IRC logs for #openttd on OFTC at 2023-07-18
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05:03:38 <dwfreed> TrueBrain: interesting thing I just noticed: every restart of the bridge is at 03:45 UTC; it's not every day, just every few days (interval varies)
05:04:35 <dwfreed> last 5 dates (MM-DD): 07-04, 07-10, 07-13, 07-16, 07-18
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07:09:52 <truebrain> dwfreed: yeah, it is correlated to when Discord disconnects the bot. It didn't use to do it this often, and now it does. Bit odd, and annoying.
07:10:39 <dwfreed> I have a friend who runs some discord bots; he used to complain all the time about the disconnects
07:12:10 <truebrain> it is also the library I use; it is a fine library, but it is a lot of code around the API
07:12:15 <truebrain> hard to see what actually is going on
07:13:55 <truebrain> so I can't even rule out I am forgetting to do something, causing the problems š
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07:37:59 <peter1138> I have a Discord bot, I wonder if it disconnects...
07:40:11 <peter1138> Oh, apparently I never logged connections.
08:01:06 <dwfreed> basically discord and/or CloudFlare periodically restarts the server or proxy hosting the websocket connection
08:03:59 <truebrain> because of memleaks, I am sure š
08:04:30 <dwfreed> pretty sure the discord backend is erlang
08:05:20 <dwfreed> elixir, actually, but that's also just erlang with extra steps
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08:18:58 <peter1138> Meh, ordered a new cassette just in case :/
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10:03:09 <LordAro> peter1138: just in case what?
10:15:42 <peter1138> I may have left the chain on too long again...
10:16:12 <peter1138> I say "may" as if there is some chance I haven't... which is not the case š
10:17:01 <peter1138> Strava says 5,143km, which is a bit much.
11:09:51 <Eddi|zuHause> oil change ever 10.000km?
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11:55:06 <ahyangyi> peter1138: just in cassette
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12:40:08 <peter1138> Strava's component tracker is a bit poor. You can't properly back-date changes.
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13:01:32 <belajalilija> Hi hungry, Iām dad
13:17:47 <andythenorth> ok I think it was lunch
13:17:53 <andythenorth> I will make it cheese on toast
14:09:17 <peter1138> I had lunch, and then some, again.
14:09:26 <peter1138> stupid exercise makes hungry
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16:21:15 <kamnet> andythenorth: It is lunch here now. I got a cherry turnover, and cheese sticks, and a roast beef sandwich. Thanks for the suggestion. š
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16:58:59 <peter1138> Snacking on radish & spring onion, I know how to live.
17:00:16 <kamnet> That sounds delightful! š
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18:17:37 <andythenorth> I am having a beer
18:17:47 <andythenorth> other drink choices are available, do not feel obliged
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18:23:44 <andythenorth> my local repo misses gs_changelog
18:26:42 <andythenorth> oh also GH misses it
18:27:59 <peter1138> game_changelog i guess?
18:30:52 <andythenorth> how do we edit the PR template?
18:35:21 <peter1138> .github/PULL_REQUEST_TEMPLATE.md I suppose?
18:41:04 <DorpsGek> - Update: Translations from eints (by translators)
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19:01:34 <LordAro> peter1138: i don't know if you've been following the TdF, but holy crap that time trial
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19:15:26 <LordAro> well, today's stage was excellent
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19:35:37 <andythenorth> what shall we do today brain?
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19:35:51 <peter1138> Same as we do every day?
19:42:07 <Rubidium> ah yes, procrastinate :D
19:49:07 <andythenorth> think of ways to make GS story book buttons responsive? š
19:49:10 <andythenorth> probably not possible
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20:10:05 <peter1138> Like "bootstrap" response, or.. responding to input responsive...
20:11:02 <andythenorth> an event queue handled on a multi-tick sleep is not ideal for UI š
20:11:06 <peter1138> Presumably the buttons do things already, otherwise there is no point in buttons...
20:11:30 <andythenorth> they emit an event
20:11:52 <andythenorth> the main GS loop then handles the event...eventually
20:12:15 <peter1138> So you mean less latency when responding.
20:13:49 <peter1138> Hmm, I set up branch protection so that nothing can be out of date. But that means everything must be rebased (or merged) to the last merge into main. Which is... fine but slow :p
20:14:02 <peter1138> Nowhere near as slow as OpenTTD's CI, but still.
20:14:09 <andythenorth> yes less latency when responding
20:14:13 <andythenorth> I think it's asking for magic
20:14:30 <peter1138> Okay. Sometimes you need to assume that nobody knows what you are talking about... because generally we don't :p
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20:15:37 <michi_cc[d]> Is the problem slowness in general or is it sloweness because you do some sleep or something?
20:19:26 <andythenorth> it's conventional to sleep in GS main loop
20:19:32 <peter1138> Presumably the main GS loop is busy doing something else it shouldn't do like controlling industry production :p
20:19:50 <andythenorth> it can be ok handling the first button click
20:20:04 <andythenorth> but any subsequent clicks, there can still be handlers for the previous click(s) blocking
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20:20:39 <michi_cc[d]> Oh, and because I remember you talking about timing script stuff, have you find the GSController::GetTick and GSController::GetOpsTillSuspend calls?
20:21:33 <andythenorth> also SetCommandDelay()
20:21:56 <michi_cc[d]> andythenorth: So the problem is that handling the event can take a large number of game ticks and it takes comparatively long until the script is back in the game loop?
20:22:35 <michi_cc[d]> Or are you doing a Sleep with a value >> 1?
20:22:59 <andythenorth> conventional sleep in GS is `GSController.Sleep(max(1, 5 * 74 - ticks_used))`
20:23:07 <andythenorth> I'm doing `GSController.Sleep(5);`
20:23:19 <andythenorth> I've tried removing the sleep, but that seemed to lag the main game loop
20:23:30 <andythenorth> but it's hard to diagnose GS performance reliably
20:28:39 <peter1138> Does checking the event queue every tick cause a big slowdown?
20:30:27 <andythenorth> ok so I should write a test GS with different cases
20:30:30 <andythenorth> and some timing info
20:30:46 <andythenorth> I'm not in any way expecting this one to be fixable, but it's interesting
20:32:29 <michi_cc[d]> Well, if it is simply that you event handling takes a long time, there's nothing really to fix (except to just allow more script opcodes). If it is the Sleep itself, there's things that could be done.
20:32:57 <peter1138> 5*74 - ticks_used seems to be suggesting you try to delay for 5 game days... 10 seconds. So not surprising it'll be slow.
20:34:52 <andythenorth> nah that's just the default, I mostly tested button things without a sleep
20:35:37 <andythenorth> I'll make a clean test later this week
20:39:04 <andythenorth> this was with no sleep, it predates async for the tile clearing, I suspect it would be fine with async
20:41:56 <andythenorth> same for this one, might be ok with async
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20:47:48 <michi_cc[d]> Sleep function that resumes if the event queue is not empty.
20:49:54 <andythenorth> oh that's clever
20:50:16 <andythenorth> I wonder how other UIs handle 'button was clicked many times'
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20:58:42 <_glx_> doesn't mean it will resume in the event handling part
21:00:11 <andythenorth> I would expect that any commands that need issued should use async
21:00:25 <andythenorth> although this might cause surprising results, or latency seeing results
21:01:06 <andythenorth> in a GUI application, we might modally lock for long-running tasks, with a sand timer or spinning wheel
21:01:12 <andythenorth> that won't work here
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21:02:56 <peter1138> It's not really async is it. Fire & forget...
21:10:13 <peter1138> So many branches and I've not worked on much lately.
21:10:23 <peter1138> Hmm, font selector.
21:10:49 <peter1138> Can GS draw sprites yet?
21:11:26 <andythenorth> I didn't find a way
21:11:33 <andythenorth> we could do GSDraw
21:11:47 <andythenorth> pixels are just lines 1px long š
21:15:45 <andythenorth> GSLot49.Cry(bool pynchon)
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21:16:27 <peter1138> I never had access to the Graphics Extension ROM. All those juicy patterns and fills available...
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21:21:36 <andythenorth> can't remember what the Archimedes painting thing was
21:21:39 <andythenorth> maybe Pro Artisan
21:25:23 <_glx_> yeah async in GS world is fire and forget
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