IRC logs for #openttd on OFTC at 2018-09-17
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00:24:39 <Samu> what is causing stalls? :(
00:36:03 <Samu> you're the framerate guy?
00:36:22 <nielsm> I'm the one who wrote the framerate display
00:36:50 <Samu> doesn't seem to pinpoint where the cause of the spikes is coming from
00:36:58 <nielsm> it doesn't really have anything for AI or GS right now
00:37:15 <Samu> i know it's from somewhere managing road vehicles
00:37:23 <nielsm> but since they don't show up in any of the vehicle or world processing ticks you can assume it's either AI or GS
00:37:54 <Samu> GetClosestTown can't be, as I dont use that one during road vehicle management
00:38:02 <Samu> only during construction
00:39:43 <Samu> not pathfinding, it's only managing the routes, something like checking if the route needs more vehicles, selling old vehicles, upgrading to new model, upgrading bridges
00:40:20 <LordAro> profiling your own AI is up to you
00:40:24 <LordAro> the game can't do it for you
00:40:32 <LordAro> (well it could, but it doesn't)
00:41:13 <LordAro> also, learn to ask better questions
00:41:32 <LordAro> highlighting people at 23:30 with "halp" isn't very considerate
00:43:52 <Samu> profiling, that means, disabling parts?
00:43:58 <Samu> see where it's originating from
00:44:06 <Samu> I can do that during management
00:44:35 <LordAro> not necessarily disabling parts
00:59:23 <Samu> routeManager.m_townRouteArray[i].sellVehiclesInDepot();
01:01:55 <Samu> let me disable this one too
01:11:08 <Samu> aha, now I got it for real
01:11:10 <Samu> if(MAX_TOWN_VEHICLES < routeManager.getRoadVehicleCount()) {
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16:06:18 <Samu> hey nielsm, will u put AI in the framerate one day?
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16:10:18 <nielsm> it's been requested before :)
16:10:46 <Samu> i would like to also know if its possible to see how much memory the ai is using
16:11:23 <nielsm> hm I wonder if it's possible to query a squirrel vm for that
16:11:56 <Samu> i think there's some AIs that need more than 4GB of ram
16:12:12 <Samu> makes openttd crash, even if openttd is 64-bit, dunno why
16:12:57 <Samu> but that's me talking, with no proof if it's actually that the caus
16:15:38 <Samu> you can try NoCAB v499 in a 4096x4096 map. it keeps increasing memory allocation for his doings at the start of the game, until it hits some barrier and causes openttd to poof/crash
16:16:40 <Samu> it may take years for it to happen, he's a slow starter
16:18:36 <nielsm> hmm... no doesn't seem like there is a good way to track how much memory a squirrel vm is using
16:19:38 <nielsm> it'd require some patching to first keep track of which vm is currently active and then patch the malloc/free functions to keep a total
16:34:14 <nielsm> though just making a total allocations by all squirrel vms in the process is pretty simple
16:38:50 <nielsm> Samu: if you want a simple total, just open sqmem.cpp and modify the functions there to update a global variable with allocated total on malloc/realloc/free
16:58:16 <Samu> @calc 0xffffffffffffffffui64
16:58:16 <DorpsGek> Samu: Error: invalid syntax (<string>, line 1)
16:58:23 <Samu> @calc 0xffffffffffffffff
16:58:23 <DorpsGek> Samu: 18446744073709551616
16:59:04 <peter1138> Why do you always fuck about with 4096x4096? It was never meant to be a sensible usable size.
17:00:37 <Samu> because it exists in the game :|
17:03:51 <Samu> @calc 0xffffffffffffffff / (1024 * 1024 * 1024)
17:04:07 <Samu> that's a lot of gigabytes
17:04:39 <LordAro> Samu: yes, because people kept insisting it got added
17:04:51 <LordAro> doesn't mean it's a good gameplay feature
17:04:55 <LordAro> it's terrible to play on
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18:00:43 <FLHerne> It's great if you want a multiplayer server where no-one has to interact with each other :P
18:01:04 <FLHerne> (this seems to be a common model, but I'm not really sure why)
18:02:24 <Samu> i'm also testing if my ai behaves well in such map size
18:04:04 <Samu> 1024x1024 is "too small", well not really, but so far I have yet to see it build 5k road vehicles
18:04:23 <Samu> i'm a bit disappointed by that fact alone, lol
18:06:07 <Samu> 1024x2048 would probably be enough
18:06:39 <Samu> i get 3100 road vyhicles in 1024x1024
18:07:24 <Samu> could also be caused by the relatively slow management speed
18:09:21 <peter1138> FLHerne, apparently players own industries and their outputs, according to most server rules :S
18:23:55 <FLHerne> peter1138: I don't remember seeing any where players own primary outputs
18:26:25 <Samu> im a terrible coder, damn it lol
18:26:49 <Samu> i always break something when fixing something
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18:31:23 <Eddi|zuHause> i never quite understood half of these multiplayer rules
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19:03:24 <peter1138> FLHerne, primary less so, even then people seem to think they are "claimed"
19:03:51 <peter1138> How dare anyone compete!
19:29:08 <Samu> problem is, cargo only goes to 2 stations
19:29:34 <Samu> make it go to all stations, problem solved
19:30:27 <Samu> i made a patch for this reason
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19:43:32 <Samu> simultaneous AIs pathfinding nearly the same path
19:43:55 <Samu> can interrupt one another
19:44:11 <Samu> like, one builds ahead of the other
19:44:25 <Samu> the other can't then build in some situations
19:44:55 <Samu> ERR_LAND_SLOPED_WRONG seems to be one of that situations
19:47:29 <Samu> wondering if it is better to repathfind from the tile it failed, or from the start
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20:41:32 <Samu> how did you deal with concurrent building?
20:42:58 <Samu> multiple copies of the same AI building the exact same route
20:43:02 <LordAro> Samu: have you considered reading the source yourself?
20:45:44 <Wormnest> That´s always the best suggestion: check out what other ai´s do :)
20:46:16 <Wormnest> I haven´t looked at the code in a year so I hardly remember any details
20:52:47 <LordAro> Wormnest: i haven't looked at my ai code in 6 years, what do i win? :p
20:56:04 <Wormnest> LordAro: I guess that should be enough reason for eternal fame ;)
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23:09:45 <peter1138> Yeah, that's a pretty boring video.
23:23:15 <Samu> it's one of those trance classics
23:40:07 <Samu> trying to recycle lists the right way
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23:47:23 <Samu> no, my gpu crashed the system
23:47:53 <Samu> no money for a psu replacement
23:48:22 <Samu> it's the wires themselves
23:48:28 <ST2> I have a couple for sale: 750 and 600
23:48:29 <Samu> they're lousy or whatever
23:48:42 <Samu> the pci 6-pin + 8-pin connectors
23:49:09 <Samu> tiny vibrations causes the card to get unpowered, boom system crash
23:49:31 <ST2> I've mine for sale because didn't supported 2 CPU's - rest is equal :P
23:50:29 <Samu> for this gpu, i rather go with a 750
23:50:51 <Samu> both highly inefficient amd turds back in the time
23:51:29 <ST2> if that... a 600W do the job - the gpu, depends
23:53:32 <Samu> the psu i got here is 620w, but is a quality one
23:53:43 <Samu> i mean... quaility in their capacitors etc
23:53:52 <Samu> the wires apparently... fail now
23:53:57 <ST2> make it live and see how connections hold
23:54:19 <ST2> put ai's there - no need to test 4K maps
23:55:37 <ST2> put ai's there - no need to test 4K maps
23:55:47 <ST2> make it live and see how connections hold
23:59:34 <ST2> Samu: I understand your need on testing stuff on 4K maps - but remember that won't last on MP games (even with best server side and best computer as client)
23:59:58 <Samu> i hosted the game, still preparing the ai scripts
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