IRC logs for #openttd on OFTC at 2017-11-09
            
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14:04:47 <Samu> hi guys
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14:15:44 <Samu> i found a bug, difficult to reproduce in a real game
14:16:02 <Samu> requires exact timings
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
14:18:55 <Samu> no depot in the orders
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
14:20:17 <Samu> to replace it
14:20:36 <Samu> skip current order
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 :(
14:53:16 <V453000> https://dev.openttdcoop.org/attachments/download/8762/WTF-2wayeol.png who can explain why 2way EOL breaks in this specific setup, but putting the depot behind 1 straight track works? :D
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15:52:04 <Samu> how do i ... fix this
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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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16:40:34 <Alberth> o/
16:40:48 <crem1> \o
16:41:17 <Samu> question https://hg.openttd.org/trunk.hg/annotate/f4cc55fdf952/src/aircraft_cmd.cpp#l1625
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
16:43:43 <Samu> it is canceling it
16:46:55 <peter1138> No
16:49:07 <Samu> here it is being checked, https://hg.openttd.org/trunk.hg/annotate/f4cc55fdf952/src/aircraft_cmd.cpp#l439
16:49:25 <Samu> when it lands it doesn't need to double check
16:51:48 <Samu> who no?
16:51:50 <Samu> why no?
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
17:05:32 <Samu> halt_in_depot is false
17:05:48 <Samu> if (!!(true) == false
17:06:31 <Samu> it's false
17:07:00 <Samu> ends up doing this: this->current_order.MakeDummy();
17:07:07 <Samu> cancels
17:07:13 <Samu> the going to depot
17:08:17 <Samu> you there?
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
17:11:48 <Samu> line 1625 is true
17:12:10 <Samu> I was referring to line 1627
17:12:25 <Samu> inside the DoCommand
17:12:34 <Samu> what it ends up doing is this->current_order.MakeDummy();
17:13:25 <Samu> vehicle.cpp
17:13:32 <Samu> line hmm.. let me check
17:13:40 <Samu> vehicle_cmd.cpp
17:14:17 <Samu> no, it's really vehicle.cpp
17:14:32 <Samu> line 2296
17:15:45 <Samu> no, 2289
17:15:47 <Samu> damn it, https://hg.openttd.org/trunk.hg/annotate/f4cc55fdf952/src/vehicle.cpp#l2289
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
17:37:36 <Samu> no longer land*
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
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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
17:48:28 <Samu> hmm depor orders grr
17:50:38 <Samu> CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
17:50:48 <Samu> this needs awareness
17:50:56 <Samu> needs editing
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
18:00:08 <Samu> tried with a bus
18:00:57 <Samu> what should I do?
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18:05:38 <Samu> https://imgur.com/ih0wdfG
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
18:07:19 <Samu> how to solve this? :(
18:19:56 <alluke> fuck
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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19:15:19 <Alberth> o/
19:15:35 <Wolf01> o/
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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19:21:14 <Wolf01> Meow
19:21:17 <andythenorth> hi
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19:45:59 <GitGud> I love OpenTTD
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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
20:03:14 <frosch123> so you did :)
20:03:20 <Alberth> no :)
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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
20:07:25 <Samu> why
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
20:11:42 <Samu> this is bugged
20:12:07 <Samu> well, doesn't suit my needs
20:15:22 <Samu> https://imgur.com/KsCd5tW
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
20:16:05 <Samu> eliminated both
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20:46:47 <Samu> i have a dilema
20:47:10 <Samu> autoreplacing a small aircraft to a large aircraft and vice-versa
20:53:56 <Samu> https://imgur.com/LrmZGry now that was unexpected
20:54:25 <Samu> but it kinda solves my dilema perfectly
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21:07:49 <andythenorth> iz?
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21:07:52 <andythenorth> no V453000?
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21:11:51 <Alberth> must be buzy
21:15:04 * andythenorth played a game
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
21:20:40 <andythenorth> 4 :o
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, ...
21:26:08 <andythenorth> slag
21:27:22 <frosch123> ecological debt
21:33:29 <andythenorth> electricity :P
21:33:39 <frosch123> empty batteries
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22:40:43 <andythenorth> tin cargo?
22:45:49 <supermop_> ha
22:45:51 <supermop_> roofs?
22:51:09 <andythenorth> cat on
22:51:40 <frosch123> cats are no cargo
22:51:46 <frosch123> they are a black hole industry
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23:07:11 <Eddi|zuHause> not all cats are black, though
23:09:39 <V453000> heyo huminz
23:09:48 <V453000> frosch123: did you see my FS thingy
23:09:49 <V453000> ?
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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23:35:46 <Wolf01> 'night
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