[1.1.57] Crash of headless after desync (Entity::getID)

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oof2win2
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[1.1.57] Crash of headless after desync (Entity::getID)

Post by oof2win2 »

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
factorio-current.log
(197.3 KiB) Downloaded 118 times
_autosave19.zip
(53.04 MiB) Downloaded 138 times
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distortions864
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Re: [1.1.57] Crash of headless after desync

Post by distortions864 »

I have had the same crash twice, on version 1.1.59
Log/mp-save/autosave attached
Also attached log of player actions.
Attachments
game-24-May-2022.log
(2.37 MiB) Downloaded 132 times
_autosave191.zip
(40.89 MiB) Downloaded 140 times
mp-save-52.tmp.zip
(1.62 MiB) Downloaded 123 times
factorio-previous.log
(185.71 KiB) Downloaded 108 times
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kevinma
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Re: [1.1.57] Crash of headless after desync (Entity::getID)

Post by kevinma »

same issue.
Attachments
mp-save-11.tmp.zip
(3.36 MiB) Downloaded 104 times
_autosave5.zip
(47.48 MiB) Downloaded 127 times
factorio-current.log
(301.79 KiB) Downloaded 97 times
Rseding91
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Re: [1.1.57] Crash of headless after desync (Entity::getID)

Post by Rseding91 »

Were any of you using robots to blow up cliffs around the time the issues happened?
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Re: [1.1.57] Crash of headless after desync (Entity::getID)

Post by Rseding91 »

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.
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