IRC logs for #openttd on OFTC at 2018-01-16
            
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00:02:08 <Samu> all the current AIs that have vehicles are unable to make a profit
00:02:29 <Samu> they're living with what they had in the reserves
00:03:00 <Samu> sooner or later, they will start loaning, they won't last
00:03:12 <Samu> everyone will bankrupt
00:06:27 <Samu> 7 CluelessPlus v38 - bankrupt 08-2021
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12:03:40 <Samu> 7 SimpleAI v12 - bankrupt 03-2027
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12:46:11 <Khang> hello
12:46:30 <Samu> hi
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14:21:55 <Samu> how do i move a player from a company to another when two companies merge?
14:23:01 <Samu> i'm getting NULL socket
14:23:03 <Samu> what is it
14:23:33 <LordAro> a bug, probably
14:24:34 <Samu> im trying to move the clients from the old_owner to the company that buys them out
14:26:05 <Samu> who's a network expert
14:27:05 <Samu> i'm a non dedicated server and my company is bought by another player
14:27:19 <Samu> what do I have to do in the code to move myself to the other company
14:27:32 <peter1138> Technically you've lost.
14:27:55 <peter1138> I thought buying out companies wasn't meant to work in multiplayer.
14:28:20 <Samu> I wanted to do that
14:31:08 <Samu> oh, i actually did this successfully
14:31:16 <Samu> apparently the problem is another
14:32:16 <Samu> I'm a client and my company is bought by another company
14:32:40 <Samu> if (client_id == CLIENT_ID_SERVER) { SetLocalCompany(company_id); } else { NetworkClientSocket *cs = NetworkClientSocket::GetByClientID(client_id); /* When the company isn't authorized we can't move them yet. */ if (cs->status < NetworkClientSocket::STATUS_AUTHORIZED) return; cs->SendMove(client_id, company_id); }
14:33:04 <Samu> what's a NetworkClientSocket?, it was NULL
14:33:08 <Samu> and crashed
14:42:34 <Samu> if the company is passworded... bah...
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14:45:40 <peter1138> Usually when you buy a company you get rid of the management...
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15:33:34 <supermop_work_> yo
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15:58:23 <Samu> ClientNetworkGameSocketHandler::my_client was nullptr.
15:58:28 <Samu> HALP
16:00:57 <Samu> * Ask the server to move us.
16:01:11 <Samu> I am the server
16:01:26 <Samu> do i still have to ask the server to move myself?
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16:10:33 <peter1138> There is no socket because it's not a network connection.
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16:24:13 <Samu> ClientNetworkGameSocketHandler::my_client was nullptr.
16:24:17 <Samu> i'm stuck on this
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16:25:23 <peter1138> Well.
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16:42:25 <Samu> I am a non_dedicated server playing as company 1 and company 2 bankrupts
16:42:37 <Samu> buy company 2, move players from company 2 to company 1
16:43:28 <Samu> I am a non_dedicated server playing as company 2 and company 1 buys me
16:43:54 <Samu> I am a client playing as company 1 and company 2 bankrupts
16:44:14 <Samu> I am a client playing as company 2 and company 1 buys me
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16:47:54 <Samu> I am a non_dedicated server playing as company 1 and client on company 2 buys me -> success!
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16:49:49 <Samu> I am a non_dedicated server playing as company 2 and client on company 2 is bought by me -> success!
16:49:56 <Samu> on company 1 i mean
16:50:09 <Samu> I am a non_dedicated server playing as company 2 and client on company 1 is bought by me -> success!
16:52:04 <supermop_work_> if i buy a company from player who bankrupted it, why would i want those player ruining my company
16:52:22 <supermop_work_> also what if my company has a password
16:52:53 <supermop_work_> and i buy company, now those players are on my company without needing the password
16:53:29 <Samu> I don't even get the thing working
16:56:45 <Samu> I am a client playing as company 2 and non_dedicated server on company 1 is bought by me -> fail!
16:57:08 <Samu> assert(IsLocalCompany());
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17:08:03 <Samu> so, the non_dedicated server on company 1 doesn't crash, and the client of company 2 is moved to spectator on the non_dedicated server part, but on the client part, I get a crash
17:08:54 <Samu> server then reports connection lost soon after
17:08:58 <Samu> of client
17:09:57 <Samu> uh wait a min, this is so confusing
17:11:07 <Samu> server was moved to spectator
17:11:32 <Samu> client crashed, didn't move at all
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17:12:33 <Samu> client gets connection lost
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17:13:23 <Samu> okay, so the problem is... server player should have moved to company 2, not to spectator
17:14:02 <Samu> and the client player should not crash
17:14:16 <Samu> and stay on company 2, it was the one who bought the server player company
17:15:47 <Samu> hi alberth, are u a network expert? :(
17:16:14 <Alberth> in MP games, nope
17:16:53 <Samu> so im trying to create a patch that makes players join other companies when bought out
17:17:25 <Alberth> sounds complicated
17:17:38 <Alberth> but no idea if that's possible
17:18:31 <Samu> when I'm a client, i need to RequestMove to the server
17:18:39 <Samu> and i fail there
17:18:47 <Samu> when I'm a server, apparently i got it working already
17:19:53 <peter1138> Pretty sure, as supermop_work_ says. It's a bad idea.
17:20:00 <peter1138> There's a reason it's not possible at the moment :p
17:20:49 <peter1138> A well-established company could just buy-out all the opposition.
17:21:24 <Samu> i would only make it happen when the company is being offered
17:21:34 <Samu> which is when it's bankrupting :p
17:23:05 <Samu> I'd probably need to create a "consent" company setting
17:23:11 <Samu> for every company
17:23:35 <Samu> but that's something I would do later, first I want this network stuff to work
17:34:35 <Alberth> so with 2 companies, when you get bought out, you transfer to the company buying you?
17:34:44 <Alberth> sounds like fun :p
17:35:27 <Samu> both companies would need to have this "consent" setting enabled
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17:36:20 <LordAro> peter1138: regardless, the client shouldn't crash
17:37:09 <Alberth> anyone buying you would be silly to have that flag enabled
17:37:11 <peter1138> LordAro, afaik it doesn't, samu's patched it.
17:37:46 <Samu> buying out via bankrupty, not via shares
17:37:55 <Samu> i am not doing it for the shares
17:38:39 <__ln__> *bankruptcy
17:40:06 <Samu> how do you move a client into a company when you're not the server?
17:40:52 <Samu> is it via rcon stuff? i never ever experimented rcon
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17:57:30 <Samu> https://imgur.com/7oKAiQq
17:57:49 <Samu> when i click yes, what needs to be done...
17:59:10 <Samu> https://imgur.com/vz51Vs2
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18:06:15 <Samu> https://imgur.com/XxGpfmC
18:06:23 <Samu> https://imgur.com/fj9klSI
18:06:31 <Samu> so far, so good
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18:10:49 <Samu> https://imgur.com/zjoWZhp
18:10:52 <Samu> crash
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18:12:22 <Samu> server should have moved to Rich company
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18:24:04 <Samu> why am i not getting a crash now... hmmm i suck at this
18:30:39 <Samu> I don't understand
18:30:45 <Samu> suddenly, it works
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18:31:03 <Samu> why?!... i didn't do anything
18:32:06 <Samu> i must have missed something
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18:48:29 <Samu> i can't reproduce the issue on debug_x64
18:48:36 <Samu> but it happens on release_x64
18:48:38 <Samu> whyy
18:48:55 <Alberth> undefined behavior
18:49:25 <Alberth> some things you shouldn't do, but the compiler won't warn you
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18:49:47 <Alberth> instead, it may or may not work, in various circumstances
18:50:19 <Alberth> eg the compiler may break it due to optimizations, or perhaps in your case, by not doing optimizations
18:57:13 <LordAro> undefined behaviour is great fun
18:57:21 <Spookyneedles> #2018banprivatethinking 666=cool
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19:26:03 <Samu> if (_networking) { if (_network_server && Company::IsValidHumanID(new_owner)) { NetworkClientsToCompany(old_owner, new_owner); } else { NetworkClientsToSpectators(old_owner); } }
19:28:17 <Samu> hmm bad
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19:29:22 <andythenorth> o/
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19:38:40 <Samu> okay, let's try the release_x64 now
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19:45:26 <Samu> yay, seems to work now
19:45:45 <DorpsGek> Commit by translators :: r27964 trunk/src/lang/spanish_MX.txt (2018-01-16 19:45:39 +0100 )
19:45:46 <DorpsGek> -Update from Eints:
19:45:47 <DorpsGek> spanish (mexican): 10 changes by Absay
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19:58:10 <Samu> this is what I have for now
19:58:11 <Samu> https://paste.openttdcoop.org/pp2vtpnsv
19:58:32 <Samu> am I missing something obvious, or does it seem fine?
19:58:50 <Samu> i tested, and it seems to be working
19:58:57 <Samu> but, no expert here
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20:08:43 <Wolf01> o/
20:09:52 <frosch123> moo
20:11:23 <Wolf01> apt-get moo
20:11:32 <Wolf01> Wrong terminal :D
20:12:53 <frosch123> emerge moo
20:15:07 <Wolf01> https://plus.google.com/+JasonGunthorpe/posts/jGBx4hA26nv XD
20:15:44 <andythenorth> hi frosch123
20:16:00 <andythenorth> Wolf01: is it NRT? Or sleeps?
20:16:34 <Wolf01> Could reason on NRT
20:27:26 <Samu> i dont understand this network thing yet... apparently I'm not sending packets to the client, but the client still moves to the correct company... where in the code does this move happen?
20:28:11 <Samu> the client must be receiving something from the server... but where
20:41:13 <Wolf01> So what would you want me to do, andythenorth?
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20:41:43 <andythenorth> dunno, what's left? :)
20:41:44 <andythenorth> town crap?
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20:42:08 <andythenorth> 1. fail game start if no ROAD compatible type
20:42:16 <andythenorth> 2. allow some over-building stuff
20:42:17 <Wolf01> Town crap, some stuff on the "can build infrastructure" branchù
20:42:58 * andythenorth looks
20:43:38 <andythenorth> ok to merge road-and-tram-types into that?
20:44:00 <Wolf01> Try
20:44:18 <andythenorth> pushed
20:45:01 <Wolf01> Bah, I failed a SPAD :(
20:46:12 <andythenorth> ?
20:46:27 <Wolf01> Tainz
20:46:36 <Wolf01> Fuck, again
20:46:50 <Wolf01> I'm too fast
20:49:26 * andythenorth tanks
20:49:49 <Wolf01> Trainz != OTTD
20:50:24 <Wolf01> Trains won't stop at signals like crashing into a wall
20:50:36 <andythenorth> branch compiled after merge
20:50:38 <andythenorth> 'probably fine'
20:50:41 <Wolf01> Good
20:50:50 <andythenorth> can't figure out how to read the specific commits in github ;P
20:51:08 <andythenorth> bitbucket has a branch visualisation view
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20:54:28 <Wolf01> Mmmh I don't remember what can-build-vehicle-infrastructure breaks, but it sure fixes the scenario editor road tools
20:55:05 <Wolf01> I remember some "that function does not have enough checks"
20:55:30 <Wolf01> Ok, it breaks the ability to build tram ingame
20:58:50 <Eddi|zuHause> <Wolf01> Bah, I failed a SPAD :( <-- you mean like you failed to pass a red signal? :p
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20:59:29 <Wolf01> I SPAD, then I failed :P
21:05:30 <Samu> which command is this?
21:05:31 <Samu> 224460861
21:05:51 <Samu> how do i translate, must find out CmdCommand
21:09:59 <andythenorth> Wolf01: seems https://github.com/andythenorth/NotRoadTypes/compare/road-and-tram-types...can-build-vehicle-infrastructure
21:10:38 <Wolf01> Yes
21:10:46 <Samu> aha, got it
21:11:14 <Samu> 0x00007ff6f530f4a0 "CmdBuyCompany"
21:11:48 <Wolf01> I have a link saved on bookmarks to do that, because GitHub doesn't like to make it available on the UI
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21:29:47 <Wolf01> Mmmh, I can't understand my code
21:34:51 <Wolf01> I think I just inverted the parameters of HasPowerOnRoad()
21:36:45 <ST2> andythenorth: so it appears only a display glitch with FIRS 3.0.3 - nothing harmfull :)
21:37:00 <andythenorth> yeah, but not sure why
21:37:03 <andythenorth> and can't repro it
21:38:17 <Wolf01> frosch123: HasPowerOnRoad(), it looks like it wants engine_rtid and tile_rtid, but the names are misleading IMHO, what do you think?
21:38:38 <Alberth> andythenorth: git show <revision>
21:38:55 <Alberth> bye
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21:40:07 <Wolf01> https://github.com/andythenorth/NotRoadTypes/blob/can-build-vehicle-infrastructure/src/road.h#L199
21:41:28 <Wolf01> Even the RoadConvertCost() uses it both ways, I'm tempted to do the same
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21:53:52 <Wolf01> andythenorth: pushed a fix, it there aren't any other downsides then it could be stable, but I won't put my hand on fire
21:54:14 <andythenorth> :)
21:54:29 <andythenorth> ok maybe problem for tomorrow :)
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22:26:51 <andythenorth> hi Snail
22:29:05 <supermop_work_> replying to months old post in my thread...
22:46:01 <Wolf01> supermop_work_, what it was the problem about the missing pole?
22:46:12 <supermop_work_> embarassing
22:46:16 <Wolf01> :D
22:46:33 <supermop_work_> i was cropping the sprite in nml too much
22:48:02 <Wolf01> So in the other tiles it worked because it was the one of the next tile?
22:53:41 <Wolf01> Do you know what I find strange? The U turn is short on the top tiles
22:54:41 <supermop_work_> i don't like the Us that much
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23:18:27 <Wolf01> 'night
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23:25:00 <Samu> if (Company::IsValidHumanID(new_owner) && Company::Get(new_owner)->settings.merge_players && Company::Get(old_owner)->settings.merge_players)
23:25:03 <Samu> pretty
23:25:13 <Samu> merge_players is a bool
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23:32:42 <Samu> Consent to move players between companies during takeovers
23:32:46 <Samu> On or Off
23:33:13 <Samu> is this enough english or can it be better?
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23:33:49 <Samu> supermop_work_:
23:33:52 <Samu> hay
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23:34:02 <Samu> who's english enough?
23:34:15 <supermop_work_> i am not a horse, so i do not eat hay
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23:34:35 <Samu> is that english good?
23:34:56 <Samu> Consent to move players between companies during takeovers: On/Off
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23:35:54 <Samu> it's a company setting. If both companies have it enabled and a company buys the other, the players merge to the new company
23:36:35 <Samu> if one of the companies have it disabled, only the company infrastructure is merged, the players move to spectators
23:36:57 <Samu> the players of the bought out company, that is
23:38:15 <Samu> peter1138: do u english?
23:39:27 <supermop_work_> what does the setting do? it is asking your consent?
23:40:02 <Samu> no, it's previously set, under company settings
23:40:14 <Samu> it's defaulted to disabled
23:40:58 <supermop_work_> why not just 'move players to purchasing company when bought out"?
23:41:15 <Samu> https://imgur.com/OX0Aeu6
23:41:39 <Samu> because it requires both companies, the bought out and the buyer to have the setting enabled
23:41:41 <supermop_work_> i wonder though
23:41:51 <Samu> both need to consent
23:41:58 <supermop_work_> why?
23:42:07 <supermop_work_> only the purchaser should care
23:42:08 <Samu> because I say so, lol
23:42:24 <Samu> the guy that is bought might not like it
23:42:29 <supermop_work_> if the bankrupt player doesn't want to move he can leave the company
23:42:57 <ST2> the company that got bought was because manager was incompetent - I don't see a reason to consent anything ^^
23:43:05 <supermop_work_> likewise, the game alreay allows players to move - they can just join the company
23:43:23 <supermop_work_> if the buyer allows them to have the pw
23:43:34 <ST2> exactly
23:43:38 <Samu> i can't think of a better way to prevent abuse :(
23:43:47 <ST2> imo, the game already has the features needed for it
23:43:52 <supermop_work_> yes
23:44:28 <supermop_work_> if i buy your company i replace you as the boss
23:44:44 <supermop_work_> you are welcome to apply for a new job as my assistant
23:45:23 <ST2> yup
23:45:35 <ST2> saw it already several times on our servers
23:45:37 <supermop_work_> but i would not have a policy in place at my company that all failed executives automatically get a seat on the board without case by case approval
23:45:48 <m3henry> Technically, If I buy your company off your bank because your bank took it away from you and is now selling it
23:46:14 <supermop_work_> yes, so the bank likely already fired the management
23:46:28 <Samu> I just wanted english halp :(
23:46:49 <ST2> and some of we helped in english ^^
23:46:58 <m3henry> hang on
23:47:07 <m3henry> wording does not imply bankruptcy
23:47:29 <Samu> bad wording then
23:47:31 <supermop_work_> m3henry: you can only buy human companies that are bankrupt
23:47:49 <m3henry> Then is not takeover
23:47:51 <Samu> it's about a company buying out another when it's offered (because otherwise it would bankrupt)
23:47:56 <supermop_work_> game doesn't let you buy out solvent player companies
23:48:16 <Samu> it's a bail out?
23:48:19 <Samu> buy out?
23:48:25 <supermop_work_> 'move players to purchasing company at liquidation'
23:48:37 <m3henry> asset liquidation, yes
23:49:28 <supermop_work_> it's a liquidation - the creditors have seized the company from the operators due to a default on their loans
23:49:32 <Samu> but the criteria is that both require the setting enabled for the move to happen :(
23:49:42 <supermop_work_> and now the creditors are liquidating it
23:50:02 <Samu> player move*
23:50:09 <m3henry> the new owners can then offer to employ the old management
23:50:14 <supermop_work_> Samu: let's pretend that you work at a small factory
23:51:04 <supermop_work_> would you demand in your contract that if the factory is sold, that you be fired instead of made an offer to work at the new company?
23:51:31 <Samu> uhm... this is a game :(
23:51:41 <supermop_work_> but that's the thing,
23:51:59 <Samu> because i could just start a new company right away
23:52:50 <supermop_work_> so you disable the setting to save a few seconds that it takes to leave a company?
23:52:53 <Samu> I would prefer to work at the new company, in real life
23:53:11 <Samu> in a game... not always
23:54:24 <supermop_work_> currently in game, the few players that want to move can ask to join new company
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23:54:45 <supermop_work_> and otherwise are free to start a new company
23:55:16 <supermop_work_> that feels efficient, as it let's the buyer decide case by case who to let in
23:55:52 <supermop_work_> no need to move afk players or maybe a player who was causing trouble
23:56:47 <Samu> requires social skills :(
23:56:53 <Samu> but i see your point
23:58:14 <Samu> so it's a pointless feature
23:58:44 <Samu> just wanted to make this a bit automated
23:59:00 <supermop_work_> i get it, there is a potential use case,
23:59:21 <Samu> maybe i got myself too hyped about it
23:59:32 <supermop_work_> but i think for most players, most of the time, it will not be used, and the current method isn't that much harder
23:59:54 <supermop_work_> but what is odd to me is the handshake aspect