on change of tile already
20:23:28  <andythenorth> tile / type /s
20:23:53  <frosch123> i think the order matters
20:24:01  <frosch123> first UpdateCache, then CargoChanged
20:24:09  <frosch123> but comparing with trains
20:24:26  <frosch123> ConsistChanged calls CargoChanged
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20:24:34  <Wolf01> Mmmh, cargo changed, speed change worked when vehicle stopped at road stops, isn't that code for road stops?
20:25:20  <frosch123> the names are bonkers :) don't interpret them
20:25:36  <frosch123> they were fitting when the functions where written
20:25:45  <frosch123> not when newgrf wanted to change stuff in every place
20:26:34  <frosch123> their real names are: clear some caches, clear some more caches, clear even more caches
20:31:09  <andythenorth> refactoring is good :P
20:31:26  <andythenorth> but I suspect for openttd
20:31:32  <andythenorth> it's like boiling the ocean with a kettle
20:32:43  <andythenorth> ok shuffling the order does work frosch123
20:32:45  <andythenorth> thanks
20:33:15  <andythenorth>
20:33:43  <Wolf01> Ha!
20:34:00  <Wolf01> Check spaces also :P
20:34:06  <andythenorth> yeah that
20:34:23  <andythenorth> am I committing this, and waiting for next failure report from testers?
20:34:31  <Wolf01> Better safe than sorry ;)
20:34:33  <andythenorth> or is it needing more review?
20:34:44  <andythenorth> it's a relatively minor change
20:35:02  <Wolf01> Eh... dunno, if it fixes the reported bug, then ship it
20:35:21  <andythenorth> smells of 'probably not worse'
20:35:22  <andythenorth> at least
20:35:26  <Wolf01> The problem might be if introduces a new bug
20:35:32  <frosch123> andythenorth: maybe add the cargochanged to the end of RoadVehUpdateCache
20:35:50  <ST2>  <<-- to avoid wasting time
20:35:52  <frosch123> calling the latter without the former seems to be always wrong
20:35:55  <ST2> oh, the humanity xD
20:36:00  <frosch123> no idea whether it is done in other places
20:36:05  <andythenorth> CargoChanged was pre-existing
20:36:26  <andythenorth> let's see
20:36:59  <Wolf01> Add cargochanged to clearcache and use clearcache everywhere carcochanged was used?
20:37:09  <frosch123> ST2: fat people won't be able to reach the button
20:37:34  <ST2> good point - pizza hut will find a way xD
20:37:53  <andythenorth> in other places CargoChanged is only called if the acceleration model changed
20:37:58  <andythenorth> there's probably a reason?
20:38:34  <ST2> from a player: tell me if you ever start using this, I'll start talking to you as a stranger
20:38:35  <ST2> haha
20:52:22  <Wolf01> Ok, finished the chapter... too bad andy is now so good to fix the bugs by himself :P
20:52:59  <frosch123> andy has 8 minutes left to bath the children
20:54:52  <frosch123> actually werid... here children are bathed on saturdays
20:57:32  <frosch123> wow, there are now turkish propaganda preroll ads on yt
20:58:06  <Wolf01> Ads on yt? Since when :P
21:01:28  <Wolf01> yes.
21:04:17  <andythenorth> ok I didn't win the cache invalidation :(
21:08:25  <Wolf01> Which are the new problems?
21:09:38  <nielsm> hi, I've submitted some patches for the music system on windows, would appreciate if someone took a look at them :) one is for an old reported bug, #5807, two other are new tasks
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21:11:57  <andythenorth> Wolf01: just I am now doing work, and the fix isn't pushed :P
21:12:08  <andythenorth> and I can't figure out if the two functions need combined
21:12:22  <andythenorth> but my 2nd gist does fix the newgrf :P
21:14:21  <Wolf01> IMHO they should, frosch pointed they should always called both, just put the cargochanged at the end of RVupdatecache and call RVupdatecache in place of cargochanged
21:20:33  <andythenorth> what about the check for acceleration mode?
21:23:57  <Wolf01> That's the current speed, not the max speed
21:25:30  <Wolf01> Or you mean the one at L328?
21:26:04  <Wolf01> Also... road_cmd.cpp:L2510
21:26:51  <Wolf01> That's when you convert road under the vehicle
21:29:59  <Wolf01> All the other points have RoadVehUpdateCache followed by CargoChanged, it seem to be the right way
21:32:23  <Wolf01> Also I think you can safely put the v->First()->CargoChanged(); inside the if(v->IsFrontEngine()) and remove the ->First()
21:32:45  <Wolf01> In other places it's that
21:34:09  <Wolf01> It needs to be well tested with articulated vehicles, so they change speed only once and not for each part
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22:02:51  <andythenorth> Wolf01: I think it has to be a tomorrow thing now :)
22:03:05  <andythenorth> I don't know the emoticon for tired, but zzzzzz
22:03:13  <Wolf01> Me too
22:03:23  <supermop_work_> blizzard again tomorrw
22:03:27  <Wolf01> I bugfixed apps for 8 hours today
22:03:40  <andythenorth> the best
22:03:47  <andythenorth> did you write tests for the bugs?
22:04:09  <Wolf01> Nah, we only do functional tests
22:04:49  <Wolf01> Also I think it's impossible to test the apps in other ways, unit test is excluded
22:05:06  <andythenorth> are they browser apps?
22:05:10  <Wolf01> Yeah
22:05:15  <andythenorth> selenium :P
22:05:42  <Wolf01> But we don't write the actual app code
22:06:15  <Wolf01> It's an IDE which do it for us, we just arrange constructs on the ide
22:06:49  <andythenorth> interesting
22:07:23  <Wolf01> The nice part is that the code is self-refactoring
22:07:51  <Wolf01> You rename a table column and all the related variables rename accordingly
22:08:12  <Wolf01> Even their type can change
22:08:55  <Wolf01> And the query builder automatically created foreach loops or variables for data extraction
22:09:00  <Wolf01> *creates
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22:24:23  <Wolf01> 'night
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