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Author Topic: Bug: Displayed as "Controlled from: none" when put a marker on the signal box  (Read 1118 times)

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Offline Ranran jp

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When put a marker at the signal box, it is displayed as "Controlled from: none" in the signal detail window which is connected to it.





It does not affect signaling behavior. Just a small bug.  ;)
(´・ω・`)
« Last Edit: May 20, 2018, 12:35:13 AM by Ranran »

Offline jamespetts gb

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Thank you for your report. I am afraid that I am having trouble reproducing this. Can you upload a saved game in which this can be reproduced?

Offline Ranran jp

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OK, I uploaded the saved game here.

Offline jamespetts gb

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I am afraid that I still cannot reproduce this. I suspect that it may be idiosyncratic depending on which objects are in what order in the game's internal system for storing objects. Given the difficulty in reproducing this and its minor effect, I am classing this as a low priority bug for the time being.

Thank you very much for your report, however.

Offline Ranran jp

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Thank you for taking the time to do this.
I confirmed it again.
It occurs in Simutrans-Extended-64.exe but not in Simutrans-Extended.exe in my environment.

Offline jamespetts gb

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Thank you for taking the time to do this.
I confirmed it again.
It occurs in Simutrans-Extended-64.exe but not in Simutrans-Extended.exe in my environment.

A difference between the 64-bit and 32-bit versions? Curious. I tested with the 64-bit version compiled with Visual Studio (which I use for debugging) and was not able to reproduce it there.

Offline Ranran jp

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Quote
A difference between the 64-bit and 32-bit versions?
Yes. In my environment it always occurs with 64-bit version. However it does not occur with 32-bit version ???
My PC is windows 7 64-bit.
« Last Edit: May 28, 2018, 02:10:58 PM by Ranran »

Offline jamespetts gb

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I suspect that the problem is caused by the order in which objects are checked in the per tile object list. I wonder whether it would be sensible simply to prevent players adding markers to tiles occupied by signal boxes?

Offline Matthew gb

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I suspect that the problem is caused by the order in which objects are checked in the per tile object list. I wonder whether it would be sensible simply to prevent players adding markers to tiles occupied by signal boxes?

If you do this, could you also prevent players from adding signs to tiles occupied by depots, please? I did this by accident with a sign from a different player and it seemed to have odd effects.

Offline ACarlotti

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I believe I have fixed this (on my master branch on Github). The issue was that signalboxes have a negative object type (stored as an sint), which was being used as an array index to get the priority for sorting object lists. As a result, this priority was being read from unrelated data 10 bytes before the static priority array; the content of this data depended on whether it was a 64-bit or 32-bit version.

I did this by accident with a sign from a different player and it seemed to have odd effects.
Could you tell us what those odd effects were? They are probably bugs that can be fixed if they can be identified.

Actually, is the bug that you can place a marker on someone else's property? If so, that should be fairly easy to fix.

Offline jamespetts gb

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Thank you very much for that fix - now incorporated.

And, yes, one should not be able to place a marker on another player's buildings in any event, as a marker should denote land ownership.

Offline Ranran jp

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I believe I have fixed this
I confirmed that it has been fixed in today's nightly build. Thanks. (´・ω・`)b

Offline ACarlotti

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I believe I have fixed this
I was wrong - see here.