IRC logs for #openttd on OFTC at 2017-11-19
            
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00:51:27 <supermop> hi mczapkie, interesting post about subsidies
00:51:35 <andythenorth> bed
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01:15:42 <Samu> i'm a terrible coder
01:15:45 <Samu> for (StringID str = STR_REPLACE_ALL_AIRCRAFT_TYPES; str != STR_REPLACE_ALL_AIRCRAFT_TYPES + GAT_END; str++) {
01:15:48 <Samu> this looks so wrong
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01:26:27 <Speedy> suo
01:26:28 <B_> Hello. I am wondering what's wrong w/ the 'The server you joined last time:' feature
01:27:05 <B_> In-game, it is shown as 'SERVER OFFLINE' but, monitoring network traffic, I can see the server by queried and replaying w/ its information
01:27:11 <B_> replying*
01:27:37 <B_> Client-side update/cache problem?
01:32:09 <Eddi|zuHause> does the normal server list work?
01:33:13 <B_> Yes
01:33:39 <B_> And after joining the server, exiting the game and starting it again, the cache is now working
01:33:53 <Eddi|zuHause> strange
01:34:13 <Eddi|zuHause> no idea how that works, though
01:34:23 <B_> Indeed... I tried to use ProcessMOnitor to check what files/registry entries might be used, did not spot anything interesting
01:34:41 <B_> Yupo, that'd require some knoledge
01:34:47 <B_> If there is any expert around here :)
01:34:53 <B_> I'll dig into source code....
01:35:40 <ST2> B_: happened with any specific server, or it's global?
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01:36:31 <B_> Well... I tend to always join the same :\
01:37:19 <B_> I had an intuition: might that be related to IPv6 or not? I join my usual server on IPv6
01:38:01 <ST2> was preciselly to ask that ^^
01:38:27 <B_> openttd source
01:38:30 <B_> sry
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01:40:05 <ST2> is the server being announced via IPv4 or IPv6? static or ddns?
01:41:17 <B_> Both
01:41:38 <ST2> had ypu tried to report that on tje servers page?
01:41:41 <B_> static
01:41:59 <B_> It's the 1st time I ask around, mb is it sth already known?
01:42:46 <ST2> my last question?!
01:43:17 <ST2> note: at phone now ^^
01:45:03 <B_> What do you mean by 'report that on the servers page'?
01:45:12 <B_> https://www.openttd.org/en/servers ?
01:46:15 <ST2> Because can be a servers announcement fau�t, and if isnt, they can say if any error semt back
01:47:19 <B_> No both servers (IPv4 a IPv6) appear correctly in the advertized game list
01:47:23 <ST2> the openttd server you're joining, have a website? to contact the admins
01:48:22 <B_> It's just that when I join it, afterwards, sometimes, when I enter the multiplayer lobby the cached entry for the last joined server show it as offline, even though query (and response) to the IP address is being sent/received by the game
01:48:26 <Samu> https://imgur.com/ksPiWzZ - this is getting interesting
01:48:48 <B_> I tried to simply exit the game and launch it again but that time the cache was working properly showing the server online
01:49:14 <ST2> B_: that wasn't my questipn
01:49:28 <B_> If I get the advertized server list again, I'll find the server there, both IPv4 & IPv6
01:49:42 <B_> but the cached entry will continue showing it 'offline'
01:50:06 <B_> it's definitely not a pb server-side IMHO
01:50:28 <B_> THen I did not get it sry :D
01:50:59 <B_> Meantime, it seems I am narrowing that down in the source code: this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
01:51:09 <B_> let's dig further..
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02:13:37 <B_> If I set the parameters '-d net=4' in command-line on Windows, where are the debug messages being logged?
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02:19:54 <glx> on stdout or stderr
02:20:43 <glx> if you want to redirect them in a file you need to convert the exe first
02:21:22 <glx> https://devs.openttd.org/~glx/convert.zip
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02:30:11 <B_> glx: Oh yeah right, but openttd was starting its own console, closed on exit
02:30:24 <B_> I was redirecting I/O in the initial call to openttd
02:30:37 <glx> yes that's why you need to convert it :)
02:30:44 <B_> Gotcha :)
02:31:19 <glx> just put convert.exe next to openttd.exe and run it without args
02:32:04 <glx> it will toggle a flag in openttd.exe
02:36:29 <B_> OK thx
02:36:49 <B_> I managed to do it w/ the standard console and some copy/pasting
02:37:00 <B_> I'll keep your binaryn might come in handy
02:37:32 <B_> brb, testing
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02:45:00 <B_> Well...
02:45:08 <B_> I can't seem to be able to reproduce the pb atm
02:45:41 <B_> At least now I know how to get some debug info. Next time I hear from that bug, I'll come back ;)
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03:13:28 <Samu> english help requested
03:13:30 <Samu> STR_REPLACE_HELP_AIRCRAFT_TYPE_DROPDOWN :{BLACK}Choose which type you want the left selected aircraft to be replaced with
03:13:47 <Samu> good english?
03:14:56 <Samu> bad english
03:15:26 <Samu> "List the type of aircraft you want the left selected aircraft to be replaced with"
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03:15:36 <Samu> i'm repeating the word aircraft, halp me
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03:18:39 <Samu> is for this tooltip https://imgur.com/ksPiWzZ
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03:58:15 <PressureLine> why not use the same english as the train/RV window
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07:57:47 <B_> About this last_host not being refreshed in-game
07:57:54 <B_> I was finally able to reproduce the pb
07:59:12 <B_> The game keeps pinging: dbg: [net] [udp] sendto([<last_host_IP>]:<last_port> (IPv6))
07:59:41 <B_> Checking network traffic I definitely see requests sent AND responses received
07:59:59 <B_> But somehow the game does not seem to see anything...
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08:00:55 <B_> debug logs-wise, it's the only difference
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08:01:09 <B_> and I am debugging at level 7 which is the highest I oculd find the the source code
08:01:18 <B_> (fo the net component)
08:14:48 <B_> A response to a sent packet is not detected...
08:15:02 <B_> There must be some problems in the UDP packets handling
08:24:37 <B_> Packet type seems to match the correct enum entry
08:24:43 <B_> https://git.openttd.org/?p=branches/1.7.git;a=blob;f=src/network/core/udp.h;hb=41937d6e6402fdbfedc926663a880d21deb603db#l24
08:24:56 <B_> 01 for PACKET_UDP_SERVER_RESPONSE
08:25:04 <B_> moving on...
08:26:47 <B_> Well
08:27:40 <B_> the problem is, since the packet type is right, if its processing were to enter ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE, that would spawn the message on debug level 4 as it happens when the client works properly
08:27:52 <B_> thus the problem is of a lower level......
08:28:19 <B_> I really suspect something about IPV6 in the processing
08:29:13 <B_> (well the processing should happen as long as the fail safe does not trigger, but there is no way to check for it since no debug message is being generated. It's just a plain stupid 'return'
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13:38:05 <anton> Hola buenas, hay alguien por aqui que hable castellano?
13:41:45 <__ln__> pues, tal vez, pero la gente no les gustan cuando alguién habla algo que no es inglés
13:45:51 <__ln__> ¿tienes una pregunta?
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13:51:22 <anton> si, hola
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13:51:51 <anton> estoy intentando registrarme para consultar alguna duda y no me deja
13:56:08 <__ln__> así, ¿dónde te estás registrando?
13:56:50 <anton> pues creo que este foro
13:57:19 <anton> a la parte de arriba hay una flecha y pone registrarse
13:58:43 <anton> entro , pongo los datos y me responde: "No sopa para ti.Parece que has sido baneado como spammer"
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14:08:44 <__ln__> ¿eres un spammer?
14:09:07 <anton> no
14:09:23 <anton> me lo ha puesto en el primer intento que he hecho
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16:05:23 <andythenorth> o/
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16:16:56 <supermop> yo andy
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16:23:12 <andythenorth> hi
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16:33:13 <B_> Hello back
16:33:54 <B_> I am still trying to investigate why sometimes on startup the adress of the last joined server seems unresponsive, although the server actually is
16:34:22 <B_> I recompiled openttd and started to add debug messages to narrow it down when it happens
16:34:46 <B_> I went as far as the UDP receiving packets loop
16:35:46 <B_> Although Wireshark spot the answers coming through, the game's ReceivePackets loop sees nothing...
16:35:49 <B_> I am lost.
16:38:00 <Eddi|zuHause> V453000: it's all your fault! https://www.youtube.com/watch?v=mgfwwqwxdxY
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17:20:21 <Samu> i got a coding issue, need some advice
17:20:22 <Samu> https://paste.openttdcoop.org/prws9vuhz
17:20:40 <Samu> i got numbers instead of names for some variables, it looks strange
17:21:05 <Samu> what can I do?
17:21:13 <Samu> an enum? but how, where
17:22:18 <Samu> the numbers are at line 69/84
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20:01:51 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=77301&p=1194252#p1194252
20:01:57 <Samu> your first thoughts?
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21:12:44 <andythenorth> quak
21:15:27 <frosch123> moi
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21:26:45 <frosch123> wolf should start live-streaming building lego
21:41:18 <V453000> Eddi|zuHause: what's wrong with it? :P
21:41:56 <Eddi|zuHause> V453000: it's not HD? :p
22:06:36 <V453000> haha
22:06:52 <V453000> it would be if you rendered it on my pc ;P
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23:22:59 <Samu> when will you fix bugs?
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23:49:59 <supermop_home> cascading these ravens out for electras
23:50:21 <supermop_home> ravens are taking over for suburban tanks
23:52:32 <supermop_home> surplus northcock dragging the ravens over to the other network
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23:58:28 <B_> Samu: For your question about numbers sooner you can use constants defined by the preprocessor directive #define, which will help making the code readable without changing a thing about the way the code will compile/run
23:59:02 <B_> Ex: #define AIRTYPE_AIRCRAFT 0
23:59:18 <B_> 'case AIRTYPE_AIRCRAFT' instead of 'case 0'