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#openttd IRC Logs for 2019-04-16

---Logopened Tue Apr 16 00:00:59 2019
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02:05<DorpsGek_II>[OpenTTD/OpenTTD] ghisvail commented on issue #6873: Jukebox not working in the flatpak version
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04:04<@peter1138>Hmm, sign warnings in NRT, oops.
04:05<@peter1138>MSVC-only of course.
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04:11<@LordAro>but of course
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04:14<@peter1138>git diff
04:15<@peter1138>Not here :D
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05:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
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05:06<@peter1138>Did that summon you?
05:29<@peter1138>Well, that made no difference :-)
05:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
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06:35<Artea>Transport Tycoon 2014 Soundtrack (remaster with real instrument from original creator)
06:35<Artea>anyone had listen to this ?
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06:44<V453000>how am I not aware of this Artea ? :D I will give it a listen in the evening, thanks.
06:47<@peter1138>wet roads?
06:48<@peter1138>"Alpinea v3.5 (4096x4096, for players with low-end PCs)
06:48<@peter1138>This one is 4096 x 4096 instead of 8192 x 8192, so most players should be able to play."
06:48<@peter1138>Those crazy redditors...
06:48<@peter1138>4k x 4k... low-end ...
06:48<V453000> well they don't build vehicles on it so...
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06:51<@peter1138> < bad feature :/
06:52<Artea>I havent heard neither, V453000
06:52<Artea>popup on my youtube for days now, but only started to listen
06:52<V453000>peter1138: do you need to reload the save to make it show?
06:52<Artea>but had to pause, Dragon Ball Super in Portuguese is on TV ;)
06:53<@peter1138>V453000, no, but you do need to force a screen redraw otherwise the new road is only painted where vehicles move...
06:53<V453000>I like the latter option
06:53<@peter1138>They should be using separate road types, and introduction dates.
06:53<V453000>that would actually be really cool :)
06:54<V453000>you would have unused roads remain old
06:54<@peter1138>Well, as far as I know it's in NRT already.
06:54<@peter1138>Maybe it needs a new flag "definitely don't introduce this type until its introduction date" or something.
06:56<@peter1138>brix roadtypes? ;)
07:02<V453000>I'll probably stay with railtypes :P
07:05<V453000>I still have a glorious train set plan, but now I'm stuck getting NUTS to behave at least half-decently
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07:29<Artea>why I had to use sudo to use make install ? :S
07:29<Artea>now bundle folder is with root permissions
07:31<@peter1138>Because you need privileges to install.
07:32<Artea>I know
07:32<Artea>gave the same error
07:32<@peter1138>If you want a bundle, do make bundle.
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07:33<@peter1138>If you want to install, do make install, which needs root privileges, unless you told it to install somewhere else.
07:35<Artea>it gave me error finding pixmaps
07:35<Artea>regardless is there
07:39<Artea>install: cannot remove ‘///usr/local/games/openttd’: Permission denied
07:39<Artea>this is new
07:48<andythenorth>peter1138: so I _should_ make an NRT grf eh :P
07:48<andythenorth>and not worry about finishing unfinished things :D
07:48<andythenorth>so 2 kinds of trams then?
07:48<@peter1138>You'll never finish them anyway, so what's the difference?
07:48<andythenorth>eh what? Yes I agree
07:49<Artea>now isn't installing in bundle
07:50<Artea>well its there
07:50<Artea>don't know what I'm doing :S
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07:54<Artea>seems I can upload to bundle now
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08:03<Artea>already run dedicated server
08:03<Artea>but now cannot put aside
08:07<Artea>shouldnt -f parameter put openttd in the background ?
08:09<Artea>it worked just didnt get to bash back
08:10<Artea>* get back to bash
08:10<Artea>password: test
08:12<@peter1138>Heh, -f is normally "foreground", not "fork into background" :-)
08:13<Artea>I can't see server in OTTD
08:14<Artea>so I cant put in fork ?
08:15<Artea>I tried use screen
08:15<Artea>but no use :(
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08:18<Artea> -f = Fork into the background (dedicated only)
08:19<Artea>not working :(
08:19<Artea>missing -D
08:24<@peter1138>Yeah, I've never but it in the background.
08:24<Artea>its running :D
08:25<Samu>borkai continuation, 4.16 GiB, still running
08:38<@peter1138>How nice.
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08:47<andythenorth>is it lunch time?
08:50<Artea>at least in for me is
08:50<Artea>* is
08:51<Artea>can u join my test dedicated server ?
08:51<Artea>or you are busy ?
08:51<@peter1138>andythenorth, it was lunch time, but that ship's sailed.
08:51<andythenorth>I had mac + cheese
08:51<andythenorth>was that correct?
08:52<Artea>from macdonaldas ?
08:53<Artea>I mean, McDonalds :P
08:53<andythenorth>nope :P
08:53<andythenorth>from my freezer
08:53<andythenorth>so NRT stuff
08:53<andythenorth>freight trams are kind of this
08:53<andythenorth>and exist in Road Hog already, running on tram tracks
08:54<andythenorth>I want to do a type for this type of industrial train
08:54<andythenorth>totally separate
08:58<Samu>pathfinding cosumes memory, interesting
09:00<@LordAro>well... yeah
09:02<Samu>on the top left, borkai, refusing to crash just yet
09:03<Samu>top right, my AI patch pack
09:03<Samu>bottom right, same savegame as top right, but with fixed 250k ops
09:03<Samu>bottom left, same savegame as top right, with fixed 250k ops, running on nielsm memory thing
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09:36<Artea>LordAro: using AroAI in my dedicated server :D
09:37<Artea>let's see how much time needs to make 1000 road vehicles :P
09:38<Corns>Last time I tried bus spamming between two large cities, it took me about 3 to 4 years to hit vehicle limit in reddit S1
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09:41<Artea>it should have a command to reset server password
09:44<starraid>Hey I'm trying to compile JGR 0.30.3 on Linux. I've got as far as actually using "make" and it does all the "[SRC] Compiling *.cpp" but it makes an error "story_gui.o: file not recognised: File truncated" after "[SRC] Linking openttd". Can anyone help me? I'm on Ubuntu server 18.04.2
09:48<@peter1138>Run out of disk space?
09:49<@peter1138>Try a "make clean" and then "make" again to rebuild all the .o files.
09:50<starraid>I doubt it is disk space, this is a fresh install of Ubuntu on a brand new 120 GB SSD
09:50<starraid>but I will try this, thanks
09:50<andythenorth>is it this?
09:51<starraid>hmmm I don't think so
09:52<@peter1138>That error means it tried to build but didn't, and left an empty file there.
09:52<@peter1138>Not something that normally happens.
09:53<starraid>while I'm here, how do I make it a dedicated server? It says use the flag "--enable-dedicated" but I couldn't figure out where
09:54<Artea>is in ./configure --enable-dedicated
09:54<starraid>it doesn't let me do that
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09:55<Artea>are you using ubuntu files or source ?
09:55<Artea>when you downloaded
09:55<Artea>is Ubuntu version or Source version
09:56<starraid>I think it's just Source
09:56<nielsm>are you getting an error message?
09:56<nielsm>or is the computer reaching out with a robot arm and preventing you from typing that command?
09:56<starraid>error message
09:56<nielsm>then share that error :)
09:57<Samu>borkai at 5.06 GiB, still running
09:57<starraid>if it happens again then I will
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09:57<starraid>do you mean the original "story_gui.o" one or the --enable-dedicated one?
09:57<nielsm>what you get with --enable-dedicated
09:58<starraid>ok, I'll show that when it stops trying to compile again
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10:06<Samu>why isn't it crashing?
10:06<Samu>seems that the crash isn't related to memory amount
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10:09<Samu>heh LordAro that topic rename :(
10:09<Samu>is no longer true
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10:16<Samu>openttd.exe commit memory is resource monitor is ~8.6 GB atm
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10:16<Samu>in nielsm memory column is 5.29 GiB
10:19<starraid>actually I think it managed to compile sucessfully
10:19<Samu>borkai doesn't want to make more than 500 road vehicles
10:19<Artea>nice, starraid
10:19<Samu>garbage collector stalls are becoming huge... about 7 seconds, at least i think it's the garbage collector
10:20<Artea>with --enable-dedicated ?
10:20<starraid>I don't think so
10:20<Artea>well, I think you need to activate in order to run dedicated server
10:20<Artea>so you will have to compile again
10:20<@peter1138>No, you don't.
10:20<Artea>no ?
10:21<starraid>I went to the directory it claims to have put it in, but when I run it it says "Error: No available language packs (invalid versions?)"
10:21<@peter1138>It simply disables trying to compile a non-dedicated version.
10:22<starraid>yeah it just complains it has no langauge packs, though when compiling it listed quite a few it compiled
10:22<starraid>and I just add -D as an argument when launching the server to make it dedicated I found out
10:23<Artea>for dedicated server
10:23<Artea>you going need a new cfg
10:24<Samu>oh, bork ai with 501 road vehicles!
10:24<Samu>that's over 500!
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10:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
10:30<starraid>this is what I get when I try to launch it, along with the files within the directory it put the binary I think
10:32<Samu>nielsm, yesterday night, an AI died, and it made it crash in your GetAllocatedMemory()
10:33<Samu>openttd crashed
10:33<Samu>FramerateWindow::DrawElementAllocationsColumn + 230 (D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\framerate_gui.cpp:606)
10:34<Artea>no "" on -c
10:34<Artea>is just -c file.cfg
10:34<Artea>and rest dont know how to help you
10:34<nielsm>Samu maybe something in the framerate window didn't pick up on the ai being crashed
10:34<Artea>I didn't compiled that patch pack
10:37<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
10:37<Samu>try a crashing AI, like AroAI with disabled road vehicles in its config
10:39<Samu>meanwhile, BorkAI - 5.45 GiB
10:44<Artea>I would going to say to check bundle folder
10:45<Artea>but forgot you're using patch pack :S
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10:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7514: Scale oil refinery edge distance up by map size
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11:33<Samu>BorkAI - 5.84 GiB
11:37<nielsm>I wrote an allocator! I hope it works!!
11:37<Samu>i was honestly expecting a crash before 4 GB
11:38<nielsm>it does not work :D
11:38<Samu>don't know what causes a crash in garbage collector
11:38<Samu>it's not the amount it allocates
11:47<Samu> this is really weird to look at
11:48<Samu>memory usage poe vs openttd
11:49<V453000>musa is python 2 onlyeh
11:50<@LordAro>V453000: oh noes
11:50<@LordAro>someone should probably resurrect that and put it on the github
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11:56<nielsm>cool, my assert for "tried to handle memory outside the arena it should be using" triggered
11:56<nielsm>so something is wrong about my allocator context switching
11:57<nielsm>ah yeah I see what it is
12:00<V453000>yay new nuts, lets see if I broke more than I fixed :D
12:08<nielsm>no longer crashing during startup, at least that's a beginning
12:19<nielsm>and now it's actually running without crashing :D
12:19<nielsm>of course my first ever allocator is stupid slow :P
12:22<Artea>another server in Portugal
12:22<Artea>sad is 1.8.0
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12:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
12:31<nielsm>here enjoy babbys first malloc
12:32<nielsm>(currently it just has a fixed size 64 MB arena which will obviously be far too small for real world uses)
12:33<Samu>but it doesn't look like it's a memory amount issue
12:34<Samu>borkai currently at 6.22 GiB
12:34<Samu>at this point, I dunno if I expect a crash
12:34<Samu>maybe it will
12:37<nielsm>it kinda smells like BorkAI is a memory leak...
12:40<Samu>it seems to cache all pathfind results
12:42<Samu>also caches other stuff, cargo acceptance, industries, towns
12:42<nielsm>a cache that does not invalidate items is a fancy name for a memory leak
12:42<Samu>but what really raises mem usage is the RoadTransport
12:43<Samu>in comparison
12:43<Samu>the pathfinder results
12:44<Samu>it then goes through all the results to pick the best, before building a route
12:44<Samu>seems to be what it does
12:44<Samu>didn't verify in code
12:44<Samu>but yeah, it doesn't look like it's clearing the cache
12:44<Samu>keeps the results maybe for posterior use? I dunno
12:52<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
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12:54<nielsm>hmm, supposedly MogulAI has allocated 100 MB, more than the heap size...
13:00<nielsm>I forgot to update usage in Free
13:02<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
13:05<V453000>is there some setting for maximum amount of newgrf stations or something?
13:07<V453000>oh they're just missing labels in the station menu :0
13:11<@LordAro>V453000: upgrade to 1.9.1
13:11<V453000>will have to fix our updater script for that :D
13:12<nielsm>hmm, allocating a 2 GB heap for each script is kinda slow
13:12<nielsm>(in a debug build)
13:13<@LordAro>strange that
13:13*peter1138 ponders running an NRT server.
13:14*peter1138 ponders having some beer.
13:14<@peter1138>Purchased from the local brewery, came in 2 litre plastic milk bottle :p
13:14<Samu>what u say about that mem configurable?
13:15<Samu>making the arena a configurable amount in config file
13:15<Samu>bah my english today is bad
13:15<@LordAro>nielsm: why is an arena allocator necessary? what's wrong with just keeping track of amount of allocation and failing/erroring if it tries to go over that limit?
13:16<nielsm>maybe it's not necessary
13:16<nielsm>I'm just having fun
13:16<@peter1138>I wonder if it would be become possible to save the memory state of a VM/
13:16<@LordAro>fun? in a PR? shocking.
13:16<Samu>AIs are fun, confirmed. nielsm AI soon
13:16<@peter1138>That would mean all the saveload crap AIs have to do would be unnecessary.
13:16*LordAro hands peter1138 a 500MB save file
13:17<@peter1138>LordAro, true, but...
13:17<@LordAro>it could be compressible, but i wouldn't expect much
13:17<@peter1138>Limit AIs to 1MB each? :D
13:17<nielsm>saving a memory image isn't quite feasible, it'd need a lot of pointer fixuppery
13:17<@peter1138>Oh, true.
13:17<@peter1138>Hmm, well.
13:19<Samu>have you tried testing in a 32_bit openttd.exe?
13:21<@peter1138>So this AI sign in the top corner of a map...
13:21<@peter1138>With garbage in it.
13:21<Samu>that's SCP
13:21<@peter1138>Which is?
13:21<@peter1138>Not Secure Copy Protocol.
13:22<Samu>it's for NoCarGoal or CompanyValue GS
13:22<Samu>ask zuu
13:22<@peter1138>What does SCP stand for?
13:22<@peter1138>And what does it do?
13:22<Samu>script communication protocol
13:22<Samu>communicate AI-GS via signs
13:22<@peter1138>I'm not running a GS so it's neither of them.
13:26<nielsm>I guess the main advantage of an arena allocator would be that you can kill a squirrel VM with a single deallocation
13:27<nielsm> <-- that's a lot of commit!
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13:28<@peter1138>WrightAI fails... cos it's 1880 :D
13:28<@peter1138>However, it managed to build an airport, even though there are no airports available.
13:28<@peter1138>I guess that could be fixed.
13:28<Samu>you mean aircraft?
13:29<@peter1138>As a player, I can't build them.
13:29<@peter1138>So I guess that is GUI-side :/
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13:32<@peter1138>Infrastructure window needs love :-)
13:32<Samu>borkai approaching 7 GiB soon
13:32<nielsm>okay time to try running a release build for a while
13:33<Samu>bored of waiting for a crash that may or may not happen
13:33<+glx>Samu: how much memory for now ?
13:33<nielsm>electrified road, rubber boots required for pedestrian use
13:34<Samu>6.95 GiB
13:34<@peter1138>I wonder if it's that sign removal bug manifesting as a crash elsewhere? :p
13:34<@peter1138>nielsm, trolley bus!
13:34<+glx>so the memory is not the cause of the crash
13:34<+glx>it's about how garbage collector works I think
13:35<Samu>garbage collector stalls are approaching 10 seconds each
13:36<Samu>but doesn't crash
13:37<nielsm>does windows task manager roughly agree with the memory usage figures in the framerate window?
13:38<Samu>not sure
13:39<Samu>looks like that
13:40<nielsm>it's not entirely wrong at least
13:42<+glx>add the map, the vehicles, the stations, the orders, all the debug messages, ~2Go for OpenTTD itself not counting the VM seems right yes
13:43<+glx>and all the cargo packets ;)
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13:46<@peter1138>Hmm, so... scroll bar on this window I think :/
13:47<@peter1138>Bit better, but...
13:47<andythenorth>probs a scroll bar :P
13:47<andythenorth>do we need to show pieces where the count is 0?
13:47<andythenorth>it's not information
13:47<Eddi|zuHause>peter1138: a collapsible tree?
13:48<andythenorth>hiding 0 count pieces, doesn't solve any actual problems, just adds complexity :P
13:48<Eddi|zuHause>(with compound statistics)
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13:58<Samu>glx, could gc crash be the result of memory fragmentation? or it's nothing to do with that?
13:59*peter1138 ponders doing dinrar.
14:00<Samu>woa, for the first time borkai reduced memory usage!
14:01<Samu>6.96 GiB -> 6.95 GiB
14:01<dwfreed>something something margin of error
14:02<Samu>i also dont see him pathfinding more routes
14:02<Samu>maybe it pathfound them all
14:02<Samu>i dunno, lol
14:03<nielsm>can someone answer this?
14:05<Samu>I was wrong, it just started more pathfinds
14:06<@peter1138>Ooh, a crash.
14:06<Samu>gonna play path of exile for a bit, while there's still ram
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14:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7518: Fix #7235: Ensure catchment area of neutral station covers entire industry.
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15:02<andythenorth>I should probably work
15:04<@peter1138>You should work on NRT.
15:05<Wolf01>I should work on NRT too
15:05<Wolf01>But I don't even know if I recognize it :P
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15:06<@peter1138>What did you want to do to it?
15:07<@peter1138>There is a... slightly... minor... change.
15:07<Wolf01>Town road types
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15:10<@peter1138>Oh, that's... kinda done.
15:10<Wolf01>Really? I should compile a more recent version then
15:11<@peter1138>I recommend current?
15:13<@peter1138>There's a vague heuristic which could probably do with improvement :p
15:25<@peter1138>Wolf01, I guess I've been a bit keen in squashing it all, there's quite a few bug fixes other the past months.
15:27<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7518: Fix #7235: Ensure catchment area of neutral station covers entire industry.
15:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7518: Fix #7235: Ensure catchment area of neutral station covers entire industry.
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15:56*andythenorth got distracted
15:56<andythenorth>Wolf01: this is really good
16:11<@peter1138>Is it a newgrf?
16:15<Wolf01>andythenorth: bookmarked, thanks
16:15<andythenorth>I have it running
16:15<andythenorth>there are alternatives but none were as simple
16:17<Wolf01>Indeed, it looks readable even to me
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16:38<Samu>BorkAi at 7.07 GiB, no crash
16:39<acklen>why are you expecting it to crash?
16:39<acklen>as long as there's enough memory on your system, it should continue to run...
16:39<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7516: Custom allocators for Squirrel
16:40<nielsm>the crash is probably not related to memory exhaustion/allocation failure then
16:40<acklen>ah, you're trying to reproduce a crash
16:40<nielsm>and more likely (as glx has been guessing at) a problem with the gc
16:41<Samu>seems to be reproducible with NoCAB
16:41<nielsm>someone mentioned the gc might be a recursive mark-and-sweep which can definitely have issues with complex or deep object graphs
16:41<Samu>what does NoCAB do different than BorkAI?
16:43<+glx>maybe NoCAB use more local arrays than BorkAI
16:43<+glx>anyway a good GC should handle any kind of data without crashing
16:45<Samu>BorkAI at 7.05 GiB, receeding, at times
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16:46<+glx>but high number of objects to be garbage collected, and recursion can clearly go wrong
16:46<nielsm>yay linux is compiling again, and passing the regressions
16:47<nielsm>hmm macos is being very slow on regressions
16:48<+glx>regression is slow for me locally but may be related to scanning ~1800 newgrfs ;)
16:49<@LordAro>nielsm: perhaps someone should try upgrading squirrel more thoroughly than TB did :)
16:50<@LordAro>@seen Truebrain
16:50<@DorpsGek>LordAro: Truebrain was last seen in #openttd 2 days, 2 hours, 49 minutes, and 11 seconds ago: <TrueBrain> if that is the excuse, I am done
16:50<+glx>isn't there a compatibility issue for current script with newer squirrel ?
16:51<@LordAro>i don't think anyone's got far enough to prove as such
16:51<nielsm>you mean upgradint to squirrel 3?
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16:54<+glx>the main issue is to merge our local changes I think
16:55<@LordAro>the changes are not insiginificant
16:55<nielsm>I definitely remember lua 5.0 to 5.1 upgrading being incompatible at the syntax level, and there's also been some issues with lua 5.1 to 5.2 though not as great
16:56<nielsm> doesn't seem to have any documentation on the differences in the language between version 2, 3 and 3.1
16:56<+glx>squirrel doc is not the best ;)
17:00<nielsm>yeah the syntax is not compatible between sq 2 and 3
17:00<nielsm>there's keywords both added and removed
17:01<@peter1138>And if it's not compatible, why sq?
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17:03<@peter1138>Oh right, that setting is client-side only. hMM.
17:06<@LordAro>nielsm: are there keyword differences? i didn't see any...
17:06<nielsm>so upgrading to squirrel 3 would mean either hacking up the parser so it still accepts the old syntax and somehow translates it to new syntax/semantics, or just announcing "guess all your GS and AI no longer work"
17:07<@LordAro>unless it's a keyword that no one had ever used
17:08<nielsm>"delegate", "vargc", "vargv" removed
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17:09<@peter1138>Should "Disable infrastructure building when no suitable vehicles are available" be... a server setting?
17:09<nielsm>"base" added, and also __LINE__ and __FILES__ are keywords since squirrel 3.1
17:10<@LordAro>i feel like these are either uncommon enough to not worry about
17:11<nielsm>and with the poor documentation who knows what unexpected semantic changes may have been made
17:11<@LordAro>still think it's worth trying to play with any way
17:11<@peter1138>Terron AI uses delegate
17:12<@peter1138>return delegate new_container : {}; // returns "{}"
17:12<@peter1138>(No really?)
17:12<@peter1138>So, er, what's it replaced with? heh
17:12<@LordAro>is that a lambda function thing?
17:13<@peter1138>Anyway, it's GPL so can be fixed :p
17:14*peter1138 'accidentally' downloads everything available.
17:14<nielsm>delegate keyword is apparently used to set the "parent" for a table
17:15<nielsm>which is kinda like inheritance I guess?
17:15<nielsm>it's replaced with a function call x.setdelegate()
17:16<nielsm>and in sq 2 you retrieved the delegate via x.parent, in sq 3 you do it via x.getdelegate()
17:17<@peter1138>Only 3 files have the word delegate in them./
17:17<+glx>looking in current squirrel on github, nothing really changed in GC code
17:18<@peter1138>Not sure if the other 2 are actually squirrel delegates, or just a variable/method named delegate.
17:19<@peter1138>vargc/vargv used a bit more
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17:22<nielsm>so there's probably nothing to gain other than syntax trouble
17:22<nielsm>if the gc isn't any different
17:23<nielsm>unless there was a chance to get JIT? supposedly that exists in some form
17:23<nielsm>(JIT to native code, presumably)
17:23<@peter1138>vargv still exists
17:23<@peter1138>vargc is replaced with vargv.len()
17:24<nielsm>anyway it's way late and I should sleep,
17:24<@peter1138>May be possible to fudge that one.
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18:25<Samu>bah, i died
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20:26<Samu>im gonna stop borkai
20:26<Samu>it didn't crash, and im already low on free memory
20:27<Samu>ok, i stiopped
20:27<Samu>7.49 GiB
20:59<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #7125: Convert singleplayer game to multiplayer server
21:14<DorpsGek_II>[OpenTTD/OpenTTD] bennyman123abc opened pull request #7519: Add: Add .gitignore Exception for VSCode IDE Files
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21:39<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7519: Add: Add .gitignore Exception for VSCode IDE Files
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22:29<DorpsGek_II>[OpenTTD/OpenTTD] bennyman123abc closed pull request #7519: Add: Add .gitignore Exception for VSCode IDE Files
22:29<DorpsGek_II>[OpenTTD/OpenTTD] bennyman123abc commented on pull request #7519: Add: Add .gitignore Exception for VSCode IDE Files
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---Logclosed Wed Apr 17 00:00:00 2019