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#openttd IRC Logs for 2015-10-12

---Logopened Mon Oct 12 00:00:24 2015
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03:01<andythenorth>o/
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07:37<Wolf01>o/
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13:19<_dp_>damn C, just spend 30 mins thinking why does this line work: int i = t->grow_counter - 1;
13:19<_dp_>seing signed and unsigned mixed in one expression makes me sick %)
13:21<Eddi|zuHause>using - on unsigned types should probably throw all sorts of warnings
13:22<Eddi|zuHause>that might be wishful thinking, though :p
13:23<@Alberth>unsigned is mostly intended for bitfields only
13:26<_dp_>I guess there is no warning here because behaviour is defined. But if you try compiling it on 16bit architecture there will be one probably.
13:28<@Alberth>?
13:28<@Alberth>how is a 16bit architecture less defined?
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13:30<_dp_>If I got it right, on 32 bit grow_counter is converted to int because 1 is int and int can hold any value of uint16
13:30<@Alberth>sounds likely
13:31<_dp_>on 16bit 1 will be converted to uint and result will be UINT_MAX that overflows int which is undefined behavior
13:32<@Alberth>if int is not 32bit at such an architecture
13:32<_dp_>if grow_counter is 0 I mean
13:33<_dp_>are there 16bit architectures with 32bit ints?
13:33<@Alberth>why not?
13:33<@Alberth>you can have long long on a 32bit architecture too
13:34<@Alberth>the compiler would need to split the int value over 2 addresses, but that's allowed
13:39<_dp_>yeah, but that's kind of illogical
13:39<@Alberth>oh?
13:40<_dp_>have 32bit int instead of 64 is understandable, that's for backwards compatibility
13:40<_dp_>but 32bit instead of 16 ... for what?
13:41<@Alberth>bigger int values than 32767
13:47<frosch123>_dp_: all classic processers multiple X bits with X bits to 2*X bits, and divide 2*X bits by X bits to X bits
13:47<frosch123>so, all classic 8 bit cpus know 16bit values, all 16bit cpus know 32bit values, all 32bit cpus know 64 bit values and so on
13:48<@Alberth>/me worries about sse4.2 processors
13:48<frosch123>for addition and subtraction no real cpu has any real limit
13:49<frosch123>Alberth: yeah, mmx started to differ from that :)
13:49<frosch123>by doing "saturated" arithmetics instead of overflowing ones
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14:29<andythenorth>o/
14:29<@Alberth>hi hi
14:29<Wolf01>o/
14:34<andythenorth>eh Sim City never really clicked for me, but some of you might like this http://arstechnica.com/gaming/2015/10/from-simcity-to-well-simcity-the-history-of-city-building-games/
14:39<andythenorth>hmm
14:39<andythenorth>“Industrial Minerals"
14:39<andythenorth>as cargo :P
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16:03<drac_boy>hi
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16:20<drac_boy>heh? ^
16:23<drac_boy>anyway be back later
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17:03<_dp_>is it a gs limit that it can't execute more than one command per tick or is it a server one?
17:04<@Rubidium>bit of both
17:05<@Rubidium>to get an answer in MP, you need to wait until the event is sent to all clients which usually is the next tick
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17:05<@Rubidium>to make SP not be totally different, the same delay is forced by the GS/AI layer in SP as well
17:07<_dp_>can't it send multiple commands at once?
17:07<@Rubidium>not if you want the "command" to return whether it succeeded or not
17:08<@Rubidium>and sending a load of commands from your GS without any return values might not be the best as you'd need to check whether the result of all those actions is what you wanted
17:09<_dp_>hm, in my particular case I don't care about result
17:09<@Rubidium>e.g. if a player builds something where you as GS want to place something else in the same tick, then some of the commands might not have been executed
17:10<_dp_>I'm doing cb so calling town growth rate command
17:11<_dp_>I'm more concerned of it not being executed at same time for different towns(companies) than of its result
17:14<_dp_>Btw, why does it have to wait for clients to get result? I though if server executed it locally than it has the result, clients getting different one means desync
17:29<@Rubidium>it's not wait for client, but wait for sending to clients; there is a configuration setting which tells how often (in ticks) a set of commands is sent to the clients
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17:57<_dp_>network.frame_freq you mean? it's not in config so is always 0 I suppose
17:57<_dp_>and I don't think gs will work if it is set to smth else)
18:00<_dp_>as I see it commands are accumulated and executed all at the end of frame, after gs does, so it only can get result on next frame even though it's available already
18:03<Eddi|zuHause>that's a problem with sort-of-but-not-really asynchronous interface
18:04<Eddi|zuHause>just live with the fact that you can only send one command per tick
18:04<_dp_>with gs ;)
18:05<_dp_>don't rly care much about gs as long as server itself is capable :)
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19:25<Wolf01>'night
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---Logclosed Tue Oct 13 00:00:25 2015