IRC logs for #openttd on OFTC at 2021-10-24
            
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09:26:36 <DorpsGek> [OpenTTD/OpenTTD] derlih opened pull request #9649: Fix missing commas in crash message for savegame crash due to missing NewGRF https://git.io/JiGsz
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10:15:13 <andythenorth> yo
10:18:06 <peter1138> oy
10:43:24 <andythenorth> so
10:43:38 <andythenorth> should I stop doing this hidden-combo-move 2CC stuff? https://grf.farm/iron-horse/2.30.0/html/growler.html#appearance
10:43:48 <andythenorth> and just use actual livery callback as per what grf is supposed to
10:47:02 <FLHerne> That's kind of neat
10:47:37 <FLHerne> I didn't realise you had that :p
11:05:32 <andythenorth> it's another stupid feature :)
11:05:43 <andythenorth> I always forget what the combos are though :)
11:06:27 <andythenorth> freightliner is my favourite file:///Users/andy2/Documents/OTTD_graphics/Iron_Horse/iron-horse/docs/html/resilient.html
11:07:02 <andythenorth> oops https://grf.farm/iron-horse/2.30.0/html/resilient.html
11:07:10 <andythenorth> links to my local filesystem don't work :P
11:13:24 <andythenorth> vehicle variants anyone? :)
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12:43:26 <DorpsGek> [OpenTTD/OpenGFX] Kuhnovic opened issue #76: Aqueducts use seawater sprite instead of river/canal sprite https://git.io/JiGi7
12:49:20 <DorpsGek> [OpenTTD/OpenGFX] andythenorth commented on issue #76: Aqueducts use seawater sprite instead of river/canal sprite https://git.io/JiGi7
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13:04:54 <glx> andythenorth_: optimise_more should be fixed now (a huge 56 bytes reduction for iron horse, but I could only see 46 bytes reduction in NFO, maybe the extra are from better compression
13:06:31 <andythenorth_> I'll pull your branch
13:08:36 <andythenorth_> ha so many ternary warnings on FIRS :)
13:09:11 <glx> ternary_action branch may help there
13:10:03 <glx> only issue I have with it is there's often a useless extra indirection
13:10:39 <glx> mainly in case of 'return x ? a : b'
13:11:24 <glx> that creates a return action, which calls another return action for the converted ternary
13:12:38 <andythenorth_> well Iron Horse and FIRS both compile with glx/optimise_more
13:12:52 <andythenorth_> anything else I should check? :)
13:13:31 <glx> I checked iron horse nfo, no obvious error in the 2 removed actions
13:13:56 <glx> yeah, only 2 actions affected by the new optimisation
13:15:30 <glx> 216165 vs 216167 actions
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13:48:51 <glx> andythenorth_: looking at the ternaries, the affected switchs are basically constant return ones
13:50:28 <andythenorth_> expected yes? :)
13:51:08 <glx> and I'd replace them with a procedure taking the same params as nearby_tile_class()
13:52:44 <glx> ternary_action should work too, but writing a specific procedure is better
13:54:32 <glx> as I understand it as long as there's a nearby TILE_CLASS_HOUSE it skips all checks, the issue in current code is it will always think there's a TILE_CLASS_HOUSE even if there's none
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13:57:57 <glx> haha vehicle_distributor_tile_1_lc_2_224 is funny, constant return, but not optimisable because side effects
13:58:27 <andythenorth_> the tile location checks in FIRS are a bit unsatisfactory
13:58:44 <andythenorth_> I could probably tidy them
14:00:22 <glx> but really a switch(FEAT_INDUSTRYTILES, SELF, check_nearby_house, a, b, nearby_tile_class(a, b) == TILE_CLASS_HOUSE) { 1: STORE_TEMP(1, 0); 0 } should improve a lot
14:02:04 <glx> you'll still have the 225 switchs but they will be way smaller in the output
14:07:59 <glx> oh and the temp is not even needed I think, you can just return CB_RESULT_LOCATION_ALLOW and no need for a procedure, something like https://gist.github.com/glx22/91f857aed2a5bf69323253a5e219436e
14:10:34 <glx> though a procedure for the check can still be a good idea
14:12:14 <andythenorth_> it's a case where the game having a var for this would be much cleaner
14:12:20 <andythenorth_> with a parameter for distance
14:12:27 <andythenorth_> but we can't have a var for everything :P
14:18:38 <glx> -rw-r--r-- 1 glx glx 4937483 Oct 24 15:44 master.grf
14:18:38 <glx> -rw-r--r-- 1 glx glx 4907558 Oct 24 16:16 ternary.grf
14:18:52 <glx> funny I didn't expect it to improve size
14:19:29 <glx> (while it should fix the behaviour)
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14:51:21 <glx> -rw-r--r-- 1 glx glx 4809460 Oct 24 16:36 template_v1.grf <-- modified template similar to gist
14:51:21 <glx> -rw-r--r-- 1 glx glx 4832105 Oct 24 16:45 template_v2.grf <-- same modification + a procedure for the check (not a wise idea it seems)
14:51:21 <glx> -
15:01:07 <glx> of size reduction between master and ternary makes sense one 119 bytes action becomes 3 actions but 90 bytes in total
15:02:22 <glx> times 224, times the number of industries doing these checks
15:16:25 <andythenorth_> :)
15:16:47 * andythenorth_ is doing Iron Horse things, but I do need to review these FIRS checks
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15:41:55 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #9631: [Bug]: The previously selected signal is not saved between games https://git.io/J66uT
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16:25:38 <DorpsGek> [OpenTTD/OpenMSX] winterheart opened issue #27: Please tag 0.4.2 version https://git.io/JiZmm
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17:08:46 <DorpsGek> [OpenTTD/OpenTTD] McBorer opened issue #9650: [Crash]: Game crashes evertime after couple minutes. https://git.io/JiZZi
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17:17:59 <DorpsGek> [OpenTTD/OpenTTD] McBorer commented on issue #9650: [Crash]: Game crashes evertime after couple minutes. https://git.io/JiZZi
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17:32:13 <LordAro> glx: ^ probably title screen zoom?
17:36:45 <glx> same trace yes
17:39:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9650: [Crash]: Game crashes evertime after couple minutes. https://git.io/JiZZi
17:39:14 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #9650: [Crash]: Game crashes evertime after couple minutes. https://git.io/JiZZi
17:39:32 <glx> and I included the workaround ;)
17:40:20 <LordAro> :)
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17:46:54 <DorpsGek> [OpenTTD/OpenTTD] derlih updated pull request #9649: Fix missing commas in crash message for savegame crash due to missing NewGRF https://git.io/JiGsz
17:47:01 <DorpsGek> [OpenTTD/OpenSFX] LordAro opened pull request #45: Restore checksum-updating tag in sfo file https://git.io/JiZlw
17:47:46 <LordAro> OMSX is a bit harder.
17:48:25 <DorpsGek> [OpenTTD/OpenMSX] LordAro commented on issue #27: Please tag 0.4.2 version https://git.io/JiZmm
17:49:04 <LordAro> frosch123: what was your proposed solution?
17:51:09 <LordAro> was it just changing the order of themes.list ?
17:53:29 <frosch123> yes
17:53:39 <LordAro> ok, that is easy :)
17:53:43 <frosch123> 9 songs for the 3 playlists
17:53:55 <frosch123> results in millions of possibilities :p
17:54:06 <LordAro> it doesn't change anything about the contents of said playlists, does it?
17:54:23 <frosch123> the songs play in different order
17:54:29 <frosch123> i don't think that is important :p
17:54:39 <frosch123> just don't swap songs between the playlists
17:54:57 <LordAro> oh right, it's not just a case of changing the order of the lines in the file
17:54:59 <LordAro> :D
17:57:32 <frosch123> hoes does #45 work?
17:57:49 <frosch123> the psfo contains a "REPO_TITLE", but the sed does not
17:58:48 <LordAro> it contains REPLACE_TITLE
17:58:56 <LordAro> $(REPLACE_TITLE) *
17:59:11 <LordAro> ...which is GRF_TITLE
17:59:15 <LordAro> dammit, pm
17:59:19 <LordAro> dang grf makefile updates
18:00:44 <DorpsGek> [OpenTTD/OpenSFX] LordAro updated pull request #45: Restore checksum-updating tag in sfo file https://git.io/JiZlw
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18:04:05 <DorpsGek> [OpenTTD/OpenTTD] McBorer commented on issue #9650: [Crash]: Game crashes evertime after couple minutes. https://git.io/JiZZi
18:04:08 <DorpsGek> [OpenTTD/OpenMSX] LordAro opened pull request #28: Prepare for 0.4.2 release https://git.io/JiZ4r
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18:19:18 <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh opened issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
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18:36:57 <DorpsGek> [OpenTTD/OpenTTD] ldpl opened pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiZ0F
18:37:09 <LordAro> oho
18:46:54 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JiZuJ
18:46:55 <DorpsGek> - Update: Translations from eints (by translators)
18:57:25 <dP> add preview pls for #9652
18:57:43 <DorpsGek> [OpenTTD/OpenTTD] grenoult updated pull request #9638: Disable competitor accident news patch https://git.io/J6FvV
18:58:20 <LordAro> done
18:58:27 <dP> ty
19:39:39 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
19:39:46 <TrueBrain> always lovely if people assume that what they see, everyone sees :P
19:40:21 <DorpsGek> [OpenTTD/OpenTTD] grenoult closed pull request #9638: Feature: add setting to disable news about competitor's accidents https://git.io/J6FvV
19:40:38 <frosch123> TrueBrain: i think there is some issue with removing old servers
19:40:57 <DorpsGek> [OpenTTD/OpenTTD] grenoult opened pull request #9653: Update: add setting to hide news about competitors vehicle crash https://git.io/JiZVo
19:41:05 <frosch123> the "duplicates" i found had the same name, but different maps (climate, year, ...)
19:41:08 <DorpsGek> [OpenTTD/OpenTTD] grenoult commented on pull request #9638: Feature: add setting to disable news about competitor's accidents https://git.io/JiZVP
19:41:10 <TrueBrain> I assume he has servers in his list based on IP
19:41:13 <TrueBrain> so the same server is there based on invite-code and on IP :)
19:41:17 <frosch123> when i press "refresh server" they are listed as "offline" and then reappear
19:41:43 <TrueBrain> there are also a few "duplicates" which actually are different servers
19:41:47 <TrueBrain> those are fun :P
19:42:01 <frosch123> yes, those also exist
19:42:15 <frosch123> some are also 1.11.2 and 12.0 with same name
19:43:37 <TrueBrain> the other issue we have, that servers that announce on multiple IPs
19:43:42 <TrueBrain> are shown as multiple servers in the list
19:43:47 <TrueBrain> for pre 12.0 that was a big issue
19:44:00 <TrueBrain> (from 12.0 they are just a single entry)
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19:45:35 <TrueBrain> either way, I need more detail to find out what the user is actually reporting/seeing :)
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19:50:17 <TrueBrain> TURN is pretty stable at ~1GB per day
19:50:22 <TrueBrain> ~400 sessions per day
19:50:32 <TrueBrain> ~15% of the connections .. so I am happy with that :)
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19:55:39 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
19:56:21 <dP> same with btpro: https://i.imgur.com/TmshVKi.png
19:56:56 <frosch123> james compares a 1.11.2 with a 12.0 server
19:57:49 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
19:58:05 <dP> hm, yeah, arctic-tycooners are even more curious, they show as 1.11.2 but only in 12.0
19:58:10 <dP> in 1.11.2 list is empty
19:58:20 <TrueBrain> dP: yes, 100% expected and always has been like that (like, since 0.7). That is an IPv4 and an IPv6 server :)
19:58:29 <frosch123> i have 3 btpro 12a in my list, all with different amount of clients
19:58:50 <TrueBrain> frosch123: screenshots? :)
19:58:53 <frosch123> website has only 1 though
19:58:56 <TrueBrain> I cannot debug what other people are seeing :P
19:59:14 <frosch123> 1 ipv4, 2 different ipv6
19:59:21 <TrueBrain> pre 12.0?
19:59:27 <dP> yeah, on my screenshot 12a also has different number of clients
20:00:29 <dP> TrueBrain, well, as you can clearly see it is somewhat different in 1.11.2 for me :p
20:00:51 <dP> I get that it probably doesn't show ipv6 as I don't have it but why 12.0 does then
20:01:13 <TrueBrain> as we relay if now via our own infra
20:01:22 <TrueBrain> instead of you fetching each server like a mofo :P
20:01:31 <TrueBrain> (pre 12.0 was pretty bad in what it actually did when you opened the list)
20:01:45 <dP> oh, so if I choose the wrong one it will be turn instead of direct?
20:01:51 <dP> not sure that's the optimal solution :p
20:01:51 <glx> we removed direct fetching of servers
20:02:03 <TrueBrain> dP: good luck connecting to a 1.11 server with a 12 client
20:02:18 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9638: Feature: add setting to disable news about competitor's accidents https://git.io/JiZrM
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20:03:00 <dP> ah, they will be a single entry if they update to 1.11.2, gothcha
20:03:09 <dP> not that I can't connect to 1.11.2 with 12.0 :p
20:03:16 <TrueBrain> no ... on 1.11, if you have IPv4 and IPv6, you always got 2 entries
20:03:28 <dP> *update to 12.0
20:03:28 <TrueBrain> that has been "an issue" for as long as we rolled out IPv6
20:03:43 <frosch123> https://gist.githubusercontent.com/frosch123/889b6478a6d5d7b10f89d9b014845331/raw/bf202561a30ab4e739d5c80e8fb0f2dff0182076/btpro12a.png
20:03:55 <frosch123> the "current date" is very different for each
20:04:17 <TrueBrain> tnx frosch123
20:04:26 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
20:04:32 <TrueBrain> so this is only with 1.11 servers, fine
20:04:56 <TrueBrain> we are bridging master-server into the game-coordinator, as people wanted that ..
20:05:20 <TrueBrain> so 2 things to investigate: why is the info different (and does it matter) .. and can we deduplicate them .. hmm
20:06:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
20:07:00 <TrueBrain> solutions before understanding the issue, always scary ;)
20:07:03 <frosch123> TrueBrain: i think they restarted the server, and two of those entries are dead
20:07:19 <TrueBrain> frosch123: I think the master-server only queries one after the initial registration ;)
20:07:59 <frosch123> https://servers.openttd.org/server/f10cf81797e6673d5d8984ef32cb4925
20:08:09 <frosch123> it lists two of the adreesses, but not the third one i got
20:08:38 <TrueBrain> hmm .. I need to validate, but I believe that is just a quirk how pre-12 worked in master-server-web
20:08:43 <TrueBrain> where it got "ipv4" field
20:08:51 <TrueBrain> despite the fact 1 server can have more than 1 IP
20:09:07 <TrueBrain> there is a reason I initially wanted to cut the ties between 12 and pre-12 :P
20:09:48 <TrueBrain> frosch123: mind posting your image in the issue too? Good for having that kind of information in one place :)
20:10:03 <frosch123> i also have a 12.0 example
20:10:12 <frosch123> i have two tg vanilla with diffrent invite codes
20:10:15 <TrueBrain> that is much more interesting .. as the pre-12 is just .. "nice to have"
20:10:22 <TrueBrain> I initially assumed the ticket was about 12 servers
20:10:32 <TrueBrain> please make screenshots and post them in the issue :)
20:10:48 <TrueBrain> different invite codes is weird :P
20:12:25 <dP> hm, I have one TG_vanilla but I've seen someone else saying he has 2
20:13:57 <TrueBrain> can be a clash between different game coordinator instances .. still weird that they would have more than one invite-code. But something to look into :)
20:19:04 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
20:19:55 <TrueBrain> tnx frosch123 !
20:22:11 <frosch123> btw. i love that TG is top chicken :)
20:23:25 <frosch123> though it's not the coop server, so maybe it's just the "reddit" in the same that attracts people :p
20:24:56 <frosch123> oh also, should we announce that we use 2FA, so there is probably no 3rd party who uploads modified binaries? :p
20:24:56 <dP> it's kind of a coop server run by somewhat active community with reddit in the name
20:25:00 <dP> ultimate combo xD
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20:34:41 <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
20:38:10 <TrueBrain> well, that is not a very helpful reply; I can only hope this was what he in fact also saw? shrug :)
20:38:52 <TrueBrain> the 1.11 servers are "by design" like this, but indeed only one IP is updated .. so that is a bit weird
20:39:10 <TrueBrain> and as it is glue to just fill the server-list, I guess we might as well deduplicate based on session-key, that should have no drawbacks
20:39:18 <TrueBrain> for the TG server .. that is just a bit weird
20:39:51 <TrueBrain> their invite-code should never change, or they use a weird server-setup where every restart they get a new one
20:40:02 <TrueBrain> but in that case the old one should have been invalidated by now :)
20:40:07 <TrueBrain> something to look into during this week or so
20:40:54 <frosch123> TrueBrain: the artic #04 example james posted: i also have both servers in-game, but website only shows the 12.0 server
20:41:15 <TrueBrain> oddly enough, they use the same data-source ;)
20:41:30 <frosch123> something does not remove dead entries
20:42:13 <frosch123> i pressed "refresh server" on the 1.11.2 entry, and now it is the 12.0 entry
20:42:26 <frosch123> after some time it reverts back to the 1.11.2 one
20:42:37 <TrueBrain> yeah, every 30s you get a server-listing from the GC
20:42:44 <TrueBrain> it updates all records, as it assumes it has the latest ;)
20:43:10 <frosch123> so the 12.0 entry is listed as invite code, but the old 1.11.2 ip actually resolves to the 12.0 server
20:43:53 <frosch123> so maybe it's something with servers upgrading from 1.11.2 to 12.0
20:44:05 <frosch123> a new server is started and registers as 12.0
20:44:28 <frosch123> and the old 1.11.2 masterserver mistakes the new server as the old one
20:44:37 <frosch123> and does not remove the old entry
20:45:07 <TrueBrain> the thing is, the UDP query should fail
20:45:11 <TrueBrain> so it should drop the server
20:46:28 <TrueBrain> but yeah, this is something between master-server and game-coordinator
20:47:30 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
20:47:41 <TrueBrain> that claim he made is not true as far as I know, so I wonder why he made that conclusion :)
20:47:51 <TrueBrain> quote-less remarks are always hard to trace :P
20:48:25 <LordAro> TrueBrain: citation, not quotation
20:48:36 <TrueBrain> yup
20:48:49 <TrueBrain> fixed :)
20:48:50 <TrueBrain> tnx ;)
20:49:56 <frosch123> people are going to sleep, the tg vanilla server with the correct invite code now has less clients in both in-game and website
20:50:10 <TrueBrain> feels like my day-job .. figuring out what a user actually tries to say :)
20:50:12 <frosch123> the other tg vanilla with the second invite code still shows the same old data
20:50:42 <TrueBrain> cycling the GCs, lets see if it was stale info
20:50:51 <TrueBrain> as that would mean the redis TTL system is not working as expected :P
20:50:53 <frosch123> i am just listing more evidence, that the "duplicate" entries are from dead servers, which are not dropped somewhere
20:51:55 <dP> oh, I have two TG vanillas now as well xD
20:52:46 <frosch123> TrueBrain: worked
20:52:48 <dP> aaand one again...
20:52:49 <frosch123> now it's gone
20:52:55 <TrueBrain> so the issue is that the IP remains active
20:52:58 <TrueBrain> while the server no longer is
20:53:11 <TrueBrain> either of the two instances doesn't pick up on that
20:53:29 <TrueBrain> something to trace in the code :)
20:53:41 <TrueBrain> still weird that TG changed invite-code
20:53:44 <TrueBrain> that should rarely happen
20:54:17 <frosch123> all the examples listed in the issue are gone now
20:54:29 <TrueBrain> I expected to fix the TG, but the 1.11 issue?
20:54:35 <frosch123> yes, also those
20:54:41 <TrueBrain> that is ... unexpected
20:55:41 <dP> btpro deduplicated as well...
20:55:56 <TrueBrain> guess the issue returns as soon as a 1.11 server re-announces itself
20:56:03 <TrueBrain> well, snippets of information :)
20:56:06 <frosch123> TrueBrain: https://servers.openttd.org/server/f10cf81797e6673d5d8984ef32cb4925 <- that server is also only listed once now
20:56:12 <TrueBrain> might be related to the increase in memory the GCs see
20:56:14 <frosch123> i get the ipv4 variant in-game
20:56:44 <TrueBrain> hmm ..
20:56:48 <TrueBrain> so it does already use the session-key
20:56:59 <frosch123> though my ipv6 is broken again
20:57:06 <frosch123> no idea whether it worked earleir
21:00:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9651: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZRf
21:00:41 <DorpsGek> [OpenTTD/game-coordinator] TheDude-gh opened issue #74: [Bug]: Duplicate entries in multiplayer server list https://git.io/JiZPt
21:02:55 <dP> btw, citymania servers get new invite code on every new game but I never saw them duplicate
21:03:32 <glx> that's because you don't use split cfg IIRC
21:03:36 <TrueBrain> yeah, master-server does try to deduplicate servers already. So I do not know why it didn't :D Bugs to trackkkkkkk :)
21:03:57 <dP> yeah, I know why, I even fixed that already, just not updated servers yet
21:04:33 <glx> and -c doesn't really help for that I think
21:05:18 <dP> not sure what you mean with -c but citymania gets config from the database, so it's a different story entirely
21:06:11 <TrueBrain> hmm .. I see one possible flow, when a 1.11 server responses "too quick" .. well, will need to try and see :)
21:07:09 <glx> I mean for vanilla, -c allows to use different cfg, but with the private/secret split I don't remember an update in the CLI parameter
21:09:14 <dP> yeah, it still works with everything bunched in one config though afaict
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21:09:46 <dP> well, for reading at least, no idea where it writes in this case
21:11:26 <glx> IIRC it creates private/secret on write
21:11:48 <glx> and invite code is stored there
21:13:18 <dP> yeah, I wonder if servers with -x ever get their invite code updated in private cfg
21:17:43 <TrueBrain> tnx again frosch123 , that was useful information :D Now I have a puzzle!! :P
21:18:42 <frosch123> tomorrow is day-job day though :p
21:18:55 <TrueBrain> sadly ...
21:26:13 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 opened issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
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21:31:57 <DorpsGek> [OpenTTD/OpenTTD] Rau117 commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiZ1I
21:33:29 <glx> ok #6954 is kind of useless bug report
21:34:32 <dP> close with "ditto"? xD
21:35:44 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
21:37:36 <FLHerne> Yeah, I was just trying to comprehend that one :p
21:38:13 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
21:38:39 <glx> that's also a good question
21:39:29 <FLHerne> dP: I wouldn't dismiss minimize_gaps = false as 'pretty mode'
21:39:43 <FLHerne> it's what you want if you're building multiple parallel bridges
21:39:53 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9652: Fix #8797: Use logical rail length when placing signals https://git.io/JiZ11
21:40:10 <FLHerne> so the signal placing stays consistent
21:42:03 <dP> idk, I never wanted any of it
21:42:40 <dP> split bridges require some special signaling to be self-unblockable
21:43:26 <dP> so aligning something parallel falls entirely into 'pretty' category for me
21:45:25 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
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21:48:15 <FLHerne> dP: new behaviour looks sensible to me, anyway
21:48:21 <FLHerne> at least more so than now
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21:50:03 <dP> yeah, that's kind of the whole point
21:50:28 <dP> it doesn't really fix the issue entirely because there is still train lenghtening
21:50:53 <dP> but should be at least somewhat better
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22:37:08 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
22:37:11 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
22:57:44 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
22:57:47 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 reopened issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
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23:10:50 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
23:18:12 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 commented on issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
23:18:15 <DorpsGek> [OpenTTD/OpenTTD] Budgie2021 closed issue #9654: [Bug]: Gold Mines no Banks https://git.io/JiZX7
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