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#openttd IRC Logs for 2021-06-15

---Logopened Tue Jun 15 00:00:29 2021
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00:13<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9371: Assorted C-string -> std::string conversions in network
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02:46<andythenorth>owh someone made a guide which is 80% what I need
02:46<andythenorth>where's the fun? :P
02:47<andythenorth>if I swap out the npm for pip, and get it to run my makefile...
02:47<andythenorth>oh and some crap about versioning
02:47<andythenorth>and not over-writing previous versions
02:50<andythenorth>the distributed size of the site is currently around 500MB, and will grow with every grf release
02:50<andythenorth>I don't want to be re-publishing 500MB on every tag?
03:01<andythenorth>I like that in the modern world, I give access to my S3 bucket to a GHA plug in made by unknown 3rd parties with possibly no accountability
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03:37<TrueBrain>I see you are having fun :P
03:50<Xaroth>andythenorth: form that page: `In the next view, select Attach existing policies directly and check AdministratorAccess. Note that this will give the account access to EVERYTHING in our AWS account.`
03:50<TrueBrain>lolz, really? Well .. that is a good way to introduce people to GitHub Actions with AWS :D
03:50<Xaroth>They should have renamed that blog post "How to create a giant security hole in your AWS environment in one easy step"
03:51<TrueBrain>and adding roles is really not difficult ..
03:51<andythenorth>I will not be copy-pasting those instructions
03:51*andythenorth must save up this fun for the weekend
03:51<TrueBrain>andythenorth is a smart cookie
03:52<Xaroth>I dread to guess how many people _do_ blindly copy those instructions
03:54<LordAro>freenode real dead now
03:57<reldred>Lel, I noticed I got banned from Freenode for the heinous crime of... *checks notes* using IRCCLoud?
04:00<TrueBrain>LordAro: how nice of them they helped out with that
04:00<TrueBrain>reldred: how DARE you! They have their own (FREE!) services! It is an FOSS community, you should be using THEIR service
04:00<TrueBrain>wait .. something went wrong in that sentence .. not sure where ........
04:02<TrueBrain>I cannot imagine I would ever do a "migration" like this
04:02<TrueBrain>but it is a nice way for us to get real stats about how many people still use freenode :P
04:03<SpComb>it seems so delusional
04:04<TrueBrain>I wonder what is going on in his head
04:04<TrueBrain>"everyone will be fine with this, they love me, and they will just come with me" ?
04:06<reldred>The sort of people who like to smoke out of hollowed out lightbulbs I'm guessing.
04:07<TrueBrain>well, guess we will find out how many people "migrate" with him :P
04:12<andythenorth>crack is bad for you
04:13<andythenorth>quite moreish though
04:13<@peter1138>Like Pringles.
04:13<andythenorth>about the same yes
04:22<TrueBrain>@calc 3146381 - 3145956
04:22<@DorpsGek>TrueBrain: 425
04:22<TrueBrain>@calc 3146352 - 3145983
04:22<@DorpsGek>TrueBrain: 369
04:23<TrueBrain>@calc 3146381 - 3145983
04:23<@DorpsGek>TrueBrain: 398
04:23<TrueBrain>@calc 3146352 - 3145956
04:23<@DorpsGek>TrueBrain: 396
04:23<TrueBrain>right ...
04:23<TrueBrain>for some reason the savegame doesn't pick up that I read 2 bytes too few from a chunk, and I do not know why :P
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04:26<@peter1138>I'm sure your DHCP settings would've told you that.
04:27<TrueBrain>I know right :(
04:27<TrueBrain>that joke really never gets old :D
04:28<@peter1138>How badly is joining Samba to a Windows DC going to go?
04:33<SpComb>there's documenys from a 2016-2017 lawsuit going around now with the new freenode owner as the defendant, and it certainly paints a pretty poor sense of judgement. Hookers and crack quite literally, no mention of blackjack though
04:33<TrueBrain>ah, lol .. we have a string in the settings-chunk ... and that is gladly accepting any misreads from before in that chunk
04:33<TrueBrain>that is a bit evil :D
04:35<TrueBrain>there is a length-byte and everything
04:36<TrueBrain>so I read 2 bytes too few, so the length-byte is read 2 positions early .. and it seems it contains a value of the string length + 2
04:36<TrueBrain>so by pure luck, it loads in fine
04:47<@peter1138>Seems bad.
04:47<TrueBrain>no clue what we can do about it, sadly
04:48<@peter1138>So it's a problem with the current savegame design?
04:49<TrueBrain>basically .. and not sure there is a design that would prevent it
04:49<TrueBrain>if the bytes roll in your favour ..
04:50<@peter1138>How does it "just work" right now then?
04:50<TrueBrain>not sure I follow the question, but this only happens when the data is bad, unexpected
04:50<TrueBrain>so a developer that has been zzzzzing
04:51<TrueBrain>in this case, master writes 2 extra bytes, and my PR wasn't updated for it
04:51<TrueBrain>and by luck the fields aligned that no integrity issue was detected
04:52<TrueBrain>well, after my PR the system should be a lot more resilient here, so I guess that counts for something
04:52<@peter1138>Oh right so it's specifically because you missed a savegame update?
04:53<@peter1138>Could always add CRCs...
04:53<TrueBrain>well, a CRC wouldn't pick it up either, not a normal data-CRC anyway
04:53<@peter1138>Maybe not, the raw bytes would be the same..
04:53<TrueBrain>it is a fun little problem
04:53<TrueBrain>that can also happen by bitflips
04:53<TrueBrain>but yeah, this was 100% my issue
04:54<TrueBrain>I was just surprised it didn't refuse the savegame
04:54<@peter1138>If the new format solves the problem going forward, I don't think it's problem.
04:54<@peter1138>Er, phrase that to make sense :)
04:54<@Rubidium>you can't really fix those cases, as there's always a chance one thing can be validly be interpreted by another thing
04:55<@peter1138>With the new format, you can't miss a field any more, I guess. You'd have a field you don't know what to do with.
04:55<TrueBrain>peter1138: yeah, exactly
04:55<TrueBrain>so all savegames after this are somewhat protected against it
04:55<TrueBrain>and indeed Rubidium
04:55<TrueBrain>bits have no meaning till given one
04:55<TrueBrain>just took a while to figure out if it wasn't a bug in my code :D
04:55<@peter1138>You are worrying about a non-issue I think :)(
04:56<@peter1138>Yeah, would've been nice for it to have been caught, but...
04:56<TrueBrain>yeah, sorry, could have been a bit more clear, but I mostly wanted to validate it wasn't a bug :P
04:56<@peter1138>Alright, how much will having a corner desk annoy me?
04:56<TrueBrain>but exactly on the one string we have .....
04:56<TrueBrain>anyway, you are right peter1138 , non-issue :)
04:59<TrueBrain>right, now for the fun part of this PR ... making the "this field is not here, skip it" part
04:59<TrueBrain>as that "field" can be a struct
04:59<TrueBrain>and in that struct can be ... another struct
05:02<@peter1138>Maybe I should look into kubernetes.
05:03<TrueBrain>because you have a corner desk?! :P
05:03<@peter1138>Nah, thinking about work again.
05:03<@peter1138>Although I guess the desk is work too, as I work at it? Hmnm.
05:03<TrueBrain>kubernetes is like regex
05:03<@peter1138>I used to have 3 monitors but they were 22" 16:10. I can't have 3 modern 16:9 monitors unless I have something really small.
05:03<LordAro>do you have a corner to put it into?
05:03<TrueBrain>if you use it to solve a problem
05:03<TrueBrain>you just gained a few more
05:03<@peter1138>OR! I can switch to a corner desk which would give me wider space...
05:04<TrueBrain>LordAro: you expect he is working in a circular room?
05:04<@peter1138>LordAro, yes, but I also have rudder pedals/yoke, or driving pedals/steering wheel, which can be a pain if the mounting isn't right.
05:04<LordAro>might not necessarily be up a ggainst a wall
05:05<@peter1138>Okay, it's been 1 hour 5 minutes into my morning meeting, and my line manager hasn't turned up. I think it's okay to sack that one off..
05:05<@peter1138>(Teams video call, so no real hardship)
05:34*peter1138 considers going back to the window-decorations-are-text system...
05:35<TrueBrain>what do you consider decorations? :D
05:40<@peter1138>Standard window icons.
05:40<TrueBrain>honestly, I would expected them to already be considered text, in terms of scaling etc :P
05:41<@peter1138>It was originally a mix, I standardized it. Possibly the wrong way...
05:41<@peter1138>(This was well over a decade ago)
05:42<TrueBrain>past-us biting us in the buttttttt :P
05:42<@peter1138>But yes, something like fontawesome (perhaps custom) is where I was thinking.
05:42<TrueBrain>sounds nice :D
05:44<@peter1138>I already drew some vectors of the transport-type icons for stations, though the sizing might be out of whack. They are actually text anyway though.
05:44<@peter1138>That's the other thing. Switching fonts mid-flow might be interesting.
05:45<TrueBrain>the whole font system could use a ... fresh-up
05:45<TrueBrain>but ... euh ....
05:45<TrueBrain>NOT IT
05:47<@peter1138>I should revisit my scrollbar-iterator patch.
05:47<TrueBrain>having issues focusing? :D
05:47<@peter1138>Why do you say that? :D
05:48<@peter1138>Anyway, window decoration was coming from my window scaling work, which also involved changing how padding is handled, and also scrollbars and then made me remember my iterator stuff.
05:49<@peter1138>So a link. Tenuous but a link.
05:49<TrueBrain>:D And down down we go :P
05:53<@Rubidium>does that also make the scrollbar size_t ?
05:54<TrueBrain>didn't Aro make a PR for that?
05:55<@peter1138>No, it doesn't.
05:55<TrueBrain>not size_t :P
05:55<LordAro>it did originally, i tried to scale it back
05:56<@Rubidium>so we still need to cast to (uint) everywhere ;)
05:56<TrueBrain>happy my memory is not that shitty that I misremembered size_t :P
05:57<@peter1138>It allows something like like `for (auto it : sb->Iterate(list))`, so you don't need to case about indices.
05:58<@peter1138>I got stuck at one of the windows that combines two different lists :D
05:58<TrueBrain>always this one exception .....
05:58<TrueBrain>can we nuke the window? :P
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06:03<TrueBrain>ugh, one of the downsides of working in saveload .. any change to saveload.h recompiles a good portion of the game
06:03<TrueBrain>takes for-ever :P
06:09<TrueBrain>looking at your "git stash" is funny sometimes
06:09<TrueBrain>"how did I end up with 10 stashes?!"
06:15<LordAro>and you never know what they are
06:16<@peter1138>Only 10?
06:16<TrueBrain>I think most remain behind when I do a "git stash pop" and there is a conflict
06:16<TrueBrain>as it keeps the entry also in the stash
06:17<TrueBrain>but yeah ... code of which you are like: huh?!
06:18<@DorpsGek>[OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
06:22<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
06:25<@DorpsGek>[OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
06:30<TrueBrain>hmm ... if there is a struct in the savegame not known to OpenTTD, it should skip reading it
06:30<TrueBrain>but this is a lot more difficult than I expected :P
06:47<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick updated pull request #9369: Fix: don't show join button in online players window when the company is an AI
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06:48<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9369: Fix: don't show join button in online players window when the company is an AI
07:03<TrueBrain>ha, that works :D Okay, this is cool
07:03<TrueBrain>I now only have a memory leak
07:03<TrueBrain>it's fineeeeee
07:15<TrueBrain>so what do you do when you need to create objects on the fly but don't want to bother with deleting them?
07:15<TrueBrain>you make it an unique_ptr!
07:15<TrueBrain>but .... this object is copied around a lot
07:15<TrueBrain>owh dear
07:16<TrueBrain>shared_ptr it is! :P
07:17<@peter1138>TrueBrain, don't you store the size of the struct to just skip it?
07:18<TrueBrain>yes and no
07:18<TrueBrain>we store the header of the struct
07:18<TrueBrain>so we can calculate the length
07:18<TrueBrain>there can be arrays in there
07:18<TrueBrain>so we cannot just skip it based on the size
07:18<TrueBrain>we actually have to read through it
07:19<@peter1138>Right, and the header is only the header, not each... record.
07:19<TrueBrain>and array-length is per record ofc
07:19<TrueBrain>so I need a "Skip" handler for the struct that is missing
07:19<TrueBrain>load the data in there
07:19<TrueBrain>and it works as expected
07:21<@peter1138>You could perhaps add a size to the struct record, however what you are doing seems to be better as self-describing is the whole purpose. Even if it is more fiddly...
07:21<@peter1138>You could just abort and say it's corrupted :D
07:21<TrueBrain>well, mostly it was a matter of memory management I had to figure out
07:21<TrueBrain>those dynamic objects need to be removed at some point :P
07:22<TrueBrain>but shared_ptr seems to be doing fine
07:22<@peter1138>exit() will free them
07:23<TrueBrain>just so awkward if you load a savegame 10 times, your memory keeps increasing :P
07:23<@peter1138>Unused memory is wasted memory!
07:23<TrueBrain>(we are talking bytes here, but whatever)
07:24<TrueBrain>okay, valgrind doesn't complain either
07:24<TrueBrain>==8279== total heap usage: 921,892 allocs, 910,779 frees, 9,191,432,701 bytes allocated
07:24<TrueBrain>I ... how many bytes do we allocate? Lol
07:25<@peter1138>grf scan?
07:25<TrueBrain>I do have a lot of NewGRFs, yes :D
07:25<@peter1138>Plus we seem to do several loads when starting up the game.
07:26<@peter1138>Ooh, just found my newgrf cache patch, that stores the cached data and avoids all newgrf-based desyncs.
07:26<@peter1138>Except it doesn't work at all.
07:27<@peter1138>It correctly detects the changes, puts the saved data back, and then... still desyncs!
07:30<TrueBrain>and ... SLE_NULL / SLE_CONDNULL is gone :D
07:30<TrueBrain>all this build-up for being able to do just that :P
07:33<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent
07:33<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
07:33<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Add: store table header for each chunk in savegame
07:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9322: Feature: store table headers for each chunk in savegame
07:37<TrueBrain>just for niceness, lets ensure the test-suite still works fine
07:39<@peter1138>Perfect. Justification for "breaking" the "guaranteed" immutable savegame format that changes every update anyway... remove SLE_*NULL.
07:40<TrueBrain>wow, that is a hard sentence to parse :D
07:41<@peter1138>You're welcome.
07:41<TrueBrain>I know right :)
07:56<TrueBrain>orudge: GOG just send the nicest email :D Something for you to pickup, but that is super nice of them to communicate it like this :)
07:57<TrueBrain>(they basically made it more clear that we are a Free game)
07:58<TrueBrain>I like GOG .. they actual seem to care about the games on their store :)
08:00<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9369: Fix: disable join button in online players window when the company is an AI
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08:24<jez>^ is this calculation intentional? 6 overlapping pieces of track on a tile is as much maintenance as 36 pieces of straight track? seems a bit goofy.
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08:28<@Rubidium>well, a normal slip switch is already quite complex and more expensive to maintain. I wouldn't want to think about how a slip switch with 6 paths would look, but that sounds super complicated and as such expensive to maintain
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08:29<@Rubidium>I know that here two normal switches are preferred over a slip switch purely on the maintenance costs alone, as slip switches are more prone to issues and thus more costly to maintain (and fix)
08:29<TrueBrain>@calc 2**15
08:29<@DorpsGek>TrueBrain: 32768
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08:29<@Rubidium>the only reason to use slip switches is when there is no other choice due to the restrictions on size of the switches
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08:43<@peter1138>Rubidium, realism eh? :D
08:43<TrueBrain>I like how he could explain it
08:43<TrueBrain>I would never have come up with that .. reason? :D
08:45<LordAro>it's like it's his job or something
08:45<LordAro>emphasis on the or something
08:45<TrueBrain>alternative facts
08:50<+glx>and my only chan on freenode switched to discord today, seems I don't need to register on the new freenode
08:54<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
08:54<TrueBrain>glx: sounds like you are broken up because of it
08:54<TrueBrain> <- docs about the savegame structure! :D
08:55<TrueBrain>I think I covered it all ..
08:55<+glx>I was expecting a switch at some point when I saw the 3 globals last night :)
08:57<+glx>after stealing channels they decided to do a full wipe
08:57<TrueBrain> <- better link, oops
08:59<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
09:01<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
09:01<TrueBrain>okay, enough bikeshedding, lets first wait for a review before I keep pushing over and over :P
09:01<+glx>TrueBrain: [4..5] is 2 bytes, not 1 ;)
09:01<TrueBrain>ugh .. I did it ALMOST right :P
09:02<TrueBrain>not sure how useful they are, honestly
09:02<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
09:02<TrueBrain>as with gammas it becomes a bit weird
09:04<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
09:04<TrueBrain>STOP IT!
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09:07<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
09:29<+glx>I'm running a "quick" test on CI (building x64 MacOS RelWithDebInfo)
09:31<@DorpsGek>[OpenTTD/team] planetmaker opened issue #229: [de_DE] Translator access request
09:31<LordAro>"denied, too many translators"
09:31<@DorpsGek>[OpenTTD/team] glx22 commented on issue #229: [de_DE] Translator access request
09:32<+glx>can't deny pm
09:32<@planetmaker>hi hi :)
09:33<@planetmaker>thx, glx :)
09:33<LordAro>i thought there was supposed to be a different dorpsgek message when there's more than 10 existing translators?
09:33<LordAro>oh no, just a different issue template
09:33<@planetmaker>there was a notification that the translator group is full next to the 'apply' button. But I applied nonetheless :D
09:34<@planetmaker>must be one of the quickest accepted issues :P
09:34<+glx>and yes DorpsGek should also tell us when there's too many translators
09:36<+glx>TrueBrain: <-- at least it's independant of cpu type
09:36<@Rubidium>LordAro: how I wish slip and three way switches were not a thing. That would make my work a lot simpler ;) On the other hand, it being complicated makes it a lot harder to replace me by someone else... so it's a sort of job protection
09:37<+glx>so apple compiler is broken and we need to work around it
09:38<+glx>(as often)
09:44<+glx>ok let's try with -v (as the message suggests)
09:45<+glx>pff stupid cmake
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09:50<milek7>disabling lto would maybe help?
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10:07<Samu>crap, i can't test my ai in 1.11.2
10:07<Samu>when 1.11.3?
10:08<+glx>what prevents you from testing in 1.11.2 ?
10:09<Samu>the priorityqueue stuff
10:09<+glx>you can sherry pick
10:20<LordAro>mm, sherry
10:21<TrueBrain>I tried so hard not to make a remark about it :P
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10:27<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 commented on pull request #9374: Change: make lists in savegames consistent
10:28<TrueBrain>stupid coding style :P
10:31<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent
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10:31<TrueBrain>at least I was consistent(ly wrong)
10:32<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 approved pull request #9374: Change: make lists in savegames consistent
10:40<Samu>when compiling openttd, antivirus service takes like 1/3 of the cpu resources
10:42<LordAro>gotta check those object files for viruses
10:42<LordAro>you should be able to exclude certain folders from Defender's scanning
10:42<TrueBrain>you know the old saying ... what if you infect xgcc with a virus, how will you ever know if you compile everything with gcc? :D
10:43<LordAro>not so much an old saying as a famous paper by Ken Thompson
10:44<TrueBrain>does one exclude the other? :D
10:44<LordAro>i suppose not
10:45<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9374: Change: make lists in savegames consistent
10:45<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
10:45<TrueBrain>I keep hoping no commit drops between the rebases :P
10:55<TrueBrain>" On master, 285 files have changed and there have been 12,501 additions and 3,219 deletions. "
10:55<TrueBrain>ahum .... right ... so that is happening
10:55<@peter1138>I like to remove code :D
10:56<LordAro>how much of that is fmt?
11:09<@peter1138>TrueBrain, damn, saving dequeues was my piece of evilness, sorry :/
11:09<TrueBrain>why sorry?
11:09<TrueBrain>it works fine :)
11:09<@peter1138>Length gamma, etc.
11:09<TrueBrain>owh, yeah, you were not alone there
11:10<TrueBrain>I just made it consistent .. could have gone either way :P
11:10<TrueBrain>it was a bit 50/50 :D
11:10<TrueBrain>otherwise I could easily reuse it for vector :)
11:10<TrueBrain>which is nice
11:10<TrueBrain>otherwise? other than that
11:10<TrueBrain>english, hard
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11:30<+glx>outch map_sl is conflicting very hard
11:30<TrueBrain>what did you do to it?
11:31<+glx>well I just changed indentation, and some function renaming when enclosing in subclasses
11:31<TrueBrain>I didn't touch map_sl a lot either
11:31<TrueBrain>as fuck map-chunks :P
11:32<+glx>SlArray -> SlCopy
11:32<TrueBrain>ah, yes, ofc
11:32<+glx>enough to conflict everywhere
11:32<TrueBrain>forgot about that :P
11:33<TrueBrain>accept incoming
11:33<TrueBrain>s/SlArray/SlCopy/ :)
11:33<TrueBrain>I only really changed MAPS
11:33<TrueBrain>from CH_RIFF to CH_ARRAY to CH_TABLE
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11:37<@peter1138>Does that last batch of changes leave an invalid savegame state in the middle? (Not an issue, just trying to understand) -- version is bumped in a146bcfe, and then a version test added two commits later.
11:39<TrueBrain>it shouldn't, but I have not validated it
11:40<TrueBrain>ah, no, that PR, sorry, yes, in between is broken
11:41<TrueBrain>every "Change" commit breaks it in that PR
11:43<TrueBrain>I could have squashed it .. I could have bumped it every commit .. but I think this is more clear. Just when bisecting it could bite you
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11:48<jez>i've discovered a bit of a bug with v
11:48<jez>*with CmdBuildSingleRail
11:50<jez>if you pass in track bits including multiple rail pieces to be added to one tile, it doesn't calculate the rail pieces count correctly.
11:50<jez>because "case MP_RAILWAY" isn't hit, pieces is just incremented by 1, when it should be incremented by number of rail pieces squared
11:51<jez>(if the tile being added to is currently not a rail tile, of course)
11:52<jez>there's probably a similar issue with road pieces
11:56<@peter1138>How are you adding multiple rail pieces on a bare tile?
11:56<jez>patch :-)
11:56<@peter1138>So where's the bug?
11:56<@peter1138>Correct answer is... the patch.
11:56<jez>clipboard. but still, a developer might well expect that function to actually increment the infra count appropriately given the track bits
11:57<+glx>so bug is not in openttd code
11:57<jez>depends whether you think surprising behaviour from a function is a bug
11:57<jez>i do.
11:57<jez>if it's only valid to set one different track bit in a call to that method it should take a single enum value, not a bitfield
11:58<+glx>it's named single rail
11:58<jez>i guess
11:59<jez>is there a way to build multiple pieces simultaneously?
11:59<+glx>and argument is not a bitfield, it's a Track
12:00<+glx>there's no way using the mouse
12:00<jez>im not using the mouse
12:00<@peter1138>Yes, in master you cannot even call CmdBuildSingleRail with multiple tracks.
12:00<@peter1138>So it's definitely a bug in your patch.
12:00<jez>that's changed then i guess
12:01<jez>used to work (even if infra calculation didnt work)
12:01<+glx>even AI can't do it
12:02<@peter1138>If the patch changes the function to allow multiple tracks, then the patch should also change the function to take account of the calculation too.
12:02<@peter1138>TrueBrain, ok. Doesn't bother me, just understanding it : )
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12:05<TrueBrain>Anything else I can help with, let me know :)
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12:31<_dp_>jez, are you making a new clipboard patch or updating some of the existing ones?
12:32<_dp_>oh, he left...
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13:32<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 approved pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
13:33<TrueBrain>wait, no comments? :o
13:34<TrueBrain>owh, pfew, one
13:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
13:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible
13:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame
13:36<TrueBrain>+3,333 −763
13:37<TrueBrain>compat-tables are lengthy :P
13:37<+glx>oh I fear another complicated rebase
13:38<TrueBrain>and one more PR that will be complicated too
13:38<TrueBrain>but I hope that doesn't come as a surprise? :D
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14:57<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
14:57<@DorpsGek> - Update: Translations from eints (by translators)
14:59<andythenorth>game is surprisingly better without cdist
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15:19<andythenorth>someone has finally won FIRS
15:19<andythenorth>done complete
15:32<TrueBrain>looks pretty
16:04<+glx>it's so fun to fix conflicts in one commit, to introduce conflicts in following commit
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16:56<@peter1138>Alright, three postgresql instances... I need to enable failover.
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17:58<+glx>hmm now that's weird, is now the last known to build OSX release + 2 non source modifying commits and build still fails
17:59<TrueBrain>did they update software? :P
18:04<+glx>no, same image version (20210607.1)
18:04<TrueBrain>super dupah weird
18:07<+glx>hmm unless it's one of the deps from vcpkg
18:08<+glx>but everything should be the same as we use vcpkg version from the image
18:10<+glx>and indeed same versions, as it's in the cache
18:11<@peter1138>So this version was previously compiling okay but isn't now?
18:13<+glx>well there are 2 extra commits on top, but they should not affect the build in any way
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---Logclosed Wed Jun 16 00:00:30 2021