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#openttd IRC Logs for 2017-03-07

---Logopened Tue Mar 07 00:00:14 2017
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03:11<Samu>hi
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05:38<Samu>st2, are you there?
05:38<Samu>ST2:
05:38<ST2>yes but really busy
05:39<crem>What is the value of your busy-ness on a scale from 0 to 10?
05:39<Samu>oki
05:41<Samu>ST2: i like your level crossing patch
05:42<Samu>forbiding level crossings on your servers, how did u manage to make it compatible with 1.6.1
05:42<ST2>Samu: it was only to protect people against griefers
05:42<ST2>kinda radical, but works xD
05:43<ST2>but if you go to the CB servers, it allows crossings inside claimed town area
05:45<Samu>i managed to crash 1.6.1
05:45<Samu>fast forward, then disable full animation
05:45<Samu>= crash
05:46<Samu>visual studio wants to debug it, it's asking me for openttd.pdb
05:46<Samu>glx teached me once
05:46<Samu>how to debug this, but of course, i forgot
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05:56<drac_boy>hi again
05:56<drac_boy>hope someone perhaps found my unusual train yesterday interesting
06:17<Samu>C:\bamboo-agent-home\xml-data\build-dir\OTTD-RLS-W64BIT\objs\x64\Release\openttd.pdb
06:17<Samu>where do I get a copy of this thing?
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06:40<@planetmaker>samu: you need the pdb file for the EXACT version you compiled. an arbitrary one from another compile won't cut it at all
06:41<@planetmaker>I never compile on windoze, but iirc: run a debug build and it will be generated
06:41<Samu>i need debug symbols
06:41<Samu>where do i get them
06:42<Samu>not those generated by me, but the one that generated openttd 1.6.1
06:42<Samu>that generated https://www.openttd.org/en/download-stable
06:42<Samu>the official
06:44<crem>Samu: Why cannot you build it yourself and reproduce the bug on your binary?
06:45<Samu>http://ftp.snt.utwente.nl/pub/games/openttd/binaries/releases/1.6.1/openttd-1.6.1-windows-win64.pdb.xz
06:45<Samu>think i got it
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07:07<Samu>bah, i can't do it now...
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07:20<Wolf01>o/
07:21<crem>\o
07:23<Wolf01>Mmmh, is onedrive offline?
07:23<Samu>The thread tried to read from or write to a virual address for which it does not have the appropriate access.
07:23<Samu>0xC000005
07:24<Samu>can't debug damn it
07:24<Samu>something about missing source code
07:27<Wolf01>Samu, do you have any problem accessing onedrive?
07:28<Samu>letme see
07:28<Samu>onedrive works
07:29<Wolf01>Mmmmh, it says my account does not exist
07:29<Samu>i can access my stuff
07:29<Samu>when the source is not available, how do i make it available? grrr i suck at visual studio
07:36<Wolf01>You can't
07:36<Wolf01>What did you do to trigger this error?
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07:50<Samu>it happens very often when debugging with visual studio, but this was the first time it happened with 1.6.1, the real one
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07:51<Samu>fast forward, then disable full animation - crashed
07:52<Samu>the real 1.6.1 downloaded here https://www.openttd.org/en/download-stable
07:52<Wolf01>So you are attaching the debugger to the executable?
07:53<Samu>i think the bug is about video driver palete stuff
07:58<Samu>> openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489 C++
07:59<Samu>there
07:59<Samu>where it crashes
08:00<Samu>gonna try crash 1.6.1
08:00<Samu>brb
08:01<Samu>it crashed
08:02<Samu>attach debugger to executable? how i do that
08:13<Samu>symbols don't match, i don't know thow to do this
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09:29<supermop__>hmm the white open sided isr shed might work as a depot
09:29<supermop__>little small though
09:31<__ln__>that's what she said
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09:52<supermop__>she shed?
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10:53<@Alberth>o/
10:56<crem>\o
10:58<Samu>Wolf01: i did it!
10:59<Samu>managed to open the minidump of 1.6.1 on visual studio
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10:59<Samu>it was what I expected
10:59<Samu>> openttd.exe!Blitter_32bppAnim::PaletteAnimate(const Palette & palette) Line 489 C++
11:00<Samu>crashes there
11:00<Samu>Unhandled exception at 0x00007FF7B579158A in openttd.exe: 0xC0000005: Access violation reading location 0x00000000036F0000.
11:02<Samu>uint colour = GB(*anim, 0, 8);
11:02<Samu>*anim = this->anim_buf;
11:02<Samu> anim_buf <Unable to read memory>
11:03<Samu>there is no *anim
11:03<Samu>right?
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11:10<@Alberth>why would it read memory then?
11:10<Samu>i can reproduce the bug
11:11<@Alberth>ie I would expect it tries to read this->anim_buf
11:11<@Alberth>where 'this' is probably nullptr
11:11<@Alberth>or NULL, in openttd
11:12<Samu>doesn't say NULL, it says <Unable to read memory>
11:12<Samu>and crashes
11:12<@Alberth>'this' and this->animbuf is not the same thing
11:15<Wolf01>o/ Alberth
11:15<Samu>http://imgur.com/a/Zhhij
11:16<Samu>well, this is the bug i also get while debugging
11:17<Samu>i can get it to crash with r27770 too
11:17<Samu>wondering what this->animbuf is
11:17<Samu>brb
11:18<Samu>this is the crash* typo
11:20<Samu>to reproduce the bug, start single player game, fast forward, then disable/enable/disable/enable/etc... animation until it crashes
11:24<Samu>- anim 0x000001f52415e000 {???} const unsigned short *
11:24<Samu> <Unable to read memory> const unsigned short
11:24<Samu>same thing, basically
11:26<Samu>oh Alberth, about yesterday, i've got the display aircraft done
11:26<@Alberth>I saw, it looks ok at first sight
11:27<@Alberth>I need to make some time to get a closer look
11:27<Samu>nice
11:29<Samu>what is the blitter openttd uses by default?
11:29<@Alberth>the one in your config file
11:30<Samu>ok let me get it
11:30<@Alberth>if you don't have a config file, it makes one with 32bpp blitter
11:30<@Alberth>it also switches to 32bpp if you use anything with 32 bit colour
11:31<Samu>blitter =
11:31<@Alberth>ok, so it picks 32bpp blitter, I think
11:32<@Alberth>there are a few, not sure which one is picked
11:32<Samu>how do i find out which blitter it is currently using?
11:33<Samu>seems to be the optimized version, not entirely sure
11:35<Samu>hmm
11:35<Samu>there's a ton of blitters
11:35<Samu>32bpp-anim
11:35<Samu>32bpp-optimized
11:35<Samu>32bpp-simple
11:35<Samu>32bpp-sse2
11:35<Samu>32bpp-sse4
11:36<Samu>32bpp-sse4-anim
11:36<Samu>32bpp-ssse3
11:36<@Alberth>really we don't need the list
11:36<Samu>there's also 8bpp ... right
11:36<@Alberth>or at most at a single line
11:37<Samu>trying to figure which blitter it crashes with
11:37<Samu>identify it
11:40<@Alberth>perhaps if you add debugging output, it gives you the selected blitter
11:40<LordAro>Alberth: http://tinodidriksen.com/pisg/OFTC/openttd.html Samu's got a long way to go to get to andy ;)
11:41<@Alberth>hi hi :)
11:41<LordAro>o/
11:41<@Alberth>andy is likely a bit longer here :)
11:48<Samu>strange, none of them is crashing
11:48<supermop__>i am higher on that than i would have expected
11:51<Samu>just tested them all
11:51<Samu>none crashed
11:51<Samu>let me not specify any blitter in the config, see if it crashes again
11:52<Samu>just crashed
11:52<Samu>only crashes if i don't specify it in the config
11:53<Samu>debugging output, hmm
11:55<Samu>which of debugging facilities is it?
11:56<@Alberth>openttd -d but it has a number of categories, see openttd -h
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11:59<Samu>dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
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11:59<Samu>this is weird, the 32bpp-anim that it autoselects does crash, but if i specify it in config file, it does not crash
12:00<@Alberth>likely just bad/good luck
12:01<Samu>nop, it get black painted sprites
12:01<Samu>then crashes
12:02<@Alberth>ok, so find the cause
12:02<@Alberth>then you know if not specifying the blitter causes it
12:02<Samu>i'm not sure how to figure a way
12:05<Samu>dbg: [driver] Successfully loaded blitter '32bpp-anim' dbg: [driver] Resolution for display: 1280x720 dbg: [driver] Successfully probed video driver 'win32' dbg: [driver] Successfully probed sound driver 'win32' dbg: [driver] Successfully probed music driver 'win32' dbg: [driver] Threaded drawing enabled
12:05<@Alberth>I don't know either
12:05<Samu>says the exact same thing if i specify it
12:05<Samu>the difference is that when specified, it doesn't crash
12:05<Samu>hmm...
12:14<Samu>ah i see there's a difference
12:15<Samu>without specifing the blitter, alternating full animation also alternates blitter
12:15<Samu>'32bpp-anim' to '32bpp-optimized'
12:16<Samu>when going from '32bpp-optimized' to '32bpp-anim' I get black painted sprites
12:17<Samu>if the game is running in fast forward
12:17<Samu>it crashes
12:17<Samu>not all the time, but most of the time
12:18<Samu>if i specify a blitter in the config, alternating full animation doesn't alternate the blitter
12:18<Samu>it uses the same one all time
12:19<Samu>getting closer to the problem :)
12:27<LordAro>don't you already know where the problem is?
12:28<LordAro>would be more productive to work out why the anim pointer is null
12:28<LordAro>which, on a brief inspection, the only place this->anim_buf gets set is in Blitter_32bppAnim::PostResize
12:29<LordAro>also, ew, calloc
12:30<Samu>sorry, i'm still a noob
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12:38<LordAro>Samu: so the issue looks like that somehow PaletteAnimate is getting called before PostResize
12:38<LordAro>somehow
12:39<LordAro>you're going to have to follow the trace of these function calls to see if you can find out where
12:39<LordAro>looks like somewhere in win32_v.cpp
12:39<LordAro>if you're lucky, you might be able to get a static analyser on it, but i can't because i'm not on a win32 machine
12:42<Samu>looks like some synchronization issue?
12:43<Samu>win32_v.cpp, let me see
12:52<Samu>what are mutexes?
12:52<Samu>i see these
12:53<Samu>_draw_mutex->BeginCritical(true);
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12:55<LordAro>simply, they lock access to something to only that thread
12:56<LordAro>i'm not sure the mutexes are relevant here though
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13:12<Samu>complicated for me, seems like there's 2 threads conflicting with some of the variables
13:14<LordAro>Alberth: want a patch that fixes some warnings with clang3.9? :)
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13:22<Samu>i dunno what to do, i could try something, turn fast forward off for a brief moment while full animation is working with blitters or something, unsure
13:22<Samu>once it's done, turn fast forward on again
13:22<Samu>seems to only crash during fast forward
13:22<Samu>normal play won't crash
13:23<@Alberth>not really, LordAro :p
13:23<LordAro>that's interesting
13:23<@Alberth>not even sure openttd supports that compiler
13:23<LordAro>Alberth: https://gist.github.com/LordAro/cb4fc96f86c52e7af013f22a675baf42 well you get one anyway ;)
13:23<@Alberth>:D
13:23<LordAro>plenty of clang specific stuff in config.lib
13:25<@Alberth>some devs like to play with bleeding edge compilers :)
13:25<@Alberth>apple does clang too, iirc
13:25<LordAro>i'd hardly describe clang as bleeding edge these days :p
13:25<@Alberth>depends on what version you use :p
13:27<@Alberth>so much declaration in your patch
13:27<LordAro>very much so
13:27<LordAro>it's not nice
13:27<LordAro>but it does make the warning go away
13:27<LordAro>and i do believe the warning is "valid"
13:28<LordAro>for proper declaration style, if nothing else
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13:30<LordAro>/home/lordaro/dev/openttd/src/core/smallstack_type.hpp:221:27: warning: instantiation of
13:30<LordAro> variable 'SmallStack<unsigned short, unsigned short, 65535, 8, 65533>::_pool' required
13:30<LordAro> here, but no definition is available [-Wundefined-var-template]
13:30<LordAro>is the warning, fwiw
13:34<@Alberth>compiler do get better at giving warnings :)
13:45<@DorpsGek>Commit by translators :: r27771 trunk/src/lang/malay.txt (2017-03-07 19:45:38 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>malay: 27 changes by stress_043
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14:09<Samu>the blitter changes in the middle of a draw
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14:10<Samu>erm, palette animation
14:10<Samu>the new blitter it is chaning to doesn't have palette animation
14:10<Samu>changing*
14:11<Samu>so... hmm i dunno how mutexes or begincritical works....
14:11<Samu>the old blitter, with palette animation didn't finish the work
14:12<Samu>the new blitter changes stuff in the middle of that work, which i think it's queued into a thread
14:12<Samu>bah, thread synchronization issue, i dunno what to do, but seems to be the problem
14:14<Samu>LordAro:
14:14<Samu>any hints
14:14<andythenorth>o/
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14:18<Samu>frosch123: https://bugs.openttd.org/task/6510 - you're aware of it
14:18<Samu>fix ploz
14:18<Samu>:p
14:21<Samu>the guy that reported it posted a screenshot and I can see the game was also infast forward mode
14:22<Samu>same symptoms
14:23<Samu>he comments the bug doesn't happen anymore when he specified a blitter, exactly the same here.
14:24<Samu>he used ubuntu, im on windows 10, seems like the bug isn't OS specific, but in OpenTTD code itself
14:28<frosch123>mola
14:28<@Alberth>hoi
14:30<andythenorth>such
14:34<frosch123>can i safely remove code from 2011, if i do not know what it is supposed to do?
14:37<eekee>generic answer: no :)
14:41<andythenorth>do we have tests? o_O
14:41<andythenorth>:P
14:48<frosch123>let's try compiling r22810, the revision before
14:48<frosch123>maybe it was a fix for something that was fixed differently later
14:49<frosch123>lots of warnings :)
14:54<frosch123>yep, in 22810 it has a purpose
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15:03<frosch123>https://paste.openttdcoop.org/puldgo83o?/puldgo83o <- fs#5819
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15:07<@Alberth>ha :)
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15:09<@Alberth>I'd add an empty line before line 14, as I don't like these sequences of /* comment */ ; code ; but it's not wrong
15:09<@Alberth>was pretty old bug, wasn't it?
15:10<frosch123>yes, but it was not relevant for 1.6 :)
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15:19<@DorpsGek>Commit by frosch :: r27772 trunk/src/saveload/newgrf_sl.cpp (2017-03-07 21:18:54 +0100 )
15:19<@DorpsGek>-Fix [FS#5819]: If the intro game had a savegame version which contains a NewGRF configuration, then townname NewGRFs would not be activated in the game options.
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15:30<Eddi|zuHause>will there ever be a 1.7?
15:31<Eddi|zuHause>and did we actually run a savegame competition or just talk about that we should run one?
15:31<andythenorth>just skip to 2.0 :P
15:34<frosch123>we could switch to dates
15:34<frosch123>openttd 2017
15:35<frosch123>openttd 1396, if we want to go middle east
15:36<frosch123>any other weird calendars?
15:37<andythenorth>dog years?
15:37<frosch123>year of the wolf?
15:38<frosch123>no idea how old he is
15:38<andythenorth>https://en.wikipedia.org/wiki/Hindu_calendar#Year:_Samvat
15:41<frosch123>https://en.wikipedia.org/wiki/Indian_national_calendar <- at least the year starts in spring
15:41<frosch123>instead of start of spring minus 2 months and shifted by several days
15:42<frosch123>gregorian calendar is like openttd savegame conversion :)
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15:53<__ln__>how about a futuristic name: openttd 2000
15:55<@Alberth>2018
16:00<supermop__>10?
16:00<Eddi|zuHause>frosch123: the original roman year was from march to december, with the rest of the days unallocated extra
16:01<Eddi|zuHause>months went from new moon to new moon
16:02<frosch123>Eddi|zuHause: romans had march-february first, then shifted it by 2 months for political reasons
16:02<Eddi|zuHause>the months january and february did not exist (or had no name) and they randomly added an extra month to re-align the start of spring
16:03<Eddi|zuHause>because the moon-cycle doesn't line up with the sun-cycle
16:04<Eddi|zuHause>and at some point they were fed up with that system, and wanted a sun-based calendar like the egyptians they conquered
16:05<Eddi|zuHause>so they put the new year on the first new moon after the winter solstice
16:05<Eddi|zuHause>which is how january 1st as the new year came to be
16:06<Eddi|zuHause>as some random new moon in a random year 40something BCE
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16:16<frosch123>Eddi|zuHause: https://en.wikipedia.org/wiki/153_BC <- 1st january was for a political reason
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16:17<Eddi|zuHause>"Some suggest that," doesn't sound very convincing
16:17<frosch123>it doesn't get any better at that time :)
16:18<frosch123>the sources for 10 vs 12 months are as fishy
16:19<frosch123>you can find the year 153 also in the other pages about roman calendars
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16:19<frosch123>the romans themself were unsure whether they had 10 or 12 months before
16:20<frosch123>or 13
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16:48<Samu>bit math expert needed
16:48<Samu>~_transparency_lock
16:48<Samu>what does the ~ do?
16:49<Wolf01>Magic stuff
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16:50<Samu>typedef uint TransparencyOptionBits; ///< transparency option bits
16:50<Samu>~273
16:50<Samu>_transparency_lock is 273, what is ~273
16:51<Samu>:(
16:52<Wolf01>In binary?
16:54<Samu>ah i found it
16:54<Samu>http://playground.arduino.cc/Code/BitMath#bitwise_not
16:59<Samu>im trying to work on a smart transparency setting
16:59<Samu>when building something, automatically toggle transparency
16:59<Samu>when finishing building something, toggle it back
17:00<Samu>however, everything might be already in transparent mode, and i don't want it to toggle back to non-transparent mode
17:06<Wolf01>If you want smart transparency, make transparent only things around the cursor
17:07<eekee></3 smart anything
17:11<Samu>i think i may need a "lock, but not lock" mode transparency
17:11<Samu>hmm
17:12<Wolf01>Maybe if something is locked it must stay in that state
17:12<Samu>i need a neither locked, or unlocked, or maybe i'm confusing myself
17:13<Wolf01>The latter
17:14<Samu>suppose i have locked industry transparency and it's on, and a unlocked houses and still on
17:14<Samu>both are transparent, but one is locked, the other isn't
17:15<Wolf01>Then?
17:15<Samu>if i want this smart transparency to work, first, toggle everything transparent
17:15<Samu>except those with the lock
17:15<Samu>those without the lock, however, have to restore to what they were after I finish building
17:16<Wolf01>Save the value before the building?
17:16<Samu>yes, i think that's what i need
17:17<Samu>was wondering if i could do it without saving the value anywhere
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17:17<Samu>only by bitwise
17:17<Samu>or bitmath
17:17<Samu>or whatever
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17:33<Samu>a _transparency_smart_lock perhaps
17:33<Samu>treats everything as locked, even if they're not, just so it can be restored
17:34<Samu>or not everything, just those that are already transparent, but not locked
17:34<Samu>have to think this through
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19:26<Wolf01>'night
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---Logclosed Wed Mar 08 00:00:15 2017