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#openttd IRC Logs for 2018-03-06

---Logopened Tue Mar 06 00:00:34 2018
---Logclosed Tue Mar 06 00:15:19 2018
---Logopened Tue Mar 06 00:15:28 2018
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02:48<@DorpsGek>Commit by peter1138 :: r27974 trunk/src/newgrf.cpp (2018-03-06 08:48:29 +0100 )
02:48<@DorpsGek>-Fix (r27907) [FS#6627]: free() called on static airport rotation data (JGR)
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09:44<supermop_work_>yo
09:51<Eddi|zuHause>new HDD arrived...
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13:21<Wolf01>o/
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13:36<Wolf01>o/
13:36<andythenorth>lo
13:37<Wolf01>https://www.lego.com/en-us/aboutus/news-room/2018/march/annual-results-2017/ eh, in 2017 I was unemployed, that's the reason
13:37<andythenorth>I bought a lot less
13:37<andythenorth>it really comes to 'how much lego do I want in my house'
13:37<andythenorth>and the answer is 'less'
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13:37<Wolf01>I already purchased the entire amount of lego of 2017 in the first 2 months of 2018
13:38<andythenorth>last 2 years were poor for Technic
13:38<andythenorth>non-compelling
13:38<andythenorth>and we totally stopped buying City
13:38<Wolf01>Yeah, but this year... brrr
13:38<andythenorth>and Trains
13:38<Wolf01>(brrr is the sound of PF motors running)
13:39<andythenorth>there are many sets I want to buy in 2018
13:39<andythenorth>but I don't want to then own them
13:39<andythenorth>or store them
13:40<andythenorth>maybe buy, build, donate? :P
13:40<Wolf01>Buy, build, sell
13:43<Wolf01>A friend of mine purchased both the porsche and the millenium falcon UCS, lepin, just to build them and then he sold both for about the same price, he didn't even want them, just the joy to build
13:44<frosch123>he sold them in assembled form?
13:44<Wolf01>Yes
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13:45<Wolf01>Sold in assembled form and as (illegal) clones, so there are people which purchase even those ones...
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14:19<andythenorth>Wolf01: so NRT :P https://www.tt-forums.net/viewtopic.php?p=1203527#p1203527
14:20<Wolf01>Lol
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14:21<andythenorth>yeah ok, I repro-ed
14:21<andythenorth>so something's not triggering
14:21<andythenorth>I have to work at 9pm and bath kids before then
14:21<andythenorth>but let's see
14:21<Wolf01>Something triggering in the wrong moment
14:21<andythenorth>I am 99% it's just not triggering cb 36
14:21<andythenorth>on change of type
14:22<andythenorth>CBID_VEHICLE_MODIFY_PROPERTY
14:22<andythenorth>that might be by design, due to desyncs
14:23<Wolf01>What does frosch123 says?
14:23<andythenorth>https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Change_vehicle_properties_.2836.29
14:24<andythenorth>I'm trying to work out what railtypes does
14:25<frosch123>uint max_speed = GetVehicleProperty(v, PROP_ROADVEH_SPEED, 0); <- in RoadVehUpdateCache
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14:27<andythenorth>ok so that should be triggered in IndividualRoadVehicleController
14:27<andythenorth>so why doesn't it work :P
14:27<andythenorth>let's check the newgrf code :)
14:28<frosch123>add printfs to the code :)
14:29<andythenorth>:P
14:29<andythenorth>he's checking current_roadtype
14:30<andythenorth>presumably that's cached?
14:30<frosch123>RoadVehUpdateCache clears all caches
14:30<andythenorth>hmm
14:30<frosch123>add printf, then you can check when RoadVehUpdateCache is called
14:30<frosch123>maybe it's called while the vehicle is still on the old tile
14:33*andythenorth tries
14:33<Wolf01>IIRC I said before to trigger it after L1415 or so, where there is that x = ... y = ... code
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14:36<frosch123>Vehicle::tile is the member that matters
14:36<frosch123>x and y are not important
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14:39<Wolf01>Let me finish this chapter on diablo and I'll give you a hand
14:40<andythenorth>I can't even get my printf working :)
14:40<andythenorth>I'm so clown-shoes
14:40<Wolf01>Lol?
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14:42<andythenorth>ok it's working now
14:43<andythenorth>it = printf
14:48<andythenorth>a /n helps :P
14:50<andythenorth>hmm
14:50<andythenorth>RoadVehUpdateCache is called on change of roadtype
14:51<andythenorth>but the speed *doesn't* change
14:51<andythenorth>but when a vehicle visits a station, the speed *does* change
14:51<andythenorth>but RoadVehUpdateCache isn't called there
14:52<frosch123>add the tile to the printf
14:52<frosch123>if you haven't yet
14:53<frosch123>the query tool tells you ingame which tile is which
14:53<andythenorth>I haven't
14:53<andythenorth>your teach a fool here :P
14:53<frosch123>fools fooling fools?
14:54<andythenorth>I'm just wondering if RVs use cached_max_speed
14:54<andythenorth>:P
14:55<andythenorth>I think that's in ground_vehicle.cpp though
14:55<frosch123>there is also cached_max_track_speed
14:55<Wolf01>I had some problems following the cached_max_speed thing last time I was debugging why RVs suddenly stopped
14:55<frosch123>but that is from the roadtype itself
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15:02<andythenorth>GetCurrentMaxSpeed is interesting
15:02<frosch123>4 speed limits, or even more?
15:03<frosch123>vehicle, track, bridge, order, ...
15:03<andythenorth>it uses gache->cached_max_track_speed
15:03<andythenorth>CB 36 :P
15:03<andythenorth>timetable?
15:03<frosch123>yeah, i called it "order"
15:05<Eddi|zuHause>there should also be a station/red signal approach distance speed limit
15:05<Eddi|zuHause>also, curve and track maybe should be separated
15:05<Eddi|zuHause>also, i don't know what we're talking about
15:05<frosch123>this is no train game
15:06<Eddi|zuHause>roads have curve speed limits
15:06<Eddi|zuHause>also, road vehicles are limited by the vehicle ahead of them
15:06<andythenorth>frosch123: declare speed out of scope for cb36 on roadtype transition? o_O
15:07<frosch123>andythenorth: if you want to resort to singleplayer :p
15:07<Wolf01><Eddi|zuHause> there should also be a station/red signal approach distance speed limit <- like TF, I didn't see a train stopping behind another if not at junctions
15:07<Eddi|zuHause>Wolf01: that's done by extending the reservation beyond signals when braking distance is reached
15:08<Wolf01>Yes
15:08<Eddi|zuHause>that _should_ be possible here as well
15:08<Eddi|zuHause>just $somebody has to implement it
15:08<Wolf01>But we don't even have the braking distance :P
15:08<Eddi|zuHause>braking distance is just a number you make up on the spot
15:08<andythenorth>frosch123: I miss why singleplayer affects it :)
15:08<frosch123>just add more convenient train management to factorio :p
15:08<Eddi|zuHause>stations already simulate braking distance
15:09<frosch123>andythenorth: ignoreing cache issues leads to desyncs leads to singleplayer only
15:09<supermop_work_>Eddi|zuHause: yellow signal patvh?
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15:11<Eddi|zuHause>supermop_work_: doesn't suffice
15:11<Eddi|zuHause>we tried that
15:12<andythenorth>what's distinction between gcache and vcache?
15:12<andythenorth>is one for consist, and one for unit?
15:12<frosch123>gcache is same for trains and road vehicles
15:12<frosch123>vcache is rest
15:13<Wolf01>Btw I don't like really much to have different tracks to set different speed limits, ok, a track might have a max speed limit, but we need something like signals to set a speed limit block
15:13<andythenorth>ok
15:13<andythenorth>virtual blocks Wolf01 o_O
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15:14<andythenorth>ok so does speed have a canonical source?
15:14<Wolf01>They might work even for roads, road signals :D
15:15<frosch123>sounds like you want to setup speed signs, and cash-in when opponent' vehicles pass with higher speed
15:16<Wolf01>Nah, local authorities cash-in
15:16<frosch123>we need a new local authority action: fund elementary school near opponent's route
15:17<frosch123>to impose speed limits nearby
15:17<Wolf01>BTW games like this, TF, Cities in motion etc where you run a transport company and can build transport ways too are too much unrealistic, because you want too much from the two
15:18<andythenorth>so this causes the newgrf to behave as expected https://gist.github.com/andythenorth/af94ca454f5caa373759680b91f2d088
15:18<andythenorth>I'm not saying it's correct :P
15:19<andythenorth>no let's see
15:19<andythenorth>is it travelling at the correct speed? Or just displaying the correct speed?
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15:21<andythenorth>afaict cached_max_speed only affects displayed speed for RVs
15:21<andythenorth>I can't find it used for the actual speed
15:21<andythenorth>that's expected?
15:21<frosch123>you probably need to call PowerChanged somewhere
15:22<frosch123>or CargoChanged
15:22<andythenorth>the code in the gist does get the expected result
15:22<frosch123>possibly RoadVehUpdateCache has to call it
15:23<andythenorth>CargoChanged() is called on change of tile already
15:23<andythenorth>tile / type /s
15:23<frosch123>i think the order matters
15:24<frosch123>first UpdateCache, then CargoChanged
15:24<frosch123>but comparing with trains
15:24<frosch123>ConsistChanged calls CargoChanged
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15:24<Wolf01>Mmmh, cargo changed, speed change worked when vehicle stopped at road stops, isn't that code for road stops?
15:25<frosch123>the names are bonkers :) don't interpret them
15:25<frosch123>they were fitting when the functions where written
15:25<frosch123>not when newgrf wanted to change stuff in every place
15:26<frosch123>their real names are: clear some caches, clear some more caches, clear even more caches
15:31<andythenorth>refactoring is good :P
15:31<andythenorth>but I suspect for openttd
15:31<andythenorth>it's like boiling the ocean with a kettle
15:32<andythenorth>ok shuffling the order does work frosch123
15:32<andythenorth>thanks
15:33<andythenorth>https://gist.github.com/andythenorth/af94ca454f5caa373759680b91f2d088
15:33<Wolf01>Ha!
15:34<Wolf01>Check spaces also :P
15:34<andythenorth>yeah that
15:34<andythenorth>am I committing this, and waiting for next failure report from testers?
15:34<Wolf01>Better safe than sorry ;)
15:34<andythenorth>or is it needing more review?
15:34<andythenorth>it's a relatively minor change
15:35<Wolf01>Eh... dunno, if it fixes the reported bug, then ship it
15:35<andythenorth>smells of 'probably not worse'
15:35<andythenorth>at least
15:35<Wolf01>The problem might be if introduces a new bug
15:35<frosch123>andythenorth: maybe add the cargochanged to the end of RoadVehUpdateCache
15:35<ST2>https://www.theverge.com/circuitbreaker/2018/3/5/17080462/pizza-hut-pie-top-ii-sneakers-bluetooth-order-pizza-shoes-smart <<-- to avoid wasting time
15:35<frosch123>calling the latter without the former seems to be always wrong
15:35<ST2>oh, the humanity xD
15:36<frosch123>no idea whether it is done in other places
15:36<andythenorth>CargoChanged was pre-existing
15:36<andythenorth>let's see
15:36<Wolf01>Add cargochanged to clearcache and use clearcache everywhere carcochanged was used?
15:37<frosch123>ST2: fat people won't be able to reach the button
15:37<ST2>good point - pizza hut will find a way xD
15:37<andythenorth>in other places CargoChanged is only called if the acceleration model changed
15:37<andythenorth>there's probably a reason?
15:38<ST2>from a player: tell me if you ever start using this, I'll start talking to you as a stranger
15:38<ST2>haha
15:52<Wolf01>Ok, finished the chapter... too bad andy is now so good to fix the bugs by himself :P
15:52<frosch123>andy has 8 minutes left to bath the children
15:54<frosch123>actually werid... here children are bathed on saturdays
15:57<frosch123>wow, there are now turkish propaganda preroll ads on yt
15:58<Wolf01>Ads on yt? Since when :P
16:01<Wolf01>https://www.tt-forums.net/viewtopic.php?f=29&t=82770 yes.
16:04<andythenorth>ok I didn't win the cache invalidation :(
16:08<Wolf01>Which are the new problems?
16:09<nielsm>hi, I've submitted some patches for the music system on windows, would appreciate if someone took a look at them :) one is for an old reported bug, #5807, two other are new tasks
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16:11<andythenorth>Wolf01: just I am now doing work, and the fix isn't pushed :P
16:12<andythenorth>and I can't figure out if the two functions need combined
16:12<andythenorth>but my 2nd gist does fix the newgrf :P
16:14<Wolf01>IMHO they should, frosch pointed they should always called both, just put the cargochanged at the end of RVupdatecache and call RVupdatecache in place of cargochanged
16:20<andythenorth>what about the check for acceleration mode?
16:23<Wolf01>That's the current speed, not the max speed
16:25<Wolf01>Or you mean the one at L328?
16:26<Wolf01>Also... road_cmd.cpp:L2510
16:26<Wolf01>That's when you convert road under the vehicle
16:29<Wolf01>All the other points have RoadVehUpdateCache followed by CargoChanged, it seem to be the right way
16:32<Wolf01>Also I think you can safely put the v->First()->CargoChanged(); inside the if(v->IsFrontEngine()) and remove the ->First()
16:32<Wolf01>In other places it's that
16:34<Wolf01>It needs to be well tested with articulated vehicles, so they change speed only once and not for each part
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17:02<andythenorth>Wolf01: I think it has to be a tomorrow thing now :)
17:03<andythenorth>I don't know the emoticon for tired, but zzzzzz
17:03<Wolf01>Me too
17:03<supermop_work_>blizzard again tomorrw
17:03<Wolf01>I bugfixed apps for 8 hours today
17:03<andythenorth>the best
17:03<andythenorth>did you write tests for the bugs?
17:04<Wolf01>Nah, we only do functional tests
17:04<Wolf01>Also I think it's impossible to test the apps in other ways, unit test is excluded
17:05<andythenorth>are they browser apps?
17:05<Wolf01>Yeah
17:05<andythenorth>selenium :P
17:05<Wolf01>But we don't write the actual app code
17:06<Wolf01>It's an IDE which do it for us, we just arrange constructs on the ide
17:06<andythenorth>interesting
17:07<Wolf01>The nice part is that the code is self-refactoring
17:07<Wolf01>You rename a table column and all the related variables rename accordingly
17:08<Wolf01>Even their type can change
17:08<Wolf01>And the query builder automatically created foreach loops or variables for data extraction
17:09<Wolf01>*creates
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17:24<Wolf01>'night
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---Logclosed Wed Mar 07 00:00:36 2018