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#openttd IRC Logs for 2016-01-27

---Logopened Wed Jan 27 00:00:23 2016
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05:27<argoneus>good morning train friends
06:02<ConductingCat>Chu Chu
06:05<@peter1138>pikachu?
06:05<@peter1138>hmm, trains have always been "choo choo" for me, but i guess it's the same, heh
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06:20<V453000>anus
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06:59<@peter1138>what
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07:06<V453000>exactly
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07:28<Wolf01>o/
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10:22<Milek7>if i make patch adding setting to disable local authorities, it would be accepted into trunk?
10:23<V453000>the game has been declared dead yesterday, but you can try :P
10:23<Wolf01>:D
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10:43<M-E>uh what?
10:44<@peter1138>too many unfinished patches
10:44<Wolf01>yes, no new features until all bug will be fixed, and it's impossible to fix all bugs
10:49<M-E>[citation needed]
10:49<Wolf01>read the logs
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11:01<Milek7>openttd have guidelines for maximum source code line lenght?
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11:03<@Alberth>yes, less than infinite
11:03<Wolf01>also, one statement per line, so you can't cheat by making a one-line patch
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11:04<@Alberth>:D
11:06<@peter1138>not really, most people have wide screens these days
11:10<_dp_>aha, and split them for 2-3 files :p
11:10<Milek7>why there is rating check in CheckforTownRating and ClearTile_Town?
11:11<Milek7>it don't need to be only in CheckforTownRating?
11:11<@Alberth>feel free to refactor
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11:11<Eddi|zuHause>the game is declared dead about once per month, i think :p
11:12<Wolf01>don't refactor without knowing *everything* about the code you are refactoring
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11:14<Milek7>hm, i just realised that if i use that on multiplayer someone propably will destroy all cities ;p
11:14<Wolf01>"I'll disable it for multiplayer" doesn't work, at least it didn't for drag&drop land purchase
11:15<Wolf01>(it still hurts me)
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11:17<_dp_>there is a way to igrone unwanted client command on server
11:17<_dp_>ugly but it works
11:18<Milek7>oh, i wanted to ask some time ago
11:18<Milek7>randoms are calculated both on client and server?
11:18<_dp_>everything is
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11:24<Eddi|zuHause>Milek7: yes, and the random seed is compared occasionally and treated like a checksum
11:24<Milek7>ok
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11:24<Eddi|zuHause>Milek7: on mismatch, the client is kicked with the dreaded "desync" message
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11:46<Milek7>https://bugs.openttd.org/task/6416
11:47<@peter1138>Enable to stop -> Disable?
11:48<Milek7>yes
11:49<Milek7>enabling option disables blocking actions by local authorities
11:49<@peter1138>why do you add the needed <= RATING_OUTSTANDING stuff?
11:50<Milek7>wiki said that newgrf may set required rating for building to >1000 to make building indestructible
11:50<Milek7>so this is for not breaking this
11:50<@peter1138>hmm
11:51<@peter1138>add a comment about that, i guess
11:51<@peter1138>also you've got spaces instead of tab in the last hunk
11:52<Milek7>whops
11:52<Milek7>it is possible to edit task, or i must add comment?
11:54<@peter1138>i don't know
11:56<@planetmaker>Milek7, you need to add a comment
11:56<@planetmaker>or attach a new version of the patch (if that needs updating)
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12:36<andythenorth>o/
12:36<@Alberth>o/
12:36<Wolf01>o/
12:38<Milek7>looking at bugtracker, it seems that project is dead from 2006..
12:38<andythenorth>well
12:38<andythenorth>I got buildout.python working last night
12:39<andythenorth>FIRS compile time is ~50s on python 3.2, 3.4 and 3.5
12:40<andythenorth>I did test it on pypy3
12:40<andythenorth>which last night worked, and I have shell output to prove it
12:40<andythenorth>but now nmlc fails on pypy3
12:41<andythenorth>(Exception) "tostring() has been removed. Please call tobytes() instead.".
12:41<andythenorth>I wonder if that’s the failure, or if the error handling is also failing
12:41*andythenorth will paste more
12:42<andythenorth>http://pastebin.com/raw/sGmX4s7A
12:43<andythenorth>when it did work, it appeared to compile with primed caches in ~28s
12:43<andythenorth>which is fast
12:44<@planetmaker>Milek7, just because of the bug tracker itself or of what you find therein?
12:44<Milek7>bug tracker
12:44<Milek7>it is strange to see that active project has bugs with status "New" from 10 years ago
12:45<Milek7>and nobody during this time have an idea to clean it
12:47<@Alberth>andythenorth: use -s to get a full stack trace
12:47<Milek7>andythenorth: why you can't simply change tostring to tobytes? :P
12:47<@planetmaker>Milek7, the oldest open bug is from 2010. And rather is a feature request
12:48<Milek7>ok, but there is also feature requests and patches
12:48<Wolf01>bye
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12:49<@peter1138>hi
12:49<andythenorth>Milek7: what, patch PIL locally? o_O
12:49<andythenorth>not a great solution
12:49<Milek7>no, code that is using pil
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12:51<Milek7>propably you updated it
12:51<Milek7>and now tostring is deprecated
12:51<_dp_>pil is calling tostring it seems
12:52<andythenorth>Alberth: better trace? http://pastebin.com/raw/DSLyaTCy
12:52<andythenorth>if the answer is ‘pypy is not supported’ fine
12:52<andythenorth>just curious
12:53<Milek7>spriteencoder.py calls tostring()
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12:53<Milek7>change to tobytes() ;p
12:53<_dp_>ah, no, it's not pil, then yeah, why not just change?
12:53<andythenorth>because it might be a pointless change
12:53<andythenorth>I have commit rights on nml, but I’m not a competent maintainer
12:54<andythenorth>and pypy might be unsupported
12:54<andythenorth>the tests don’t pass on pypy3
12:54<@Alberth>it is PIL, mask_sprite is probably a PIL image
12:54<@Alberth>the question is what pal_convert expects
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12:55*andythenorth just checking this isn’t bad sRGB or something
12:55<Milek7>https://github.com/python-pillow/Pillow/commit/71c95c8e5f3bba1845444a246d04646825e6bab3
12:55<andythenorth>he
12:56<@Alberth>makes total sense, sprites do not have strings :)
12:57<andythenorth>so what, I need a different PIL?
12:57<andythenorth>or we need to patch nml?
12:57<Milek7>just change nml
12:57<_dp_>no, change to bytes and fix pal_convert if needed
12:58<Milek7>i think it is only name change
12:58<Milek7>bytes for python is technically string
12:58<_dp_>still different type
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12:58<_dp_>if it works with bytes then it's probably fine
12:59<@Alberth>andythenorth: : mask_sprite_data = self.palconvert(mask_sprite.tobytes(), im_mask_pal) <-- trunk
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13:01<@Alberth>fixed 2 months ago
13:01<@Alberth>h2300
13:02<andythenorth>:P
13:02<andythenorth>that will learn me
13:02<andythenorth>to update nml
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13:10<andythenorth>quak
13:11<frosch123>moin
13:13<@Alberth>andythenorth: actually, the root cause was a newer pillow :)
13:15*andythenorth gets new test run times
13:15<andythenorth>I suspect the ones I did last night are all spurious due to wrong nmlc
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13:20<andythenorth>[python 3.2] unprimed cache: 1m17s / primed cache: 53s
13:20<andythenorth>[pypy3] unprimed cache: 54s / primed cache: 29s
13:22*andythenorth biab
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13:49<Milek7>how from gamescript check clients list?
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13:53<andythenorth>hmm
13:54<andythenorth>[python 3.4] unprimed cache: 1m26s / primed cache: 1m2s
13:54<andythenorth>frosch123: python 3.4 slower for me :)
13:54<andythenorth>do I need to specifically _build_ nmlc under each python?
13:54*andythenorth experiments
13:59<andythenorth>no difference
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14:47<Milek7>how from gamescript check clients list?
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---Logclosed Thu Jan 28 00:00:24 2016