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00:00:01 <Samu> it's not building :( 00:02:03 <Samu> gonna try rebase 00:02:05 <Samu> brb 00:05:07 <Samu> i suck at this :( 00:05:23 <Samu> git rebase -i origin/master or upstream/master or something else 00:16:21 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 00:16:33 <Samu> no idea what i'm doing atm 00:16:45 <Samu> hope it starts building 00:25:30 <Samu> failed with weird errors 00:25:31 <Samu> https://github.com/OpenTTD/OpenTTD/pull/6931/checks?check_run_id=47686467 00:25:54 <Samu> doesn't seem caused by me 00:25:58 <Samu> or are they? 00:26:19 <glx> not your fault 00:26:37 <glx> CI sometimes fails to work 00:27:16 *** Progman has quit IRC 00:28:11 <glx> 2019-01-09T00:18:08.5922077Z ##[error]*** b/src/town_cmd.cpp:910: Trailing whitespace: ' * ' 00:28:18 <glx> partly your fault ;) 00:28:27 <Samu> where did u find that 00:28:41 <glx> but commit checker could be easier to understand 00:29:09 <glx> clic on the error/warning count 00:29:48 <glx> then commit-checker, then build and test 00:30:24 <Samu> ah, found it 00:30:45 <glx> but it's not your fault if win64 failed 00:31:29 <Samu> trailing whitespace? :p 00:31:37 <Samu> i blame the editor 00:33:15 <Samu> is it git rebase -i origin/master 00:33:22 <Samu> or upstream/master 00:34:49 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 00:35:08 <Samu> trailing whitespace is fixed 00:36:46 <glx> should be upstream, you can check with "git remote -v" 00:37:17 <glx> the one without your username is the one you want 00:38:17 <glx> usually you just need to do "git fetch upstream" then "git rebase upstream/master" 00:38:48 <glx> and if there's no conflict you're fine, else you need to solve them 00:39:15 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 00:39:21 <Samu> thx 00:39:26 <Samu> did just that 00:41:12 <Samu> it's not gonna build again? 00:42:17 <Eddi|zuHause> i set up my git to do "git pull" from original repo and "git push" to my repo 00:53:20 <Samu> uh oh assertion failed 00:53:22 <Samu> rip 00:54:56 <Samu> oh snap, the first tile also need to be checked if it's valid t.t 00:55:37 <Eddi|zuHause> Samu: the error message is currently a bit hidden/buried. 00:55:39 <Eddi|zuHause> Step 1: go to https://dev.azure.com/openttd/OpenTTD/_build?definitionId=5 00:55:41 <Eddi|zuHause> Step 2: find your build (the most recent one is at the top), click on the failed "commit-checker" task, and there on the log with all the errors 00:55:42 <Eddi|zuHause> Step 3: scroll to the very bottom of the log to get the actual description of what is wrong 00:57:35 <Samu> i fixed that already, glx told me where it was 00:58:26 <Samu> i have one different problem now, a simple !IsValidTile(tile) is missing 00:58:49 <Eddi|zuHause> did you roll back the rebase again? 00:59:20 <Samu> yes, but it didn't build (yet) 00:59:55 <Samu> dont know how that azure guy works 01:00:29 <Samu> shouldn't build now that i have another fix coming up, :o 01:01:20 <Eddi|zuHause> it won't build if you are based on a master commit that is too old 01:01:52 <Eddi|zuHause> you must rebase to current master, and then never go back to an older master again 01:02:53 <Samu> "git fetch upstream" then "git rebase upstream/master" ? glx told me to do like this 01:04:41 <glx> if "git remote -v" says "upstream https://github.com/OpenTTD/OpenTTD.git" then it's correct 01:06:00 <Samu> origin https://github.com/SamuXarick/OpenTTD.git (fetch) 01:06:00 <Samu> origin https://github.com/SamuXarick/OpenTTD.git (push) 01:06:00 <Samu> upstream https://github.com/OpenTTD/OpenTTD.git (fetch) 01:06:00 <Samu> upstream https://github.com/OpenTTD/OpenTTD.git (push) 01:09:24 <Samu> i have 2 upstreams 01:09:34 <peter1138> git pull upstream master 01:10:05 *** Thedarkb-X40 has joined #openttd 01:13:00 <Samu> git rebase -i upstream/master 01:13:05 <Samu> gonna try with -i 01:14:46 <Samu> $ git rebase -i upstream/master 01:14:46 <Samu> Successfully rebased and updated refs/heads/prevent-town-growth-from-blocking-ships. 01:15:05 <Samu> had 2 commits, used fixup on the later 01:15:25 <Samu> now what? git pull upstream master? 01:15:38 <Samu> git push --force? 01:16:54 <Samu> i have a 1 behind, 1 ahead 01:18:45 <Samu> Samu Committed Oct 2, 2018 01:18:55 <Samu> it's not gonna work? 01:20:14 *** Thedarkb-X40 has quit IRC 01:20:17 *** Flygon has joined #openttd 01:21:23 <glx> no need for -i in this case, and --force will indeed work 01:23:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 01:24:11 <peter1138> I dunno, -i is useful to know if the rebase is going to do what you think it will be doing. 01:25:05 <glx> ah yes, and it's easy to stop it with -i 01:26:00 <Samu> just added the IsValidTile fix 01:26:13 <Samu> is azure building? 01:26:38 <Samu> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=174 01:26:42 <Samu> yeah it's werking 01:27:28 <Samu> forgot that bridge heads could be tried to be built outside the map 01:29:56 <Samu> generating a map with 13312 towns 01:30:05 <Samu> ought to be enough for testing 01:30:27 <peter1138> Depending on how you're testing, 1 might be enough. 01:30:55 <Samu> erm dont remember if i got 90 deg on 01:31:01 <Samu> takes 10 mins to generate map 01:31:39 <Samu> oh, actually not 01:31:46 <Samu> it's debugging much faster 01:31:51 <Samu> than in vs 2015 01:52:29 <Eddi|zuHause> if the town name generator runs out of names, it will take forever to try to generate the rest of the towns 01:53:02 <Eddi|zuHause> and even good town name generators will usually give up after about 3000 towns 01:53:19 <Eddi|zuHause> some don't even have 100 02:07:52 <Samu> somethnig really strange is happening bridges are still without problems 02:09:07 <Samu> during town generation, some bridges are initially built, then still during town generation, bridges are demolished later on 02:09:35 <Samu> as if a nearby town cleared them for some reason 02:12:47 <Samu> https://imgur.com/a/hqCAgsO 02:13:38 <Samu> top image, there are bridges, bottom image, bridges are gone, the roads towards NW seems disconnected 02:24:35 <Samu> could towns be removed during world generation? 02:25:06 <Samu> like when it's trying to place a new town near another, but the other is so big? 02:45:18 <Samu> aha found it 02:45:34 <Samu> so it's not a bug caused by me, it's something of it's own 03:10:42 *** Laedek has quit IRC 03:18:12 *** Laedek has joined #openttd 03:36:39 *** D-HUND has joined #openttd 03:40:04 *** debdog has quit IRC 03:51:28 *** qwer has joined #openttd 04:06:58 *** Samu has quit IRC 04:29:03 *** ToBeFree has joined #openttd 04:50:20 *** sla_ro|master has joined #openttd 04:58:00 *** sla_ro|master has quit IRC 05:14:43 *** HerzogDeXtEr has joined #openttd 05:19:16 *** ToBeFree has quit IRC 06:28:58 *** glx has quit IRC 07:01:31 *** HerzogDeXtEr has quit IRC 07:13:29 *** andythenorth has joined #openttd 07:20:54 <andythenorth> o 07:59:21 *** andythenorth has quit IRC 08:04:59 *** andythenorth has joined #openttd 09:11:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4449: [Windows] Fullscreen as borderless window at desktop resolution https://git.io/fhZ3n 09:11:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4449: [Windows] Fullscreen as borderless window at desktop resolution https://git.io/fhZ3c 09:14:28 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5859: Calling VehicleEnterDepot for a train frees the reservation of the depot https://git.io/fhZ30 09:17:30 *** andythenorth has joined #openttd 09:24:27 <planetmaker> o/ 09:24:41 <Markk> \o 10:02:42 *** Progman has joined #openttd 10:10:26 *** Taco has joined #openttd 10:21:37 *** Taco has quit IRC 10:50:52 <DorpsGek_II> [OpenTTD/OpenTTD] lanurmi commented on issue #4449: [Windows] Fullscreen as borderless window at desktop resolution https://git.io/fhZGR 10:51:57 <LordAro> i'm detecting some sarcasm 11:06:20 <andythenorth> I am moving on 11:06:37 <andythenorth> " as this PR is never going to get merged anyway. " 11:07:10 <andythenorth> I could argue, or I could accept I'll probably be dead 'soon' 11:07:11 <andythenorth> so fuck that 11:08:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4449: [Windows] Fullscreen as borderless window at desktop resolution https://git.io/fhZGK 11:12:51 <LordAro> see, i definitely disagree that the issue should've been closed 11:13:16 <LordAro> it's a valid issue, that's even had significant discussion on it since the gh move 11:13:28 <planetmaker> agreed... closing might be a bit over-zealous. 11:14:29 <planetmaker> it is an issue, but not yet resolved. And as it looks won't be by the person who contributed the patches since GH move 11:14:51 <LordAro> lock it to contributors by all means 11:14:53 <planetmaker> but hey, it's andy's activity on the issue which brought it to live again in the first place 11:17:47 <andythenorth> I closed it because it's not going anywhere, and the original contributor is whining 11:17:51 <andythenorth> even before today 11:17:59 <andythenorth> bearing in mind that issues can always be retrieved 11:18:34 <peter1138> Just hide them a little bit further and pretend they're not there. 11:20:05 <andythenorth> we close about 26 PRs a month 11:20:09 <andythenorth> and add about 31 11:20:19 <andythenorth> so we're not short of things we could already ship 11:20:54 <LordAro> i don't think things should be closed just because they're "not going anywhere" 11:21:02 <andythenorth> @calc 26/31 11:21:02 <DorpsGek> andythenorth: 0.838709677419 11:21:15 <andythenorth> there's about an 83% chance of the PR going through currently 11:21:23 * andythenorth very numbers 11:23:45 <andythenorth> LordAro: I'm not upset if they get re-opened 11:24:05 <andythenorth> I just see a pattern, might be false correlation 11:24:22 <andythenorth> in the last 2 years, the more issues I close, the more nice contributions we get :) 11:24:40 <andythenorth> you can send me the wiki link for 'cargo cult' if you want :P 12:10:15 <Eddi|zuHause> "the more drama i cause, the more activity happens" is maybe not the best correlation out there... 12:11:26 <Eddi|zuHause> it might have well-intended short term effects, but long-term is usually a lot more negative 12:23:03 *** chomwitt has joined #openttd 12:38:53 *** chomwitt has quit IRC 13:12:37 *** chomwitt has joined #openttd 13:18:51 *** sla_ro|master has joined #openttd 13:24:47 *** Flygon_ has joined #openttd 13:31:12 *** Flygon has quit IRC 13:34:11 *** Flygon_ has quit IRC 13:34:48 *** Flygon has joined #openttd 13:35:22 *** Borg has joined #openttd 13:42:48 *** Flygon has quit IRC 13:55:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7031: Add: squirrel_export.vbs https://git.io/fhZnQ 14:02:28 *** Yotson has quit IRC 14:30:01 *** wodencafe has quit IRC 14:32:48 *** wodencafe has joined #openttd 14:36:25 *** Xaroth19 has joined #openttd 14:36:52 *** Xaroth has quit IRC 14:45:52 <andythenorth> ha 14:45:56 <andythenorth> after 4 days work 14:45:58 <andythenorth> I can save time 14:52:44 *** Samu has joined #openttd 15:06:46 <Samu> hi 15:09:02 *** nielsm has joined #openttd 15:10:44 <peter1138> Has andythenorth closed #7031 yet? 15:11:15 <andythenorth> can't close any more 15:11:31 <andythenorth> have to fix my own mess next https://github.com/OpenTTD/OpenTTD/issues/6698 15:11:41 <andythenorth> wiki is all very wrong 15:11:45 <andythenorth> oh wait, wikis are always wrong 15:18:05 <nielsm> good it looks like the dumb "security vuln" non-vulnerability thread has died off 15:19:48 <andythenorth> progressive backoff of brute force attempts is fine 15:19:54 <andythenorth> that thread wasn't very helpful though 15:24:50 <andythenorth> what does misc flags bit 2....do? https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles/Trains#Miscellaneous_flags_.2827.29 15:31:06 *** Arveen has quit IRC 15:35:54 <Eddi|zuHause> did we ever even adress the fact that the passwords are stored in plain text in memory, and a server could just dump and collect them? 15:36:18 <andythenorth> I'll find the issue 15:36:59 <nielsm> and they are transmitted plain text over the network 15:37:16 <andythenorth> gravedug https://github.com/OpenTTD/OpenTTD/issues/5545 15:37:29 <andythenorth> this is definitely a thing, different, but a thing https://github.com/OpenTTD/OpenTTD/issues/6193 15:38:26 <andythenorth> ok so this is relevant https://github.com/OpenTTD/OpenTTD/issues/599 15:39:25 *** Gabda has joined #openttd 15:42:20 <nielsm> if you want to store salted and hashed passwords on the server, you also need an authentication mechanism that protects against replay attacks 15:43:32 <peter1138> Fortunately it's already closed 15:43:47 <nielsm> IMO it would be more sensible to make it clear that OTTD company passwords are not secure, you should assume the server admin is able to read the password 15:43:47 <Eddi|zuHause> we need to ask people about their phone numbers, email addresses and credit card numbers and store those!! that'll never cause any problems in the future! 15:44:36 <Eddi|zuHause> at the bottom of that issue it's said the passwords aren't sent clear text 15:45:14 <nielsm> then what are they? 15:45:20 <Gabda> @logs 15:45:20 <DorpsGek> Gabda: https://webster.openttdcoop.org/index.php?channel=openttd 15:45:23 <nielsm> rot13? 15:45:45 <Eddi|zuHause> dunno, i don't think i ever even looked at that part of the code 15:48:00 <Samu> gonna change variable names to make it more clear and easier to read code 15:48:13 <Samu> oh, and I have one question about where to make these checks 15:49:16 <Samu> I can check ealier, in conjunction with HasTileWaterGround or later, right before doing the build command 15:49:29 <nielsm> okay looks like the password is salted md5 15:49:29 <Samu> anyone familiar with town growth code? 15:50:07 <nielsm> the salt is calculated from server id and game seed 15:50:39 <Eddi|zuHause> not that md5 is a "safe" cryptographic algorithm or anything... 15:50:43 <andythenorth> automatic let's encrypt certs for all! 15:50:55 <andythenorth> start openttd server, generate a cert! 15:50:56 <nielsm> you may as well store it plaintext by now 15:51:07 <nielsm> instead of pretending it's secure 15:51:13 <andythenorth> nielsm: well it keeps out 7 year olds 15:51:16 <andythenorth> probably not more 15:51:30 <andythenorth> is all md5 cracked just on reverse lookups 15:51:30 <andythenorth> ? 15:51:43 <andythenorth> we used to use it to 'secure' high score tables in online games 15:51:48 <andythenorth> even then it was known vulnerable 15:51:54 <andythenorth> 15 years ago 15:51:57 <Samu> hmm 15:52:25 <andythenorth> yeah reverse lookups are a thing 15:53:29 <Gabda> hi everyone 15:54:10 <peter1138> It's a compromise. For a secure server-side hash, the server doing authentication needs to be sent the cleartext password, which therefore requires transport level encryption (such as TLS) 15:54:11 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp find on this page for HasTileWaterGround and you find 3 places. Tell me if that is the correct place to do growing on water check 15:54:33 <Samu> or if i can do the check later on 15:54:39 <Samu> right before the DoCommands 15:55:08 <peter1138> What we do 'protects' the password in transit as it is not sent as cleartext. 15:55:13 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/network/network.cpp#L194 15:56:03 <nielsm> but it doesn't protect against replay attacks, just makes it harder for the server admin to guess what the player typed 15:56:28 <Gabda> I found that town indexes are 2 bytes, so storing it for every tile in a cache can be painful 15:57:01 <Samu> Gabda are u familiar with town growth algorithm? 15:57:36 <Samu> the decisions that makes it follow a road, build a road or grow a house 15:57:47 <Gabda> my 11 days of experience does not cover that part yet :D 15:58:45 <Samu> ok, t.t I wanted to know exactly where I should check the GrowingOnWaterTile in the logic 15:59:05 <Samu> so far, I've been making it right before DoCommands or MakeHouse 15:59:22 <Samu> but I noticed there is a HasTileWaterGround check way before 15:59:47 <Samu> this check fails on coast tiles, so I wondered if I do the check next to those 16:00:00 <Samu> would be the correct way 16:01:02 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L1266 16:01:04 <Eddi|zuHause> that's why a voronoi partition would help, the graph is O(#towns) size instead of O(#tiles) 16:01:15 <Samu> lines 1266, 1315 and 1340 16:01:28 <andythenorth> nielsm: replay attacks are probably relatively hard 16:01:44 <andythenorth> or at least, there are more interesting targets 16:01:45 <Eddi|zuHause> however, it only works with euclidean distance, not manhattan distance 16:01:58 <Samu> I would change them to if (HasTileWaterGround(whatever_tile) || GrowingonWateredTle(whatever_tile) return false; 16:02:10 <Eddi|zuHause> and doing that with integer maths might be a bit tricky 16:02:27 <Eddi|zuHause> (can't use floats, so no "sqrt" function 16:02:29 <Eddi|zuHause> ) 16:02:31 <nielsm> andythenorth yes, if your intention was to grief an ottd game you probably wouldn't invest in intercepting network traffic to/from the server 16:02:50 <nielsm> (if you could do that you could do much more interesting things anyway) 16:03:23 <Samu> meh, chat is busy, bbl 16:03:33 *** Wormnest has joined #openttd 16:04:15 <Gabda> and with manhattan distances, one domain can be really long as well, with a few tiles wide channel 16:05:23 <Eddi|zuHause> well, flood-filling the tile cache you could do with euclidean-squared distance 16:05:38 <Eddi|zuHause> that works fine for "which is bigger" comparisons 16:05:51 <Eddi|zuHause> but not the complex algebra needed for voronoi 16:06:37 <Eddi|zuHause> "complex" not in the "complex number" mathematical sense 16:07:33 <Gabda> but as the goal would be to have information on the tiles without calculation, what options do we have aside from storing it for each tile? 16:07:52 <Gabda> to have the answer in constant time instead of O(#towns) 16:09:46 *** Yotson has joined #openttd 16:10:18 <andythenorth> nielsm: +1 16:12:23 <Eddi|zuHause> it's not constant, but i don't think it's O(#towns) 16:12:44 <Eddi|zuHause> you could do O(#towns) by a simple loop over all towns 16:13:52 <nielsm> my proposal for "security": 1) allow a TLS wrapped network protocol, 2) server has a secret key it uses to scramble company passwords with to store them in the savegame 16:14:15 <nielsm> with (2) the server will be able to reload the company passwords, but anyone else getting the savegame won't be able to read them 16:14:34 <nielsm> and (1) is just generic expectations 16:15:06 <Eddi|zuHause> actually, i think you can get away with just using the squared euclidean distance 16:16:41 <Gabda> i think i have to look into the graph representation deeper to underwtand what you mean 16:16:48 <Eddi|zuHause> when i scroll through my code, i see a few divisions that might be problematic, but no sqrt 16:18:04 <Borg> wwttfff? 16:18:15 <Borg> are u guys wasting time trying to encrypt company passwords? 16:18:24 <Borg> its game.. a GAME.. 16:18:26 <nielsm> Borg apparently yes 16:18:39 <Eddi|zuHause> Borg: that's not the point 16:18:49 <Borg> except that admin can read them.. and u can sniff them.. is there an issue here? 16:18:54 <Borg> Eddi|zuHause: and the point is? 16:18:58 <nielsm> I still hold the best approach is to add a note to the password entry box that the server admin may be able to read anything you enter here 16:19:08 <Eddi|zuHause> Borg: the point is, people are stupid and reuse passwords that they're also using for "important" stuff 16:19:14 <Borg> bauhauhauhauahua 16:19:42 <Borg> stop protecting dumbs from natural selection.. 16:19:55 <Gabda> limit the password in 5 a-z letters 16:19:56 <Eddi|zuHause> i would kickban you right now if i had op 16:20:05 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZWA 16:20:07 <Borg> Eddi|zuHause: lucky.. u dont have it 16:20:46 <Gabda> noone has a pass that short, so they would need to think up a new one 16:20:54 *** ToBeFree has joined #openttd 16:21:15 <andythenorth> can borg handle the failure demand then? 16:21:16 <Gabda> and they will feel it is not that secure 16:21:19 <andythenorth> give him the support 16:21:20 <Borg> do NOT do anything.. best idea is nielsm ... a hint: password is NOT stored securly. 16:21:23 <Borg> its damn enough.. 16:21:35 <Borg> its game... GAME.. 16:21:40 <andythenorth> it's a game with players 16:21:43 <Eddi|zuHause> Borg: people would go crazy 16:21:54 <Borg> then do NOT do anything.. 16:22:01 <andythenorth> I am fine with doing nothing 16:22:02 <Borg> just do NOT waste time on such silly issue really 16:22:14 <Borg> but.. of course.. its your right to waste time :) do as you wish 16:22:20 <TrueBrain> security silly? Let me grap my popcorn, this gotta be good 16:22:29 <Borg> TrueBrain: wait... 16:22:30 <Eddi|zuHause> Borg: it's by far the easier apporach to do this properly than to spend the next few years turning down requests about "why does it try to scare me?" 16:22:34 <Borg> we talk about game.. not security.. 16:22:36 <andythenorth> yo TB 16:22:52 <TrueBrain> Borg: please adjust your tone; it is rather annoying. the capitalization is unneeded. The constant references to "wasting time" is bullshit in an open source community. Be polite. Be a good citizen. Be less abusive. Tnx! 16:22:57 <andythenorth> Borg: are you aware of the context? 16:22:58 <Borg> security for me is: OpenTTD packet handling can be exploited to get a shell... that IS problem 16:23:25 <Borg> TrueBrain: yeah.. and allow idiots to take over the world.. no thank you 16:23:51 *** ToBeFree has quit IRC 16:23:56 <Borg> first RQ! 16:23:59 <Eddi|zuHause> Borg: you know, these kinds of "get a shell" attacks are usually chains of vulnerabilities that start with "user password is transmitted in plain text" 16:24:23 <Borg> Eddi|zuHause: uh.. did you ever done any security stuff? shell codes? injections.. whatever.. 16:24:41 <Borg> belive me.. that vectors have nothing to do w/ password storage 16:24:46 <Borg> this is completly different vector 16:24:51 <Eddi|zuHause> right, we have a winner for secon... third ignore list entry 16:25:07 <Borg> andythenorth: not fully.. but still 16:25:19 <Eddi|zuHause> ah, the quietness 16:26:33 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=33&t=84609 16:26:39 <Borg> lets read 16:26:56 <TrueBrain> hmm ... my own bot refuses to accept my credentials .. this is annoying 16:27:27 <nielsm> grr windows updates again busting my debug symbols cache 16:27:29 <Borg> andythenorth: before I will read futher.. does openttd rcon can exec anything? 16:27:49 <Borg> and.. is it by default disabled? 16:28:10 <andythenorth> dunno 16:28:23 <andythenorth> I have literally zero knowledge of ottdsec 16:28:28 <Borg> :( 16:28:34 <Borg> okey.. time to do RTFS then 16:28:34 <Borg> bbl 16:29:29 <TrueBrain> @whoami 16:29:29 <DorpsGek> TrueBrain: TrueBrain 16:29:38 <TrueBrain> finally, DorpsGek, took you long enough 16:29:54 *** tycoondemon has quit IRC 16:30:11 <TrueBrain> sadly, a bit late 16:30:44 <TrueBrain> @calc 60 * 60 * 3600 16:30:44 <DorpsGek> TrueBrain: 12960000 16:30:46 <TrueBrain> hmm 16:30:48 <TrueBrain> that is wrong 16:30:51 <TrueBrain> @calc 60 * 60 * 25 16:30:51 <DorpsGek> TrueBrain: 90000 16:31:05 <TrueBrain> @kban Borg 90000 I asked nicely. Sadly, I got a not-so-nice-answer. So .. try again in 24h 16:31:06 *** DorpsGek sets mode: +b *!~borg@87-99-43-52.internetia.net.pl 16:31:07 *** Borg was kicked by DorpsGek (I asked nicely. Sadly, I got a not-so-nice-answer. So .. try again in 24h) 16:31:10 <TrueBrain> right, that took WAY too much time 16:31:12 <TrueBrain> sorry about that 16:31:42 <TrueBrain> we might not have a CoC, but no need to be a dick 16:31:51 <Eddi|zuHause> doesn't happen often enough to be a reflex? :p 16:32:01 <TrueBrain> yeah .. I lost my touch there :P 16:32:19 <peter1138> So, er, what was the issue there? 16:32:28 <LordAro> i'm inclined to agree with borg's general point, it has to be said 16:33:05 <Eddi|zuHause> i'm inclined to oppose his "general point" 16:33:19 <TrueBrain> I don't think his point was relevant 16:33:25 <TrueBrain> his way of delivering the message was not ... nice 16:33:41 <TrueBrain> and if someone asks you to be less .... hostile .. the wrong answer is saying "no" to that :) 16:33:43 <Eddi|zuHause> well, that needs no discussion 16:35:18 <TrueBrain> clearly it did :P 16:36:01 <peter1138> What was hostile? 16:36:13 <TrueBrain> Eddi|zuHause: ^^ :) 16:36:33 <Eddi|zuHause> yeah, i threatened him with kickban for no reason 16:37:13 <Eddi|zuHause> then TrueBrain appeared and kickbanned him 16:37:47 <TrueBrain> Eddi|zuHause: owh, I didnt even read that part 16:37:50 <Eddi|zuHause> LordAro: my point is, "it's a just game" is never an excuse to not do it properly 16:37:54 <nielsm> so yeah, anyone opposed to this? https://0x0.st/s7BC.png 16:37:54 <TrueBrain> that alone would indeed have been reason enough :) 16:38:02 <nielsm> (needs some line breaking) 16:38:24 <TrueBrain> nielsm: I like the pragmatic solution there :) 16:38:51 <nielsm> "don't use a password you care about" basically 16:38:56 <TrueBrain> long overdue 16:39:01 <TrueBrain> we had talks about that months ago already 16:39:08 <Eddi|zuHause> do we also need a GDPR blob? 16:39:16 <TrueBrain> guess we tried to solve it a bit too complicated :D 16:39:16 *** HeyCitizen has quit IRC 16:39:29 <nielsm> that's up the the individual server admin how they manage personal information :) 16:39:37 <TrueBrain> yup 16:39:48 <TrueBrain> OpenTTD's services are mostly GDPR compliant 16:39:55 <TrueBrain> I say mostly, as there is one more thing I would like to fix 16:39:58 <nielsm> include a default MOTD system via the story book? :D 16:40:22 *** HeyCitizen has joined #openttd 16:40:41 <TrueBrain> okay, I only now caught up with what the discussion was about :P 16:40:57 <Eddi|zuHause> i mean more like, when you open the multiplayer window, a popup saying "the servers are not operated by the OpenTTD team, we are not responsible with what the servers do with your data" 16:41:09 <TrueBrain> LordAro: I work for a security company; trust me if I tell you OpenTTD really needs to help people not being stupid :D 16:41:17 <TrueBrain> (IT security company) 16:41:35 <TrueBrain> Eddi|zuHause: feels a bit over the top at first, but I see your point 16:41:45 <TrueBrain> Eddi|zuHause: possibly only the first time you go there or something? 16:41:50 <TrueBrain> "good citizen" 16:41:53 <TrueBrain> good question 16:42:16 <Eddi|zuHause> like a "don't bother me again" checkbox? 16:42:27 <Eddi|zuHause> probably overkill 16:42:30 <TrueBrain> nielsm: btw, last time we talked about passwords, we figured out the best solution was an Authentication Server :D 16:42:33 <nielsm> so, how do I set a maximum width on a WWT_LABEL widget and make it automatically line break? 16:42:34 <TrueBrain> (talking about overengineering) 16:44:17 <nielsm> if I just put a line break in the label text I get this: https://0x0.st/s7M-.png 16:44:21 <TrueBrain> nielsm: another suggestion that floated by months ago, was instead of setting a password, let the server return a phrase when you want to "protect" your company 16:44:25 <TrueBrain> removing the human factor completely 16:44:26 <nielsm> line 2+ hidden 16:44:44 <andythenorth> save and return 16:44:55 <nielsm> TrueBrain, i.e. server makes a password for you? 16:44:59 <TrueBrain> yes 16:45:02 <TrueBrain> 6 numbers 16:45:04 <TrueBrain> or 6 letters 16:45:06 <TrueBrain> or something like that 16:45:07 <Eddi|zuHause> nielsm: there might be a "write multiline string" function? 16:45:24 <Samu> maybe dont call it password 16:45:25 <TrueBrain> you can save this easily in savegames, etc 16:45:39 <Samu> call it ... hmm pin, or so 16:45:45 <Eddi|zuHause> TrueBrain: how are people supposed to remember random strings thrown at them? 16:45:47 <TrueBrain> passphrase, pin, ... 16:45:53 <TrueBrain> Eddi|zuHause: write them down ? :D 16:46:02 <TrueBrain> it is not a security thingy 16:46:06 <TrueBrain> so that is safe :P 16:46:14 <Eddi|zuHause> sounds like something unlikely to happen 16:46:50 <TrueBrain> that is indeed the biggest drawback of that method 16:47:06 <TrueBrain> (third time I agree with Eddi|zuHause today; shit is happening!) 16:47:09 <TrueBrain> :P 16:47:40 <TrueBrain> so I like the pragmatic solution nielsm is proposing :) 16:48:01 <TrueBrain> and indeed what Samu suggests .. don't call it password .. and possibly don't even mask it 16:48:06 <TrueBrain> that should give so many hints :P 16:48:38 <nielsm> it's not being masked during entry 16:48:45 <TrueBrain> good :) 16:48:45 <Samu> "access code" 16:48:55 <TrueBrain> Set the name of your animal 16:48:57 <TrueBrain> :D 16:49:11 <nielsm> secret handshake 16:49:17 <Sacro> Just use Kerberos 16:49:19 <TrueBrain> public secret handshake :P 16:49:24 <Eddi|zuHause> your mom's maiden name 16:49:27 <TrueBrain> Sacro: I await your patch :D 16:49:47 <TrueBrain> but yeah, some Authentication Server moes the trust to a single entity 16:49:52 <TrueBrain> instead of any server :P 16:49:53 <nielsm> yeah you should submit your public key to the server and authenticate your company with your private key 16:50:08 <TrueBrain> so TLS? :D 16:50:13 <TrueBrain> (with client-side certificate) 16:50:39 <Eddi|zuHause> introduce people to letsencrypt? 16:50:42 <TrueBrain> we can make an index of the public keys :) 16:50:57 <TrueBrain> and we are back to overengineering the shit out of this :P 16:51:12 <andythenorth> yay 16:51:18 <andythenorth> just don't run a server? 16:51:25 <TrueBrain> remove multiplayer!! 16:51:26 <andythenorth> do clients have any ports open etc? 16:51:31 <andythenorth> if not running server? 16:51:38 <TrueBrain> I remember the time I added code to track players ... for some reason this was not a like addition to the game :P 16:51:42 <TrueBrain> I was so naive back then 16:51:54 <andythenorth> I don't get any warnings from my OS about OpenTTD trying to use network services, but eh 16:51:56 <TrueBrain> andythenorth: clients never have ports open; servers do :) 16:52:01 <Eddi|zuHause> now for something completely differences, i have two annoyances with the CI: 1) in the log of the failed task, the whole log is repeated with [error] instead of the actual error message, and 2) the error message is not propagated to the github PR 16:52:14 <Eddi|zuHause> *different 16:52:23 <TrueBrain> Eddi|zuHause: 1) can be solved, but someone has to do that :) 16:52:32 <TrueBrain> 2) they do, but only for Windows atm 16:52:41 <TrueBrain> I am not sure we did something wrong, or Azure Pipelines are not there yet 16:52:44 <TrueBrain> but yes, it is annoying as fuck 16:53:09 *** glx has joined #openttd 16:53:09 *** ChanServ sets mode: +v glx 16:53:14 <TrueBrain> hi glx :) 16:53:19 <andythenorth> so we started trying to understand how to 1 16:53:26 <Eddi|zuHause> and possibly we should run the commit checker first, and only run the other tasks after that one came out ok? for earlier failure abort 16:53:29 <Sacro> hmm 16:53:30 <andythenorth> triggered by https://github.com/OpenTTD/OpenTTD/pull/7030 16:53:38 <Sacro> Disable port fowarding except via SSH tunnel 16:53:46 <Sacro> require pub key to ssh tunnel, bingol 16:53:54 <TrueBrain> Eddi|zuHause: good point, hmm .. will look into that 16:53:54 * Sacro solves the day 16:54:29 <Eddi|zuHause> Sacro: we'll have about 3 players after that change. 16:54:37 <TrueBrain> Eddi|zuHause: I removed that part, as I thought: if we run it all at once, it is done quicker. But that is only for when it succeeds :D 16:54:39 <Sacro> how many more does a server need? 16:54:45 <glx> and of course a better error message TrueBrain ;) 16:54:57 * Sacro wonders if he could pay OpenTTD at work 16:54:59 <Eddi|zuHause> TrueBrain: i assume the commit checker is the one failing the most often 16:55:15 <Eddi|zuHause> TrueBrain: also i noticed some random task failing because it couldn't get opengfx from mirror 16:55:17 <TrueBrain> Eddi|zuHause: yeah .. I think we should make it two CIs 16:55:23 <TrueBrain> one for the commit checker, the other for the rest 16:55:30 <TrueBrain> wuth?! 16:55:34 *** synchris has joined #openttd 16:55:36 <TrueBrain> that ... should never happen 16:55:40 <TrueBrain> link me the logs in PM please 16:55:47 <TrueBrain> sadly, I have to go now, so I will look into that this weekend 16:55:52 <TrueBrain> but please tell me about these things :) 16:55:56 <TrueBrain> cannot fix what I cannot see :) 16:56:02 <andythenorth> file an issue 16:56:07 <Eddi|zuHause> uhm, have to dig for that 16:56:11 <andythenorth> we have room now 16:56:32 <TrueBrain> :D 16:56:40 <TrueBrain> owh, I was going; ciao! 16:56:44 <Sacro> ttfn 16:57:15 <andythenorth> I really want to close this https://github.com/OpenTTD/OpenTTD/issues/1743 16:57:27 <andythenorth> but there's a patch, it's long-standing, it's in JGRPP 16:57:32 <glx> TrueBrain: builds 153 and 173 for example 16:57:36 <andythenorth> 5.4.3.2.1 16:57:58 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #1743: Scenario Editor: new house feature https://git.io/fhZla 16:57:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #1743: Scenario Editor: new house feature https://git.io/fhZlV 16:58:24 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3000: Allow train to find depot along reserved path https://git.io/fhZlw 16:58:25 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3000: Allow train to find depot along reserved path https://git.io/fhZlr 16:58:37 <Eddi|zuHause> yeah https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=173 the win64 task 16:59:55 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5753: Game Script: GSText in info.nut's GetSettings() method https://git.io/fhZlS 16:59:56 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5753: Game Script: GSText in info.nut's GetSettings() method https://git.io/fhZl9 17:01:03 <glx> and https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=153 the win32 task failing on the dependencies 17:01:08 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5875: Bananas: online content doesn't stop downloading when canceled https://git.io/fhZl7 17:01:09 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5875: Bananas: online content doesn't stop downloading when canceled https://git.io/fhZl5 17:02:03 *** HerzogDeXtEr has joined #openttd 17:02:12 <Eddi|zuHause> i need an IRC client that could filter the DorpsGek_II messages and display them in a different font/colour/size 17:02:28 <andythenorth> font-size: 0 17:02:50 <glx> I modified my event handler to not ding on DorpsGek_II :) 17:02:53 <Sacro> font-size: 64 17:03:11 <Sacro> prefix with /rainbow 17:03:22 <Sacro> Or was it /rsay 17:03:51 <glx> all the ding ding spam was annoying 17:04:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6095: File failed to decompress - Error window not on top https://git.io/fhZlx 17:04:23 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6095: File failed to decompress - Error window not on top https://git.io/fhZlp 17:04:46 <glx> because each issue closing means 4 dings ;) 17:05:05 <glx> as I'm in .notice too 17:05:14 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6226: Crash when no baseset en invalid font in configuration https://git.io/fhZlh 17:05:39 <glx> and andythenorth I suggest you /nick ;) 17:05:47 <andythenorth> oof 17:05:53 *** andythenorth is now known as andythenorth_stop_ping 17:07:36 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6383: Bananas: "Select upgrade" for content tries to download old versions https://git.io/fhZ8f 17:07:37 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6383: Bananas: "Select upgrade" for content tries to download old versions https://git.io/fhZ8J 17:07:48 *** andythenorth_stop_ping is now known as andythenorth 17:09:02 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6452: Locked GS parameter value can be reseted to default value https://git.io/fhZ8T 17:09:03 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6452: Locked GS parameter value can be reseted to default value https://git.io/fhZ8k 17:10:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6524: Crash: passwording company https://git.io/fhZ8L 17:10:37 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6524: Crash: passwording company https://git.io/fhZ8q 17:11:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6539: "Load scenario" dialog remains focusable while downloading missing online content for a scenario https://git.io/fhZ8Y 17:11:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6539: "Load scenario" dialog remains focusable while downloading missing online content for a scenario https://git.io/fhZ8O 17:11:49 <andythenorth> just 120 left to go 17:12:00 <andythenorth> apply now, limited stocks! 17:14:38 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 17:16:47 <Samu> changed some variable names 17:17:12 <Samu> and with that the code seems more readable :), also made the checks to happen earlier rather than later 17:17:54 <Samu> I know I said this before, but now I believe the code is ready for review *cross fingers* 17:18:31 *** Gja has joined #openttd 17:20:43 <Samu> well, the pipeline azure dude isn't building... 17:20:51 <Samu> fail 17:21:09 * andythenorth should patch to enable flipping articulated vehicles 17:21:27 <andythenorth> but newgrf author has to handle *all* of it except the bit flip 17:22:06 <Samu> why doesn't it build? I did exactly as told 17:22:14 <Samu> git fetch upstream 17:22:24 <Samu> git rebase -i upstream/master 17:22:26 <Samu> fixup 17:22:33 <Samu> git push --force 17:23:47 <nielsm> because the pipeline is busy building other things 17:23:49 <nielsm> probably 17:24:16 <nielsm> appears not 17:25:17 <Samu> the last build was yesterday night 17:25:25 <Samu> i just pushed 10 mins ago 17:26:05 <Samu> OpenTTD CI In progress — This check has started... 17:26:07 <Samu> ah nice 17:26:13 <Samu> took him some time 17:26:48 <andythenorth> so 17:26:56 <andythenorth> after 4 days work on my pixel generator 17:27:01 <andythenorth> I am ready to draw 3 trains with it 17:27:17 <glx> ah you had time to do other stuff ? 17:27:38 <andythenorth> not really 17:27:43 <andythenorth> 24 / 7 slaving over python 17:28:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6548: Buoys can prevent oil rig spawns https://git.io/fhZ8u 17:28:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6548: Buoys can prevent oil rig spawns https://git.io/fhZ8z 17:29:52 <planetmaker> what about... "good first issue". Such issues are relatively simple 17:30:03 <planetmaker> at least I'd think so :D 17:30:08 <planetmaker> I might completely err 17:30:43 <andythenorth> I might go re-open some later 17:30:54 <andythenorth> I think to fairly encourage 'first issue' PRs 17:31:01 <andythenorth> we have to be reviewing PRs 17:31:02 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #6548: Buoys can prevent oil rig spawns https://git.io/fhZ8g 17:31:10 <andythenorth> otherwise it's a bit misleading 17:31:45 *** frosch123 has joined #openttd 17:31:47 <planetmaker> true 17:31:53 <planetmaker> that's way more important 17:32:09 <andythenorth> let's review a frosch123 PR! 17:32:21 <andythenorth> it's good to encourage new contributors! 17:32:24 <planetmaker> it might simply leap into the water :) 17:32:36 <planetmaker> 1-2-3-splash 17:32:38 <andythenorth> I tested this, it works https://github.com/OpenTTD/OpenTTD/pull/7018 17:32:48 <andythenorth> I can't comment on the code, or the savegame implications 17:32:51 <andythenorth> or the MP implications 17:32:57 <andythenorth> or the pathfinder risks 17:33:22 <andythenorth> but I can do maths :P 17:35:17 <andythenorth> 'probably fine' 17:35:51 <planetmaker> I don't understand how that fixes it. But I don't see how fixing that has any implications on anything relevant 17:36:02 <planetmaker> except that the game becomes more visually appealing 17:36:22 <andythenorth> the vehicle has no forward motion 17:36:26 <planetmaker> (the last 'e' in the sentence is relevant) :D 17:36:27 <andythenorth> in the fixed version 17:36:44 <andythenorth> in the non-fixed version, there is some acceleration, but the vehicle can't actually move 17:36:48 <andythenorth> so the motion counter increases 17:37:31 <andythenorth> I can't approve my own PR :P 17:37:42 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7018: Fix: Don't increase motion counter while train is waiting at non-path… https://git.io/fhZ8V 17:37:47 <andythenorth> thx :D 17:37:58 <andythenorth> LordAro: such merge? https://github.com/OpenTTD/OpenTTD/pull/7018 17:38:01 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #7018: Fix: Don't increase motion counter while train is waiting at non-path… https://git.io/fh3Nb 17:38:22 <planetmaker> oh :P Was it reserved for him? 17:38:41 <planetmaker> sorry, should that have been the case 17:38:57 <andythenorth> oh you have merge rights too :D 17:38:59 <andythenorth> great 17:39:07 * andythenorth didn't get the memo sorry 17:39:46 <planetmaker> I may not know much about github. But I could do much :P 17:40:05 <andythenorth> I like this one https://github.com/OpenTTD/OpenTTD/pull/6998 17:40:12 <andythenorth> I might even use it if it's added 17:40:27 <andythenorth> new contributor also :) 17:43:19 <planetmaker> I actually would like it to read "Default company colour" as well. But feels a bit like bike shedding 17:44:03 <andythenorth> Could go on for days :) 17:44:06 <Eddi|zuHause> <planetmaker> I don't understand how that fixes it <- imagine you are blind and run into a wall, that wall bounces you back 100 distance units and disorients you so you don't remember there was a wall. now you have 100 distance units to cover some acceleration, and inevitably hit the wall again, at a non-zero speed 17:44:23 <andythenorth> nice analogy Eddi|zuHause :P 17:44:38 <Eddi|zuHause> now with the "fix" you don't bounce 100 units back, and every attempt at accelerating will now just push against the wall 17:44:44 <andythenorth> planetmaker: this was your request originally :) https://github.com/OpenTTD/OpenTTD/pull/7015 17:44:50 <andythenorth> I think it makes nicer desert rivers 17:45:36 <planetmaker> you made PR out of all of those? :) 17:45:57 <andythenorth> I am not *just* closing issues :) 17:46:06 <andythenorth> I am trying to get some patches through 17:46:12 <andythenorth> but I can't review if I open them 17:46:12 <andythenorth> :P 17:46:23 <andythenorth> there is a little bit more complaining about ticket closing here 17:46:32 <andythenorth> than there is making and reviewing PRs :P 17:46:36 <andythenorth> I guess irc is cheaper 17:46:47 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7015: Change: Desert tiles are now half-desert if a neighboured tile is non… https://git.io/fhZ8i 17:48:05 <andythenorth> \o/ 17:48:11 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #7015: Change: Desert tiles are now half-desert if a neighboured tile is non… https://git.io/fh3Ho 17:48:27 <planetmaker> cleaning issue list like this is... lazy and convenient :P 17:48:33 <planetmaker> for me at least ;) 17:50:42 <andythenorth> much easier for small things 17:50:48 <andythenorth> than curl patch, blah blah 17:52:05 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #6998: Feature #4115: default company colour setting https://git.io/fhZ8A 17:52:41 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZ8h 17:53:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6848: Feature : New Trees Placement Algorithm "Forest". https://git.io/fhZ8j 17:53:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #6848: Feature : New Trees Placement Algorithm "Forest". https://git.io/fbx93 17:54:48 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6846: Feature: Allow flip of train vehicles in depot independently of NewGRF property https://git.io/fhZ4J 17:54:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #6846: Feature: Allow flip of train vehicles in depot independently of NewGRF property https://git.io/f9kZm 17:55:34 <andythenorth> Samu: you going to rebase this one? o_O 17:55:34 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6927 17:55:41 <andythenorth> personally I think these checks are boiling the ocean 17:55:47 <andythenorth> but nielsm approved it ages ago 17:55:51 <andythenorth> it just didn't get merged 17:56:18 <andythenorth> are we also going to check road construction for blocking vehicle routes? 18:01:32 <Samu> [17:55] <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6927 uhm, someone didn't like it 18:02:28 <planetmaker> someone on the internet is always wrong. Anotherone likely right 18:02:46 <andythenorth> Samu: JJ isn't a reviewer currently 18:02:51 <andythenorth> I happen to agree with JJ though 18:02:58 <andythenorth> these checks are not winning anything 18:04:11 <andythenorth> IMO: *either* fix the upstream issue (ships have no routes of any kind) 18:04:20 <andythenorth> *or* fix the downstream issue (AIs can't handle failure) 18:04:56 <Samu> that change is more geared towards AIs indeed 18:05:13 <planetmaker> it's somewhat an anti-griefing change 18:06:02 <Samu> a dock can still be blocked by other means, in that regard it's not complete 18:06:14 * planetmaker --> food 18:06:22 <andythenorth> there are 3 or 4 of these PRs 18:06:38 <andythenorth> I don't want to just reject them, because I don't want to disappoint 18:07:15 <Samu> well, i was told to make separate patches for every issue. this is one of the cases where everything makes sense together and little sense alone 18:08:05 <andythenorth> yeah 18:08:07 <andythenorth> that happens 18:08:24 <andythenorth> I guess I just go up a level and ask 'why fix this at all?' 18:09:07 <Samu> because... 18:09:32 <Samu> yeah... seems that no matter what I explain, it will seem lacking 18:10:00 <andythenorth> well you learnt a lot of code :) 18:10:37 <Samu> EnsureNoDocking would need to be checked on a global level if it is to have any real meaning 18:10:53 <Samu> currently, it's only doing that check when building docks only 18:11:12 <Samu> because that's where I saw AI's getting most problems 18:11:25 <andythenorth> I can only think that we do something like allowing players to buy sea tiles 18:11:31 <Samu> they would block each other's docking tiles 18:11:33 <andythenorth> which negates the problem, via ownnership 18:11:36 <Samu> with their own docks 18:11:45 <andythenorth> but owning tiles just allows more ways to block 18:11:46 <andythenorth> so eh 18:12:17 <andythenorth> why do we need to protect the AIs from each other? o_O 18:12:25 <Samu> from themselves as well 18:12:34 <Samu> but yeah, AI authors could do better :o 18:13:16 <andythenorth> it's probably very hard for an AI to understand why a ship is lost 18:17:08 <Xaroth19> @whoami 18:17:08 <DorpsGek> Xaroth19: I don't recognize you. 18:17:17 <Xaroth19> aww 18:17:34 *** Xaroth19 is now known as Xaroth 18:17:46 <Samu> ask nielsm what to do 18:22:22 <Xaroth> quick, run, before TrueBrain is back. 18:22:35 *** Eddi|zuHause has left #openttd 18:22:45 *** Eddi|zuHause has joined #openttd 18:22:53 <Eddi|zuHause> i don't think that was right 18:24:36 <Samu> my next step would be making it global 18:24:58 *** Wormnest has quit IRC 18:25:08 <TrueBrain> sodd off Xaroth :p 18:25:15 <Xaroth> :D :D :D :D 18:25:19 <Samu> so, im unsure what to say atm 18:25:23 <TrueBrain> <3 18:25:23 <andythenorth> I can think of literally no viable solution 18:25:26 <Xaroth> <3 18:25:34 <andythenorth> that reduces AI accidents or griefing 18:25:45 <andythenorth> without also increasing AI accidents or griefing 18:26:12 <andythenorth> we could store 'a ship has used this tile' in every water tile 18:26:18 <andythenorth> but when would we clear it? 18:26:34 <andythenorth> I have savegames with ships that take months or nearly a year to run a route 18:26:55 <andythenorth> then I can 'own' islands by running ships around them 18:27:15 <andythenorth> we could require players to buy water tiles 18:27:40 <andythenorth> but then I can trap competitor ships by buying the water 18:27:50 <Samu> i mean global, but not in that manner 18:28:10 <Samu> have all other building methods to check for DockingTiles 18:28:38 <Samu> don't think it's required to store whether a ship used a tile 18:29:12 <andythenorth> what are DockingTiles? 18:29:34 <Samu> tiles that "belong" to a dock where the ship stops to load/unload 18:30:20 <andythenorth> I see 18:30:28 <andythenorth> how does that stop ships getting trapped or blocked? 18:30:33 <andythenorth> is it 2 different issues? 18:30:48 <Samu> sec, let me create a situation 18:32:43 <Samu> https://imgur.com/3uOgGOk 18:32:49 <Samu> most AIs like to build like that 18:33:02 <Samu> the EnsureNoDockingTile would prevent it 18:33:41 *** Progman has quit IRC 18:34:18 <andythenorth> ok so that's a specific issue 18:34:27 *** Progman has joined #openttd 18:35:00 <Samu> it's what the function does, but atm, it's only checked when placing docks, and not when doing any other thing 18:35:17 <Samu> like terraforming, etc... 18:35:20 <andythenorth> AIs should try harder 18:36:14 <Samu> there could be the case where the dockting tile could belong to two different owners 18:36:20 <Samu> or even 3 18:36:28 <Samu> 3 different docks 18:36:58 <Samu> that's what stopped me from pursuing further checks 18:37:24 <Samu> i wouldn't know how to make terraform work 18:37:30 <Samu> in such situations 18:38:08 <Samu> there's also docks being build on land, the 3rd tile may not necessarily contain water (yet), until I build a canal there 18:38:18 <Samu> in front of it 18:38:35 <Samu> who would own the docking tile? 18:39:08 <Samu> the dock owner? 18:39:14 <Samu> the canal owner? 18:40:48 <Samu> would i automatically enforce the 3rd tile to become a "docking tile" even if it doesn't have water (yet)? 18:41:06 <Samu> and would i prevent someone else from building a road there, for instance? 18:42:09 <Samu> so, yeah, i'm not entirely confident to pursue a global feature 18:42:26 <Samu> unsure how I'd go at it 18:46:18 *** gelignite has joined #openttd 18:51:15 <andythenorth> recognise ocean boiling 18:53:28 <DorpsGek_II> [OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZ49 18:58:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhZ4x 19:23:57 <Samu> crap! i found a bug 19:24:18 <Samu> and i said ready for review, i hate myself 19:24:54 <Samu> i need to change a x into an y 19:24:59 <Samu> does it need rebase again? 19:26:35 <andythenorth> when do we get concerned about action 2 / varaction 2 performance? o_O 19:26:45 * andythenorth is making switches as though they have zero cost 19:28:05 <Samu> oh god I feel so bad when I fail 19:28:19 <Samu> hope no one was reviewing it yet 19:29:44 <Samu> tile_2 wasn't using diffc.y for the y coordinate 19:29:58 <Samu> was using diffc.x because i'm blind 19:30:17 <Eddi|zuHause> andythenorth: main question there is how often the callback is called 19:30:50 <andythenorth> I suspect the impact is worse for me, compiling, than for OpenTTD 19:31:14 <andythenorth> fundamentally I'm adding a lot of branches, but the depth probably isn't that great 19:31:19 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 19:31:35 <Eddi|zuHause> andythenorth: if you ever are at a situation where you can optimize the run time at a cost of increased compile time, do that. 19:31:50 <andythenorth> sounds awful :D 19:32:05 <andythenorth> it's kind of utilitarian though 19:32:13 *** Gja has quit IRC 19:32:41 <Samu> do I have to rebase force push again? 19:34:51 <andythenorth> when there are complex rules for which vehicle sprite to show 19:34:54 <andythenorth> then there are layers 19:35:00 <andythenorth> multiplication kicks in :P 19:35:35 <Samu> I guess I know the answer already 19:35:55 <Samu> even for a typo, i need a rebase 19:37:38 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 19:38:01 <Eddi|zuHause> the callback depth is probably most important, also the complexity of the variable calculations. the number of choices in each switch is probably irrelevant for performance 19:38:37 <andythenorth> if only we had an FPS meter....? 19:39:17 <andythenorth> :P 19:39:49 <planetmaker> we have an FF speed-o-meter 19:40:14 <andythenorth> we do 19:41:10 <andythenorth> what I could do with Eddi|zuHause is a var to compare current railtype and powerered-ness on ELRL :P 19:41:21 <andythenorth> thart would be very helpful in 1.9.0 19:41:54 <Eddi|zuHause> i guess i should start to implement the suggestions from the ticket 19:43:32 <andythenorth> I should finish pantographs for EMUs 19:43:36 <andythenorth> I blame Eddi|zuHause and nielsm 19:43:49 <Eddi|zuHause> andythenorth: we have a performance dislpay now 19:43:56 <andythenorth> I know, I was being silly :) 19:44:09 <andythenorth> what's the near-equivalent to sunk cost fallacy? 19:44:16 <andythenorth> when the effort will return 19:44:24 <andythenorth> but if you'd known in advance 19:44:29 <andythenorth> you might not have bothered :P 19:45:05 <Eddi|zuHause> but sometimes the effort to find out how much effort it would be is the same as just doing it 19:45:37 <andythenorth> might be a variant of https://en.wikipedia.org/wiki/Escalation_of_commitment 19:46:11 <andythenorth> making automatically generated, railtype responsive pantographs in 3 variants 19:46:17 <andythenorth> was a lot of work 19:48:24 <andythenorth> OTOH it's a solid use case for sprite layers 19:50:45 <Eddi|zuHause> "we put all this effort into sprite layers, now we must use them for something" is almost definitely a fallacy 19:53:08 <andythenorth> +1 19:53:32 <andythenorth> if the pantographs didn't have up / down states, I'd have rendered them into the vehicle sprite 19:54:05 <andythenorth> hmmm 19:54:17 *** synchris has quit IRC 19:54:20 <andythenorth> so what about user bits for train vehicles then? o_O 19:54:46 <andythenorth> need to be get / set on cb 19:55:38 <andythenorth> oh and I want a cb for 'vehicle was flipped by player' :P 19:58:46 <planetmaker> hahaha. That would solve the problem: you could then visually flip-back the vehicle and make it like it was never flipped :P 20:02:30 <andythenorth> I would count the number of flips, in a store 20:02:38 <andythenorth> mod(2) would give the actual flip state :P 20:05:47 <andythenorth> oh we didn't patch nml for 64 railtypes? o_O 20:05:54 <andythenorth> planetmaker: https://github.com/OpenTTD/nml/pull/13 20:06:08 <andythenorth> looks fine to me 20:06:35 <andythenorth> drive-by-contributions :D 20:06:50 <planetmaker> CI has not been setup? 20:06:56 <andythenorth> not yet 20:07:23 <planetmaker> oh, nml, not OpenTTD 20:07:52 <andythenorth> should maybe have CI 20:08:02 <andythenorth> runs make test? 20:13:27 <planetmaker> it would be no issue to run it on the existing CI I have for NewGRF (that's the plan - it also has tests for nml there) 20:14:11 <planetmaker> but curse V. I need to complete a factory :P 20:15:16 <andythenorth> :P 20:22:54 *** andythenorth is now known as Guest289 20:22:54 *** andythenorth has joined #openttd 20:26:37 *** Guest289 has quit IRC 20:26:43 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhfaC 20:38:54 *** Gabda has quit IRC 20:56:22 <frosch123> LordAro: function overloading and default parameters do not work in the squirrel api 20:56:46 <frosch123> the api wrapper can't handle that 20:57:18 <LordAro> shame 21:18:37 *** sla_ro|master has quit IRC 21:18:54 *** nielsm has quit IRC 21:28:02 *** m3henry has joined #openttd 21:37:16 *** Progman has quit IRC 21:41:06 *** gelignite has quit IRC 21:48:44 *** Progman has joined #openttd 21:51:03 <Samu> oh, really? 21:52:27 <Samu> I was going to try 21:53:02 <andythenorth> boom boom 21:53:05 * andythenorth made EMUs 21:53:27 <andythenorth> 5 days 21:53:52 <andythenorth> 'over-engineered much' 21:54:22 <planetmaker> I guess NML is just really missing the appropriate trigger at the repo... building on DevZone works... 21:54:31 <planetmaker> https://jenkins.openttdcoop.org/view/DevZone/job/nml/447/console 21:56:10 * andythenorth wonders if electric steam engines are now one line change 21:58:44 <andythenorth> apparently they are 22:04:35 *** andythenorth has left #openttd 22:08:21 <planetmaker> is that another name for fuel cell trains? ;) 22:09:28 <peter1138> " Today, I can still eat: 2707 out of about 5000 cals" 22:09:35 <peter1138> fitbit, why you so mad 22:15:47 *** m3henry has quit IRC 22:20:21 *** Progman has quit IRC 22:22:49 *** frosch123 has quit IRC 22:30:01 <Eddi|zuHause> oh, i totally forgot we have the user bits on vehicles... 22:30:26 <Eddi|zuHause> that's one of those too-specialized-to-be-useful features of NewGRFs 22:33:13 <Samu> I'm looking at nielsm suggestion 22:33:20 <Samu> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:ship-depot-pathfinding 22:33:32 <Samu> it doesn't handle service at nearest depot 22:34:13 <Samu> what if there are 500 ship depots ? :( 22:34:59 <Samu> it will only check next depot every tile it walks into a new tile 22:35:05 <Samu> every time* 22:36:12 <Samu> i'm unsure how's this list kept refreshed, seems magic 22:38:24 <Samu> or maybe im seeing this wrong, brb 22:41:01 <Samu> ah, it pathfinds for every depot 22:41:08 <Samu> huge stalls 22:41:17 <Samu> doesn't look like a good solution 22:42:00 <Samu> i dont know about my solution stallness either, must check 22:58:25 *** HerzogDeXtEr has quit IRC 23:00:39 <Samu> bah 23:00:47 <Samu> conflicts 23:00:55 <Samu> can't rebase 23:01:24 <Samu> i hate command line interface, i have no idea where to look at 23:01:56 <Samu> someone edited NPF code recently 23:02:04 <Samu> now my old stuff conflicts 23:02:14 <Samu> on svn i would know how to handle this 23:02:18 <Samu> but on git, i have no idea 23:06:59 <Samu> it tells me to resolve conflicts 23:07:08 <Samu> i dont even know what's conflicting 23:07:32 <Samu> well i know, but i don't have a file, or something i can see 23:26:47 <Samu> how do I see the conflicts? https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:find-closest-reachable-ship-depot 23:56:25 <LordAro> Samu: https://help.github.com/articles/resolving-a-merge-conflict-using-the-command-line/ 23:56:57 <LordAro> also https://help.github.com/articles/about-merge-conflicts/ and various other pages i'm sure you can manage to google yourself