IRC logs for #openttd on OFTC at 2017-11-09
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14:15:44 <Samu> i found a bug, difficult to reproduce in a real game
14:17:35 <Samu> even I have some trouble reproducing it
14:18:41 <Samu> have an aircraft going from airport A to B, with automatic servicing
14:19:30 <Samu> when aircraft is heading to B and automatic servicing is triggered
14:19:58 <Samu> create an order to go to hangar in airport A
14:20:11 <Samu> demolish airport B, and build a helidepot
14:21:05 <Samu> aircraft can't head to hangar A
14:21:29 <Samu> skip current order again
14:21:41 <Samu> aircraft can't head to airport A
14:22:16 <Samu> manually send aircraft to hangar
14:22:27 <Samu> aircraft can't go to hangar
14:22:47 <Samu> basically, the aircraft is uncontrollable :(
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15:52:58 <Samu> aircraft is servicing at an unreachable hangar, I manually send it to hangar, but it just sends it to the unreachable hangar
15:53:16 <Samu> it's not checking if it's reachable
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16:41:46 <Samu> isn't that code redundant? checking if it needs automatic service? it's being done somewhere else
16:42:15 <Samu> this would only cancel automatic service, only to be called right away next day
16:43:32 <Samu> it's not doing what the comment says
16:49:25 <Samu> when it lands it doesn't need to double check
16:53:16 <Alberth> my guess is, it's not canceling
16:54:53 <Samu> it is cancelling it when it was already needing automatic servicing
16:55:21 <Samu> that DoCommand ends up cancelling the service, then next day will re-activate it
17:04:49 <Samu> if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
17:05:27 <Samu> DEPOT_SERVICE & DEPOT_SERVICE is true
17:07:00 <Samu> ends up doing this: this->current_order.MakeDummy();
17:09:20 <Alberth> this->current_order.MakeDummy(); <- where is that? not inside the if
17:09:46 <Alberth> ie that piece of code isn't doing anything, right?
17:10:26 <Alberth> line 1625 evaluates to false condition -> skips the entire block
17:12:10 <Samu> I was referring to line 1627
17:12:34 <Samu> what it ends up doing is this->current_order.MakeDummy();
17:14:17 <Samu> no, it's really vehicle.cpp
17:15:59 <Samu> i forget my code is edited, it changes lines
17:21:35 <Samu> what it should be doing was service at the depot if needed
17:21:44 <Samu> but that is already being done OnNewDay
17:22:23 <Samu> it doesn't need to be there
17:22:34 <Samu> unless there's some other obscure reason for it, which I don't know
17:23:12 <Alberth> I never looked as close as you are doing, so I know less than you here
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17:28:30 <Samu> this can be seen in a game
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17:29:12 <Samu> have an airplane going between 2 airports, with breakdowns enabled and automatic servicing
17:29:29 <Samu> when the aircraft needs servicing, it says servicing at xxx
17:29:46 <Samu> when it lands, touches the ground, that service order is canceled
17:30:04 <Samu> then a few seconds later, it pops again
17:36:44 <Samu> i'm trying to make something for my patch
17:37:29 <Samu> aircraft heading to an airport where it can no longer lang, is giving me a bit of problems with depot orders
17:39:18 <Samu> if i manually send aircraft to hangar, it just transforms the servicing order into a send to depot order
17:39:27 <Samu> but the hangar is unreachable
17:40:09 <Samu> it should be aware that airport is no longer land-able
17:44:19 <Samu> this same problem could also happen in 1.7.1 if you suddenly replace an airport into a helistation
17:50:38 <Samu> CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
17:53:09 <Samu> airport depots is the only depot where the depot doesn't poof when replacing an airport
17:53:25 <Samu> the code is not prepared :(
18:00:01 <Samu> for the other depots, demolishing a depot, will immediately invalidate the depot order from the vehicle that was going there
18:05:44 <Samu> guess what happened there
18:07:08 <Samu> aircraft can't land at heliport, but even if it could, that heliport doesn't have an hangar
18:20:04 <alluke> forgot my boozr in my car
18:20:17 <alluke> gotta go get it before someone smashes the window and steals it
18:23:18 <alluke> funny also that i get neonazis newspaper in my mailbox
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19:16:21 <Wolf01> Reproduced my first framework bug today and opened a ticket :P
19:17:15 <Wolf01> Also I'm destroyed... and I didn't anything particular, but the learning curve is too step
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20:00:07 <frosch123> hmm, did anyone advertise becoming an translator?
20:00:14 <frosch123> three applications in 24 hours
20:02:48 <Alberth> there was a question in the FIRS thread about it
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20:07:07 <Samu> void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination)
20:07:14 <Samu> doesn't let me remove depot orders
20:07:56 <Wolf01> Wrong order type or wrong destination?
20:08:14 <Samu> gonna retry with station order instead
20:08:45 <Samu> if (!st->airport.HasHangar()) { RemoveOrderFromAllVehicles(OT_GOTO_STATION, st->index);
20:09:04 <Samu> i wanted to remove the goto depot order
20:09:12 <Samu> not the station, but let's see what it does
20:12:07 <Samu> well, doesn't suit my needs
20:15:29 <Samu> order 2 was go to hangar
20:15:38 <Samu> order 3 was go to airport
20:15:53 <Samu> i wanted to eliminate the go to hangar order... but that is what it did :8
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20:47:10 <Samu> autoreplacing a small aircraft to a large aircraft and vice-versa
20:54:25 <Samu> but it kinda solves my dilema perfectly
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21:17:13 <andythenorth> now waiting to see what frosch123 decides about industry output limit :)
21:17:24 <andythenorth> then I wreck FIRS again...or not :)
21:18:07 <frosch123> i am still messing with long vehicles
21:18:49 <frosch123> pretty sure you have change for an addtioanl firs wreckage before we get 4 output cargos
21:20:44 <frosch123> 4 seems to be a nice number which is unlikely to wreck the gui
21:21:00 <andythenorth> hmm, then I will have to be disciplined and only use 3 of them :P
21:21:33 <andythenorth> principally I think it aids ports
21:21:34 <frosch123> well, the api will be capable for any amount of output cargos. but adding *some* limit ensures that the gui (industry gui and cargo flow gui) stay sane
21:22:07 <andythenorth> I use 2 port-type industries often where 1 would be better
21:22:19 <andythenorth> having 2 means they often are very not-where-you-want on the map
21:22:20 <frosch123> iniitally i thought 8, but imagining the gui with long lists of output cargos was horrible, so 4 is better
21:22:33 <andythenorth> 8 is horrible, no gameplay rationale for that :)
21:23:35 <frosch123> andythenorth: i guess the 4th cargo would be mostly exclusive for industry sets which have some worker mechanic
21:24:10 <frosch123> tired yeti, general waste, ...
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22:51:46 <frosch123> they are a black hole industry
23:07:11 <Eddi|zuHause> not all cats are black, though
23:09:48 <V453000> frosch123: did you see my FS thingy
23:09:54 <Wolf01> Make an industry which need food and cats to process it
23:17:26 <Eddi|zuHause> cats are the opposite of yetis?
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