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Log for #openttd on 16th August 2018:
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06:18:32  <andythenorth> o/
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11:15:47  <Wolf01> Moin
11:15:54  <andythenorth> o/
11:15:58  <crem2> \o
11:16:03  <crem2> Why am I 2
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11:21:44  <stefino> hi, has OTTD any limit of sprites? number of sprites in all newgrf files
11:22:23  <peter1138> Yes but no.
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11:31:34  <Eddi|zuHause> limitation disturbs me very sprites
11:35:47  <peter1138> goes it throw out limitation?
11:35:58  <stefino> yes but no? :D
11:37:33  <stefino> i read something that there is a limit +-65k
11:37:55  <peter1138> It's around 16.7 million. There is a limit, but you won't reach it.
11:37:56  <Eddi|zuHause> no, that was increased
11:38:13  <Eddi|zuHause> like 10 years ago
11:39:36  <stefino> oh...so this is ok :D that's good to know. I was scared caue due long vehicles we have really a lot of sprites.
11:44:37  <stefino> but on the other hand, big grf files make the game more laggy or not? It is due multiplayer maybe but when we built big infrastructure, it was laggy when zoom out the map. Is it general problem of big 32bpp graphics sets?
11:46:39  <Eddi|zuHause> that is a general problem of how zoom out works
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11:48:00  <stefino> okay, thanks :)
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14:36:21  <Alberth> hi hi
14:37:22  <Samu> hi
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15:32:26  <Samu> is there anything you can do about "excessive CPU usage in valuator function"?
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16:01:48  <Samu> there is a Valuate inside a Valuate, is this what causes excessive cpu usage?
16:04:50  <Samu> tileList.Valuate(Utils.valuateTruckStopTile, cargoClass, stationId);
16:05:46  <Samu> and inside valuate truck stop tile there is: cargoList.Valuate(AICargo.HasCargoClass, cargoClass);
16:06:02  <Samu> Wormnest:
16:06:04  <Samu> hi
16:07:50  <Samu> Looking at LuDiAI source code
16:13:51  <acklen> cargoList is probably pretty small though?  tileList may be huge
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16:20:02  <Samu> I see rectangles
16:20:18  <Samu> tileList.AddRectangle
16:22:10  <Samu> there's another square
16:22:22  <Samu> square.AddRectangle
16:22:45  <Samu> It adds rectangles to rectangles?
16:23:02  <Samu> that's confusing, I better give up
16:23:36  <LordAro> Samu: it's defining an area of tiles to search
16:24:04  <LordAro> if it decides to define an overly large area (could be that a coordinate is mismatched or something), that could take a long time to search through
16:25:38  <Samu> the town it was working on, was a big one, already serviced with a bus stop and with an airport, it crashed evaluating here
16:27:18  <Samu> the evaluation should return 0, meaning it was already serviced
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16:30:30  <Samu> here's the evaluator: https://paste.openttdcoop.org/po4hqnzmp
16:30:33  <Samu> is it big?
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16:39:06  <Samu> strange that I'm not getting it to crash
16:39:10  <Samu> seems to be very rare
16:39:30  <acklen> perhaps you should reduce the amounts of valuations in valuateTruckStopTile()
16:39:37  <Samu> it was the first time I had a excessive CPU usage on LuDiAI
16:39:47  <acklen> the cargoList could be created once and then passed in
16:40:15  <acklen> other valuations like AITile.IsBuildable, etc could reduce the tile set as well
16:40:26  <acklen> then pass the reduced array to valuateTruckStopTile()
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17:47:43  <Eddi|zuHause> i'm screwing up my system now, was nice knowing you guys...
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17:50:43  <LordAro> rip eddi
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17:53:51  <Samu> I think I found the issue
17:53:55  <Samu> "think"*
17:54:23  <Samu> local rectangleCoordinates = estimateTownRectangle(town);
17:54:56  <Samu> this creates a rectangle consisting of tiles where the town has influence
17:55:07  <Samu> if the town is too large
17:55:23  <Samu> it will be valuating all those tiles
17:55:29  <Samu> to build a station
17:57:24  <Samu> i got to retry this AI with very large towns, and hope it crashes early
17:57:30  <LordAro> still, i wouldn't expect that to go over the cpu limit
17:57:38  <LordAro> unless it's doing something expensive inside
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18:00:57  <Samu> holy moly
18:01:00  <Samu> it crashed right away
18:01:32  <Samu> right on the first service
18:03:16  <Samu> https://imgur.com/qmNxFdR
18:03:23  <Samu> town was sized like that
18:03:31  <Samu> 23k population
18:03:45  <LordAro> weird
18:03:53  <LordAro> guess you need to check what that valuator function is doing
18:04:19  <LordAro> unless you've fiddled with the AI execution count
18:04:24  <LordAro> i seem to recall you doing that?
18:04:35  <Samu> no, im using 1.8.0
18:04:46  <LordAro> i mean the config setting
18:04:51  <LordAro> can't remember what it's actually called
18:04:52  <LordAro> opcount?
18:05:04  <Samu> ah, it's at #10.000
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18:06:08  <LordAro> mm, that's the default
18:06:58  <Samu> line 143
18:06:59  <Samu>             tileList.Valuate(Utils.valuateTruckStopTile, cargoClass, stationId);
18:07:11  <Samu> that's this https://paste.openttdcoop.org/po4hqnzmp#line-50
18:07:33  <Samu> gonna try edit the code a bit
18:07:43  <Samu> do what acklen said
18:09:02  <Samu> the tileList at this point is a giant rectangle
18:09:13  <Samu> tileList.Valuate
18:09:28  <Samu> given by that estimation
18:09:34  <Samu> local rectangleCoordinates = estimateTownRectangle(town);
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18:21:26  <Samu> @calc 40 * 40
18:21:26  <DorpsGek> Samu: 1600
18:21:36  <Samu> it is valuating 1600 tiles
18:23:20  <acklen> is that just the count of tileList?
18:23:24  <Wormnest> Looks like it wants to do too much inside the Valuator. Valuators should be short functions
18:23:33  <Samu> yes
18:23:42  <Samu> tileList contains 1600 tiles
18:24:26  <Samu> and it does this https://paste.openttdcoop.org/po4hqnzmp 1600 times I guess
18:25:08  <Wormnest> yes, which has another for loop in it and another valuator
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18:52:27  <Samu> i got a crash in CargoList now
18:52:29  <Samu> hmm
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19:13:52  <Samu> forgot something
19:14:30  <Samu> if I use break inside 2 for cycles, does it break only the last for cycle? or breaks all fors?
19:20:01  <LordAro> only breaks the inner most
19:23:51  <Samu> ty
19:26:08  <Samu> I think I fixed the AI
19:26:22  <Samu> or probably broke it
19:26:26  <Samu> somewhere else
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20:00:56  <Samu> how do I square a number in code?
20:01:02  <Samu> ^2?
20:01:48  <peter1138> x*x
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20:03:51  <Samu> oh, i would have to use a variable to store the first result :(
20:04:34  <Samu> I want to ^2 here local areasize = (AIMap.GetTileX(rectangleCoordinates[1]) - AIMap.GetTileX(rectangleCoordinates[0]) + 1);
20:04:43  <LordAro> so?
20:05:09  <Samu> maybe
20:05:19  <Samu> areasize = areasize * areasize;
20:05:24  <Samu> lel
20:09:35  <Samu> 			local areasize = (AIMap.GetTileX(rectangleCoordinates[1]) - AIMap.GetTileX(rectangleCoordinates[0]) + 1); 			areasize = areasize * areasize;             AILog.Info("Estimated " + AITown.GetName(town) + " area: " + areasize + " tiles [(" + AIMap.GetTileX(rectangleCoordinates[0]) + "," + AIMap.GetTileY(rectangleCoordinates[0]) + ") - (" + AIMap.GetTileX(rectangleCoordinates[1]) + "," + AIMap.GetTileY(rectangleCoordinates[1]) + ")]");
20:09:51  <Samu> this works
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20:26:18  <Eddi|zuHause> anyone familiar with hwmon/fancontrol stuff?
20:26:39  <Samu> I use HWInfo
20:26:40  <Eddi|zuHause> i have 3 fans connected to my mainboard, and hwmon provides me with 3 pwm controls
20:26:45  <Eddi|zuHause> but they don't match up
20:27:00  <Samu> guess it's not the same program
20:27:06  <Eddi|zuHause> fan1 seems to be controlled by both pwm1 and pwm3, and fan3 is unaffected by everything
20:27:49  <Eddi|zuHause> is that a driver fail? or a bios fail? or what?
20:29:29  <Eddi|zuHause> that fan running at constant speed is driving me nuts
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