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#openttd IRC Logs for 2019-08-07

---Logopened Wed Aug 07 00:00:42 2019
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01:34<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth approved pull request #7686: Fix: Spelling in running costs help text
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02:31<Samu>town coverage doesn't work well on sub-tropic
02:31<Samu>unless the buildings are invisible
02:31<Samu>it doesn't show the red squares
03:04<Samu>How do I get the cargo production of a specified coverage area which is not a rectangle?
03:05<Samu>cargo production around a multi-tile station
03:05<Samu>cargo waiting doesn't cut it for me
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05:09<Samu>how do I get cargo production of a tile
05:09<Samu>i can only get cargo production around a tile :)
05:11<Samu>if i have multiple tiles around, they overlap, I can't reliably get the production
05:13<Samu>must do some tile gimnastic here to get what i want
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07:27<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7686: Fix: Spelling in running costs help text
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08:12<Beerbelott>The latest nightly changelog.txt is blank Is this expected?
08:13<Beerbelott>0b content
08:13<Beerbelott>HTTP 200
08:16<LordAro>it's known broken, yes
08:24<Samu>lol undefined?
08:34<Beerbelott>LordAro: Perfect, thx
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08:56<milek7>Samu: well, what have you wanted to test? ;P
09:01<Samu>woah, it can only list 15 ais?
09:02<Samu>the good way to test was to set max ops to a big number
09:03<Samu>then see how it adjusts
09:04<milek7>yes, performance timer currently counts first 15 ais
09:05<Samu>im not even sure how it works with more than 15
09:06<Samu>with only 10000 max ops, your system is too fast
09:06<milek7>i rebased my more companies patch on your branch ;p
09:06<LordAro>it's a hardcoded limit
09:06<Samu>no adjustments are needed, so it keeps 10000 ops
09:06<LordAro>if you've added more companies, you'll need to expand that as well
09:07<Samu>also competitor speed plays a role too
09:08<Samu>it's under settings\competitors\computer players
09:08<Samu>#opcodes before scripts are suspended
09:08<milek7>it needs dynamic vector of _pf_data, as extending that to constant 240 seems bit silly..
09:08<Samu>and construction speed
09:09<LordAro>worrying about that much extra memory usage seems a bit silly if you've got 240 companies :p
09:20<Samu>if it can't log the ms times of companies 15+ i don't think that's working properly
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09:42<milek7>looks rather unfair ;p
09:44<Samu>looks like.. it's not working properly, im unsure, never planned it going over 15 :o
09:44<Samu>bork ai still getting 250 000
09:44<Samu>with those frame times...
09:47<milek7>if you want to test:
09:48<milek7>it's based on old code from april because I haven't merged more_companies with NRT tile changes yet
09:48<Samu>the way it should work was making it "detect" big ms times, and then force a lower number of max ops
09:49<milek7>and I reverted 5699724, because it stuffs company bitmask into DoCommand int arguments (and more_companies obviously doesn't fit there)
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11:33<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7687: Fix: typo in ScriptList::Valuate param error
11:33<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7687: Fix: typo in ScriptList::Valuate param error
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11:59<Eddi|zuHause>yay, steam scheduled an update for tomorrow 4:30AM, which is in less than 12 hours!
12:00<Eddi|zuHause>and it's a whooping 2.8MB
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13:20<Samu>get cargo production is a lie
13:21<Samu>it counts the number of houses around, im disappointed
13:28<Samu> if (hs->population > 0) { produced[CT_PASSENGERS]++; }
13:29<Samu>lol, just that? very misleading...
13:36<Samu>TileLoop_Town has a different measure
13:36<Samu>I don't understand why
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14:58<andythenorth>so I bought a new laptop to see if OpenTTD is faster
15:01<andythenorth>the new laptop has dumped performance from about 15-20fps to around 10fps
15:03<Eddi|zuHause>... that's because the problem is not about processor speed
15:03<andythenorth>do we know that? o_O
15:03<andythenorth>it's quite unreliable to reproduce
15:04<nielsm>that makes it even more likely
15:04<Eddi|zuHause>if it were processor speed, it would be reproducable
15:04<andythenorth>what do we think the problem is?
15:04<nielsm>system timers of some sort
15:04<Eddi|zuHause>some sort of locking/race condition type stuff
15:04<nielsm>do you have a windows or linux system on hand? if so maybe try running a dedicated server on the mac and see if performance is weird
15:04<nielsm>or try running with null video
15:04<andythenorth>oh I recompiled
15:04<andythenorth>now it's down to 2.5 fps for the simulation
15:05<Eddi|zuHause>do we allow compiling without threads?
15:06<milek7>emscripten used that
15:07<Eddi|zuHause>so you could try that
15:10<andythenorth>I wonder whether I should separately bisect master against 1.9.1
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15:10<andythenorth>the frame rates on 'normal' speed are ~same
15:11<andythenorth>but on ffwd, 1.9.1 clips 9999fps, whereas master is in the 100-4000 range
15:11<+glx>on your mac ?
15:11<andythenorth>yes, except I bought a new faster one to see if OpenTTD is faster
15:11<andythenorth>I'm guess there are multiple issues, or multiple manifestations, which make the fps numbers hard to understand
15:12<nielsm>try with different video drivers: dedicated server, null, SDL
15:12<nielsm>allegro if possible
15:12<nielsm>with/without threads
15:12<andythenorth>I need a spreadsheet :)
15:15<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7687: Fix: typo in ScriptList::Valuate param error
15:20<+glx>nnyby: about #7685: indentation of comments should be restored too
15:24<andythenorth>how do I navigate the filesystem on Windows 10? :P
15:24<+glx>in cmd or powershell you can use 'cd'
15:32<andythenorth>ok let's assume that Windows OpenTTD performance in Virtualbox is irrelevant
15:36<andythenorth>so if I run with null video driver option, how am I testing fps?
15:37<nielsm>andythenorth: src/video/cocoa/ line 692, try changing to: if (true /*cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks*/)
15:37<nielsm>that would force the game into eternal fastforward and disregard any timing, I think
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15:38<nielsm>also line 676 is: while (QZ_PollEvent()) {}
15:38<nielsm>maybe try changing that to just a single QZ_PollEvent(); call together with the eternal fast-forward
15:38*andythenorth tries
15:39<nielsm>and maybe try changing the GetTick() in line 691 to a constant 0 as well, to rule out whether the act of getting the current tick value is slow
15:42<nielsm>then regardless of the results of those changes, revert all of that and comment out line 713: CSleep(1);
15:43<andythenorth>I really need to video the result
15:43<Eddi|zuHause><andythenorth> so if I run with null video driver option, how am I testing fps? <-- you just "-v null:ticks=10000" and time it?
15:43<andythenorth>I've managed to trigger the 'stuck at 30fps until a news message opens' behaviour
15:43<nielsm>removing that line should cause the game to use a full CPU thread at all times but should show whether the slowness may be caused by the OS scheduler delaying next time slice for too long
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15:44<Eddi|zuHause>you could probably hack the null video driver to output fps on debug output?
15:45<andythenorth>changing 691 to 0 nerfs the cursor
15:45<andythenorth>game is unusable :)
15:45<nielsm>okay leave that then :P
15:47<andythenorth>changing 713 doesn't make much difference subjectively
15:47<andythenorth>but performance is wildly variable and I'm not logging it
15:48<andythenorth>I am going to video this behaviour, large file incoming :P
15:53<andythenorth>there are 3 or 4 different behaviours
15:53<andythenorth>might be common cause, might not
15:53<andythenorth>can we open .mov files or do I need to convert?
15:56<nielsm>can, but recoding it might save a lot of upload and download time
15:56<andythenorth> 57MB
15:57<andythenorth>the small version was illegible
15:57<andythenorth>there are a few interesting things to notice
15:58<andythenorth>particularly the fps for all stages of news message
15:58<andythenorth>and the fps for mouse movement, vs mouse movement over news message
16:00<FLHerne>andythenorth: Any correlation between Intel/Nvidia/AMD graphics?
16:00<andythenorth>not afaik
16:00<Eddi|zuHause>is that news messages with or without èxtra viewport?
16:00<FLHerne>I suppose there /shouldn't/ be if it's just blitting on the CPU
16:01<nielsm>no viewport in the news
16:01<nielsm>it's a vehicle introduction message
16:04<andythenorth>there are other performance behaviours, but that's the weirdest
16:04<andythenorth>obviously full animation is unusable
16:07<Eddi|zuHause>andythenorth: does this behaviour change with
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16:08<Eddi|zuHause>(related: i thought i made a PR for that, but i can't find it?)
16:09<nielsm>Eddi|zuHause: you did
16:09<Eddi|zuHause>my search-fu must have failed me
16:09<Eddi|zuHause>i searched both open and closed
16:11<LordAro>Eddi|zuHause: :p
16:11*andythenorth tries
16:11<nielsm>andythenorth: just to be sure, did you try with both 32bpp and 8bpp blitter?
16:11<andythenorth>I can repeat that
16:12<andythenorth>the fps in the video doesn't manifest immediately or always btw
16:12<andythenorth>I can get up to 9999fps at the start of a game, depending on zoom level and map contents
16:12<andythenorth>then something triggers it
16:13<Eddi|zuHause>andythenorth: the first (hidden) news message, maybe?
16:14<andythenorth>appears to be yes
16:14<andythenorth>they correlate
16:15<Eddi|zuHause>so news display (possibly main status bar) is the area we should be looking at, probably
16:16<Eddi|zuHause>andythenorth: are you testing 1.9.2 or nightly?
16:16<andythenorth>mostly nightly
16:17<andythenorth>and specifically I just tested 7612
16:17<Eddi|zuHause>so that would already include pr 7612
16:17<nielsm>try adding this at the start of QZ_GameLoop() function:
16:17<nielsm>[[NSProcessInfo processInfo] beginActivityWithOptions: NSActivityUserInitiated reason: @"Game"];
16:18<andythenorth>nielsm: I experimented recently with Instruments
16:18<andythenorth>gets me a lot of thread / call stack looking stuff
16:18<andythenorth>can't say I understood it, but it gives timings
16:20<Eddi|zuHause>andythenorth: watching your video closely, there's also a thing where it slows down/speeds up depending on whether a tooltip is shown
16:21<nielsm>I need to sleep, gn
16:25<andythenorth>thanks gn
16:25<andythenorth>I re-ran a fresh game, the first hidden news message definitely correlates with the performance drop
16:26<andythenorth>I don't have the ticker on for most cases btw
16:26<andythenorth>they're entirely hidden
16:27<andythenorth>Eddi|zuHause: that's a good spot, it's (very roughly) ~10x slower when tooltip shows
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16:28<Eddi|zuHause>andythenorth: does it disappear if you set tooltip to right-click?
16:28<Eddi|zuHause>(iirc that's tooltip-delay set to 0)
16:29<andythenorth>I'll test
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16:31<andythenorth>in the video it drops to 300fps or so on tooltip hover
16:31<andythenorth>with tooltips on right-click, that isn't happening
16:31<andythenorth>it's all very subjective
16:32<Eddi|zuHause>even if you right-click to show the tooltip?
16:32<andythenorth>even with the tooltip open, the fps is ~constant
16:32<Eddi|zuHause>this is definitely timer-related
16:32<Eddi|zuHause>but this makes it tricky to debug
16:33<andythenorth>well I can run Instruments
16:33<andythenorth>it's quite unwieldy, and I'm not sure how you'd use the output
16:33<Eddi|zuHause>there's very little i can do from here
16:34<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts
16:35<andythenorth>I ran it for about 30s
16:36<andythenorth>this is a tree that can expand / drill down
16:38<Samu>a quick fix of full loading tricks isn't working... :(
16:39<Samu>ai is still doing bad
16:39<Samu>unless I do 2 sets of shared order vehicles, 1 for each direction
16:40<Samu>that would require some deep changes in the code :(
16:41<andythenorth>I don't have any control to benchmark against, but that's a lot of time in RGBAf16_image_mark
16:42<andythenorth>might be fine, dunno how mac graphics stack works
16:46<Eddi|zuHause>andythenorth: i don't think that's the information we're looking for
16:47<andythenorth>not surprising
16:47<andythenorth>other things can be monitored
16:47<andythenorth>but this might not be the right tool
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17:00<andythenorth>also bed
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17:21<Samu>experimenting with a minimum of 18 houses around the station
17:22<Samu>starting results are improved
17:22<Samu>but for how long...
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17:47<milek7>i launched openttd in macos mojave vm
17:47<milek7>1.9.2 seems to run fine, 34fps
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18:13<Eddi|zuHause>milek7: how about fast forward?
18:16<milek7>~3000 but jumpy
18:17<milek7>but this could be caused by virtual video output, it isn't too fast
18:22<Eddi|zuHause>milek7: andy's problem is that it stays 30 even on fast forward
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19:42<nnyby>glx: comment indentation on #7685 fixed
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---Logclosed Thu Aug 08 00:00:43 2019