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#openttd IRC Logs for 2018-09-25

---Logopened Tue Sep 25 00:00:04 2018
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06:30<LordAro> hey, google is stealing our whimsical acronyms
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07:02<Samu>yapf A formatter for Python files
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07:03<Samu>looks like I need to edit Graph AyStar to point it to the "Efficient" versions of my functions
07:04<Samu>i was hoping i wouldn't have to
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07:55<Samu>when will mister efficience comes online?
07:55<LordAro>when you stop asking
08:01<Samu> if (from - to == 1) return 1; if (from - to == -1) return 2; if (from - to == map_size_x) return 4; if (from - to == -map_size_x) return 8;
08:01<Samu>would a switch/case be faster in here? less op,s i mean
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08:17<Eddi|zuHause>we should sue google for infringement...
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08:29<@peter1138>Samu, profile it :p
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08:58<Samu> local diff = from - to; switch (diff) { case 1: return 1; case -1: return 2; case map_size_x: return 4; case -map-size_x: return 8; default: assert(false); }
08:58<Samu>why is a default always needed?
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09:17<LordAro>it's not
09:17<LordAro>just good practice
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09:42<Samu>attempt to negate a bool? uh what?
09:44<Samu>case map_size_x: return 4;
09:44<Samu>it's complaining about this line, i dont get it
09:47<FLHerne>Cases have to be constexprs
09:48<Samu> got this
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09:49<Samu>ah, doctor efficiency!
09:49<Samu>hello, i was waiting for u
09:50<Samu>i couldn't make your yesterday code to work without asserting
09:50<FLHerne>Not me
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10:34<Samu>nielsm: hi
10:59<Samu>hmm, can't compare arrays
10:59<Samu>for equality
11:00<Samu>why :(
11:00<Samu>assert(array1 == array2) always false :(
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11:02<Samu> - this part is costly
11:03<Samu>how to fix?
11:03<Samu>too many ops
11:04<Samu>this function is probably the most used in the entire pathfinder. for every tile it test builds a bridge of every size, in all 4 directions
11:04<Samu>ahem, every "allowed size"
11:07<Samu>okay, i lie
11:08<Samu>the most used is GetDirection, because every tile has a direction
11:08<Samu>but that one is much cheaper
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11:18<GroovyNoodle>Long text comming: I have a problem with my server. I had a raspberry pi running a dedicated server. It worked great! When I decided to upgrade the raspberry, I snapped the SD-card in half.. So I re-made the whole server, copied the old config (the only thing I had backed up) and started it. It can be reached if you use the IP, but it refuses to show up on the master server. Is this because my old one is
11:18<GroovyNoodle>there (shown as offline) with the same IP? As it is a new raspberry the MAC-adress on the network is different.. The local adress is locked at the same as it was with the prevoius one.
11:20<GroovyNoodle>I have tried with both the newly generated network_id I got when I recompiled the server, in the config, and with the old one from the previous config.
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11:25<@planetmaker>GroovyNoodle, the presence of an old server in the server list does not have any influence anywhere whatsoever
11:26<@planetmaker>it only means that it was once seen. It will be updated if another server from the same IP contacts the master server
11:26<@planetmaker>Is your network config in all parts the same, especially do you allow the master server talk back to your server?
11:26<@planetmaker>i.e. are the ports open in all devices they need be?
11:27<@planetmaker>check also the router
11:27<GroovyNoodle>Yes, the ports are the same, as I only changed the local ip,, to bind to the new mac-adress
11:27<GroovyNoodle>I have no firewall on the pi blocking the ports
11:29<GroovyNoodle>sorry, typed a bit confusing. All the required ports are open to And I bound the new mac-adress of the new pi to that adress.
11:29<GroovyNoodle>So no port config in the router has been changed
11:34<Eddi|zuHause>you sure there is no ip conflict?
11:37<Eddi|zuHause>check the following two things: 1) can you connect to the server (from inside the game) within your network, using the internal ip address. 2) can someone from outside the network join using your public ip address?
11:38<GroovyNoodle>I can connect to the server, so can other people who use the ip-adress. I'm using a VPN, so the server even think I'm outside my own network..
11:39<GroovyNoodle>"[2018-09-25 17:29:04] dbg: [net] [udp] we are not receiving the acknowledgement from the server" from the console
11:39<GroovyNoodle>both udp and tcp are forwarded
11:39<Eddi|zuHause>then the udp forwarding fails
11:40<GroovyNoodle>Easy fix?
11:40<Eddi|zuHause>either outgoing or incoming udp packets are dropped
11:41<GroovyNoodle>Can this be caused by anything in the config file?
11:41<nielsm>Samu, you can perhaps do some caching of bridge types at the start of each year
11:41<Eddi|zuHause>most likely by your router config
11:41<nielsm>perhaps just pick a single preferred bridge type of each length every year
11:42<Eddi|zuHause>or some firewall you didn't think you had
11:42<GroovyNoodle>No firewall comes with raspbian, and it's a clean install (+ottd)
11:42<GroovyNoodle>I will try rebooting the router later then
11:43<GroovyNoodle>It SHOULD be correct, but something won't update then even if I save the settings..
11:46<Samu>I see
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12:38<Samu>i fail at using tables
12:40<Samu>the index rawin does not exist
12:47<acklen>squirrel tables or iptables?
12:50<nielsm>or html tables or sql tables or...
12:51<nielsm>or perhaps wooden tables???
12:56<Samu>it didn't save much
12:56<Samu>so i assume i'm doing something wrong
12:56<Samu>from 289 to 284 ops
12:57<Samu>also tried using AIList
12:57<Samu>same result
12:59<Samu>it's also worse than my previous method
12:59<Samu>276 is best i got so far
12:59<Samu>which is still a lot
13:00<Samu>here's mine
13:01<Samu>the original
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13:04<Samu>could try
13:04<Samu>_AIVehicle = AIVehicle
13:06<nielsm>those are tiny tiny gains, better would be seeing if you can simplify the algorithm itself
13:06<Samu>from 276 to 268
13:06<Samu>it's still something
13:07<nielsm>really, try caching the best bridge for all lengths at the start of each year
13:07<Samu>well apparently i failed to do the caching
13:08<nielsm>so you avoid the calls to AIBridgeList_Length and bridge_list.Begin
13:08<nielsm>and bridge_list.Empty()
13:08<Samu>i tried, but i either did it wrong, or it's worse
13:08<Samu>not every year though
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13:09<Samu>i used in on Class Road thing
13:09<Samu>the constructor
13:09<nielsm>afaik the selection of bridges can change at year start and otherwise not
13:10<Samu>I don't know how to do that :(
13:11<nielsm>somewhere in the daily loop, if date is 1/1 then plan doing a bridge availability update some time soon
13:12<Samu>so, that means outside the pathfinder
13:15<Samu>... the way i had it, it would print messages listing a type of bridge for every length. this was only printed once per pathfind instance, so it wasn't repeatedly recreating it, but... i dunno what delegation means
13:15<Samu>or no delegation
13:17<Samu>if (Road._bridge_lengths.rawin(i) && AIBridge.Buildblabla (blabla, Road._bridge_lengths.rawget(i), bla bla
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13:24<Samu>max_bridge_length is 10 at default
13:24<Samu>for (local i = 2; i < 10; i++) {
13:24<Samu>local bridge_list = AIBridgeList_Length(3);
13:25<Samu>local target = cur_node + 2 * (cur_node - last_node);
13:27<Samu>trying this
13:27<Samu>for (local i = 2; i < this._max_bridge_length;) {
13:27<Samu>local target = cur_node + i * (cur_node - last_node);
13:27<Samu>local bridge_list = AIBridgeList_Length(i++);
13:27<Samu>wondering if it works
13:29<Samu>yep, down to 252
13:29<Samu>but, is it still doing the same thing?
13:31<Samu>AIBridgeList_Length(i++); what is the value that is in there?
13:31<Samu>2 or 3?
13:31<nielsm>i++ returns the old value before incrementing the variable
13:32<nielsm>so if i==2 before that line, the function is called with 2 as the parameter
13:32<Samu>oh no
13:32<nielsm>and the variable is incremented after the function call
13:32<nielsm>try ++i instead
13:32<Samu>++i, ok
13:33<Samu>well, the assert is comparing lengths
13:33<Samu>number of pushed items
13:33<Samu>seems to match so far
13:34<Samu>assert(get_tunnels_bridges.len() == get_tunnels_bridges_efficient.len());
13:36<Samu>wondering if the assert is working :p
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13:36<Samu>gonna make it fail on purpose
13:36<Samu>local bridge_list = AIBridgeList_Length(i); :p
13:37<andythenorth>can't font size just be set by changing font?
13:38<Samu>yep, i got an assert, so it seems ++i or i++ work the same
13:39<Samu>or maybe not
13:39<Samu>you were right
13:39<Samu>++i works
13:39<Samu>i++ does assert
13:40<Samu>that means 260
13:40<Samu>252 was in error
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13:46<Samu>i see these tiles are pushed twice
13:46<Samu>would be better if they could be pushed only once :o
13:47<Eddi|zuHause>andythenorth: what do you mean?
13:50<Eddi|zuHause>that depends... font size of the ingame sprite font cannot be changed. and setting a truetype font can have a separate font size, but there is no GUI for that
13:50<Eddi|zuHause>however, you should be able to override the sprite font with a (static) newgrf
13:51<Samu>do you see the tiles being pushed twice?
13:51<Samu>how would i avoid it from happening
13:52<Samu>they're collected first, then they're being moved again inside that foreach
14:15<andythenorth>such ticket bot?
14:15<andythenorth>peter1138: ^ remind me what it got stuck on? o_O
14:16<@peter1138>My Hyper-V guest became unusably slow after the April Windows update, and so I have not had a development environment since then.
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14:21<andythenorth>not the expected answer :D
14:21<andythenorth>I thought it was UI crap blocking it
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14:47<Eddi|zuHause>hm, somehow they changed something on google maps, and now it is incredibly slow to load
14:48<Eddi|zuHause>like, it does not keep up with slowly scrolling along a road
14:48<Wolf01>They changed the api and again half of the calendars on the apps are borked
14:49<Eddi|zuHause>not using any apps. just firefox
14:49<Wolf01>Me too, web apps which use google calendar :P
14:50<Wolf01>Also I had problems with FF on gmaps since they implemented the 3D version... but I must blame my slow connection too
14:52<andythenorth>sometimes I wonder
14:52<andythenorth>if stuff just stopped changing for a bit
14:52<andythenorth>what might go wrong
14:52<andythenorth>we spend so much engineering time just addressing upstream and downstream change
14:53<andythenorth>that we hardly do any work on our products
15:07<Wolf01>If something works fine, why change it?
15:08<andythenorth>becuase upstream :P
15:08<andythenorth>upstream of upstream
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15:21<Eddi|zuHause>thing is, things don't ever "work fine" (CVEs etc.), so not changing isn't a solution either
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16:38<@peter1138>andythenorth, hmm, well, I set up a VNC server instead of using hyper-v's desktop mode and... it's back to normal performance.
16:38<andythenorth>weird :)
16:39<@peter1138>Yeah I figured as much, the actual VM performance is fine, it's just the emulated graphics is shitty.
16:41<@peter1138>Even OpenTTD plays okay.
16:46<@peter1138>Maybe I should... consider... dual-booting again.
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16:52<andythenorth>seems like a hassle :P
16:56<@peter1138>It is. Linux does weird things with an HTC Vive plugged in.
17:00<andythenorth>one day, computers that work :P
17:12<andythenorth>oh FFS
17:13<andythenorth>apple upgraded clang and my compile broke again
17:14<andythenorth>src/economy.cpp:702:20: error: expected expression
17:14<andythenorth> c->cur_economy = {};
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17:21<Samu>something doesn't make sense
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17:26<andythenorth>Apple LLVM version 10.0.0 (clang-1000.11.45.2)
17:30<nielsm>does CXXFLAGS contain any --std=c++03 or other old version?
17:30<nielsm>if not, tryh adding CXXFLAGS=--std=c++11 to the configure commandline
17:30<nielsm>oh it's -std=c++11
17:30<nielsm>a single - before std
17:31*andythenorth tries
17:32*andythenorth wonders whether to add a new issue :P
17:32<andythenorth>or reuse the previous one
17:32<andythenorth>nielsm: that compiles :)
17:32<nielsm>add a note to the existing issue
17:33<nielsm>gcc also understands that flag
17:34<nielsm>so question really is whether to just officially adopt c++11 and reject any compiler not understanding the -std=c++11 flag, or thoroughly vacuum the code of any c++11 feature usage
17:35<andythenorth>I've updated issue
17:35<LordAro>andythenorth: oh dear
17:35<LordAro>your version is now "10" again
17:36<andythenorth>it's aces eh
17:36<andythenorth>aren't upstream updates brilliant? :|
17:37<LordAro>nielsm: personally i'd say the former
17:37<LordAro>given that's what we're going for with the cmake stuff
17:37<LordAro>but that's a way off being done
17:39<LordAro>andythenorth: only CXXFLAGS is required, fwiw
17:39<andythenorth>also bedtime :P
17:39<andythenorth>so it's resolvable eh
17:40<nielsm>I'd warmly welcome official c++11 adoption
17:40<LordAro>quite a lot of people would at this point :p
17:40<LordAro>but inertia is hard
17:40<nielsm>for initialization syntax, range-for loops, auto type inference, and lambdas
17:41<nielsm>might break compilation on os'es that only have ancient compilers
17:41<nielsm>that's their problem imo
17:42<nielsm>so anyway yeah bedtime
17:42<Samu>257/519/516/89/468 vs 306/659/643/101/577
17:43<Samu>@calc (257+519+516+89+468)/(306+659+643+101+577)
17:43<@DorpsGek>Samu: 0.808836395451
17:43<Samu>81%, not too bad
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17:59<m3henry>I'm about 60% of the way through re-nuking SmallVector now
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18:02<m3henry>And It'll definitely be wanting c++11 support
18:02<m3henry>So I'm happy about this :3
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18:36<Samu>@calc 120/127
18:36<@DorpsGek>Samu: 0.944881889764
18:38<Samu>I'm kinda disappointed
18:38<Samu>saved only 7 days
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19:16<Samu>@calc 543/587
19:16<@DorpsGek>Samu: 0.925042589438
19:17<Samu>@calc (956+819+804+779+761)/(1031+870+853+825+799)
19:17<@DorpsGek>Samu: 0.940840566469
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19:18<Samu>@calc 727/785
19:18<@DorpsGek>Samu: 0.926114649682
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19:20<Samu>real gains not even 10%, sad
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20:08<Eddi|zuHause>c++11 is only 7 years old, how can you demand support for that?
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21:58<Samu>what's the fastest priority queue for graph aystar?
22:00<Samu>and when i mean fastest, it's the one with less op codes needed
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22:19<Samu>very funny
22:19<Samu>fibonacci heap vs binary heap
22:20<Samu>fibonacci was faster than binary, but the routes are different
22:20<Samu>all costs are the same on both
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---Logclosed Wed Sep 26 00:00:06 2018