Log for #openttd on 15th June 2021:
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04:13:04  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #9371: Assorted C-string -> std::string conversions in network
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06:46:42  <andythenorth> owh someone made a guide which is 80% what I need
06:46:48  <andythenorth> where's the fun? :P
06:47:12  <andythenorth> if I swap out the npm for pip, and get it to run my makefile...
06:47:18  <andythenorth> oh and some crap about versioning
06:47:28  <andythenorth> and not over-writing previous versions
06:47:32  <andythenorth> meh
06:50:23  <andythenorth> the distributed size of the site is currently around 500MB, and will grow with every grf release
06:50:35  <andythenorth> I don't want to be re-publishing 500MB on every tag?
06:58:14  <andythenorth> oo
07:01:50  <andythenorth> I like that in the modern world, I give access to my S3 bucket to a GHA plug in made by unknown 3rd parties with possibly no accountability
07:02:20  <andythenorth> 'like'
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07:37:07  <TrueBrain> I see you are having fun :P
07:50:09  <Xaroth> andythenorth: form that page: `In the next view, select Attach existing policies directly and check AdministratorAccess. Note that this will give the account access to EVERYTHING in our AWS account.`
07:50:36  <TrueBrain> lolz, really? Well .. that is a good way to introduce people to GitHub Actions with AWS :D
07:50:43  <Xaroth> They should have renamed that blog post "How to create a giant security hole in your AWS environment in one easy step"
07:51:02  <TrueBrain> and adding roles is really not difficult ..
07:51:15  <andythenorth> I will not be copy-pasting those instructions
07:51:29  * andythenorth must save up this fun for the weekend
07:51:46  <TrueBrain> andythenorth is a smart cookie
07:52:05  <Xaroth> I dread to guess how many people _do_ blindly copy those instructions
07:54:44  <LordAro>
07:54:47  <LordAro> freenode real dead now
07:57:27  <reldred> Lel, I noticed I got banned from Freenode for the heinous crime of... *checks notes* using IRCCLoud?
08:00:26  <TrueBrain> LordAro: how nice of them they helped out with that
08:00:49  <TrueBrain> reldred: how DARE you! They have their own (FREE!) services! It is an FOSS community, you should be using THEIR service
08:00:57  <TrueBrain> wait .. something went wrong in that sentence .. not sure where ........
08:02:12  <reldred> ¯\_(ツ)_/¯
08:02:42  <TrueBrain> I cannot imagine I would ever do a "migration" like this
08:02:53  <TrueBrain> but it is a nice way for us to get real stats about how many people still use freenode :P
08:03:52  <SpComb> it seems so delusional
08:04:08  <TrueBrain> I wonder what is going on in his head
08:04:19  <TrueBrain> "everyone will be fine with this, they love me, and they will just come with me" ?
08:06:14  <reldred> The sort of people who like to smoke out of hollowed out lightbulbs I'm guessing.
08:07:01  <TrueBrain> well, guess we will find out how many people "migrate" with him :P
08:12:54  <andythenorth> crack is bad for you
08:13:00  <andythenorth> quite moreish though
08:13:15  <peter1138> Like Pringles.
08:13:25  <andythenorth> about the same yes
08:13:32  <TrueBrain> lolz
08:22:32  <TrueBrain> @calc 3146381 - 3145956
08:22:33  <DorpsGek> TrueBrain: 425
08:22:40  <TrueBrain> @calc 3146352 - 3145983
08:22:41  <DorpsGek> TrueBrain: 369
08:23:04  <TrueBrain> @calc 3146381 - 3145983
08:23:05  <DorpsGek> TrueBrain: 398
08:23:10  <TrueBrain> @calc 3146352 - 3145956
08:23:10  <DorpsGek> TrueBrain: 396
08:23:13  <TrueBrain> right ...
08:23:28  <TrueBrain> for some reason the savegame doesn't pick up that I read 2 bytes too few from a chunk, and I do not know why :P
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08:26:59  <peter1138> I'm sure your DHCP settings would've told you that.
08:27:06  <TrueBrain> I know right :(
08:27:11  <TrueBrain> that joke really never gets old :D
08:28:55  <peter1138> How badly is joining Samba to a Windows DC going to go?
08:33:09  <SpComb> there's documenys from a 2016-2017 lawsuit going around now with the new freenode owner as the defendant, and it certainly paints a pretty poor sense of judgement. Hookers and crack quite literally, no mention of blackjack though
08:33:36  <TrueBrain> ah, lol .. we have a string in the settings-chunk ... and that is gladly accepting any misreads from before in that chunk
08:33:38  <TrueBrain> that is a bit evil :D
08:35:23  <TrueBrain> there is a length-byte and everything
08:36:35  <TrueBrain> so I read 2 bytes too few, so the length-byte is read 2 positions early .. and it seems it contains a value of the string length + 2
08:36:41  <TrueBrain> so by pure luck, it loads in fine
08:47:33  <peter1138> Seems bad.
08:47:43  <TrueBrain> no clue what we can do about it, sadly
08:48:32  <peter1138> So it's a problem with the current savegame design?
08:49:31  <TrueBrain> basically .. and not sure there is a design that would prevent it
08:49:47  <TrueBrain> if the bytes roll in your favour ..
08:50:07  <peter1138> How does it "just work" right now then?
08:50:47  <TrueBrain> not sure I follow the question, but this only happens when the data is bad, unexpected
08:50:51  <TrueBrain> so a developer that has been zzzzzing
08:51:38  <TrueBrain> in this case, master writes 2 extra bytes, and my PR wasn't updated for it
08:51:58  <TrueBrain> and by luck the fields aligned that no integrity issue was detected
08:52:35  <TrueBrain> well, after my PR the system should be a lot more resilient here, so I guess that counts for something
08:52:40  <peter1138> Oh right so it's specifically because you missed a savegame update?
08:53:11  <peter1138> Could always add CRCs...
08:53:27  <TrueBrain> well, a CRC wouldn't pick it up either, not a normal data-CRC anyway
08:53:29  <peter1138> Maybe not, the raw bytes would be the same..
08:53:36  <TrueBrain> it is a fun little problem
08:53:41  <TrueBrain> that can also happen by bitflips
08:53:58  <TrueBrain> but yeah, this was 100% my issue
08:54:04  <TrueBrain> I was just surprised it didn't refuse the savegame
08:54:14  <peter1138> If the new format solves the problem going forward, I don't think it's problem.
08:54:23  <peter1138> Er, phrase that to make sense :)
08:54:26  <TrueBrain> :D
08:54:59  <Rubidium> you can't really fix those cases, as there's always a chance one thing can be validly be interpreted by another thing
08:55:10  <peter1138> With the new format, you can't miss a field any more, I guess. You'd have a field you don't know what to do with.
08:55:19  <TrueBrain> peter1138: yeah, exactly
08:55:28  <TrueBrain> so all savegames after this are somewhat protected against it
08:55:32  <TrueBrain> and indeed Rubidium
08:55:36  <TrueBrain> bits have no meaning till given one
08:55:44  <peter1138> Okay,
08:55:49  <TrueBrain> just took a while to figure out if it wasn't a bug in my code :D
08:55:49  <peter1138> You are worrying about a non-issue I think :)(
08:56:01  <peter1138> Yeah, would've been nice for it to have been caught, but...
08:56:05  <TrueBrain> yeah, sorry, could have been a bit more clear, but I mostly wanted to validate it wasn't a bug :P
08:56:16  <peter1138> Alright, how much will having a corner desk annoy me?
08:56:19  <TrueBrain> but exactly on the one string we have .....
08:56:33  <TrueBrain> anyway, you are right peter1138 , non-issue :)
08:59:27  <TrueBrain> right, now for the fun part of this PR ... making the "this field is not here, skip it" part
08:59:33  <TrueBrain> as that "field" can be a struct
08:59:37  <TrueBrain> and in that struct can be ... another struct
09:02:46  <peter1138> Maybe I should look into kubernetes.
09:03:00  <TrueBrain> because you have a corner desk?! :P
09:03:11  <peter1138> Nah, thinking about work again.
09:03:19  <peter1138> Although I guess the desk is work too, as I work at it? Hmnm.
09:03:45  <TrueBrain> kubernetes is like regex
09:03:46  <peter1138> I used to have 3 monitors but they were 22" 16:10. I can't have 3 modern 16:9 monitors unless I have something really small.
09:03:47  <LordAro> do you have a corner to put it into?
09:03:48  <TrueBrain> if you use it to solve a problem
09:03:51  <TrueBrain> you just gained a few more
09:03:57  <peter1138> OR! I can switch to a corner desk which would give me wider space...
09:04:24  <TrueBrain> LordAro: you expect he is working in a circular room?
09:04:33  <peter1138> LordAro, yes, but I also have rudder pedals/yoke, or driving pedals/steering wheel, which can be a pain if the mounting isn't right.
09:04:47  <LordAro> might not necessarily be up a ggainst a wall
09:04:56  <LordAro> against*
09:05:39  <peter1138> Okay, it's been 1 hour 5 minutes into my morning meeting, and my line manager hasn't turned up. I think it's okay to sack that one off..
09:05:47  <TrueBrain> oof
09:05:52  <LordAro> lol
09:05:59  <peter1138> (Teams video call, so no real hardship)
09:34:56  * peter1138 considers going back to the window-decorations-are-text system...
09:35:20  <TrueBrain> what do you consider decorations? :D
09:40:00  <peter1138> Standard window icons.
09:40:21  <TrueBrain> fontawesome!
09:40:43  <TrueBrain> honestly, I would expected them to already be considered text, in terms of scaling etc :P
09:41:26  <peter1138> It was originally a mix, I standardized it. Possibly the wrong way...
09:41:36  <peter1138> (This was well over a decade ago)
09:42:02  <TrueBrain> past-us biting us in the buttttttt :P
09:42:43  <peter1138> But yes, something like fontawesome (perhaps custom) is where I was thinking.
09:42:59  <TrueBrain> sounds nice :D
09:44:22  <peter1138> I already drew some vectors of the transport-type icons for stations, though the sizing might be out of whack. They are actually text anyway though.
09:44:53  <peter1138> That's the other thing. Switching fonts mid-flow might be interesting.
09:45:23  <TrueBrain> the whole font system could use a ... fresh-up
09:45:26  <TrueBrain> but ... euh ....
09:45:27  <TrueBrain> NOT IT
09:45:28  <TrueBrain> :P
09:47:32  <peter1138> I should revisit my scrollbar-iterator patch.
09:47:48  <TrueBrain> having issues focusing? :D
09:47:56  <peter1138> Why do you say that? :D
09:48:57  <peter1138> Anyway, window decoration was coming from my window scaling work, which also involved changing how padding is handled, and also scrollbars and then made me remember my iterator stuff.
09:49:05  <peter1138> So a link. Tenuous but a link.
09:49:14  <TrueBrain> :D And down down we go :P
09:53:56  <Rubidium> does that also make the scrollbar size_t ?
09:54:22  <TrueBrain> didn't Aro make a PR for that?
09:54:33  <TrueBrain>
09:55:03  <peter1138> No, it doesn't.
09:55:05  <TrueBrain> not size_t :P
09:55:27  <LordAro> it did originally, i tried to scale it back
09:56:30  <Rubidium> so we still need to cast to (uint) everywhere ;)
09:56:35  <LordAro> yup
09:56:58  <TrueBrain> happy my memory is not that shitty that I misremembered size_t :P
09:57:00  <peter1138> It allows something like like `for (auto it : sb->Iterate(list))`, so you don't need to case about indices.
09:57:41  <TrueBrain> DOUH ITTTUUHHHH
09:57:43  <peter1138> *care
09:58:27  <peter1138> I got stuck at one of the windows that combines two different lists :D
09:58:44  <TrueBrain> always this one exception .....
09:58:56  <TrueBrain> can we nuke the window? :P
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10:03:53  <TrueBrain> ugh, one of the downsides of working in saveload .. any change to saveload.h recompiles a good portion of the game
10:03:56  <TrueBrain> takes for-ever :P
10:09:14  <TrueBrain> looking at your "git stash" is funny sometimes
10:09:19  <TrueBrain> "how did I end up with 10 stashes?!"
10:15:00  <LordAro> and you never know what they are
10:16:05  <peter1138> Only 10?
10:16:50  <TrueBrain> I think most remain behind when I do a "git stash pop" and there is a conflict
10:16:55  <TrueBrain> as it keeps the entry also in the stash
10:17:04  <TrueBrain> but yeah ... code of which you are like: huh?!
10:18:39  <DorpsGek> [OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
10:22:40  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
10:25:13  <DorpsGek> [OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
10:30:12  <TrueBrain> hmm ... if there is a struct in the savegame not known to OpenTTD, it should skip reading it
10:30:21  <TrueBrain> but this is a lot more difficult than I expected :P
10:47:33  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9369: Fix: don't show join button in online players window when the company is an AI
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10:48:34  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9369: Fix: don't show join button in online players window when the company is an AI
11:03:06  <TrueBrain> ha, that works :D Okay, this is cool
11:03:11  <TrueBrain> I now only have a memory leak
11:03:17  <TrueBrain> it's fineeeeee
11:15:19  <TrueBrain> so what do you do when you need to create objects on the fly but don't want to bother with deleting them?
11:15:24  <TrueBrain> you make it an unique_ptr!
11:15:31  <TrueBrain> but .... this object is copied around a lot
11:15:32  <TrueBrain> owh dear
11:15:34  <TrueBrain> :P
11:16:17  <TrueBrain> shared_ptr it is! :P
11:17:54  <peter1138> TrueBrain, don't you store the size of the struct to just skip it?
11:18:07  <TrueBrain> yes and no
11:18:16  <TrueBrain> we store the header of the struct
11:18:20  <TrueBrain> so we can calculate the length
11:18:22  <TrueBrain> buuutttttt
11:18:25  <TrueBrain> there can be arrays in there
11:18:33  <TrueBrain> so we cannot just skip it based on the size
11:18:37  <TrueBrain> we actually have to read through it
11:19:09  <peter1138> Right, and the header is only the header, not each... record.
11:19:15  <TrueBrain> yup
11:19:20  <TrueBrain> and array-length is per record ofc
11:19:38  <TrueBrain> so I need a "Skip" handler for the struct that is missing
11:19:41  <TrueBrain> load the data in there
11:19:44  <TrueBrain> and it works as expected
11:21:25  <peter1138> You could perhaps add a size to the struct record, however what you are doing seems to be better as self-describing is the whole purpose. Even if it is more fiddly...
11:21:37  <peter1138> You could just abort and say it's corrupted :D
11:21:48  <TrueBrain> well, mostly it was a matter of memory management I had to figure out
11:21:56  <TrueBrain> those dynamic objects need to be removed at some point :P
11:22:07  <TrueBrain> but shared_ptr seems to be doing fine
11:22:54  <peter1138> exit() will free them
11:23:26  <TrueBrain> just so awkward if you load a savegame 10 times, your memory keeps increasing :P
11:23:38  <peter1138> Unused memory is wasted memory!
11:23:41  <TrueBrain> (we are talking bytes here, but whatever)
11:24:42  <TrueBrain> okay, valgrind doesn't complain either
11:24:49  <TrueBrain> ==8279==   total heap usage: 921,892 allocs, 910,779 frees, 9,191,432,701 bytes allocated
11:24:55  <TrueBrain> I ... how many bytes do we allocate? Lol
11:25:11  <peter1138> grf scan?
11:25:21  <TrueBrain> I do have a lot of NewGRFs, yes :D
11:25:31  <peter1138> Plus we seem to do several loads when starting up the game.
11:26:23  <peter1138> Ooh, just found my newgrf cache patch, that stores the cached data and avoids all newgrf-based desyncs.
11:26:29  <peter1138> Except it doesn't work at all.
11:26:35  <TrueBrain> :D
11:27:55  <peter1138> It correctly detects the changes, puts the saved data back, and then... still desyncs!
11:28:28  <TrueBrain> :(
11:30:22  <TrueBrain> and ... SLE_NULL / SLE_CONDNULL is gone :D
11:30:30  <TrueBrain> all this build-up for being able to do just that :P
11:33:12  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent
11:33:20  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
11:33:29  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Add: store table header for each chunk in savegame
11:36:43  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9322: Feature: store table headers for each chunk in savegame
11:37:01  <TrueBrain> just for niceness, lets ensure the test-suite still works fine
11:39:07  <peter1138> Perfect. Justification for "breaking" the "guaranteed" immutable savegame format that changes every update anyway... remove SLE_*NULL.
11:40:19  <TrueBrain> wow, that is a hard sentence to parse :D
11:41:29  <peter1138> You're welcome.
11:41:37  <TrueBrain> I know right :)
11:56:45  <TrueBrain> orudge: GOG just send the nicest email :D Something for you to pickup, but that is super nice of them to communicate it like this :)
11:57:13  <TrueBrain> (they basically made it more clear that we are a Free game)
11:58:16  <TrueBrain> I like GOG .. they actual seem to care about the games on their store :)
12:00:53  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9369: Fix: disable join button in online players window when the company is an AI
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12:24:26  <jez>
12:24:52  <jez> ^ is this calculation intentional?  6 overlapping pieces of track on a tile is as much maintenance as 36 pieces of straight track?  seems a bit goofy.
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12:28:03  <Rubidium> well, a normal slip switch is already quite complex and more expensive to maintain. I wouldn't want to think about how a slip switch with 6 paths would look, but that sounds super complicated and as such expensive to maintain
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12:29:06  <Rubidium> I know that here two normal switches are preferred over a slip switch purely on the maintenance costs alone, as slip switches are more prone to issues and thus more costly to maintain (and fix)
12:29:07  <jez> hmm
12:29:33  <TrueBrain> @calc 2**15
12:29:34  <DorpsGek> TrueBrain: 32768
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12:29:43  <Rubidium> the only reason to use slip switches is when there is no other choice due to the restrictions on size of the switches
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12:43:11  <peter1138> Rubidium, realism eh? :D
12:43:19  <TrueBrain> I like how he could explain it
12:43:26  <TrueBrain> I would never have come up with that .. reason? :D
12:45:28  <LordAro> it's like it's his job or something
12:45:34  <TrueBrain> nah
12:45:43  <LordAro> emphasis on the or something
12:45:43  <TrueBrain> alternative facts
12:50:34  <glx> and my only chan on freenode switched to discord today, seems I don't need to register on the new freenode
12:54:34  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
12:54:43  <TrueBrain> glx: sounds like you are broken up because of it
12:54:59  <TrueBrain> <- docs about the savegame structure! :D
12:55:09  <TrueBrain> I think I covered it all ..
12:55:54  <glx> I was expecting a switch at some point when I saw the 3 globals last night :)
12:57:12  <glx> after stealing channels they decided to do a full wipe
12:57:39  <TrueBrain> <- better link, oops
12:59:06  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:01:09  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:01:12  <TrueBrain> okay, enough bikeshedding, lets first wait for a review before I keep pushing over and over :P
13:01:35  <glx> TrueBrain: [4..5] is 2 bytes, not 1 ;)
13:01:53  <TrueBrain> ugh .. I did it ALMOST right :P
13:02:44  <TrueBrain> not sure how useful they are, honestly
13:02:45  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:02:47  <TrueBrain> as with gammas it becomes a bit weird
13:04:27  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:04:28  <TrueBrain> STOP IT!
13:04:29  <TrueBrain> :P
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13:07:18  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:29:52  <glx> I'm running a "quick" test on CI (building x64 MacOS RelWithDebInfo)
13:31:21  <DorpsGek> [OpenTTD/team] planetmaker opened issue #229: [de_DE] Translator access request
13:31:31  <glx> lol
13:31:42  <LordAro> lol
13:31:51  <LordAro> "denied, too many translators"
13:31:59  <DorpsGek> [OpenTTD/team] glx22 commented on issue #229: [de_DE] Translator access request
13:32:16  <glx> can't deny pm
13:32:37  <planetmaker> :D
13:32:41  <planetmaker> hi hi :)
13:33:05  <planetmaker> thx, glx :)
13:33:15  <LordAro> i thought there was supposed to be a different dorpsgek message when there's more than 10 existing translators?
13:33:47  <LordAro> oh no, just a different issue template
13:33:51  <planetmaker> there was a notification that the translator group is full next to the 'apply' button. But I applied nonetheless :D
13:34:36  <planetmaker> must be one of the quickest accepted issues :P
13:34:45  <glx> and yes DorpsGek should also tell us when there's too many translators
13:36:01  <glx> TrueBrain: <-- at least it's independant of cpu type
13:36:39  <Rubidium> LordAro: how I wish slip and three way switches were not a thing. That would make my work a lot simpler ;) On the other hand, it being complicated makes it a lot harder to replace me by someone else... so it's a sort of job protection
13:37:48  <glx> so apple compiler is broken and we need to work around it
13:38:07  <glx> (as often)
13:39:04  <TrueBrain> :(
13:44:35  <glx> ok let's try with -v (as the message suggests)
13:45:31  <glx> pff stupid cmake
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13:50:01  <milek7> disabling lto would maybe help?
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14:07:22  <Samu> crap, i can't test my ai in 1.11.2
14:07:37  <Samu> when 1.11.3?
14:08:35  <glx> what prevents you from testing in 1.11.2 ?
14:09:16  <Rubidium> #935[36]?
14:09:21  <Samu> the priorityqueue stuff
14:09:36  <glx> you can sherry pick
14:20:48  <LordAro> mm, sherry
14:21:42  <TrueBrain> I tried so hard not to make a remark about it :P
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14:27:16  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9374: Change: make lists in savegames consistent
14:28:00  <TrueBrain> stupid coding style :P
14:31:19  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent
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14:31:29  <TrueBrain> at least I was consistent(ly wrong)
14:32:13  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9374: Change: make lists in savegames consistent
14:40:36  <Samu> when compiling openttd, antivirus service takes like 1/3 of the cpu resources
14:40:43  <Samu> interesting
14:42:08  <LordAro> gotta check those object files for viruses
14:42:27  <LordAro> you should be able to exclude certain folders from Defender's scanning
14:42:34  <TrueBrain> you know the old saying ... what if you infect xgcc with a virus, how will you ever know if you compile everything with gcc? :D
14:43:31  <LordAro> not so much an old saying as a famous paper by Ken Thompson
14:44:32  <TrueBrain> does one exclude the other? :D
14:44:40  <LordAro> i suppose not
14:45:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9374: Change: make lists in savegames consistent
14:45:33  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
14:45:39  <TrueBrain> I keep hoping no commit drops between the rebases :P
14:55:17  <TrueBrain> " On master, 285 files have changed and there have been 12,501 additions and 3,219 deletions. "
14:55:21  <TrueBrain> ahum .... right ... so that is happening
14:55:41  <peter1138> I like to remove code :D
14:56:16  <LordAro> how much of that is fmt?
15:09:26  <peter1138> TrueBrain, damn, saving dequeues was my piece of evilness, sorry :/
15:09:31  <peter1138> deque
15:09:37  <TrueBrain> why sorry?
15:09:45  <TrueBrain> it works fine :)
15:09:47  <peter1138> Length gamma, etc.
15:09:54  <TrueBrain> owh, yeah, you were not alone there
15:10:02  <TrueBrain> I just made it consistent .. could have gone either way :P
15:10:05  <TrueBrain> it was a bit 50/50 :D
15:10:24  <TrueBrain> otherwise I could easily reuse it for vector :)
15:10:26  <TrueBrain> which is nice
15:10:35  <TrueBrain> otherwise? other than that
15:10:37  <TrueBrain> english, hard
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15:30:17  <glx> outch map_sl is conflicting very hard
15:30:31  <TrueBrain> what did you do to it?
15:31:24  <glx> well I just changed indentation, and some function renaming when enclosing in subclasses
15:31:44  <TrueBrain> I didn't touch map_sl a lot either
15:31:50  <TrueBrain> as fuck map-chunks :P
15:32:41  <glx> SlArray -> SlCopy
15:32:49  <TrueBrain> ah, yes, ofc
15:32:53  <glx> enough to conflict everywhere
15:32:54  <TrueBrain> forgot about that :P
15:33:01  <TrueBrain> accept incoming
15:33:05  <TrueBrain> s/SlArray/SlCopy/ :)
15:33:17  <TrueBrain> I only really changed MAPS
15:33:23  <TrueBrain> from CH_RIFF to CH_ARRAY to CH_TABLE
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15:37:27  <peter1138> Does that last batch of changes leave an invalid savegame state in the middle? (Not an issue, just trying to understand) -- version is bumped in a146bcfe, and then a version test added two commits later.
15:39:25  <TrueBrain> it shouldn't, but I have not validated it
15:40:37  <TrueBrain> ah, no, that PR, sorry, yes, in between is broken
15:41:14  <TrueBrain> every "Change" commit breaks it in that PR
15:43:05  <TrueBrain> I could have squashed it .. I could have bumped it every commit .. but I think this is more clear. Just when bisecting it could bite you
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15:48:55  <jez> i've discovered a bit of a bug with v
15:48:59  <jez> *with CmdBuildSingleRail
15:50:13  <jez> if you pass in track bits including multiple rail pieces to be added to one tile, it doesn't calculate the rail pieces count correctly.
15:50:42  <jez> because "case MP_RAILWAY" isn't hit, pieces is just incremented by 1, when it should be incremented by number of rail pieces squared
15:51:03  <jez> (if the tile being added to is currently not a rail tile, of course)
15:52:48  <jez> there's probably a similar issue with road pieces
15:56:09  <peter1138> How are you adding multiple rail pieces on a bare tile?
15:56:16  <jez> patch :-)
15:56:37  <peter1138> So where's the bug?
15:56:57  <peter1138> Correct answer is... the patch.
15:56:58  <jez> clipboard.  but still, a developer might well expect that function to actually increment the infra count appropriately given the track bits
15:57:02  <glx> so bug is not in openttd code
15:57:16  <jez> depends whether you think surprising behaviour from a function is a bug
15:57:17  <jez> i do.
15:57:52  <jez> if it's only valid to set one different track bit in a call to that method it should take a single enum value, not a bitfield
15:58:22  <glx> it's named single rail
15:58:48  <jez> i guess
15:59:42  <jez> is there a way to build multiple pieces simultaneously?
15:59:58  <glx> and argument is not a bitfield, it's a Track
16:00:17  <glx> there's no way using the mouse
16:00:26  <jez> im not using the mouse
16:00:41  <peter1138> Yes, in master you cannot even call CmdBuildSingleRail with multiple tracks.
16:00:51  <peter1138> So it's definitely a bug in your patch.
16:00:57  <jez> that's changed then i guess
16:01:04  <jez> used to work (even if infra calculation didnt work)
16:01:05  <glx> even AI can't do it
16:02:00  <peter1138> If the patch changes the function to allow multiple tracks, then the patch should also change the function to take account of the calculation too.
16:02:37  <peter1138> TrueBrain, ok. Doesn't bother me, just understanding it : )
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16:05:31  <TrueBrain> Anything else I can help with, let me know :)
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16:31:23  <_dp_> jez, are you making a new clipboard patch or updating some of the existing ones?
16:32:01  <_dp_> oh, he left...
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17:32:54  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
17:33:55  <TrueBrain> wait, no comments? :o
17:34:35  <TrueBrain> owh, pfew, one
17:36:11  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
17:36:18  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
17:36:31  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
17:36:56  <TrueBrain> +3,333 −763
17:37:00  <TrueBrain> compat-tables are lengthy :P
17:37:55  <glx> oh I fear another complicated rebase
17:38:30  <TrueBrain> and one more PR that will be complicated too
17:38:40  <TrueBrain> but I hope that doesn't come as a surprise? :D
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18:57:29  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:57:30  <DorpsGek>   - Update: Translations from eints (by translators)
18:59:44  <andythenorth> so
18:59:50  <andythenorth> game is surprisingly better without cdist
18:59:55  <andythenorth> unexpected
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19:07:38  <peter1138> Lies.
19:12:02  <andythenorth> :o
19:12:05  <andythenorth> controvs
19:19:55  <andythenorth> someone has finally won FIRS
19:19:59  <andythenorth> done complete
19:20:00  <andythenorth> over
19:32:26  <TrueBrain> looks pretty
20:04:33  <glx> it's so fun to fix conflicts in one commit, to introduce conflicts in following commit
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20:56:43  <peter1138> Alright, three postgresql instances... I need to enable failover.
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21:58:01  <glx> hmm now that's weird, is now the last known to build OSX release + 2 non source modifying commits and build still fails
21:59:22  <TrueBrain> did they update software? :P
22:04:21  <glx> no, same image version (20210607.1)
22:04:34  <TrueBrain> super dupah weird
22:07:32  <glx> hmm unless it's one of the deps from vcpkg
22:08:33  <glx> but everything should be the same as we use vcpkg version from the image
22:10:08  <glx> and indeed same versions, as it's in the cache
22:11:59  <peter1138> So this version was previously compiling okay but isn't now?
22:12:12  <glx> yes
22:13:41  <glx> well there are 2 extra commits on top, but they should not affect the build in any way
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