[1.1.57] Crash of headless after desync (Entity::getID)
[1.1.57] Crash of headless after desync (Entity::getID)
Hey there, I have a headless server running and it appears that a client desynced, after which the server crashed down with a SIGSEGV. I am sorry that I don't know how to replicate it since I wasn't there and the player is unknown to me - I'll try contacting the user if they rejoin and asking what they did, but I'm not sure if they will tell me anything. I attatched the log and the latest autosave.
- Attachments
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- factorio-current.log
- (197.3 KiB) Downloaded 118 times
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- _autosave19.zip
- (53.04 MiB) Downloaded 138 times
- distortions864
- Fast Inserter
- Posts: 125
- Joined: Thu Apr 20, 2017 12:56 am
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Re: [1.1.57] Crash of headless after desync
I have had the same crash twice, on version 1.1.59
Log/mp-save/autosave attached
Also attached log of player actions.
Log/mp-save/autosave attached
Also attached log of player actions.
- Attachments
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- game-24-May-2022.log
- (2.37 MiB) Downloaded 132 times
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- _autosave191.zip
- (40.89 MiB) Downloaded 140 times
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- mp-save-52.tmp.zip
- (1.62 MiB) Downloaded 123 times
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- factorio-previous.log
- (185.71 KiB) Downloaded 108 times
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Re: [1.1.57] Crash of headless after desync (Entity::getID)
same issue.
- Attachments
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- mp-save-11.tmp.zip
- (3.36 MiB) Downloaded 104 times
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- _autosave5.zip
- (47.48 MiB) Downloaded 127 times
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- factorio-current.log
- (301.79 KiB) Downloaded 97 times
Re: [1.1.57] Crash of headless after desync (Entity::getID)
Were any of you using robots to blow up cliffs around the time the issues happened?
If you want to get ahold of me I'm almost always on Discord.
Re: [1.1.57] Crash of headless after desync (Entity::getID)
The desync related to cliffs and canceling deconstruction is fixed for the next release. The crash is a side effect of the desync in this case.
If you want to get ahold of me I'm almost always on Discord.