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Log for #openttd on 6th June 2022:
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09:56:32  <Samu> hi
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10:38:23  <Samu> 2 images, can you spot the difference? https://imgur.com/a/UCNq42t
10:40:53  <Samu> the test was loading the same savegame and count how many pathfinder calls are done for the road vehicles till the start of next year
10:41:34  <Samu> savegame date was 13th nov 1945
10:43:58  <Samu> apparently it looks like there's no differences, but actually there are
10:48:01  <Samu> more testings tell: the clearing of legitimally valid path caches may result in more pathfinder calls. And even if the road network never changes, the pathfinder apparently does take into account vehicles blocking and can opt for an alternate path
10:48:18  <Samu> than the one it had cached
10:48:20  <Samu> before
10:49:00  <Samu> very interesting
10:49:22  <peter1138> What do you think the cache is for?
10:51:42  <Samu> so, getting another path when a vehicle is blocked by another is by design?
10:51:59  <TrueBrain> I am a bit scared how you navigate in traffic now :D
10:52:17  <peter1138> Sure, the pathfinders have always taken other traffic into account.
10:52:45  <LordAro> hmm
10:52:51  <LordAro> do i want to spend £500 on a chair?
10:53:00  <TrueBrain> yes
10:53:00  <TrueBrain> no
10:53:02  <TrueBrain> maybe
10:53:09  <peter1138> Do I want to spend £500 on a set of software synthesizers, or write my own?
10:54:12  <LordAro> TrueBrain: ta
10:54:19  <TrueBrain> always
10:55:30  <peter1138> The pathfinder cache is a tradeoff between being dynamic and 'immediately' chosing the best path, and performance.
10:57:07  <Samu> i thought that was a thing for trains
10:57:13  <Samu> not road vehicles, :(
10:59:31  <peter1138> That's one of the reasons the path cache is limited in the number of steps.
10:59:40  <peter1138> Can't remember if that's tiles or junctions.
11:06:43  <Samu> opntitle.dat savegame is a good example too, there are 3 different busses models
11:08:19  <Samu> the slower bus "blocks" the faster bus behind, and sometimes when on a junction, it decides to take another path, to avoid the slower bus
11:09:07  <Samu> interesting, i need to investigate the pathfinder itself, see where it does that block detection thing
11:16:20  <Samu> https://i.imgur.com/VHPtmYZ.png
11:16:46  <Samu> road vehicle 2 is the slow bus
11:16:53  <Samu> btw, drive is on left
11:17:06  <Samu> road vehicle 1 is behing road vehicle 2
11:17:21  <Samu> on 12.2 (or master), the fast bus turns left
11:17:46  <Samu> on my pr, since i made it not invalidate the cache, it continues following the slow bus
11:18:01  <Samu> it avoids a pathfinder call
11:18:12  <Samu> but choses a poor route
11:40:18  <peter1138> Okay, seems the PF only cares about curves, level crossings and road stop occuption.
11:41:02  <peter1138> Though there might be other tests than those explicit ones.
11:45:02  <TrueBrain> I still love about NewGRF specs, that the source often tells a better story :D
11:45:03  <TrueBrain> hihi
11:45:13  <peter1138> Or a misinterpretation of the story.
11:45:33  <TrueBrain> well, when it comes to "what bytes should I write"
11:45:39  <TrueBrain> it is a bit more clear than the specs :)
11:48:04  <TrueBrain> I think I can render Action0 for stations now ... now to build the rest to actually test that :P
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13:21:25  <Samu> there's nothing in yapf regarding detection of another vehicle blocking
13:21:50  <Samu> then why does yapf come up with a different path? :(
13:23:11  <Samu> also the destination station isn't occupied
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13:33:03  <Samu> what's the max speed of road depots? unlimited?
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16:48:07  <Samu> aha, i found some issue with yapf
16:48:15  <Samu> regarding costs
16:48:44  <Samu> the starting tile isn't being accounted for costs
16:49:11  <Samu> now i see why yapf was chosing another path
16:50:27  <Samu> the starting node needs a cost
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17:08:44  <Samu> https://i.imgur.com/ucKnWfq.png the starting tile has a 0 cost
17:09:26  <glx> doesn't matter
17:09:54  <Samu> going left side, the total cost to reach station is 671
17:10:06  <Samu> going right side, the cost is 742
17:11:06  <Samu> if starting tile had a cost, it would be +171 for left side and +100 for right side
17:11:33  <Samu> they would tie at 842
17:14:14  <Samu> looks like this is what happens when the cache isn't purged, that portion costs is 842
17:14:43  <Samu> since it's a tie, it picked whichever came first, happened to be the right side one
17:17:33  <Samu> it has no detection of being blocked in the pathfinder calculations
17:17:44  <Samu> it was the result of costs being fishy
17:34:11  <DorpsGek> [OpenTTD/OpenTTD] Krakabraka opened issue #9916: [Bug]: Trains become lost and randomly reverse direction despite there being no signal https://github.com/OpenTTD/OpenTTD/issues/9916
17:49:58  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9916: [Bug]: Trains become lost and randomly reverse direction despite there being no signal https://github.com/OpenTTD/OpenTTD/issues/9916
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18:34:30  <peter1138> They're lost because there's no signal. Gotta wait for the GPS...
18:34:43  <LordAro> hehe
18:49:30  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/8cdf303e72ed133bbcc14898f73b1249b047af7f
18:49:31  <DorpsGek>   - Update: Translations from eints (by translators)
18:50:26  <peter1138> Hmm, why is my 8 channel sound card not enough suddenly?
18:50:45  <frosch123> maybe you grew more ears?
18:55:25  <TrueBrain> lol
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20:36:23  <wallabra> Wait for iiiiit... https://i.imgur.com/PpoP1ML.png
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