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#openttd IRC Logs for 2019-12-01

---Logopened Sun Dec 01 00:00:05 2019
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02:59<andythenorth>o/
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03:33<nielsm>morning
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03:42<andythenorth>hi
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04:19<DorpsGek_III>[OpenTTD/nml] andythenorth opened pull request #68: Fix: close image files after use during palette check https://git.io/JeMeP
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04:23<DorpsGek_III>[OpenTTD/nml] nielsmh commented on pull request #68: Fix: close image files after use during palette check https://git.io/JeMeX
04:26<nielsm>just to be annoying :)
04:29<andythenorth>you can make that change if you want :)
04:29<andythenorth>it's a trade of correctness vs. chances of introducing breaking change
04:30<andythenorth>I did the quick thing, I am taking my kids to football soon :)
04:30<andythenorth>there are a bunch of detailed notes specific to PIL / Pillow for context managers and .close()
04:31<andythenorth>https://pillow.readthedocs.io/en/latest/reference/open_files.html#file-handling
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04:33<andythenorth>I suspect we really should be closing the other Image.open() cases as well
04:33<andythenorth>unless that's already done :P
04:35<DorpsGek_III>[OpenTTD/nml] andythenorth commented on pull request #68: Fix: close image files after use during palette check https://git.io/JeMe5
04:36<LordAro>mm
04:36<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle https://git.io/JeMed
04:37*andythenorth learnt a lot yesterday :P
04:37<andythenorth>after a whole day of work, I saved 27s on a 66s compile :P
04:37<andythenorth>but eh
04:37<andythenorth>I'm sure that will pay off, right? :P
04:38<SpComb>there's a handy reference table for that on xkcd
04:38<andythenorth>it's in yesteday's logs
04:39<SpComb>https://xkcd.com/1205/ if you spent 12h on it, than it's worth it if you do it at least once a day
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04:40<andythenorth>winner is me then
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04:55<andythenorth>eh the football ground I'm going to is marked on this map https://i.imgur.com/ijhtgZS.png
04:55<andythenorth>:P
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05:41<Samu>hi
05:41<Samu>nielsm, it didn't crash in 1961, starting from 1935 :)
05:41<Samu>i think you forgot something in waypoints
05:42<Samu>https://github.com/OpenTTD/OpenTTD/pull/7849/commits/63f91daf3ac7df59fe011c0f3537f5f721635954#diff-3fadccc32d5ab3e1dd740b70fbecd9aaR41
05:44<Samu>are you there
05:45<nielsm>was cleaning
05:45<DorpsGek_III>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates for stations https://git.io/JeMvH
05:45<Samu>oops
05:46<Samu>posted too quickly
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06:28<DorpsGek_III>[OpenTTD/nml] matthijskooijman commented on issue #42: Document how to release nmlc, including building a windows binary https://git.io/Je8vQ
06:32<DorpsGek_III>[OpenTTD/nml] planetmaker commented on issue #42: Document how to release nmlc, including building a windows binary https://git.io/Je8vQ
06:34<DorpsGek_III>[OpenTTD/nml] matthijskooijman commented on issue #42: Document how to release nmlc, including building a windows binary https://git.io/Je8vQ
06:36<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates for stations https://git.io/JeMf2
06:45<Samu>i can't see the comment :(
06:45<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on pull request #7791: GS method to control engine availability for a specific company https://git.io/JeMfy
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06:53<DorpsGek_III>[OpenTTD/OpenTTD] ldpl updated pull request #7791: GS method to control engine availability for a specific company https://git.io/JeREi
06:54<DorpsGek_III>[OpenTTD/OpenTTD] ldpl updated pull request #7791: GS method to control engine availability for a specific company https://git.io/JeREi
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06:56<DorpsGek_III>[OpenTTD/OpenTTD] ldpl updated pull request #7791: GS method to control engine availability for a specific company https://git.io/JeREi
07:05<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates for stations https://git.io/Je1bx
07:06<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates for stations https://git.io/JeMJt
07:19<Samu>ok gonna retest
07:20<nielsm>basically will need to run through all the previous kdtree bugs and retest for them with these changes
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07:28<Samu>i have no time atm, lunch is ready, be back later
07:29<Heiki>I found a problem for someone: https://www.tt-forums.net/viewtopic.php?f=31&t=86402
07:29<Heiki>(but now I’ll try to make some deep-fried spring rolls)
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08:42<Samu>restarting
08:42<Samu>waiting for 1961 again
08:43<Samu>with the new changes
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08:45<Samu>what about #7822
08:45<Samu>will it be fixed in next beta
08:46<Samu>it's probably not the best way to fix it, but it works
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08:48<LordAro>Samu: i definitely want to see it fixed for 1.10.0
08:49<LordAro>but yeah, might not be the correct solution
08:49<LordAro>needs a peter1138, really
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08:50<Samu>for example, the bug also occurs with NPF
08:51<Samu>the fix only addresses YAPF, because it has this cache thing
08:56<Samu>but the problem itself, is not cache related
08:57<Samu>im using a fix in the cache to work around the problem
08:57<Samu>I don't address the problem directly, that's why I think it's not the correct way to fix it
09:00<Samu>the problem is: the road vehicle has turned around at the end of the road, and finds itself in a position where it needs to ask the pathfinder for directions
09:01<Samu>but at the same time, the vehicle tries to advance, but is blocked by another, so it doesn't advance in the current tick.
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09:02<Samu>next tick, it repeats: finds itself in a position where it needs to ask the pathfinder for directions. It's in the same tile, same position as it was last tick.
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09:03<Samu>the cache has some tiles, but not the initial tile
09:04<Samu>it expects the vehicle to be in the next segment when trying to follow the cached path
09:04<Samu>and it's not
09:04<Samu>it's still in the same tile
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09:08<@peter1138>I'd say your fix is wrong because you'd need to ensure that data is stored in the savegame.
09:08<Samu>doesn't seem to require savegame changes
09:09<Samu>or at least, savegame conversion
09:09<@peter1138>It might look like it's working but I think it's not desync safe.
09:10<@peter1138>Anyway, if the vehicle can't move, it shouldn't consume from the cache. Hmm.
09:11<@peter1138>I don't remember entirely... did I assume that a vehicle would always be able to moved after filling the cache?
09:11<Samu>yes, it seems
09:12<@peter1138>Cos that case would hold for ships (where it was originally implemented)
09:12<@peter1138>Maybe just invalidate the cache if the vehicle is blocked for whatever reason. Hmm.
09:13<Samu>the cache is invalidated, and filled repeatedly, it just doesn't contain the where the vehicle is at
09:13<@peter1138>Or include the current tile in the cache and pop it off.
09:14<Samu>yeh, that's probably what needs to be done
09:14<@peter1138>Oh.
09:14<@peter1138>Right, so the issue isn't that the vehicle's cache is wrong, it's a performance hit?
09:14<Samu>it can't follow the cache, because it's not containing the first tile
09:15<Samu>it contains only the tile where the vehicle would be at next
09:15<@peter1138>So... it is wrong...
09:15<Samu>what about NPF?
09:15<@peter1138>I wish I understood you.
09:15<@peter1138>NPF doesn't do any caching.
09:15<@peter1138>Or didn't.
09:16<Samu>the problem also happens there
09:16<Samu>which makes me think, it's not entirelly a cache issue
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09:16<@peter1138>Maybe if you defined the issue more clearly rather than half-way down the solution...
09:17<@peter1138>LordAro, I'd made up my mind I was going to cycle this weekend, after 7 or 8 weeks of not doing so.
09:18<@peter1138>LordAro, then I woke up at 2am on Saturday morning with a miserable cold and have felt like shit since :/
09:18<LordAro>peter1138: :((
09:18<Samu>try the 2 vehicle savegame
09:18<LordAro>well i moved house today, so i couldn't get out either
09:18<@peter1138>Samu, no.
09:19<Samu>https://github.com/OpenTTD/OpenTTD/files/3801034/2.vehicles.only.zip
09:19<Samu>:(
09:19<@peter1138>Samu, I'll talk about things here, but I'm not getting into my dev environment.
09:20<Samu>1 vehicle blocks the other behind
09:20<@peter1138>Why are you still talking.
09:20<Samu>hmm k
09:20<@peter1138>I'm not looking at any saves :p
09:21<Samu>https://github.com/OpenTTD/OpenTTD/issues/7670#issuecomment-549089447
09:21<Samu>says in the comment if (rd.x & RDE_TURNED) {
09:21<Samu> /* Vehicle has finished turning around, it will now head back onto the same tile */
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09:22<Samu>"same tile" is the tile that is not cached
09:22<Samu>it is fine if the vehicle is not blocked, it asks the pathfinder once
09:23<Samu>but when it's blocked, it repeatedly enters the "same tile"
09:23<Samu>every tick
09:26<@peter1138>So you want it to keep the cache instead of invalidating it?
09:26<@peter1138>But you can't because the cache is "from" the next tile, not the current tile?
09:27<Samu>yes
09:29<Samu>cache cant be followed, it only contains the next tile
09:29<Samu>for the vast majority of situations, that is fine
09:30<Samu>for this particular situation... it's not
09:31<Samu>if the first tile is kept in the cache chain
09:31<Samu>that may break the normal situations where the vehicle is advancing fine
09:32<Samu>it'd have to skip first tile
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09:41<Samu>I'm not sure how to test desyncs in this particular situation
09:42<Samu>but the fix still should retrieve the exact path, with the difference that it's not hogging cpu
09:42<Samu>the same track result
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09:49<@peter1138>Yeah might be fine.
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09:49<@peter1138>As it's not a wrong-cached-path issue, it's a not-cached-path.
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10:02<Samu>btw nielsm no crash so far with the latest changes, year 1971 and going
10:02<Samu>erm 1976*
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10:23<nielsm>okay time to try out some of the previous bug reports from kdtree, see if they remain fixed
10:24<+glx>yeah good idea to do a regression check :)
10:24<+glx>but your new implementation seems safer
10:24<nielsm>we really should make a regression suite of old saves that need to be loadable
10:32<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates https://git.io/JeMT4
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11:13<andythenorth>yo
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11:20<andythenorth>what shall we do then?
11:21<andythenorth>extend certain industry vars that only handle 2 or 3 cargos? o_O
11:21<andythenorth>do the NRT docs?
11:21<andythenorth>move nml docs to the repo?
11:21<andythenorth>draw more snowploughs?
11:24<LordAro>yes
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11:25<andythenorth>have we got any nml PRs to merge?
11:25<andythenorth>https://github.com/OpenTTD/nml/pulls
11:26<+glx>maybe
11:26<andythenorth>did we win this one yet? https://github.com/OpenTTD/nml/issues/42
11:27<+glx>oh I should comment about the new way using pyinstaller
11:32<DorpsGek_III>[OpenTTD/nml] glx22 commented on issue #42: Document how to release nmlc, including building a windows binary https://git.io/Je8vQ
11:32<+glx>there
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11:36<andythenorth>ok so now we need a COMPILING.md or similar
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11:41<andythenorth>or we just put the info in README
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11:54<andythenorth>maybe it's time for a docs folder
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11:56<andythenorth>eh we have one :)
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12:14*andythenorth wonders if this is the official issue tracker still https://dev.openttdcoop.org/projects/nml/issues
12:14<andythenorth>README says it is
12:18<DorpsGek_III>[OpenTTD/nml] andythenorth opened pull request #69: Doc: fix minor issues in README https://git.io/JeMIV
12:20<andythenorth>^ that one's pretty vanilla tbh
12:20*andythenorth probably can't approve own work :P
12:27<andythenorth>do we know what this is for? https://github.com/OpenTTD/nml/blob/master/docs/nml.spec
12:28<andythenorth>there's also nml.spec in root, with a completely different format afaict
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13:07<snail_UES_>in my trackset, it looks like fences are disappearing on snowy terrain
13:07<snail_UES_>but I didn’t code it like that… is it a bug in OTTD by any chance?
13:07<snail_UES_>I’m using version 1.9.1
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13:10<LordAro>snail_UES_: fences have never shown on snowy terrain
13:10<LordAro>though i think a setting for it was introduced recently?
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13:11<snail_UES_>ok, let me check the ottd settings
13:12<snail_UES_>hmm, there seems to be no setting with “fence” in its name
13:12<snail_UES_>but again, maybe it was introduced after 1.9.1?
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13:20<Eddi|zuHause>i have not followed that development, but iirc there were never fences on snow/desert
13:21<@planetmaker>there weren't iirc
13:22<@planetmaker>I wondered about that when I coded railtypes
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13:29<andythenorth>those canadians
13:29<andythenorth>they never fence their tracks :P
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13:45<snail_UES_>doesn’t this sound a bit silly to you guys…? :p
13:45<snail_UES_>I mean, I build a rail line with fences and all
13:45<snail_UES_>then it snows, the terrain changes, and the fences disappear...
13:45<DorpsGek_III>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JeMts
13:45<DorpsGek_III> - Update: Translations from eints (by translators)
13:46<snail_UES_>only to reappear next spring...
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13:50<@peter1138>Pretty sure that's how it's behaved in *TTD since the start.
13:54<snail_UES_>right, but…
13:55<snail_UES_>I mean I guess it wouldn’t be a big change code-wise to reenable fences on snow
13:57<andythenorth>there was probably an issue for it
13:57<andythenorth>I probably closed it :P
13:59<snail_UES_>any chance we can reopen it? :p
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14:07<andythenorth>this is for vars, but not drawing the fences https://github.com/OpenTTD/OpenTTD/issues/7016
14:07<andythenorth>oh this https://github.com/OpenTTD/OpenTTD/issues/1955
14:07<andythenorth>allegedly fixed ^ snail_UES_
14:09<snail_UES_>hmm
14:09<snail_UES_>so you’re telling me there’s something wrong with my NFO?
14:10<FLHerne>snail_UES_: They just get buried in the snowdrifts
14:11<snail_UES_>:p
14:11<+michi_cc>andythenorth: The nml.spec file you've linked is for building SUSE/Yast linux packages.
14:11<andythenorth>and the one in root?
14:12<+michi_cc>No idea, but something completely different.
14:12<andythenorth>thanks
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14:21<nielsm>someone submitted a PR for having fences on snow and desert a good while ago, but it was poor quality and the submitter didn't follow up on reviews
14:21<LordAro>that's what i was thinking of
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14:26<andythenorth>how do I find r27343
14:27<andythenorth>nvm
14:28<@planetmaker>snail_UES_, but the point is "TTD behaved such - and we keep that at least as default". Other things have been shot down with that reasoning ;)
14:28<andythenorth>it's a good starting point, but hardly consistent as a design approach :)
14:29<andythenorth>we changed sooooo many other things
14:29<snail_UES_>I agree with andythenorth… for certain things, the default TTD behavior wasn’t ideal, so it’s desirable to change it
14:30<@planetmaker>it's always in the view of the beholder of what is desirable and what not.
14:31<@planetmaker>I see fences on tracks only as railtype property. And additional one to add as an option for NewGRF authors
14:31<@planetmaker>s/on/next to/
14:31<nielsm>yeah add a "fence type on snow" and "fence type on desert" property to railtypes
14:31<@planetmaker>on tracks... would be inconvenient :P
14:31<@planetmaker>nielsm, simply a "fence" sprite. Which is used. And can depend on a terrain check
14:32<@planetmaker>no need for separate properties.
14:32<andythenorth>could anyone approve this? It really is just README improvements https://github.com/OpenTTD/nml/pull/69
14:32<@planetmaker>and maybe a flag of "use fence on desert|use fence on snow"
14:33<DorpsGek_III>[OpenTTD/nml] nielsmh approved pull request #69: Doc: fix minor issues in README https://git.io/JeMqS
14:33<@planetmaker>you should add yourself, andythenorth ;)
14:33<andythenorth>not allowed
14:33<DorpsGek_III>[OpenTTD/nml] planetmaker merged pull request #69: Doc: fix minor issues in README https://git.io/JeMIV
14:33<andythenorth>oh as author?
14:33<andythenorth>hmm
14:33<@planetmaker>yes
14:35<snail_UES_>planetmaker: yes, I agree with you
14:35<snail_UES_>the newGRF author should decide whether to put fences or not
14:35<snail_UES_>but currently that’s not how it works. OTTD just removes fences on snowy terrain
14:36<@planetmaker>actually, indeed it only needs two flags in newgrfs... there is a fence sprite. So... hm
14:38<snail_UES_>not even that. One can code fences so that they appear different, accordingly to the terrain type
14:38<@planetmaker>you can code anything as function of terrain type
14:38<snail_UES_>the current system would work very well, if only OTTD didn’t remove the fences altogether
14:38<snail_UES_>planetmaker: yes
14:38<@planetmaker>without any change needed. So yes :)
14:38<snail_UES_>I do this for tracks and depots
14:39<snail_UES_>planetmaker: the problem is that OTTD removes the fences on snow by default.. and currently, this can’t be overridden
14:39<@planetmaker>it doesn't remove them. There never were any
14:39<snail_UES_>but if I code them, they don’t appear
14:39<snail_UES_>so it removes them
14:39<andythenorth>nielsm: any interest in helping port nml docs to the repo? :P
14:40<@planetmaker>You cannot remove something which never existed :) semantics maybe ;)
14:40<snail_UES_>the point is, I code my rails so that fences appear in a certain style, using my own sprites
14:40<snail_UES_>in my code I don’t include the “terrain”, so they’re supposed to appear on any terrain type
14:40<nielsm>andythenorth, insufficient capacity at the moment
14:41<snail_UES_>but they don’t appear on the snow… without me specifically telling OTTD to remove them on the snow
14:41<andythenorth>:)
14:41<snail_UES_>hence, it’s OTTD that removes them
14:41<nielsm>OTTD did not decide that fences must not be on snow/desert, chris sawyer decided that back at the dawn of time
14:42<nielsm>yes OTTD contains code that removes fences if the landscape below the fence changes away from grass into snow/desert
14:42<@planetmaker>^^ And thus there are sprites for cases which do not exist by specs
14:43<@planetmaker>(my whole point actually is: it's a feature request, not a bug report :) )
14:43<@planetmaker>and of course I'm enjoying to twist words :P
14:43<snail_UES_>alright, let’s call this a feature request :p
14:52<andythenorth>is there a way to remove newgrf projects from eints?
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15:00<andythenorth>can't find any mention of it in eints docs
15:04<milek7>fences around rail tracks are a thing IRL? i have never seen one..
15:05<nielsm>depends on the environment?
15:05<andythenorth>law in the uk
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15:06<nielsm>I remember reading somewhere that if US railway owners put fences around their tracks they are also responsible for maintaining it and monitoring the track
15:08<nielsm>if someone gets past the fence and onto the tracks and is hit by a train, it's the railway owner's fault, but if there was no fence installed then it's the fault of the person on the rails
15:08<nielsm>so railway owners prefer to not install fences for liability reasons
15:09<LordAro>'murica
15:12<Arveen>sounds fantastic
15:13<nielsm>I wonder if the same applies to trespassers on other industrial property then...
15:13<Arveen>find out ? (you might get shot though)
15:15<Arveen>i got a big coal plant right here . not too long ago someone jumped their fence and got shot in the leg trying to get in (not 'murica)
15:24<nielsm>https://github.com/OpenTTD/OpenTTD/pull/7729 <- anyone dare approve this? :]
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15:24<andythenorth>we should have a bleeding edge branch :P
15:24<andythenorth>and just approve things for it that look 'probably fine'
15:24<nielsm>we could call it master
15:25<nielsm>eh
15:25<andythenorth>:P
15:25<Arveen>isn't that what nightly is ?
15:25<andythenorth>no
15:25<andythenorth>our standards for review are relatively high
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15:25<andythenorth>and still we don't like it when mistakes slip through
15:26<andythenorth>but then that puts a lot of burden on reviewers
15:26<andythenorth>instead of just shipping it to a 'danger' branch and hoping players find bugs :P
15:27<Arveen>:D
15:33<andythenorth>I really should delete all my projects from web translator
15:33<andythenorth>it's not fair to have people waste time translating them
15:33<andythenorth>not sure how
15:34<andythenorth>I still see translation commits in the dead mercurial repos
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15:51<DorpsGek_III>[OpenTTD/OpenTTD] glx22 approved pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates https://git.io/JeMYg
15:51<nielsm>glx: I guess it shouldn't be merged as-is
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16:47<Samu>year 2045, no crash
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17:17<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh closed issue #7847: Crash - Assertion failed at line 213 of src\core\kdtree.hpp: next != INVALID_NODE https://git.io/Je1Eh
17:17<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh merged pull request #7849: Fix #7847: Use ViewportSign coordinates for sign Kdtree coordinates https://git.io/Je1bx
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17:29<DorpsGek_III>[OpenTTD/OpenTTD] grossws opened pull request #7850: Change: [hotkeys] add missing keycodes for hotkeys.cfg https://git.io/JeM3O
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17:57<DorpsGek_III>[OpenTTD/OpenTTD] grossws opened pull request #7851: Change: [add support for next/previous railtype global hotkeys https://git.io/JeM3F
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18:18<DorpsGek_III>[OpenTTD/OpenTTD] grossws updated pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
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18:27<DorpsGek_III>[OpenTTD/OpenTTD] James103 commented on pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/JeMsW
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18:40<Flo>Hi
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18:45<FLHerne>Flo: Evening
18:47<Flo>:)
18:47<Flo>do you know how to compile firs?
18:47<FLHerne>Yes
18:47<Flo>oh
18:48<Flo>could you help me?
18:48<+glx>yeah don't use master, switch to a v4 branch
18:48<Flo>v4 branch?
18:48<FLHerne>Flo: Do `git checkout v4-release-track`
18:49<FLHerne>master doesn't compile with latest nmlc, you get syntax errors
18:49<DorpsGek_III>[OpenTTD/OpenTTD] James103 commented on pull request #7791: GS method to control engine availability for a specific company https://git.io/JeMso
18:49<Flo>oh
18:49<Flo>thx :D
18:49<Flo>that was exacly what I needed
18:49<+glx>and old nmlc doesn't work with recent pillow :)
18:50<FLHerne>Flo: Sorry, I remember seeing you describe that, but after you'd left :P
18:50<FLHerne>(I hit the same thing earlier this week, trying to find ways to make nmlc faster and thinking FIRS would be a good test case)
18:50<Flo>oh
18:51<Flo>yeah i was kinda screwed yesterday cuz pilow/nml version thing
18:52<+glx>FLHerne: PLY doesn't seem to detect changes in parser.py/tokens.py (but the doc says it's supposed to)
18:52<FLHerne>glx: Hrm :-/
18:52<DorpsGek_III>[OpenTTD/OpenTTD] grossws updated pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
18:53<DorpsGek_III>[OpenTTD/OpenTTD] grossws commented on pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/JeMsP
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18:58*FLHerne tries to figure out if there's code for that and what it does
19:03<+glx>"Since the generation of the LALR tables is relatively expensive, previously generated tables are cached and reused if possible. The decision to regenerate the tables is determined by taking an MD5 checksum of all grammar rules and precedence rules. Only in the event of a mismatch are the tables regenerated."
19:05<FLHerne>glx: yacc.py has `if optimize or (read_signature == signature):` :-/
19:05*FLHerne grumbles about undocumented stuff
19:05<FLHerne>Possibly I should drop that
19:08<+glx>https://www.dabeaz.com/ply/ply.html#ply_nn38b <-- this is not very clear for me
19:12<+glx>removing optimize seems to work
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19:13<FLHerne>Nor to me
19:13<FLHerne>I think "One of the purposes of optimized mode is to substantially decrease the startup time of your compiler (by assuming that everything is already properly specified and works)." is the closest it gets to saying "the above isn't actually true"
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19:14<FLHerne>And that's reading it in hindsight with the knowledge that it isn't :P
19:14<+glx>yeah I understand it as in 'optimize' mode I don't try to rebuild the tables
19:15<+glx>but optimize should be only for running optimized python
19:15<+glx>that's why they say you must run in normal python first
19:17<+glx>"To make this work, make sure you first run Python in normal mode. Once the lexing and parsing tables have been generated the first time, run Python in optimized mode. PLY will use the tables without the need for doc strings. " <-- for me it says I generate only if there's no tables
19:17<FLHerne>Now I'm not sure what you mean either... ;-)
19:18<+glx>I think when optimize is set it doesn't check the source changes
19:19<+glx>because it could cause issues when python is in optimized mode
19:19<+glx>due to comments specifying the rules being ignored
19:20<+glx>well doc-strings
19:20<+glx>and that's exactly what the code you found do
19:21<+glx>optimize or code unchanged
19:24<FLHerne>glx: Ok, I see what you mean
19:25<FLHerne>But the `optimize` flag being set doesn't actually have any correlation to whether python is being run with -O
19:26<FLHerne>You can run `python -O` without setting the parameter, or vice versa
19:26<FLHerne>(AAUI, in the first case it'll fail because no docstrings, but whatever)
19:27<FLHerne>Does look as though it's intended to be used that way
19:33<+glx>running 'python -O' without optimize it doesn't output generated/lextab.py
19:34<+glx>and with -OO it can't build the parser
19:35<+glx>hmm "Can't build lexer"
19:37<+glx>ok in normal python without optimize lextab.py is not created
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19:40<+glx>and -OO with existing tables fails
19:41<+glx>warnings about missing doc-string and
19:41<+glx> File "C:\Users\Loïc\AppData\Roaming\Python\Python37\site-packages\ply\yacc.py", line 1637, in set_start
19:41<+glx> start = self.Productions[1].name
19:41<+glx>IndexError: list index out of range
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20:03<+glx>replacing 'optimize=True' with 'optimize=not(self.__doc__)' in parser.py seems to work
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20:26<+glx>but won't update lextab.py
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---Logclosed Mon Dec 02 00:00:06 2019