IRC logs for #openttd on OFTC at 2021-08-17
            
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08:46:42 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9237: I never get the new trains after 1980- but i get all plains, boats and cars https://git.io/JseBp
08:46:45 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #9237: I never get the new trains after 1980- but i get all plains, boats and cars https://git.io/JseBp
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09:14:16 <_dp_> settings code is such a macro hell
09:14:34 <_dp_> tried to add SDT_LIST and now have screen full of errors none of which make any sense :(
09:16:48 <LordAro> yup
09:23:57 <_dp_> ‘std::in_place_type_t<ListSettingDesc>’ is not derived from ‘std::in_place_index_t<_Idx>’
09:24:03 <_dp_> wtf does that even mean?
09:26:47 <LordAro> probably that you missed a comma or {} somewhere
09:29:08 <_dp_> there isn't much to miss...
09:29:10 <_dp_> #define SDT_LIST(base, var, type, flags, def, from, to, cat, extra, startup) NSD(List, SLE_GENERAL(SL_ARR, base, var, type, lengthof(((base*)8)->var), from, to, extra), flags, startup, def)
09:32:44 <_dp_> https://pastebin.com/gLQh2ark
09:35:00 <_dp_> and that whole thing is just 2 errors...
09:43:20 <LordAro> what is the type of citymania.mapgen.industry_probabilities ?
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09:43:50 <_dp_> uint32 industry_probabilities[33];
09:44:20 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #40: Fix: STUN via IPv6 failed in all cases https://git.io/J0Ljt
09:48:54 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #41: Fix: handle clients closing their connection during connect graceful https://git.io/J0teg
09:49:37 <LordAro> _dp_: SDT_LIST isn't used anywhere, and looks like it's missing some parameters on the end of it
09:49:46 <LordAro> (e.g. SDT_SSTR has 0, pre_check, post_callback)
09:49:57 <LordAro> dunno what they are though
09:50:38 <_dp_> they seem to be just passed through to *settingsdesc constructor so should be ok
09:50:53 <_dp_> SDTG_LIST and SDTC_LIST somehow work like this
09:52:35 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #42: Fix: handle servers leaving during verification graceful https://git.io/J0tvK
09:53:58 <TrueBrain> hmmm ... there seems to be an odd condition where a server announced itself on two GC instances .. that should never happen
09:54:08 <TrueBrain> seems that it takes a TCP timeout for it to clean up, which makes sense
09:54:39 <TrueBrain> guess the one receiving the last information should always win .. as that is the one with an active connection
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10:03:03 <DorpsGek> [OpenTTD/OpenTTD] nchappe updated pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J8PqI
10:05:17 <_dp_> I think I found the freaking error, needed def="""" in .ini instead of NULL
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10:07:45 <_dp_> why .ini can even cause c++ compiling errors is beyound me :/
10:08:11 <LordAro> ...because it's used to generate c++?
10:08:19 <LordAro> garbage in, garbage out, as it were
10:09:41 <DorpsGek> [OpenTTD/OpenTTD] nchappe commented on pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0tkX
10:11:04 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0tIT
10:12:22 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0tIE
10:12:36 <TrueBrain> I can make two servers fight for the same invite-code now :D
10:12:40 <TrueBrain> they keep kicking the other out :P
10:13:03 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0tI1
10:21:32 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #43: Fix: multiple servers announcing themselves with the same invite-code https://git.io/J0tql
10:22:43 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #40: Fix: STUN via IPv6 failed in all cases https://git.io/J0Ljt
10:22:56 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #41: Fix: handle clients closing their connection during connect graceful https://git.io/J0teg
10:23:09 <LordAro> TrueBrain: no way to report an error to the new server?
10:23:29 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #42: Fix: handle servers leaving during verification graceful https://git.io/J0tvK
10:23:54 <TrueBrain> LordAro: it is a bit tricky, as it could also be a stale TCP connection
10:24:48 <TrueBrain> it is a use-case we simply overlooked when talking about persistent invite-codes :D
10:24:48 <Timberwolf> I'm thinking I should change GoRender's pipeline so it does the downscaling entirely in 2D. I'm wondering if a seam carving type algorithm (or at least a well-implemented sinc filter) would do a better job than all my weird hand-hacked multisampling stuff.
10:25:27 <TrueBrain> LordAro: guess we could send a packet to the old server with the reason we disconnected it, that might work
10:26:05 <LordAro> a new connection being able to disconnect an existing connection doesn't quite sit right with me
10:26:17 <LordAro> though i assume things are differentiated more than just invite code?
10:26:18 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #42: Fix: handle servers leaving during verification graceful https://git.io/J0tvK
10:26:31 <TrueBrain> LordAro: the new connection ofc should always win over the old
10:26:43 <TrueBrain> the old could be a stale TCP, or many other reasons, I guess :)
10:27:06 <TrueBrain> the newer connection in general, in networking, should be the winner in such cases
10:27:24 <LordAro> i'm thinking about possible malicious actions - could a third party manage to fake an invite code and disconnect someone else's server?
10:27:25 <TrueBrain> otherwise you get those annoying: "you have to wait till we timeout your old server first" situations :D
10:27:47 <TrueBrain> LordAro: no; in case you didn't follow the design, with only the invite-code you cannot claim an invite-code
10:27:51 <TrueBrain> you also need a secret that comes with it
10:27:56 <LordAro> right
10:27:59 <TrueBrain> on registration, you are told both invite-code + secret
10:28:02 <TrueBrain> so only you know that :)
10:28:07 <TrueBrain> (the reason we have secrets.cfg now :P)
10:28:12 <LordAro> so if the server operator has leaked their secret, that's on them
10:28:13 <LordAro> good
10:28:17 <TrueBrain> yup
10:29:55 <TrueBrain> okay, I can indeed add an error message to the server, telling a newer server with the same invite code was registered
10:30:10 <TrueBrain> does require an OpenTTD modification however
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10:40:43 <TrueBrain> LordAro: you think it would be wise to switch the older server to "local" game? Or should they keep battling each other?
10:43:23 <LordAro> i think that makes sense, yeah
10:57:00 <peter1138> Alright, why is this bug (logic error) only triggered sometimes? :(
10:57:08 <peter1138> A "how is it ever working" situation.
10:57:41 <TrueBrain> You expect it to trigger always? :D
10:58:52 <peter1138> Yes, I'm not expecting UB in C# :-)
11:03:43 <peter1138> I store a record to say something has happened, but actually it only partially happened. So then the action to do it again fails because the record says it happened.
11:04:22 <peter1138> Except sometimes the action to do it again does work, so... I'm confused :D
11:04:42 <TrueBrain> lol
11:04:48 <TrueBrain> another day at the office :P
11:04:52 <peter1138> IKR
11:05:32 <peter1138> And it's the same person doing the action again (the partial part is automatic, the redo is manual), so it's not user rights or the user doing something different. Hmm.
11:06:04 <peter1138> Also why do I want a cargo trailer for my bike? Tesco is only 2 minutes walk away...
11:09:35 <TrueBrain> "[2021-08-17 13:09:04] Another server with the same invite-code registered itself. Switching to "local" game-type."
11:09:57 <LordAro> :)
11:10:03 <peter1138> Is that abuse-able?
11:10:08 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #43: Fix: multiple servers announcing themselves with the same invite-code https://git.io/J0tql
11:10:19 <LordAro> peter1138: see above :p
11:10:30 <LordAro> peter1138: tl;dr only if the server operator has leaked their secret
11:10:41 <peter1138> Ok, reasonable.
11:11:13 <TrueBrain> I am happy you all ask, and happy you all agree it is a reasonable solution :D
11:11:26 <DorpsGek> [OpenTTD/py-protocol] TrueBrain opened pull request #14: Feature: support Game Coordinator protocol 6 https://git.io/J0t8i
11:12:15 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #43: Fix: multiple servers announcing themselves with the same invite-code https://git.io/J0tql
11:13:35 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain opened pull request #44: Fix: also be graceful about servers closing connections early https://git.io/J0t44
11:13:53 <DorpsGek> [OpenTTD/py-protocol] TrueBrain updated pull request #14: Feature: support Game Coordinator protocol 6 https://git.io/J0t8i
11:17:20 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9487: Fix: report reuse of invite-code and switch to local game-type https://git.io/J0tBa
11:17:58 <TrueBrain> right, very simple PR :) I wouldn't mind a quick review :) (only of the OpenTTD one; don't worry about the rest :) )
11:18:21 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #44: Fix: also be graceful about servers closing connections early https://git.io/J0t44
11:19:03 <LordAro> nothing else that needs changing with the coordinator spec?
11:19:09 <LordAro> given you're bumping the version...
11:19:35 <TrueBrain> not that I am aware
11:19:46 <TrueBrain> it seems otherwise STUN/TURN is stable
11:19:55 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9487: Fix: report reuse of invite-code and switch to local game-type https://git.io/J0tRJ
11:20:06 <TrueBrain> cheers
11:20:17 <TrueBrain> I do worry a bit about the STUN vs TURN connections .. it is about 2 to 1 atm
11:20:45 <LordAro> :/
11:21:14 <TrueBrain> yesterday we did 500MB of TURN traffic, so that really is okay
11:21:19 <TrueBrain> with 200 sessions
11:23:30 <TrueBrain> and 726,780 seconds of TURN usage
11:23:39 <TrueBrain> @calc 532535732 / 726780
11:23:39 <DorpsGek> TrueBrain: 732.7330581468946
11:23:46 <TrueBrain> 732 bytes/second
11:24:38 <TrueBrain> really did not expect so many connections to prevent this way of STUNing ..
11:24:53 <TrueBrain> but okay .. another way of looking at it: 66% of the traffic doesn't need to be relayed :)
11:25:06 <LordAro> :)
11:25:15 <DorpsGek> [OpenTTD/py-protocol] TrueBrain merged pull request #14: Feature: support Game Coordinator protocol 6 https://git.io/J0t8i
11:25:30 <LordAro> might well change after it actually gets released
11:25:41 <DorpsGek> [OpenTTD/py-protocol] TrueBrain created new tag: 1.1.0 https://git.io/J0t06
11:25:49 <TrueBrain> yeah
11:26:12 <TrueBrain> well, we can always move the TURN servers to OVH servers .. so I am still not worried :D
11:27:58 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain updated pull request #43: Fix: multiple servers announcing themselves with the same invite-code https://git.io/J0tql
11:30:25 <TrueBrain> our ECS cluster has been a bit more busy with 12.0-beta1 release :D Shocker :P
11:35:18 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain merged pull request #43: Fix: multiple servers announcing themselves with the same invite-code https://git.io/J0tql
11:35:33 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9487: Fix: report reuse of invite-code and switch to local game-type https://git.io/J0tBa
11:36:02 <TrueBrain> k, time to test this on staging ..
11:36:29 <TrueBrain> too bad a deployment still kills all current TURN sessions, but yeah .. not much I can do about that :)
11:40:45 <LordAro> unfortunate
11:40:53 <peter1138> implement keepalived-style restarts?
11:41:10 <peter1138> Wait
11:41:13 <peter1138> haproxy-style!
11:41:19 <peter1138> Not keepalived :)
11:41:53 <TrueBrain> yeah .. I think AWS has support for that
11:41:57 <TrueBrain> just haven't looked into how to do it :P
11:42:34 <TrueBrain> owh, shit, my commit murders OpenTTD .. oops
11:43:01 <DorpsGek> [OpenTTD/OpenTTD] nchappe updated pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J8PqI
11:43:39 <peter1138> ?
11:43:51 <TrueBrain> yeah, the reviewer just didn't try hard enough
11:43:51 <TrueBrain> :P
11:43:57 <LordAro> oh no
11:44:26 <peter1138> git push -f ;D
11:46:16 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9488: Fix 6acf204d: crash when showing coordinator-error-messages https://git.io/J0t2Q
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11:47:06 <DorpsGek> [OpenTTD/game-coordinator] TrueBrain created new tag: 1.1.0 https://git.io/J0tae
11:47:29 <peter1138> Damn, found an unused outdoor solar night light. Been in its box for 2 years so of course the battery is dead :(
11:48:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9489: Doc: Prepare for 12.0-beta2 release https://git.io/J0tac
11:49:17 <Wolf01> https://www.youtube.com/watch?v=FCfc_mjbM7c this does remind me about the mammoth trains introduction in TTDPatch
11:51:11 <_dp_> right as I finished merging beta1 xD
11:56:09 <DorpsGek> [OpenTTD/website] TrueBrain opened pull request #222: Add: 12.0-beta2 announcement https://git.io/J0twT
11:56:55 <LordAro> nothing else we can fix quickly at the same time?
11:57:07 <LordAro> that currency setting thing doesn't look particularly complicated?
11:58:55 <TrueBrain> I think we should release beta2 today / tomorrow latest
11:59:04 <TrueBrain> so that fully depends if someone is planning to do that today / tomorrow
12:00:19 <TrueBrain> that bug is btw pretty old
12:00:52 <TrueBrain> at least 10 years, from what I can see quickly :)
12:01:26 <LordAro> sure
12:01:40 <TrueBrain> funny how long some things take for people to notice :D
12:01:45 <TrueBrain> guess nobody really looks at the configuration file like that
12:02:18 <LordAro> indeed
12:02:37 <TrueBrain> right, I am off for a while. Will check tonight if someone wants to pick up that bug, or if we just release beta2 like this.
12:02:49 <TrueBrain> feel free to merge #9488 when approving :P
12:03:19 <DorpsGek> [OpenTTD/OpenTTD] nchappe commented on pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0toI
12:04:45 <TrueBrain> and in good news, IPv6 STUN works :D
12:09:36 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9488: Fix 6acf204d: crash when showing coordinator-error-messages https://git.io/J0tK5
12:09:46 <LordAro> :)
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12:20:43 <peter1138> Bah, USB socket on my Edge 130 is dodgy, gotta be the right angle or it won't chage :(
12:20:47 <peter1138> Nor charge.
12:21:42 <glx> hmm should I force eints so I can translate the new string ?
12:25:38 <peter1138> LordAro, I used to want pedal power meters, now I think I'd just be disappointed with my performance...
12:28:18 <DorpsGek> [OpenTTD/team] glx22 commented on issue #241: [ru_RU] Translator access request https://git.io/J0kfB
12:40:57 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J0tSz
12:42:48 <michi_cc> LordAro: Any last words about #9457?
12:45:21 <LordAro> don't think so
12:46:10 <Timberwolf> That will be good, it was driving me mad a couple of games ago when passengers wouldn't use my airports, because there was a short shuttle train out from the city centre at each end.
12:46:22 <michi_cc> Makes #9489 completely outdated, though :P
12:58:04 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9457: Feature: [Linkgraph] Prioritize faster routes for passengers and express cargo https://git.io/J8PqI
13:01:13 <DorpsGek> [OpenTTD/website] michicc updated pull request #222: Add: 12.0-beta2 announcement https://git.io/J0twT
13:02:01 <peter1138> Do we still get helpfully told that cargodist is bad?
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13:34:31 <TrueBrain> michi_cc: we fix that when ever we decide to really release :D And I appreciate the update in website, cheers for that :)
13:37:44 <TrueBrain> https://openttd.grafana.net/dashboard/snapshot/TA9L4NOQjjixsC1iqdm6YRHHsv2NgzOx <- to give some insight in what the Game Coordinator is doing. I have no clue if it automatically updates or not ..
13:38:44 <glx> STUN (IPv6) 0% <-- at least this one should change ;)
13:38:57 <TrueBrain> hover over, it is 6!
13:39:11 <glx> oh
13:39:20 <TrueBrain> :D
13:41:55 <_dp_> what does stun/turn mean on servers chart?
13:42:08 <_dp_> and I guess server charts in general...
13:47:21 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J0qUk
13:47:22 <DorpsGek> - Update: Translations from eints (by translators)
13:47:54 <glx> (I needed to get the new string to translate it ;) )
13:50:27 <peter1138> I suppose Direct (IPv4) will become more dominent when the dedicated servers are updated.
13:51:22 <glx> direct IPv4 means open ports, so probably
13:52:06 <LordAro> assuming dedicated servers remain the dominent form of hosting
13:52:11 <LordAro> there's no reason they will
13:52:41 <glx> but we also may get more servers behind closed ports as it's now easier for users
13:52:42 <LordAro> _dp_: those are the new connection methods
13:52:47 <LordAro> the whole reason for the networking rewrites
13:53:42 <peter1138> Oh.
13:53:47 <peter1138> Where do I find my server now? Hmm.
13:54:15 <peter1138> Do I need to tweak my config at all?
13:54:52 <_dp_> LordAro, I get what it means for connections, but what it means as servers
13:54:55 <glx> no config change required (unless to specify to connection type public, private or local)
13:55:30 <peter1138> Is public the default?
13:56:51 <LordAro> _dp_: given this chart is just whatever the GC sees, it's possibly just poorly named?
13:57:07 <glx> https://github.com/OpenTTD/OpenTTD/blob/04e9df47d9d80e4649d4bbacb4db538e1cf7a320/src/table/settings/network_settings.ini#L171 <-- default is local
13:57:25 <TrueBrain> peter1138: "local" is the default, as was the old "not advertised" :) But it migrates settings, so "advertised" servers become "public" :)
13:57:31 <_dp_> LordAro, well, there are connection charts below, so...
13:57:42 <glx> I think new values are compatible with old ones
13:58:05 <peter1138> server_game_type = local
13:58:11 <peter1138> Well... that didn't get migrated.
13:58:22 <TrueBrain> LordAro: at startup, a server is probed what it is capable of, to avoid connections trying shit that isn't going to work anyway. So IPv4 / IPv6, Direct-IP access yes/no, STUN capable or not, and, if all fails, TURN capable only :)
13:58:32 <TrueBrain> peter1138: guess we fucked up :D
13:59:36 <peter1138> Oh. Game crashed. Hmm.
13:59:45 <TrueBrain> owh nooooooo
13:59:52 <peter1138> beta1 though.
14:00:08 <TrueBrain> crash report crash report crash repooorrrtttt :D
14:00:11 <peter1138> <infinite loop> in the stack trace :D
14:00:19 <glx> multiplayer window ?
14:00:21 <LordAro> ncie
14:00:22 <peter1138> Yeah
14:00:34 <glx> should be the random hard to trace one
14:01:33 <glx> I think I had it once
14:01:53 <_dp_> TrueBrain, do those numbers mean there were over 500 servers started yesterday?
14:02:22 <peter1138> Multiplayer list likes to scroll the bottom, hmm.
14:06:54 <_dp_> TrueBrain, also am I getting it right that both STUN and TURN servers are basically behing NAT, but STUN can be punched and TURN can't
14:07:09 <_dp_> and it also depends on client whether it can punch to the stun-capable server or not
14:07:14 <peter1138> STUN and TURN aren't servers.
14:07:16 <Samu> how do i test this stun turn things?
14:07:19 <peter1138> They are connection methods.
14:07:51 <_dp_> peter1138, that was my first quesstion ;)
14:08:19 <peter1138> So yes, STUN is "Session Traversal Utilities for NAT"
14:08:23 <Samu> are they in openttd 12.0beta?
14:08:39 <glx> and in nightlies for some time too
14:08:50 <Samu> ok, gonna dl
14:09:27 <glx> and you don't directly test stun or turn, you just connect to a server and the best working method is used
14:09:41 <peter1138> Which means it was able to exploit weaknesses in IP stacks to make a connection. TURN is "Traversal Using Relays around NAT", so a proxy server in the way.
14:10:37 <peter1138> Damn, don't have rights to look at current stats.
14:10:57 <glx> IIRC TURN is the only for an IPv4 only client to join an IPv6 only server, and vice versa
14:11:13 <glx> missing a "way' somewhere
14:14:20 <peter1138> Samu found my server, but of course it should all be open wide anyway.
14:14:55 <_dp_> peter1138, if you're trying to answer me you missed the whole quesion, I seem to understand stun/turn connections, I'm trying to understand what "stun"/"turn" "servers" on that chart mean
14:15:16 <Samu> i joined with no problem
14:15:56 <glx> I think it's method used by clients to join servers _dp_
14:16:14 <peter1138> oic
14:16:29 <peter1138> glx, well, there's "servers" and "connections" and stats for both.
14:17:12 <_dp_> yeah, and TB already answered it means stun/turn-capable servers, I'm just trying to clarify I understand everything correctly
14:17:48 <glx> oh yeah GC tries the different methods IIRC
14:17:55 <glx> and report to the server
14:18:27 <peter1138> I think STUN doesn't necessarily imply NAT, it can also break through straight firewalls. Maybe.
14:19:09 <glx> yes STUN can cross windows firewall if ports are open on router, but not in firewall
14:19:14 <peter1138> Samu, have you found a way to run an AI as a client? :)
14:19:18 <_dp_> peter1138, yeah, that was a bit of a poor wording
14:19:29 <Samu> nop
14:19:54 <Samu> that would be interesting
14:19:54 <_dp_> what I'm trying to confirm is that direct server will always have direct connections, stun server can have both stun and turn and turn server will only have turn.
14:20:27 <glx> direct server will have direct connections if client is not restricted by stupid ISP
14:20:49 <glx> worst case client will use TURN
14:21:19 <_dp_> glx, you mean isp allows connections to turn.openttd.org but not to the server directly?
14:21:32 <glx> happens with broken peerings
14:21:32 <_dp_> that's kinda exotic
14:21:47 <peter1138> Could be a geographical block.
14:22:00 <_dp_> but, yeah, I guess there are some rare exceptions...
14:22:14 <LordAro> _dp_: and yet we're seeing 33% using TURN
14:22:51 <Samu> what did i use? turn or stun? how can i tell
14:22:55 <_dp_> would be interesting to see breakdown of connection types by server capability
14:23:14 <glx> you can tell, unless you received a message box about relay
14:23:19 <glx> *can't tell
14:23:30 <LordAro> isn't it in the client list window?
14:24:04 <glx> ha yeah "behind NAT" I guess
14:24:13 <peter1138> I don't see it.
14:26:18 <peter1138> Okay, what happens if I disable my firewall rules after the server is started...
14:26:36 <peter1138> Periodically retested?
14:28:57 <glx> I'm connected via IPv6
14:32:21 <peter1138> Magic.
14:32:56 <peter1138> So for the IPv4 connections I see 3 "Connected to" messages before the Connected from line.
14:38:19 <TrueBrain> peter1138: no, connections are not retested :)
14:38:45 <TrueBrain> LordAro: no, only the servers shows what type of connection he is (most likely) on. There is no GUI to inform how the connection from the client to server was created :)
14:40:25 <TrueBrain> (I guess that also would only clutter the interface .. guess most people don't care how they are connected, just that they are :P)
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16:43:07 <Samu> here I am again, falling to depressing music again https://www.youtube.com/watch?v=jWFb5z3kUSQ
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17:42:50 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9488: Fix 6acf204d: crash when showing coordinator-error-messages https://git.io/J0t2Q
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17:44:01 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9489: Doc: Prepare for 12.0-beta2 release https://git.io/J0tac
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17:58:51 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9490: [Bug]: Refreshing a full server gives an error https://git.io/J0mTG
18:06:05 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9491: [Bug]: "Use relay?" propmt can timeout with a weird error https://git.io/J0mIJ
18:07:19 <_dp_> Also would be nice to see server connection capabilites somewhere
18:07:39 <_dp_> I shouldn't be getting TURN prompts, I'd like to know if that's server fault or mine.
18:07:52 <_dp_> I mean TURN connection in general
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18:16:26 <_dp_> Also is there any particular reason why new company/spectate option was removed from the bald guy button dropdown?
18:16:34 <_dp_> They were pretty convenient there
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18:34:28 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened issue #9492: [Bug]: "Use relay?" prompt pops out for no reason. https://git.io/J0m3k
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18:54:13 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J0mnX
18:54:14 <DorpsGek> - Update: Translations from eints (by translators)
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19:03:59 <peter1138> _dp_, something odd with your connection?
19:08:03 <_dp_> peter1138, wdym? connection seems fine
19:08:18 <peter1138> _dp_, see link in PM
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19:31:54 <_dp_> hm, apparently connecting peter1138's server via "search internet" asks me to use TURN but adding it by ip directly doesn't
19:32:03 <_dp_> pretty sure it shouldn't work that way...
19:35:03 <_dp_> are public servers even accessible directly atm? I only see invite codes everywhere, how is it supposed to get ip?
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19:44:56 <peter1138> I only see the invite code too.
19:45:58 <peter1138> Can increase debug_level net to get more info.
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20:03:02 <glx> when I join via multiplayer window it uses direct IPv6
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20:24:22 <glx> _dp_: can you try +68MvRhD ? (it's an invitation only server to test)
20:25:33 <_dp_> yep, connected without turn
20:26:15 <glx> but via stun it seems
20:26:29 <_dp_> that I've no idea
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20:27:25 <_dp_> oh, but it asks for turn the second time
20:27:31 <_dp_> I just restarted the gaem
20:27:56 <glx> yes I see turn in the log
20:28:05 <_dp_> or not... it's weird
20:28:11 <_dp_> I've no idea when or why it asks
20:28:23 <glx> but it's an ipv4/ipv6 server fully open
20:28:51 <glx> I don't remember if GC registers both ip
20:29:22 <glx> I only see it connect brievly to the ipv6 one on start
20:30:33 <_dp_> well, I have no ipv6 whatsoever
20:30:47 <glx> let me try an ipv4 only server
20:31:39 <_dp_> anyway, it seems to be asking for turn randomly
20:32:11 <_dp_> so some kind of no ipv6 or timeout issue?
20:33:05 <_dp_> actually, not randomly, as soon as I added -d net=5 it stopped :/
20:33:28 <glx> it's now ipv4 only
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20:35:04 <glx> hmm ipv4 only is behind nat
20:35:09 <glx> weird
20:35:20 <glx> let's check the router settings
20:36:35 <glx> ok now the ports are open
20:37:02 <glx> (leftover from latest testing with TB :) )
20:39:14 <_dp_> now it's offline xD
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20:40:06 <glx> yes I'm retrying both v4 and v6 but fully open on ipv4 this time
20:40:29 <glx> it's up
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20:41:03 <glx> and I can see GC connection on both
20:42:13 <glx> and direct v4 works for you :)
20:42:16 <_dp_> yep
20:42:51 <glx> so there seem to be an issue with turn
20:43:45 <glx> or an issue with stun on half closed dual stack
20:45:47 <glx> closed the server :)
20:53:11 <glx> <@peter1138> So for the IPv4 connections I see 3 "Connected to" messages before the Connected from line. <-- with higher net debug level you should see "resolving stun/turn" before the "connected to" (I had that in my testing with -dnet6)
20:54:05 <glx> could mean your ipv4 was not directly accessible during registration to GC
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21:19:06 <_dp_> would be nice to have some kind option to make sure to only start server if it's directly accessible
21:19:43 <glx> the idea with stun/turn is that you don't have to be directly accessible
21:20:42 <glx> so no need to redirect ports on the router
21:21:51 <glx> but somehow, in your case, the turn fallback was chosen while stun should have been ok
21:22:36 <_dp_> yeah, but for a proper dedicated server it just means something went wrong with networking
21:23:12 <Timberwolf> Well, I lost an entire evening implementing Lanczos3 only to discover that my custom-built scaler is quite a bit better for the specific problem of outputting palette-constrained objects at tiny resolutions.
21:24:02 <Timberwolf> Having the output scaler aware of what was going in in the 3D domain makes it better at doing things like rendering small details.
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22:36:02 <DorpsGek> [OpenTTD/OpenTTD] nchappe opened pull request #9493: Fix 977604ef: [Linkgraph] Add a special case for unknown travel times on link update https://git.io/J0mps
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23:48:03 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9493: Fix 977604ef: [Linkgraph] Add a special case for unknown travel times on link update https://git.io/J0YtU
23:48:16 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9493: Fix 977604ef: [Linkgraph] Add a special case for unknown travel times on link update https://git.io/J0mps
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