Log for #openttd on 7th September 2019:
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00:10:48  *** Thedarkb has joined #openttd
00:16:34  <Eddi|zuHause> someone should have finished #7000
00:18:00  <LordAro> *someone*
01:11:18  <Eddi|zuHause> LordAro: should a released feature contain the word "experimental"?
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06:27:39  <andythenorth> moin
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06:48:11  <nielsm> morning
06:52:02  <andythenorth> o/
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07:20:21  * andythenorth so much shipping container variety
07:21:31  <andythenorth> much automation incoming :P
07:39:45  <nielsm> hmm shouldn't there be a "game ends and highscore is recorded" setting that lets you configure either "100 years after starting year" or a specific year?
07:40:23  <nielsm> (that's a suggestion not a question)
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07:41:01  <nielsm> and if you set the ending year to something before the actual start year there just isn't an end condition
07:41:19  <andythenorth> I do find the highscore screen weird when it appears
07:41:23  <andythenorth> it's very arbitrary
07:41:24  <nielsm> or I suppose there could also be an explicit "never" setting
07:44:16  <andythenorth> 100 years after game start makes most sense to me :P
07:44:28  <nielsm> yeah that should be the default
07:44:54  <andythenorth> I'm not sure it needs to be better than that
07:44:56  <nielsm> TTO also ran 1930-2030
07:45:04  <andythenorth> it's not like the high-score system is actually valid :)
07:45:13  <nielsm> well maybe you want to run a game from 1840 to 2040
07:45:15  <andythenorth> I did win it once, using the known exploits
07:45:32  <andythenorth> my 9 year old keeps asking when we're going to fix it :P
07:45:59  <nielsm> well I also have the WIP still-in-ideas-phase patch for making the score calculation controlled by GS
07:46:32  <andythenorth> high-score-script :D
07:47:01  <nielsm> it could allow for some much more interesting scoring options :)
07:47:07  <nielsm> like variety of trains used :P
07:47:24  <nielsm> quality of industry service provided
07:47:52  <andythenorth> achievements unlocked :P
07:48:06  <andythenorth> does it merge high score and story book?
07:48:06  <LordAro> Eddi|zuHause: maybe not, but that is ultimately what it is
07:48:16  <andythenorth> or are they separate concerns?
07:48:43  <nielsm> they'd still be separate concerns
07:48:48  * andythenorth did make some commits to Busy Bee GS, but GS is really hard to work with
07:48:59  <andythenorth> which is probably why we have very few
07:49:01  <nielsm> but does the storybook have a "progress bar" element? if not perhaps it should
07:49:40  <nielsm> perhaps even an element that mirrors a scoring part
07:51:00  * andythenorth looks what was hard
07:51:58  <andythenorth> oh yes, I remember
07:52:05  <andythenorth> "andythenorth is not a programmer" :P
07:52:42  <andythenorth> that was the limiting factor
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08:20:43  <nielsm> pondering how to test
08:21:09  <nielsm> set up an AI that just runs the same (cheap/free) command on a loop?
08:21:28  <nielsm> tight loop
08:21:49  <LordAro> #7188 is the original issue
08:21:53  <nielsm> yes
08:21:58  <LordAro> samu probably knows how to reproduce it :p
08:22:24  <nielsm> the original report seems to be "sometimes this happens when reloading an ai"
08:25:05  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7720: Add: [DorpsGek] also announce comments on commits
08:26:37  <nielsm> need to reboot for a visual studio update >_>
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08:29:15  <nielsm> at least rebooting is relatively quick
08:37:00  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7720: Add: [DorpsGek] also announce comments on commits
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08:43:24  <Samu> hmm i'm trying to understand why do I build more mail routes than pass routes
08:48:34  <LordAro> ah, Samu
08:48:53  <LordAro> can you provide a list of steps to reproduce #7188?
08:49:52  <Samu> ok
08:49:55  <Samu> let me see
08:50:47  <LordAro> hmm, you did write a list on the original issue
08:51:04  <LordAro> nielsm: have you tried those steps?
08:52:00  <nielsm> LordAro they seem pretty "do this and pray it triggers the bug" as it's somewhat a race condition
08:52:11  <LordAro> mm
08:52:46  <nielsm> I'm thinking if the diagnosis is right, that it's an AI getting reloaded while waiting for a command return, and the command return then being delivered to a different instance, you can make an AI that triggers it reliably on every reload
08:52:56  <nielsm> if you just make the AI a tight loop of commands
08:53:21  <Samu> oh, i can't test network stuff here anymore
08:53:45  <Samu> it's a bug with the reload, only happens in network games
08:54:37  <Samu> anymore* = anyway
08:54:56  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7719: Add: Allow GameScript to demolish without a company
08:55:49  <Samu> best way to cause it is to have many AIs running, very fast speed and 250k max ops
08:56:52  <Samu> hit reload
08:56:58  <Samu> until it happens :o
08:57:34  <Samu> nielsm description is correct
08:58:06  <Samu> it's cause the commands were delayed by the network by a frame
09:05:24  <Samu> the answer to the command of the previous instance goes to the new instance, causing the crash
09:15:24  <nielsm> hmm... just doing commands in a tight loop doesn't seem to trigger it
09:15:42  <nielsm> (and then reloading it while it's running)
09:16:43  <nielsm> here's the AI having fun
09:25:42  <Samu> how many ais are running there?
09:25:51  <Samu> just 1?
09:25:55  <nielsm> one, and it shouldn't matter how many
09:26:09  <Samu> it matters
09:26:21  <nielsm> not by the issue description
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09:26:42  <Samu> it's about queueing of network commands
09:26:44  <nielsm> whether an AI can execute a command and will have to wait until next tick for the result is not affected by number of active AIs
09:26:58  <Samu> needs more stuff to be queued to crash
09:27:23  <nielsm> every company has a queue length of exactly one
09:27:44  <nielsm> and every tick the server executes every command received
09:28:11  <Samu> it sometimes is delayed by 1 more tick, it's when that happens that it can cause the crash
09:29:11  <Samu> or am I seeing this wrong?
09:29:15  <nielsm> yes
09:29:29  <Samu> but you're not getting the crash :(
09:29:31  <nielsm> commands are executed at most one per company per tick
09:29:57  <nielsm> AI scripts are suspended when they submit a command and wait for the command to complete
09:30:09  <nielsm> they can't "batch" commands
09:30:35  <Samu> try more AIs
09:30:47  <nielsm> I have a game with max right now
09:31:02  <Samu> i don't even see you hitting the reload button
09:31:03  <nielsm> max ops 100,000 (hundred thousand)
09:31:12  <nielsm> not in that video no
09:31:23  <nielsm> because that was just to show how silly my test AI was
09:32:23  <nielsm>
09:32:32  <nielsm> that's what you're suggestion to repro, right?
09:33:19  <Samu> click reload  incessantly
09:33:36  <Samu> not quite like that
09:33:58  <Samu> let me see if i can cause a crash here
09:34:02  <Samu> without a client
09:34:16  <nielsm> okay after several hundred clicks on reload it did trigger
09:34:37  <nielsm> the game was basically unresponsive from AIs doing their initial setup
09:35:07  <nielsm> it's not a good way to repro an issue, I want a reliable way to repro it
09:35:15  <nielsm> one that triggers on first try every time
09:36:33  <nielsm> otherwise you're in the situation "well couldn't repro it again" and it was purely by chance, not because the attempted fix actually worked
09:39:01  <Samu> that's the bug I was reporting :)
09:39:59  <Samu> can't reliably reproduce it :(
09:40:14  <Samu> but it's how it can happen
09:43:04  <Samu> i'm about 85% certain it's related to frame frequency, something about network frames being delayed
09:43:13  <Samu> can't verify here :(
09:45:53  <Samu> the company is cleared, but the commands that are queued aren't
09:46:12  <Samu> queued or delayed, whatever it is
09:46:14  <nielsm> "the commands" is your misunderstanding
09:46:17  <nielsm> there is never more than one
09:47:24  <Samu> I'm not sure
09:47:30  <Samu> I think there can be
09:51:01  <Samu> gameloop can process the next tick while network_frame can be delayed
09:51:11  <Samu> i need to find it in the code, brb
09:56:23  <Samu> NetworkExecuteLocalCommandQueue is right before StateGameLoop
09:57:27  <nielsm> each company can have submitted at most one command per tick
09:57:51  <nielsm> and each client can only proceed to next tick once it has received confirmation from the server about the last one finishing
09:58:03  <nielsm> (I'm pretty sure)
09:58:57  <nielsm> anyway the bug reproduces using your steps _without_ having a second client connected
09:59:01  <nielsm> it's enough having just the server
10:05:40  <Samu> #7188 was reporting two other bugs
10:05:49  <Samu> not this one
10:05:58  <Samu> but it's related
10:06:41  <Samu> I remember one of them was fixed
10:07:07  <Samu> better re-read 7188, brb
10:08:03  <Samu> ya, it's #7190 that should be mentioned
10:09:06  <Samu> ah nvm
10:09:11  <Samu> it's back to 7188
10:09:12  <nielsm> #7190 is not a bug report it's a PR
10:09:35  <Samu> you're right
10:10:04  <Samu> server crash reported in 7188 is the reload crash
10:10:25  <nielsm> quality of bug report:
10:10:47  <Samu> hah
10:11:22  <Samu> glx should know more about the issue
10:11:33  <Samu> he proposed a fix
10:11:46  <nielsm> yes, his fix looks very correct
10:12:05  <nielsm> I'm trying to figure out a way to reliably reproduce the assert so the fix can be reliably tested
10:13:26  <Samu> I also proposed a bad fix
10:13:34  <Samu> should be closed
10:14:14  <Samu> the new instance is receiving the callback
10:14:26  <Samu> that was issued by the bankrupted instance
10:14:44  <Samu> because.. bla bla network packets delayed etc..
10:15:18  <Samu> _local_wait_queue or _local_execution_queue, it's one of them
10:15:21  <nielsm> it can reproduce with only a server, no clients needed
10:15:26  <Samu> that gets delayed
10:15:35  <nielsm> no delays on network because there is no network transmission involved
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10:46:28  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
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11:24:08  <michi_cc> nielsm: Did you try a higher frame_freq setting to get more command delay?
11:27:35  <nielsm> hm I don't know that setting
11:29:42  <nielsm> but does it affect AI players?
11:29:56  <nielsm> don't those run in lock-step with the server?
11:32:37  <michi_cc> Not sure actually if frame_freq just delays on sending to the clients or already at the execution stage.
11:34:09  <nielsm> all of this would be easier to understand if AIs were handled as separate clients running as their own threads or processes :/
11:37:17  <Eddi|zuHause> that would involve them running a copy of the game, with full simulation?
11:37:30  <nielsm> I guess so, yes
11:38:03  <Eddi|zuHause> while that would make for a cleaner interface, it has some serious performance impact...
11:38:17  <nielsm> unless some fancy CoW of the game state with the server could be set up
11:38:21  <nielsm> but that would be fragile too
11:41:55  <Eddi|zuHause> but, have i understood this core issue right, that we're dealing with data that is not properly cleared on restart, and gets sent to an AI that was not expecting any data?
11:42:54  <nielsm> the engine attempts to resume an AI that was not suspended, because the AI that previously occupied its slot had submitted a command and was waiting for the result, but was then terminated/restarted in the meantime
11:42:58  <nielsm> so yes
11:43:58  <nielsm> glx's fix looks entirely correct, but I stubbornly want a way to reliably reproduce the issue :)
11:44:01  <Eddi|zuHause> well, two obvious approaches to that problem would be: actually clear the data properly, or add some instance-ID, so the data gets sent nowhere
11:44:25  <andythenorth>  all the local cats have adopted my hot tub
11:44:30  <andythenorth> on it, not in it :P
11:45:27  <Eddi|zuHause> cats prefer places that are elevated and warm
11:45:35  <frosch123> nielsm: use a gs that pauses the game and runs a command that is forbidden in pause
11:45:59  <frosch123> that deadlocks the gs forever, waiting for the command to finish
11:46:34  <Eddi|zuHause> frosch123: that sounds wrong, that command should return with a failure?
11:46:35  <nielsm> cool
11:46:39  <nielsm> but a separate issue :D
11:46:46  <andythenorth> hmm intermodal containers aren't 'vehicles', right? :P
11:46:55  * andythenorth organising filesystem
11:47:00  <Eddi|zuHause> andythenorth: not currently :p
11:47:01  <frosch123> weren't you looking for a method to make the gs hang in suspended state?
11:48:17  <nielsm> no?
11:48:39  <frosch123> Eddi|zuHause: feel free to make a PR for #5283
11:49:05  <nielsm> more like looking for a reliably way to catch an AI with one leg through the door to the next tick and then getting reloaded
11:50:30  <Eddi|zuHause> nielsm: have the AI make some debug output right before the command?
11:50:44  <nielsm> hmm maybe
11:51:59  <frosch123> Eddi|zuHause: it is even labeled as "good first issue"
11:52:23  <Eddi|zuHause> frosch123: too bad it's not my first issue
11:57:02  <andythenorth> intermodal_container_combos is quite a chunky variable name :P
11:59:49  <andythenorth> iso_box_combos? :P
12:01:40  <Eddi|zuHause> sounds like you have a "wrong" approach to naming things
12:01:49  <andythenorth> probably
12:01:57  <andythenorth> I tend to name them what they are :P
12:02:17  <andythenorth> I did have an employee who named things 'a', 'b' etc, for optimisation
12:02:36  <Eddi|zuHause> that's what an obfuscator is for
12:08:43  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
12:10:26  * andythenorth back to making long variables :P
12:15:26  <michi_cc> andythenorth: Could you check/commit my comment on #7721 please? You shouldn't notice any difference (unless I made a mistake), it's just for old OSX versions which I'd like to keep compatible where possible without undue effort.
12:15:35  <andythenorth> sure
12:16:30  <michi_cc> Other than that, it seems sRGB is the winner (i.e. what the current PR does)?
12:16:43  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
12:16:52  <andythenorth> the sRGB looks very wrong on my screen
12:17:03  <andythenorth> but it seems about 50:50 that other OSes do the same 'wrong'
12:17:14  <nielsm> I suspect that has to do with calibration
12:17:35  <andythenorth> colour handling is a nest of variations
12:17:49  <andythenorth> so many factors
12:18:10  <andythenorth> I committed that change, do I need to squash a commit now?
12:18:12  * andythenorth looks
12:18:29  <nielsm> we can squash it during merge
12:21:04  <andythenorth> afaict, my opinion is irrelevant
12:21:22  <andythenorth> there is only one RGB colorspace available according to Apple
12:22:34  <nielsm> basically sRGB "must" be correct, since it was designed to be a standardisation of what displays and RAMDACs were already doing
12:23:55  <andythenorth> I guess over time I'll get used to it
12:23:59  <andythenorth> it's really washed out though
12:25:02  <andythenorth> kCGColorSpaceGenericRGB is no better
12:25:08  <nielsm> but then screenshots aren't really the way to compare either, I think, you'd need photos of two displays side by side
12:25:28  <nielsm> the GenericRGB seems to be wrong gamma
12:25:57  <andythenorth> I am side-by-siding master and the patch
12:26:17  <andythenorth> trying to get it to appear same on different screens is boiling the ocean :)
12:27:31  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
12:28:47  <andythenorth> setting kCGColorSpaceDisplayP3 works for me
12:28:53  <andythenorth>
12:29:36  <nielsm> make it a setting on the video driver? :/
12:30:13  <nielsm> "video=cocoa:cs=srgb" "video=cocoa:cs=p3" "video=cocoa:cs=generic"
12:30:23  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
12:30:38  <andythenorth> screenshots ^ :P
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12:32:29  <andythenorth> meh
12:32:47  <andythenorth> kCGColorSpaceDisplayP3 is much slower
12:33:47  <andythenorth> I could reset the DOS palette, and write a transform to move all base set sprites?
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12:58:02  <milek7> what happens when you take screenshot of P3 on mac? does it get correctly converted to sRGB for png image?
13:13:34  <andythenorth> unknown
13:14:53  <andythenorth> the embedded color profile in the PNG is P3
13:15:20  <andythenorth> but comparing across systems via screenshot is...problematic
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15:17:52  <supermop_Home_> I guess I should stop listening to house music from 1997 and go do something with my day
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15:20:18  <Samu> supermop_Home_:
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15:24:16  <Samu> or just this: Leftfield Song of Life Lemon Interupt Mix
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15:32:25  <supermop_Home_> i was listening to Ecuador! by sash
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15:35:56  <Samu> almost
15:36:13  <Samu> Sasha is not Sash i think
15:38:45  <Samu> nop, Sasha is a DJ from UK
15:38:52  <Samu> Sash! is from GER
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15:43:02  <Samu> by Sash! I like Encore Une Fois, Adelante
15:45:35  <Samu> supermop_Home_:
15:46:54  <Samu> supermop_Home_:
15:48:25  <andythenorth> ha, I need to write my own spritesorter :D
15:48:29  <andythenorth> usually I cheat and use masks
15:48:35  <andythenorth> this will be an adventure
15:49:08  <nielsm> hmm
15:49:33  <andythenorth> we going to write our own? o_O
15:49:37  <nielsm> there's also a deviceRGBColorSpace and extendedSRGBColorSpace
15:50:15  <andythenorth> it's puzzling why some of the included spaces have the performance issue, and some don't
15:50:41  <andythenorth> many guesses are possible, maybe some are hardware accelerated and some are not :P
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15:56:17  <nielsm> andythenorth: try commenting out the CGColorSpaceCreateWithName line entirely, so the QZ_GetCorrectColorSpace function drops down to the  CGColorSpaceCreateDeviceRGB line instead
15:56:37  <andythenorth> ok let's see
15:56:38  <nielsm> since CGColorSpaceCreateDeviceRGB specifies that it makes a colorspace that does zero conversions
15:56:54  <nielsm> just sends the pixel data as-supplied to the display
15:58:44  <nielsm> and I really have a suspicion that's exactly what we want
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15:59:21  <andythenorth> ha ha
15:59:26  <andythenorth> I commented out the entire conditional check
15:59:32  <andythenorth> and the compile killed my mac dead
15:59:35  <andythenorth> that's unexpected
16:00:35  <nielsm> o_o
16:01:00  <nielsm> as in, just running 'make' killed it?
16:01:11  <andythenorth> as in, I use 'make run'
16:01:18  <andythenorth> and when it ran, the mac turned off
16:01:22  <nielsm> brutal
16:01:23  <andythenorth> spectacular
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16:02:12  <nielsm> you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call
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16:02:28  <nielsm> you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call
16:02:40  <andythenorth> I just tried running it again :D
16:02:45  <michi_cc> Hmm, so getting Windows to render the output as sRGB is easy, but if using 32bpp output, my frame output time jumps from <1ms to 25ms. It is much better when using real 8bpp output.
16:02:47  <andythenorth> didn't turn off, but kicked my user
16:03:31  <nielsm> michi_cc lol
16:03:39  <LordAro> istr there's some code somewhere to force blitter type for OSX, has that been considered?
16:03:59  <nielsm> LordAro that won't really help I think
16:04:07  <michi_cc> LordAro: On anyting recent, its 32bpp or black.
16:04:24  <LordAro> yeah, i think it was forcing to a 32bpp blitter
16:04:28  <nielsm> and the sustainable solution is probably still to use opengl/metal/whatever
16:04:32  <andythenorth> "sessionlogoutd[1224]: DEAD_PROCESS: 99 console" looks suspicious
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16:04:42  <andythenorth> and then it seems to overwhelm the event logger
16:04:49  <LordAro> nielsm: i think you're probably right
16:04:55  <LordAro> michi_cc: how far did your branch get? :p
16:04:57  <andythenorth> "diagnosticd[831]: Stream client PID: 816 - Dropped 5263 of 1012151 messages because streaming client could not keep up with the datastream."
16:05:02  <andythenorth> this is lolz
16:05:11  <nielsm> how cursed is that code
16:05:32  <andythenorth> that's the most cursed I've ever seen
16:06:08  <michi_cc> LordAro: work great on my Windows systems (didn't work for peter apparently) and is not implemented for Linux/OSX.
16:06:19  <andythenorth> so the trigger is no setting the colorspace
16:06:44  <andythenorth> L117
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16:08:31  <andythenorth> the log is quite interesting
16:10:13  <andythenorth> hmm, I need to restart, the crash handling has crashed and is very unhappy
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16:12:16  <nielsm> so while everyone's gathered, does anyone have anything against making a 1.9.3 release, and/or the changeset I'm suggesting?
16:13:12  <LordAro> i don't, no
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16:13:23  <glx> no objections from me
16:13:47  <nielsm> glx: that script command handling patch, do you have any better test case for it?
16:14:06  <glx> not really
16:14:17  <nielsm> :s
16:14:25  <glx> I think it's more easy if the server is very slow
16:15:13  <glx> maybe using a 2048² map with many vehicles
16:15:24  <LordAro> Samu does like those sort of maps
16:16:31  <glx> it's really related to the time taken by a tick
16:16:51  <glx> as the callback is called 1 tick after the command
16:17:07  <glx> IIRC
16:22:50  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7701: Fix #7188: check the validity of command callback for scripts
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16:37:04  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7701: Fix #7188: check the validity of command callback for scripts
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16:41:57  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
16:42:44  <nielsm> hmm I think we should maybe not have merged #7701 actually
16:42:56  <nielsm> it seems most AIs just get stuck now
16:43:52  <LordAro> ha.
16:44:09  <nielsm> that's what I get for approving a patch without testing it
16:44:11  <nielsm> "looks right"
16:44:12  <nielsm> :s
16:44:29  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
16:49:52  <nielsm> huh, but if the AIs stop executing at some point how come the regression tests complete then
16:51:00  <nielsm> because they run in singleplayer maybe?
16:51:06  <glx> regression is singleplayer
16:55:29  <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #7724: [Win32] Use sRGB for grahpics output.
16:55:50  <LordAro> glx: mind if i fixup the ClientID stuff for #7681 ?
16:55:53  <michi_cc> ^^ For the record, unless somebody has some performance insight.
16:56:20  <glx> feel free LordAro
17:07:52  <nielsm> dbg: [script] SetLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=102
17:07:52  <nielsm> dbg: [script] CheckLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=358
17:07:54  <glx> ok I see what's wrong in #7701
17:08:04  <nielsm> okay becuase I don't yet :D
17:08:07  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
17:08:08  <glx> I forgot flags could be added
17:08:30  <nielsm> ah the cmd value includes flags
17:08:41  <nielsm> ?
17:09:33  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
17:10:46  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
17:11:40  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
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17:14:39  <glx> seems to be CMD_DEITY
17:16:03  <glx> but I fail to see where it's added yet
17:17:10  <nielsm>
17:17:13  <nielsm> my suggestion
17:17:14  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
17:17:33  <nielsm> maybe the debug level should be increased on those prints
17:17:39  <nielsm> it's extremely spammy :)
17:17:58  <LordAro> ah crap, i broke the PR
17:20:31  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
17:20:59  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
17:21:11  <LordAro> glx: i also have a branch called 'warnings' :)
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17:21:30  <LordAro> always fun to learn some new git syntax though
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17:23:10  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
17:25:15  <glx>         cp->cmd |= CMD_NETWORK_COMMAND;         DoCommandP(cp, cp->my_cmd);
17:25:49  <glx> NetworkExecuteLocalCommandQueue() adds the flag
17:26:32  <nielsm> I still think the easiest is just to mask out the flags for the verification and do it solely on the command id
17:26:47  <glx> yes safest
17:30:29  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
17:34:59  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7644: Mysteriously poor performance on macOS
17:35:46  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
17:38:09  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7701: Fix #7188: check the validity of command callback for scripts
17:38:16  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
17:39:43  <LordAro> anyone feel like reviewing (& merging) #7681 & #7630 ? :p
17:41:08  <nielsm> woo cherry-pick failing because of nullptr/NULL differences!
17:41:17  <nielsm> always enjoy a little manual merging
17:41:19  <LordAro> yay!
17:43:30  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7681: Fix: clang and MSVC warnings
17:45:28  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
17:49:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
17:53:16  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7630: Fix warnings from GCC9
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17:55:32  <glx> the last build for #7630 is not available, a rebase just to trigger a new build would be nice
17:56:55  <glx> and then maybe just merge #7681 in #7630
17:57:30  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
18:03:43  <andythenorth> hurrah
18:04:00  * andythenorth likes better things :)
18:07:57  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
18:11:01  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
18:14:35  <LordAro> i note OGFX needs another release
18:18:29  <nielsm> huh?
18:18:58  <nielsm> bug?
18:19:31  <LordAro> "5 missing sprites"
18:19:36  <LordAro> for 0.5.5
18:20:05  <LordAro> i don't think there's anything newer, nothing on bananas, anyway
18:35:03  <frosch123> nrt?
18:35:39  <frosch123> i think some of the nrt sprites were even drawn for ogfx style
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19:02:52  <andythenorth> all sprites are drawn afaik
19:02:59  <andythenorth> they're in openttd.grf
19:03:11  <andythenorth> unless someone redrew more in ogfx style?
19:04:18  <frosch123> yes
19:04:46  <frosch123> cursors and stuff were drawn in both styles
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19:21:43  <DorpsGek_III> [OpenTTD/OpenTTD] SoothedTau left a comment on commit: Update src/video/cocoa/
19:25:14  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7726: Prepare for 1.10.0-beta1 release
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19:26:28  <frosch123> will anyone finish nrt before 1.10?
19:26:30  * frosch123 hides
19:27:04  <nielsm> correctness police lol
19:27:33  <frosch123> it's hard to define correctness, if there isn't even a spec
19:28:02  <frosch123> although "implementation defined" may be  a spec :p
19:30:24  <LordAro> frosch123: NRT itself is done...?
19:30:31  <nielsm> some of the Add should be Feature IMO
19:30:34  <LordAro> unless you're referring to NML and other things
19:30:37  <LordAro> nielsm: probably
19:30:41  <LordAro> feel free to review :)
19:31:09  <supermop_Home_> can roads have more town flags yet?
19:31:18  <supermop_Home_> should i touch my roads again?
19:31:29  <frosch123> LordAro: i have honestly no idea what nrt is. only thing i know that the spec from january 2016 does not refelct at all what was merged
19:32:03  <frosch123> if someone would have to update opengfx, they would have to reverse engineer nrt first
19:32:04  <supermop_Home_> frosch123 i too have no idea what it actually is and if there are new better features i should support
19:32:08  <thexa4> Hi, I made a pull request a few days ago (#7719) but I couldn't find much on the wiki on what the merge request process is. Is there anything I can do to make it easier to merge?
19:32:15  <supermop_Home_> but my old grfs seem to work with it
19:32:17  <frosch123> openttd.grf got new sprites which are not documented whatsoever
19:32:20  <frosch123> i would bet, some are even unused
19:33:25  <andythenorth> oof NRT
19:33:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7726: Prepare for 1.10.0-beta1 release
19:33:47  <andythenorth> there is a PR in the NML repo
19:33:51  <DorpsGek_III> [OpenTTD/OpenTTD] michicc left a comment on commit: Update src/video/cocoa/
19:34:44  <nielsm> thexa4: technically there's nothing wrong with your PR, it's just nobody have taken the time to review it yet
19:35:05  <nielsm> as it probably requires a bunch of testing including writing scripts using the feature
19:35:21  <thexa4> no problem, just wanted to make sure I didn't miss anything. I have a script that uses the feature, will add a link to the PR.
19:36:37  <michi_cc> andythenorth: Is the contents of #7721 fine now or do you want to change anything? Please note that you have to reword/squash the second commit to make the commit checker give a green light.
19:36:43  <DorpsGek_III> [OpenTTD/OpenTTD] thexa4 commented on pull request #7719: Add: Allow GameScript to demolish without a company
19:37:41  <andythenorth> I don't think there's a better solution to 7721
19:37:53  <andythenorth> on my screen, it results in a very muddy washed-out OpenTTD
19:38:03  <andythenorth> but at least the fps isn't 12
19:38:38  <nielsm> andythenorth: you never managed to get a device-dependent colorspace to work/not crash?
19:40:16  <andythenorth> I didn't get it to work
19:40:30  <andythenorth> I am not sure how
19:40:35  <andythenorth> but it could be added later
19:40:46  <andythenorth> depends on whether the fps benefit is worth the degraded appearance
19:41:15  <andythenorth> I'd probably commit and see how much complaints there are
19:41:31  <LordAro> "looks bad/different" is better than "barely runs"
19:42:50  <andythenorth> the commit needs squashed
19:42:59  <andythenorth> but I am playing multi-player tanks right now in a team :P
19:43:05  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7726: Prepare for 1.10.0-beta1 release
19:46:20  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
19:46:28  <andythenorth> ignore that
19:46:30  <andythenorth> needs squashed
19:49:14  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
19:49:19  <andythenorth> maybe this one works
19:49:24  * andythenorth still git idiot
19:49:47  <Samu> git gud
19:51:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
19:57:09  <andythenorth> does that include michi's change?
19:57:29  <andythenorth> it's 100% possible I haven't squashed correctly
19:57:50  <andythenorth>
19:58:58  <glx> I see it in the commit
20:00:14  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7719: Add: Allow GameScript to demolish without a company
20:02:02  <andythenorth> ok
20:09:20  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
20:13:59  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
20:15:10  <nielsm> that should be everything required for 1.9.3
20:15:16  <LordAro> :o
20:15:44  <LordAro> bring the dates forward by a day and release it tonight?
20:15:57  <nielsm> not sure
20:16:35  <nielsm> I think I'd like to have a set of builds from the buildbot for smoke testing before doing a real release
20:17:04  <LordAro> mm
20:17:22  <LordAro> we could call it... "candidate for release"
20:17:30  <Samu> RC
20:17:33  <LordAro> CfR
20:18:38  <Samu> I'm falling asleep already :|
20:23:54  <Samu> I still don't understand why my AI has a preference for mail routes
20:24:25  <Samu> maybe Im requesting too much passenger production from towns
20:24:33  <Samu> in relation to mail
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20:44:32  <nielsm> <- fresh recordings of the MT-32 versions of TTO theme and Easy Driver, played on proper hardware synth
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20:44:56  <nielsm> the MT-32 versions are distinct from the FM synth and General MIDI ones!
20:45:15  <nielsm> not just because of the different synth, it's actually unique midi data
20:50:22  <DorpsGek_III> [OpenTTD/OpenTTD] j-pet opened pull request #7727: Fix: Use natural sort when sorting the file list.
20:59:50  <LordAro> nielsm: ^ 1.9.3? :>
21:02:34  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
21:03:51  <nielsm> I'm probably doing something wrong in labeling in all the auxillary files also containing version information, if this is to be an RC
21:04:35  <LordAro> probably doesn't matter too much...
21:16:58  <glx> maybe debian stuff needs more
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21:19:36  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7723: Prepare for 1.9.3 release candidate
21:21:27  <nielsm> glx: anything else?
21:21:45  <glx> I think I need to check previous tags :)
21:24:25  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate
21:26:13  <frosch123> <- it's described there
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21:29:41  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate
21:29:56  <nielsm> that should really be everything done
21:33:28  <glx> seems ok
21:38:07  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate
21:38:23  <nielsm> preparing a newspost atm
21:38:44  <glx> another review would be nice, just to be sure
21:40:36  <LordAro> do translations need updating?
21:40:50  <LordAro> or leave that til actual release?
21:42:22  <nielsm> if someone knows how to merge translations please do so
21:42:30  <nielsm> it can probably wait until actual release
21:42:40  <glx> someone used to have a script
21:42:57  <DorpsGek_III> [OpenTTD/website] nielsmh opened pull request #100: Add: Release 1.9.3 newspost
21:43:12  <nielsm> one hundred!
21:43:30  <LordAro> frosch123 has done it in the past...
21:44:42  <LordAro> should be added to the wiki page either way :p
21:47:53  <frosch123> <- i uses that for the 1.7 series
21:48:07  <frosch123> can't remember whether there were corner cases where it failed
21:56:32  <nielsm> can someone else review/merge the RC and then tag it? I can't stay up for much longer
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22:10:20  <LordAro> frosch123: needed some minor tweaks to use utf-8 when reading files (i'm on windows right now), but otherwise seems to work well
22:12:09  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7723: Prepare for 1.9.3 release candidate
22:12:09  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7723: Prepare for 1.9.3 release candidate
22:12:45  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7723: Prepare for 1.9.3 release candidate
22:12:58  <LordAro> but now they're my changes :>
22:15:01  *** nielsm has quit IRC
22:20:44  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate
22:23:01  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7723: Prepare for 1.9.3 release candidate
22:23:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro pushed 12 commits to release/1.9
22:23:14  <DorpsGek_III>   - Fix: Narrowing cast in one storybook command (by nielsmh)
22:23:14  <DorpsGek_III>   - Fix: Typo in running costs help text (by nikolas)
22:23:16  <DorpsGek_III>   - Fix: RemoveAirport function now returns with 'Aircraft in the way' error message as it should be. (by j-pet)
22:23:16  <DorpsGek_III>   - Fix #7655: Decrease buttons in cheat window do not work properly (by TTrebron)
22:23:18  <DorpsGek_III>   - Fix #7704: [OSX] Handle malformed UTF8 strings (by uvealonso)
22:23:18  <DorpsGek_III>   - Fix #7692: Added industry tile to GetOrderCmdFromTile() (#7709) (by JMcKiern)
22:23:20  <DorpsGek_III>   - Fix #7702: Scaling for highscore screen (by nielsmh)
22:23:20  <DorpsGek_III>   - Fix #7626: Allow building drive-through stops over one-way/blocked roads owned by towns (instead of crashing). (by ddm999)
22:23:22  <DorpsGek_III>   - Fix #7188: check the validity of command callback for scripts (#7701) (by glx22)
22:23:22  <DorpsGek_III>   - Fix: change Quartz driver colorSpace handling to address certain macOS performance issues (#7644) (by andythenorth)
22:23:24  <DorpsGek_III>   - Update: Changelog for 1.9.3-RC1 and prepare for release (by nielsmh)
22:23:24  <DorpsGek_III>   - Update: Translations (by LordAro)
22:23:35  <LordAro> that seems... undesirable
22:24:51  <glx> hmm DorpsGek_III needs tweaking I guess
22:24:53  <frosch123> who did s/maintainance/maintenance/ in en_US? :p
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22:25:22  *** ChanServ sets mode: +v tokai
22:25:54  <LordAro> frosch123: google indicates maintainance is universally "wrong" ?
22:26:04  <LordAro> glx: doesn't mention tags either, it would seem :>
22:26:19  <frosch123> he, i googled... i assumed you would know :o
22:26:32  <LordAro> en_US? nah
22:27:03  <frosch123> but the base language (en_GB) is wrong, isn't it?
22:27:25  <LordAro>
22:27:35  <glx> in 1.9 probably yes
22:27:43  <glx> it's a recent fix in master
22:27:52  <LordAro> it got backported, don't worry :)
22:28:02  <LordAro> it's working!
22:28:11  <frosch123> oh, it was already fixed :)
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22:38:26  <LordAro> don't know if anyone wants to bother with announcement for rc1
22:38:37  <LordAro> but build is nearly finished, it'll appear on the website shortlyish
22:52:09  *** thexa4 has quit IRC
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23:09:25  *** DorpsGek changes topic to "1.9.2, 1.9.3-RC1"
23:10:42  <glx> @op
23:10:42  *** DorpsGek sets mode: +o glx
23:10:58  *** glx changes topic to "1.9.2, 1.9.3-RC1 | Website: * (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only"
23:11:14  <glx> @deop
23:11:14  *** DorpsGek sets mode: -o glx
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