IRC logs for #openttd on OFTC at 2024-12-26
        
        
        
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01:14:23  <talltyler> I’ve been experiencing desyncs in multiplayer games, both 14.1 and JGRPP. In 14.1 I get kicked, in JGRPP it crashes the dedicated server. Each time it seems to be related to changing signals, but I can’t figure out exactly how to reproduce it. Curious if anyone else has experienced this or if there are better ways to find it.
 
01:18:53  <_jgr_> Unfortunately the desync log generation in my branch got accidentally broken when merging the file handle changes
 
01:19:51  <_jgr_> That'll be fixed in the next release but I can take a look into signals in the meantime
 
01:23:40  <talltyler> Do desyncs write a log in vanilla? I didn’t see one.
 
01:24:53  <_jgr_> They don't, it's something I've added
 
01:25:29  <talltyler> If the server crashed, will it produce a useful crash log? Or is that what’s broken?
 
01:26:21  <_jgr_> It crashes when creating the desync log file, the crash log doesn't have any the desync-specific stuff needed to actually get anywhere with finding the source of the desync
 
01:26:39  <talltyler> Ah, okay. Thanks for the help.
 
01:28:33  <talltyler> Given that it happens in both vanilla and JGRPP, I wonder if it’s related to the new “green path signal” change, which is the latest change to signals. 🙂
 
01:29:51  <_jgr_> That's not in 14.1 though?
 
01:32:48  <talltyler> Oh, oops, it was not in 14.1 — I was playing the nightly with family
 
01:33:00  <talltyler> Which is maybe why it hasn’t been reported before now 🙂
 
01:33:08  <talltyler> “Nobody plays the nightlies”
 
01:34:56  <_jgr_> Presumably the issue is the 15.0 beta as well now
 
03:01:55  <_glx_> yeah we hope people will play beta more than nightlies
 
03:26:21  <talltyler> The desync log might be worth downstreaming in this case
 
03:26:54  <talltyler> Rivers were never my strong suit
 
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03:29:52  <peter1138> That requires detangling everything and reentangling it our way.
 
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04:42:34  <DorpsGek>   - Update: Translations from eints (by translators)
 
08:26:31  <michi_cc> Hmm, changelog change might have a changelog problem...
 
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09:27:10  <johnfranklin> Why is even reduced salt bacon too salty for me?
 
09:29:50  <truebrain> michi_cc: A silly mistake by merni that I also didn't spot. Changelog generator is in wrong if-branch 🙂
 
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09:41:11  <truebrain> E_TOO_MUCH_NESTING, basically 😄
 
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10:19:11  <michi_cc> All the nesting, all the time 🙂
 
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10:33:45  <xarick> desyncs and signals huh? let me test
 
10:44:01  <xarick> what PR is the “green path signal”?
 
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11:41:36  <Kuka_lie_nokia> is there a way to run ottd in symbian
 
11:42:59  <Kuka_lie_nokia> btw i use n73 for irc
 
11:43:07  <truebrain> We officially do not support any mobile device, although there are 3rdparty that are doing that for Android. But I strongly doubt anyone invested any time in porting OpenTTD to a platform that has been discontinued for 15 years 😄
 
11:43:23  <truebrain> So you would have to do that yourself 🙂
 
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11:46:20  <truebrain> Kuka_lie_nokia: did you see my reply, or were you disconnected by that time already?
 
11:47:34  <Kuka_lie_nokia> i cant open links
 
11:49:10  <Kuka_lie_nokia> no js in web browser
 
11:50:02  <xarothbrook> That link doesn't require js
 
11:50:06  <peter1138> No modern HTTPS support would be more of a problem.
 
11:51:15  <Kuka_lie_nokia> i cant copy that
 
11:52:20  <peter1138> The answer is, no, there is no way to run OpenTTD on Symbian.
 
11:53:43  <Kuka_lie_nokia> Do you know any games that run
 
11:54:27  <Kuka_lie_nokia> Where to get it
 
11:55:20  <xarothbrook> I'd expect the Nokia site but that would probably require js and modern ssl.
 
11:55:27  <Kuka_lie_nokia> Nokia store dont work
 
11:55:53  <truebrain> We are not #symbian nor #nokia
 
11:57:06  <truebrain> I doubt anyone here has any knowledge about a system that hasn't been in the market for over 15 years
 
11:57:13  <Kuka_lie_nokia> What network those have
 
11:57:30  <truebrain> Google it! Really, you are asking the wrong crowd 🙂
 
11:57:36  <peter1138> xarothbrook: I would imagine it's all shut down by now.
 
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11:59:13  <truebrain> Very stable connection
 
11:59:40  <peter1138> The era of mobile devices that close things when you switch to another program.
 
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12:02:04  <Kuka_lie_nokia> It crashed again
 
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12:07:12  <LordAro> might be biting off a bit more than they can chew with that
 
12:07:31  <LordAro> an old rasppi would do better
 
12:08:52  <peter1138> Yes, 64MB and 240x320 isn't going to go far.
 
12:09:44  <peter1138> But actually interface scale 50% does work—I didn't see any point in allowing it generally, though 🙂
 
12:29:11  <johnfranklin> Hello. Which software does OpenTTD use to make IRC logs?
 
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12:37:59  <_glx_> Any IRC client can do logging
 
12:39:24  <johnfranklin> So there is an IRC client on the server side?
 
12:41:17  <_glx_> We don't manage IRC server
 
12:41:39  <_glx_> Dibridge is just a cross network client
 
12:46:02  <truebrain> nothing to run for your own project / channel; it will fail misserable 🙂
 
12:46:10  <truebrain> it is specifically designed for OpenTTD 🙂
 
12:53:12  <ahyangyi> truebrain: Yeah, I misunderstood the question. Thought "duplicating every message to Discord" as an exotic way of logging.
 
12:53:37  <cu-kai> not least because discord has... questionable permanence
 
12:53:57  <truebrain> ahyangyi: except logging implies control, and you don't have control over Discord's logging 😛 It can be taken away at ANY MOMENT 😛
 
12:54:19  <LordAro> truebrain: tbf, the same could be said of OFTC :p
 
12:54:26  <truebrain> but not of the weblogs 🙂
 
12:54:29  <LordAro> OTFC? I can never remember
 
12:54:30  <truebrain> that is 100% in our control 😄
 
12:55:10  <LordAro> oh right, OFTC, it's right there right next to my input field
 
13:16:47  <xarick> found a strange bug joining a server
 
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13:23:40  <xarick> I can't reliably reproduce this issue
 
13:25:24  <Rubidium> can you do it unreliably?
 
13:26:26  <Rubidium> if so, check docs/desync.md and docs/debugging_desync.md
 
13:29:19  <xarick> there, it happened again
 
13:29:38  <xarick> i joined, but game didn't unpause
 
13:50:14  <xarick> i am so disappointed I can't reproduce this for the camera
 
13:57:50  <xarick> at 1:00, doesn't unpause
 
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14:24:52  <_glx_> Active client or spectator?
 
14:25:09  <_glx_> And what is min_players setting?
 
14:27:18  <_glx_> Oh it's not a dedicated server
 
15:23:46  <xarick> min_active_clients is = 0
 
15:24:03  <xarick> but the server is playing
 
15:25:41  <xarick> server is playing in the red company
 
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16:27:10  <_glx_> Maybe you manually paused the server
 
17:16:22  <_glx_> anyway here it's the pause on join not unpausing
 
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20:04:37  <_glx_> Used to be UB, now we just reject
 
20:09:38  <andythenorth> xarick: Which are you? 🙂
 
20:12:18  <_jgr_> You can't make bridge replacement sets using NML, so it's not that surprising that bridge sets tend to be error-prone
 
20:20:22  <_glx_> if it's no doable in nml, fallback to nfo 🙂
 
20:21:09  <peter1138> Less examples to blindly copy & paste from.
 
20:24:20  <_glx_> and bridge spec is not easy, seems weirded than stations
 
20:25:28  <peter1138> Eh, it's just a list of sprites/palettes, no layouts.
 
20:25:36  <peter1138> "When I get around to it"
 
20:31:43  <andythenorth> Hmm why don’t we recommend DLC to players according to popularity?
 
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20:50:03  <xarick> joined the game, but dropped because it took longer to join
 
20:50:52  <peter1138> Joined then left. No problem there.
 
20:52:37  <_glx_> join, could not catch up with commands since network save, kicked
 
20:53:02  <xarick> but the game is paused
 
20:53:13  <_glx_> it's not paused during download
 
20:53:58  <xarick> it's in the video, it joined, but the server didn't unpause
 
20:55:23  <_glx_> could be a bad timing, maybe because you did multiple join/leave pretty quick
 
21:16:47  <xarick> Rubidium wanted a TileOffset
 
21:19:37  <xarick> > TileAdd could be replaced by operator+, but that's for another PR
 
21:19:37  <xarick> Not sure what this means
 
21:19:55  <xarick> Isn't it there already?
 
21:21:02  <Rubidium> when/if operator+ is going to function the same as TileAdd, then it makes no sense to keep TileAdd around (why have two functions doing exactly the same thing?)
 
21:22:52  <_glx_> yeah operator+ replacing TileAdd can make sense
 
21:23:18  <_glx_> but will be a huge diff
 
21:25:03  <_glx_> we already have some places doing `tile + something`
 
21:25:22  <xarick> well, I did actually remove TileAdd function on mine branch
 
21:25:35  <xarick> so I guess I can do the same for Rubidium's branch
 
21:26:53  <_glx_> it's using StrongType::Integer::operator+ in this case
 
21:28:35  <xarick> I went as far as removing TileIndexDiff completely
 
21:28:55  <xarick> and convert all instances of TileIndexDiff to TileIndexDiffC
 
21:29:34  <xarick> but, rubidium's approach is kinda neat
 
21:29:54  <xarick> use the performant approach for release builds
 
21:30:21  <_glx_> in non debug build TileAdd is just using operator+
 
21:30:50  <_glx_> constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset) { return tile + offset; }
 
21:36:43  <_glx_> I can see 170 results for `tile \+` but only 16 `TileAdd\(` (19 if I count the implementation and declarations)
 
21:37:15  <_glx_> some in most case we don't validate bounds
 
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21:55:07  <xarick> > It could be considered to get rid of the TileIndexXY function and just call the two parameter constructor (make that public).
 
21:55:07  <xarick> I think you meant TileDiffXY
 
22:03:28  <xarick> if I understood the assignment... get rid of the names TileDiff, TileIndexDiffC, and similar "Diff" names and name them "Offset"
 
22:03:55  <xarick> TileOffsetC? TileOffsetXY
 
22:18:31  <xarick> after all these renames, it still builds
 
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