Page 1 of 1

[1.1.97] Crash loading save (ElectricSubNetwork::loadSecondarySources)

Posted: Sat Nov 18, 2023 8:22 pm
by Pi-C
I've loaded a saved game that I've got with a bug report against Bio Industries, but didn't sync the mods. As I've been working on other mods lately, Bio Industries was not active, so all its entities would have been removed.

The game crashed before the main menu appeared. It seems the crash was related to the Electronic Subnetwork:

Code: Select all

Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-kzHmAG/src/Util/Logger.cpp (336): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*) [clone .constprop.0]
/tmp/factorio-build-kzHmAG/src/Util/CrashHandler.cpp (188): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-kzHmAG/src/Util/CrashHandler.cpp (642): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-kzHmAG/src/Util/CrashHandler.cpp (648): CrashHandler::SignalHandler(int)
0x7ff64b91b50f
/tmp/factorio-build-kzHmAG/src/Energy/ElectricSubNetwork.cpp (91): ElectricSubNetwork::loadSecondarySources(MapDeserialiser&)
/tmp/factorio-build-kzHmAG/src/Energy/ElectricNetwork.cpp (293): ElectricNetwork::loadSecondarySources(MapDeserialiser&)
/tmp/factorio-build-kzHmAG/src/Energy/ElectricNetworkManager.cpp (23): ElectricNetworkManager::load(Map&, MapDeserialiser&)
/tmp/factorio-build-kzHmAG/src/Map/Map.cpp (514): Map::loadData(MapDeserialiser&, GlobalModSettings const&, ProgressObserver*)
/tmp/factorio-build-kzHmAG/src/Map/Map.cpp (314): Map::load(MapInterface, MapDeserialiser&, GlobalModSettings const&, ProgressObserver*) [clone .isra.0]
/tmp/factorio-build-kzHmAG/src/Scenario/Scenario.cpp (258): Scenario::loadFactory(MapInterface, Filesystem::Path const*, Filesystem::Path const&, ScenarioExecutionContext, LoadType, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, ProgressObserver*, bool, InputListener*) [clone .constprop.1]
/tmp/factorio-build-kzHmAG/src/Scenario/ParallelScenarioLoader.cpp (172): ParallelScenarioLoader::doLoad(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/invoke.h (61): void std::__invoke_impl<void, void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>(std::__invoke_other, void (*&&)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface&&, ParallelScenarioLoader*&&, MapDeserialiser*&&, InputType&&, InputHandler*&&, MultiplayerManagerBase*&&, NamedBool<EnableReplayTag>::Enum&&)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/invoke.h (96): std::__invoke_result<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>::type std::__invoke<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum>(void (*&&)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface&&, ParallelScenarioLoader*&&, MapDeserialiser*&&, InputType&&, InputHandler*&&, MultiplayerManagerBase*&&, NamedBool<EnableReplayTag>::Enum&&)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/std_thread.h (252): void std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> >::_M_invoke<0ul, 1ul, 2ul, 3ul, 4ul, 5ul, 6ul, 7ul>(std::_Index_tuple<0ul, 1ul, 2ul, 3ul, 4ul, 5ul, 6ul, 7ul>)
/opt/gcc-12.2.0/include/c++/12.2.0/bits/std_thread.h (259): std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> >::operator()()
/opt/gcc-12.2.0/include/c++/12.2.0/bits/std_thread.h (210): std::thread::_State_impl<std::thread::_Invoker<std::tuple<void (*)(MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>), MapInterface, ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, NamedBool<EnableReplayTag>::Enum> > >::_M_run()
/tmp/tmp.muiMGHWJQ4/objdir/../gcc-12.2.0/libstdc++-v3/src/c++11/thread.cc (82): execute_native_thread_routine
./nptl/pthread_create.c (444): start_thread
../sysdeps/unix/sysv/linux/x86_64/clone3.S (81): clone3
0xffffffffffffffff
Stack trace logging done
5531.826 Error Util.cpp:100: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
You'll find the complete log file attached to this post. The saved game I've used is available here.

Re: [1.1.97] Crash loading save (ElectricSubNetwork::loadSecondarySources)

Posted: Sat Nov 18, 2023 8:42 pm
by Loewchen
The save provided is not the same save that caused the crash, can you reproduce the crash with the save you uploaded?

Re: [1.1.97] Crash loading save (ElectricSubNetwork::loadSecondarySources)

Posted: Sat Nov 18, 2023 8:50 pm
by Pi-C
Loewchen wrote:
Sat Nov 18, 2023 8:42 pm
The save provided is not the same save that caused the crash, …
It actually is. I've downloaded the save from the given link (provided by the bug reporter for BI) myself, but I've renamed the file so it would make more sense to me when I'd get to work on that bug.

Re: [1.1.97] Crash loading save (ElectricSubNetwork::loadSecondarySources)

Posted: Mon Mar 18, 2024 7:43 pm
by Rseding91
Thanks for the report. This looks like it's the same as here viewtopic.php?f=30&t=111580 which will be fixed for the next release.