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#openttd IRC Logs for 2018-01-16

---Logopened Tue Jan 16 00:00:51 2018
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06:03<Samu>7 SimpleAI v12 - bankrupt 03-2027
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08:21<Samu>how do i move a player from a company to another when two companies merge?
08:23<Samu>i'm getting NULL socket
08:23<Samu>what is it
08:23<LordAro>a bug, probably
08:24<Samu>im trying to move the clients from the old_owner to the company that buys them out
08:26<Samu>who's a network expert
08:27<Samu>i'm a non dedicated server and my company is bought by another player
08:27<Samu>what do I have to do in the code to move myself to the other company
08:27<peter1138>Technically you've lost.
08:27<peter1138>I thought buying out companies wasn't meant to work in multiplayer.
08:28<Samu>I wanted to do that
08:31<Samu>oh, i actually did this successfully
08:31<Samu>apparently the problem is another
08:32<Samu>I'm a client and my company is bought by another company
08:32<Samu> if (client_id == CLIENT_ID_SERVER) { SetLocalCompany(company_id); } else { NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id); /* When the company isn't authorized we can't move them yet. */ if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return; cs->SendMove(client_id, company_id); }
08:33<Samu>what's a NetworkClientSocket?, it was NULL
08:33<Samu>and crashed
08:42<Samu>if the company is passworded... bah...
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08:45<peter1138>Usually when you buy a company you get rid of the management...
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09:58<Samu>ClientNetworkGameSocketHandler::my_client was nullptr.
10:00<Samu> * Ask the server to move us.
10:01<Samu>I am the server
10:01<Samu>do i still have to ask the server to move myself?
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10:10<peter1138>There is no socket because it's not a network connection.
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10:24<Samu>ClientNetworkGameSocketHandler::my_client was nullptr.
10:24<Samu>i'm stuck on this
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10:42<Samu>I am a non_dedicated server playing as company 1 and company 2 bankrupts
10:42<Samu>buy company 2, move players from company 2 to company 1
10:43<Samu>I am a non_dedicated server playing as company 2 and company 1 buys me
10:43<Samu>I am a client playing as company 1 and company 2 bankrupts
10:44<Samu>I am a client playing as company 2 and company 1 buys me
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10:47<Samu>I am a non_dedicated server playing as company 1 and client on company 2 buys me -> success!
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10:49<Samu>I am a non_dedicated server playing as company 2 and client on company 2 is bought by me -> success!
10:49<Samu>on company 1 i mean
10:50<Samu>I am a non_dedicated server playing as company 2 and client on company 1 is bought by me -> success!
10:52<supermop_work_>if i buy a company from player who bankrupted it, why would i want those player ruining my company
10:52<supermop_work_>also what if my company has a password
10:52<supermop_work_>and i buy company, now those players are on my company without needing the password
10:53<Samu>I don't even get the thing working
10:56<Samu>I am a client playing as company 2 and non_dedicated server on company 1 is bought by me -> fail!
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11:08<Samu>so, the non_dedicated server on company 1 doesn't crash, and the client of company 2 is moved to spectator on the non_dedicated server part, but on the client part, I get a crash
11:08<Samu>server then reports connection lost soon after
11:08<Samu>of client
11:09<Samu>uh wait a min, this is so confusing
11:11<Samu>server was moved to spectator
11:11<Samu>client crashed, didn't move at all
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11:12<Samu>client gets connection lost
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11:13<Samu>okay, so the problem is... server player should have moved to company 2, not to spectator
11:14<Samu>and the client player should not crash
11:14<Samu>and stay on company 2, it was the one who bought the server player company
11:15<Samu>hi alberth, are u a network expert? :(
11:16<@Alberth>in MP games, nope
11:16<Samu>so im trying to create a patch that makes players join other companies when bought out
11:17<@Alberth>sounds complicated
11:17<@Alberth>but no idea if that's possible
11:18<Samu>when I'm a client, i need to RequestMove to the server
11:18<Samu>and i fail there
11:18<Samu>when I'm a server, apparently i got it working already
11:19<peter1138>Pretty sure, as supermop_work_ says. It's a bad idea.
11:20<peter1138>There's a reason it's not possible at the moment :p
11:20<peter1138>A well-established company could just buy-out all the opposition.
11:21<Samu>i would only make it happen when the company is being offered
11:21<Samu>which is when it's bankrupting :p
11:23<Samu>I'd probably need to create a "consent" company setting
11:23<Samu>for every company
11:23<Samu>but that's something I would do later, first I want this network stuff to work
11:34<@Alberth>so with 2 companies, when you get bought out, you transfer to the company buying you?
11:34<@Alberth>sounds like fun :p
11:35<Samu>both companies would need to have this "consent" setting enabled
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11:36<LordAro>peter1138: regardless, the client shouldn't crash
11:37<@Alberth>anyone buying you would be silly to have that flag enabled
11:37<peter1138>LordAro, afaik it doesn't, samu's patched it.
11:37<Samu>buying out via bankrupty, not via shares
11:37<Samu>i am not doing it for the shares
11:40<Samu>how do you move a client into a company when you're not the server?
11:40<Samu>is it via rcon stuff? i never ever experimented rcon
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11:57<Samu>when i click yes, what needs to be done...
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12:06<Samu>so far, so good
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12:12<Samu>server should have moved to Rich company
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12:24<Samu>why am i not getting a crash now... hmmm i suck at this
12:30<Samu>I don't understand
12:30<Samu>suddenly, it works
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12:31<Samu>why?!... i didn't do anything
12:32<Samu>i must have missed something
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12:48<Samu>i can't reproduce the issue on debug_x64
12:48<Samu>but it happens on release_x64
12:48<@Alberth>undefined behavior
12:49<@Alberth>some things you shouldn't do, but the compiler won't warn you
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12:49<@Alberth>instead, it may or may not work, in various circumstances
12:50<@Alberth>eg the compiler may break it due to optimizations, or perhaps in your case, by not doing optimizations
12:57<LordAro>undefined behaviour is great fun
12:57<Spookyneedles>#2018banprivatethinking 666=cool
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13:26<Samu> if (_networking) { if (_network_server && Company::IsValidHumanID(new_owner)) { NetworkClientsToCompany(old_owner, new_owner); } else { NetworkClientsToSpectators(old_owner); } }
13:28<Samu>hmm bad
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13:38<Samu>okay, let's try the release_x64 now
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13:45<Samu>yay, seems to work now
13:45<@DorpsGek>Commit by translators :: r27964 trunk/src/lang/spanish_MX.txt (2018-01-16 19:45:39 +0100 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>spanish (mexican): 10 changes by Absay
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13:58<Samu>this is what I have for now
13:58<Samu>am I missing something obvious, or does it seem fine?
13:58<Samu>i tested, and it seems to be working
13:58<Samu>but, no expert here
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14:11<Wolf01>apt-get moo
14:11<Wolf01>Wrong terminal :D
14:12<frosch123>emerge moo
14:15<Wolf01> XD
14:15<andythenorth>hi frosch123
14:16<andythenorth>Wolf01: is it NRT? Or sleeps?
14:16<Wolf01>Could reason on NRT
14:27<Samu>i dont understand this network thing yet... apparently I'm not sending packets to the client, but the client still moves to the correct company... where in the code does this move happen?
14:28<Samu>the client must be receiving something from the server... but where
14:41<Wolf01>So what would you want me to do, andythenorth?
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14:41<andythenorth>dunno, what's left? :)
14:41<andythenorth>town crap?
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14:42<andythenorth>1. fail game start if no ROAD compatible type
14:42<andythenorth>2. allow some over-building stuff
14:42<Wolf01>Town crap, some stuff on the "can build infrastructure" branchù
14:42*andythenorth looks
14:43<andythenorth>ok to merge road-and-tram-types into that?
14:45<Wolf01>Bah, I failed a SPAD :(
14:46<Wolf01>Fuck, again
14:46<Wolf01>I'm too fast
14:49*andythenorth tanks
14:49<Wolf01>Trainz != OTTD
14:50<Wolf01>Trains won't stop at signals like crashing into a wall
14:50<andythenorth>branch compiled after merge
14:50<andythenorth>'probably fine'
14:50<andythenorth>can't figure out how to read the specific commits in github ;P
14:51<andythenorth>bitbucket has a branch visualisation view
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14:54<Wolf01>Mmmh I don't remember what can-build-vehicle-infrastructure breaks, but it sure fixes the scenario editor road tools
14:55<Wolf01>I remember some "that function does not have enough checks"
14:55<Wolf01>Ok, it breaks the ability to build tram ingame
14:58<Eddi|zuHause> <Wolf01> Bah, I failed a SPAD :( <-- you mean like you failed to pass a red signal? :p
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14:59<Wolf01>I SPAD, then I failed :P
15:05<Samu>which command is this?
15:05<Samu>how do i translate, must find out CmdCommand
15:09<andythenorth>Wolf01: seems
15:10<Samu>aha, got it
15:11<Samu>0x00007ff6f530f4a0 "CmdBuyCompany"
15:11<Wolf01>I have a link saved on bookmarks to do that, because GitHub doesn't like to make it available on the UI
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15:29<Wolf01>Mmmh, I can't understand my code
15:34<Wolf01>I think I just inverted the parameters of HasPowerOnRoad()
15:36<ST2>andythenorth: so it appears only a display glitch with FIRS 3.0.3 - nothing harmfull :)
15:37<andythenorth>yeah, but not sure why
15:37<andythenorth>and can't repro it
15:38<Wolf01>frosch123: HasPowerOnRoad(), it looks like it wants engine_rtid and tile_rtid, but the names are misleading IMHO, what do you think?
15:38<@Alberth>andythenorth: git show <revision>
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15:41<Wolf01>Even the RoadConvertCost() uses it both ways, I'm tempted to do the same
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15:53<Wolf01>andythenorth: pushed a fix, it there aren't any other downsides then it could be stable, but I won't put my hand on fire
15:54<andythenorth>ok maybe problem for tomorrow :)
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16:26<andythenorth>hi Snail
16:29<supermop_work_>replying to months old post in my thread...
16:46<Wolf01>supermop_work_, what it was the problem about the missing pole?
16:46<supermop_work_>i was cropping the sprite in nml too much
16:48<Wolf01>So in the other tiles it worked because it was the one of the next tile?
16:53<Wolf01>Do you know what I find strange? The U turn is short on the top tiles
16:54<supermop_work_>i don't like the Us that much
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17:25<Samu>if (Company::IsValidHumanID(new_owner) && Company::Get(new_owner)->settings.merge_players && Company::Get(old_owner)->settings.merge_players)
17:25<Samu>merge_players is a bool
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17:32<Samu>Consent to move players between companies during takeovers
17:32<Samu>On or Off
17:33<Samu>is this enough english or can it be better?
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17:34<Samu>who's english enough?
17:34<supermop_work_>i am not a horse, so i do not eat hay
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17:34<Samu>is that english good?
17:34<Samu>Consent to move players between companies during takeovers: On/Off
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17:35<Samu>it's a company setting. If both companies have it enabled and a company buys the other, the players merge to the new company
17:36<Samu>if one of the companies have it disabled, only the company infrastructure is merged, the players move to spectators
17:36<Samu>the players of the bought out company, that is
17:38<Samu>peter1138: do u english?
17:39<supermop_work_>what does the setting do? it is asking your consent?
17:40<Samu>no, it's previously set, under company settings
17:40<Samu>it's defaulted to disabled
17:40<supermop_work_>why not just 'move players to purchasing company when bought out"?
17:41<Samu>because it requires both companies, the bought out and the buyer to have the setting enabled
17:41<supermop_work_>i wonder though
17:41<Samu>both need to consent
17:42<supermop_work_>only the purchaser should care
17:42<Samu>because I say so, lol
17:42<Samu>the guy that is bought might not like it
17:42<supermop_work_>if the bankrupt player doesn't want to move he can leave the company
17:42<ST2>the company that got bought was because manager was incompetent - I don't see a reason to consent anything ^^
17:43<supermop_work_>likewise, the game alreay allows players to move - they can just join the company
17:43<supermop_work_>if the buyer allows them to have the pw
17:43<Samu>i can't think of a better way to prevent abuse :(
17:43<ST2>imo, the game already has the features needed for it
17:44<supermop_work_>if i buy your company i replace you as the boss
17:44<supermop_work_>you are welcome to apply for a new job as my assistant
17:45<ST2>saw it already several times on our servers
17:45<supermop_work_>but i would not have a policy in place at my company that all failed executives automatically get a seat on the board without case by case approval
17:45<m3henry>Technically, If I buy your company off your bank because your bank took it away from you and is now selling it
17:46<supermop_work_>yes, so the bank likely already fired the management
17:46<Samu>I just wanted english halp :(
17:46<ST2>and some of we helped in english ^^
17:46<m3henry>hang on
17:47<m3henry>wording does not imply bankruptcy
17:47<Samu>bad wording then
17:47<supermop_work_>m3henry: you can only buy human companies that are bankrupt
17:47<m3henry>Then is not takeover
17:47<Samu>it's about a company buying out another when it's offered (because otherwise it would bankrupt)
17:47<supermop_work_>game doesn't let you buy out solvent player companies
17:48<Samu>it's a bail out?
17:48<Samu>buy out?
17:48<supermop_work_>'move players to purchasing company at liquidation'
17:48<m3henry>asset liquidation, yes
17:49<supermop_work_>it's a liquidation - the creditors have seized the company from the operators due to a default on their loans
17:49<Samu>but the criteria is that both require the setting enabled for the move to happen :(
17:49<supermop_work_>and now the creditors are liquidating it
17:50<Samu>player move*
17:50<m3henry>the new owners can then offer to employ the old management
17:50<supermop_work_>Samu: let's pretend that you work at a small factory
17:51<supermop_work_>would you demand in your contract that if the factory is sold, that you be fired instead of made an offer to work at the new company?
17:51<Samu>uhm... this is a game :(
17:51<supermop_work_>but that's the thing,
17:51<Samu>because i could just start a new company right away
17:52<supermop_work_>so you disable the setting to save a few seconds that it takes to leave a company?
17:52<Samu>I would prefer to work at the new company, in real life
17:53<Samu>in a game... not always
17:54<supermop_work_>currently in game, the few players that want to move can ask to join new company
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17:54<supermop_work_>and otherwise are free to start a new company
17:55<supermop_work_>that feels efficient, as it let's the buyer decide case by case who to let in
17:55<supermop_work_>no need to move afk players or maybe a player who was causing trouble
17:56<Samu>requires social skills :(
17:56<Samu>but i see your point
17:58<Samu>so it's a pointless feature
17:58<Samu>just wanted to make this a bit automated
17:59<supermop_work_>i get it, there is a potential use case,
17:59<Samu>maybe i got myself too hyped about it
17:59<supermop_work_>but i think for most players, most of the time, it will not be used, and the current method isn't that much harder
17:59<supermop_work_>but what is odd to me is the handshake aspect
18:00<supermop_work_>of requiring both parties to agree
18:00<m3henry>TBH I'm just looking forward to the compile farm fully supporting C++11
18:01<supermop_work_>because the argument for not allowing from the bankrupt side is like the opposite argument of the argument for the automation
18:01<supermop_work_>adding a setting just to shift those few seconds of time from one case to the other
18:02<Samu>if the company that is bought out got 50 players, they would all be moved
18:02<supermop_work_>if the game allowed buy-outs of actually solvent companies, then i think the move player setting becomes more interesting
18:02<supermop_work_>but should probably be a server setting in that case
18:03<Samu>does that means buying the other via 100% shares?
18:04<supermop_work_>which is not yet possible
18:04<Samu>I wonder why
18:04<Samu>seems possible to code it
18:04<Samu>or at least I think so
18:05<m3henry>It would
18:05<supermop_work_>because it is trivially easy for one company to have enough money to buy every newer company
18:05<supermop_work_>so no one could every really play
18:06<supermop_work_>there is no anti-trust commission in the game to break up big companies and force competition
18:06<supermop_work_>if a server has been running for 10 years when i join,
18:06<supermop_work_>a company that is 10 years old probably has enough money to buy my company 100 times
18:06<Samu>ok, I will make the handshake not required from the bought out side
18:07<supermop_work_>the game would need a mechanism for selling shares to raise funds rather than just buying shares
18:08<Samu> if (_networking) { if (Company::IsValidHumanID(new_owner) && Company::Get(new_owner)->settings.merge_players) { /* Move clients to the new company */ NetworkClientsToCompany(old_owner, new_owner); } else { /* Make spectators of clients connected to that company */ NetworkClientsToSpectators(old_owner); }
18:08<supermop_work_>and then the game becomes a crude stock market simulator where it is too easy to manipulate share value to print money, without actually add much fun to the game
18:09<m3henry>One thing I'd like to do is make loans just an overdraft
18:10<supermop_work_>maybe a mechanism to raise money case by case from other players
18:11<supermop_work_>also ofc a bank may want to lend you 1 Billion to build a new subway, but would refuse to lend you even 1 Million to pay for certain payroll costs
18:11<Samu>'move players to purchasing company at liquidation'
18:11<supermop_work_>because if you can't meet your operating costs without a loan you are a risk, but
18:12<m3henry>That's something a proper company valuation function can achieve
18:12<supermop_work_>a major capital investment makes you a better investment
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18:12<Eddi|zuHause>there's a really evil side effect of staying at max loan all the time, because when you spend all your cash constantly, every new month will get you in the negative with monthly payments. if you do that three quarters in a row, it will declare you bankrupt even though you make enough money
18:13<supermop_work_>m3henry: the problem is making 'realistic company valuations' align with 'make the game fun and approachable'
18:14<m3henry>I'm thinking of a pure asset valuation function
18:14<supermop_work_>Eddi|zuHause: of course, especiallly as the initial loan is 'start up capital' it makes more sense for the interest to be paid out like dividends of profit
18:15<m3henry>currently only stations + airports + vehicles = valuation
18:15<m3henry>the company owns far more than this though
18:19<Samu>STR_CONFIG_SETTING_MERGE_PLAYERS_HELPTEXT :Enable to move all players from the offered company to the current company when accepting offer.
18:19<Samu>STR_CONFIG_SETTING_MERGE_PLAYERS :Move players to purchasing company at liquidation: {STRING2}
18:20<Samu>accepting buyout offer?
18:21<Samu>Do you want to purchace Poor Company for £1? No / Yes
18:22<Samu>it's not a take-over anymore, right?
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18:24<Samu>when accepting a take-over offer
18:30<Samu>darn bugsss
18:31<Samu>take a look
18:32<Samu>nevermind, it's not bugged, i'm dumb
18:32<Samu>the setting is disabled on the poor company, but enalbed on the rich company
18:33<Samu>when the rich purchases the poor company, the poor player moves to the rich company, which has it enabled
18:33<Samu>seems to be fine
18:35<Eddi|zuHause>why would kwin_x11 use 200% CPU?
18:37<Samu>now there's the issue of password
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18:37<Samu>meh, i have no time to think about it
18:37<Samu>gonna just post this
18:53<Samu>leave your comments even if it's pointless :(
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20:00<Gustavo6046>my latitude is -30.003211 and my longitude is -51.190633
20:05<supermop_home>Eddi|zuHause: I guess it gave you an extra cpu
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---Logclosed Wed Jan 17 00:00:52 2018