[0.13.1] [kovarex] Crash after mining electric pole

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Logician
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[0.13.1] [kovarex] Crash after mining electric pole

Post by Logician »

First happened when trying to remove an electric pole in version 0.13.0, after several factories showed the disconnected state, it would crash.
Then tried updating to 0.13.1 and tried again assuming something might have been fixed, and still get hangs/crashes when touching that one pole, even when it gets a wire from a different pole added to it it seems to not like it. Crash log below:

Code: Select all

   0.000 2016-06-30 12:22:44; Factorio 0.13.1 (Build 22864, mac, alpha)
   0.000 Operating system: Mac OS X 10.11.5
   0.000 Program arguments: "/Applications/factorio.app" 
   0.000 Read data path: /Applications/factorio.app/Contents/data
   0.000 Write data path: /Users/myusername/Library/Application Support/factorio
   0.000 Binaries path: /
   0.012 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 20%] [Screen: 255] [DXT: false]
   0.012 Available display adapters: 1
   0.012  [0]: resolution 2560x1440px at [0,0]
   0.012 Create display on adapter 0. Size 1280x720 at position [630, 342].
   0.037 Initialised OpenGL:[0] AMD Radeon R9 M295X OpenGL Engine; driver: 2.1 ATI-1.42.11
   0.460 Loading mod core 0.0.0 (data.lua)
   0.466 Loading mod base 0.13.1 (data.lua)
   0.559 Checksum for core: 1399339455
   0.559 Checksum for mod base: 2679425721
   0.864 Initial atlas bitmap size is 16384
   0.866 Created atlas bitmap 16384x6371
   0.866 Created atlas bitmap 4096x968
  13.385 Sprites loaded
  13.386 Convert atlas 4096x968 to: trilinear-filtering 
  13.423 Loading sounds...
  14.703 Custom inputs active: 0
  14.745 Factorio initialised
  29.361 Info Router.cpp:563: Router peerID(65535) shutting down.
  29.361 Info Router.cpp:594: Router state -> Disconnected
  29.750 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
  29.750 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
  29.750 Loading map /Users/myusername/Library/Application Support/factorio/saves/NewLAN2.zip
  29.773 Info Scenario.cpp:129: Map version 0.13.1-0
  30.683 Checksum for script /Users/myusername/Library/Application Support/factorio/temp/currently-playing/control.lua: 900459546
  30.707 Info PosixUDPSocket.cpp:50: Opening socket at port 34197
  30.707 Info Router.cpp:594: Router state -> Connected
  30.707 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local peer(0) latency(15).
  30.707 Hosting game at port 34197, peerID 0, session magic 2774
  30.707 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(4064383) changing state from(CreatingGame) to(InGame)
  30.707 Info NetworkInputHandler.cpp:45: mapTick(4064383) networkTick(0) initialized NetworkInputHandler local peer(0).
  30.707 Info PosixUDPSocket.cpp:50: Opening socket at port 0
  30.957 Info MultiplayerManager.cpp:1527: Received peer info for peer(0) username(Logician).
  30.957 Info MultiplayerManager.cpp:1143: networkTick(15) mapTick(4064399) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
  30.958 Info MultiplayerManager.cpp:1143: networkTick(15) mapTick(4064399) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
  30.977 Info NetworkInputHandler.cpp:754: mapTick(4064401) networkTick(17) connecting to player(Logician).
  30.977 Info NetworkInputHandler.cpp:608: assigning playerIndex(1) to peer(0)
  30.977 Info GameActionHandler.cpp:2611: MapTick(4064401) processed PlayerJoinGame peerID(0) playerIndex(1) mode(connect)
  46.648 Error CrashHandler.cpp:183: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x1005a8582 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:382)
#1  0x1005a1ca9 in CrashHandler::writeStackTrace() (in factorio) (CrashHandler.cpp:85)
#2  0x1005a1c3e in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:188)
#3  0x7fff900e552a in 0x7fff900e552a
#4  0x7fff00000000 in 0x7fff00000000
#5  0x100426880 in MainLoop::render() (in factorio) (MainLoop.cpp:530)
#6  0x100426b43 in MainLoop::tickStep(Thread&, ThreadBarrier&, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >&, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >&, MainLoop::HeavyMode, bool&) (in factorio) (MainLoop.cpp:586)
#7  0x100420bd6 in MainLoop::run(boost::filesystem::path const&, boost::filesystem::path const&, bool, bool, bool, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::filesystem::path const&, MainLoop::HeavyMode, unsigned int) (in factorio) (MainLoop.cpp:702)
#8  0x10041f3d6 in _al_mangled_main (in factorio) (Main.cpp:730)
#9  0x100a16c27 in +[AllegroAppDelegate app_main:] (in factorio) (osx_app_delegate.m:229)
#10 0x7fff9b521e64 in 0x7fff9b521e64
#11 0x7fff88ba199d in 0x7fff88ba199d
#12 0x7fff88ba191a in 0x7fff88ba191a
#13 0x7fff88b9f351 in 0x7fff88b9f351
  51.788 Error CrashHandler.cpp:85: Map tick at moment of crash: 4065341
  51.788 Error Util.cpp:77: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

Logician
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Re: Crash in 0.13.0 and also 0.13.1

Post by Logician »

This was when removing pole cables, adding new poles around it and as soon as one pole close to it tried to attach a wire to the offending pole:
Also tried to remove the pole using a construction bot, which also froze the game (no crashlog)

Code: Select all

   0.000 2016-06-30 13:20:43; Factorio 0.13.1 (Build 22864, mac, alpha)
   0.000 Operating system: Mac OS X 10.11.5
   0.000 Program arguments: "/Applications/factorio.app" 
   0.000 Read data path: /Applications/factorio.app/Contents/data
   0.000 Write data path: /Users/myusername/Library/Application Support/factorio
   0.000 Binaries path: /
   0.010 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 20%] [Screen: 255] [DXT: false]
   0.010 Available display adapters: 1
   0.010  [0]: resolution 2560x1440px at [0,0]
   0.010 Create display on adapter 0. Size 1280x720 at position [630, 342].
   0.034 Initialised OpenGL:[0] AMD Radeon R9 M295X OpenGL Engine; driver: 2.1 ATI-1.42.11
   0.435 Loading mod core 0.0.0 (data.lua)
   0.437 Loading mod base 0.13.1 (data.lua)
   0.499 Checksum for core: 1399339455
   0.499 Checksum for mod base: 2679425721
   0.797 Initial atlas bitmap size is 16384
   0.799 Created atlas bitmap 16384x6371
   0.799 Created atlas bitmap 4096x968
  11.498 Sprites loaded
  11.498 Convert atlas 4096x968 to: trilinear-filtering 
  11.535 Loading sounds...
  12.664 Custom inputs active: 0
  12.704 Factorio initialised
  19.624 Loading map /Users/myusername/Library/Application Support/factorio/saves/NewLAN2.zip
  19.648 Info Scenario.cpp:129: Map version 0.13.1-0
  20.492 Checksum for script /Users/myusername/Library/Application Support/factorio/temp/currently-playing/control.lua: 900459546
  55.558 Error CrashHandler.cpp:183: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x1005a8582 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:382)
#1  0x1005a1ca9 in CrashHandler::writeStackTrace() (in factorio) (CrashHandler.cpp:85)
#2  0x1005a1c3e in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:188)
#3  0x7fff900e552a in 0x7fff900e552a
#4  0x102015714 in 0x0000000102015714 (in factorio)
#5  0x1001fc620 in SimpleSmoke::update() (in factorio) (SimpleSmoke.cpp:179)
#6  0x1005741a9 in Chunk::update(unsigned int, Surface&) (in factorio) (Chunk.cpp:455)
#7  0x100441380 in Surface::update() (in factorio) (Surface.cpp:913)
#8  0x10024a25d in Map::update() (in factorio) (Map.cpp:1070)
#9  0x100249ce1 in Game::update() (in factorio) (Game.cpp:141)
#10 0x100421ffc in Scenario::update() (in factorio) (lock_types.hpp:331)
#11 0x1004250fa in MainLoop::gameUpdateStep(MultiplayerManager*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:337)
#12 0x1004262b3 in MainLoop::updateLoop(ThreadBarrier*, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >*, boost::chrono::time_point<boost::chrono::steady_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >*, bool*, bool, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:472)
#13 0x1005afcaa in Thread::loop() (in factorio) (Thread.cpp:34)
#14 0x100b34a66 in boost::(anonymous namespace)::thread_proxy(void*) (in factorio) + 54
#15 0x7fff88ba199d in 0x7fff88ba199d
#16 0x7fff88ba191a in 0x7fff88ba191a
#17 0x7fff88b9f351 in 0x7fff88b9f351
  60.194 Error CrashHandler.cpp:85: Map tick at moment of crash: 4065700
  60.194 Error Util.cpp:77: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

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Kayanor
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Re: Crash in 0.13.0 and also 0.13.1

Post by Kayanor »

Added code-tags to make crash logs appear smaller in scroll length.
Former moderator.

Logician
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Re: Crash in 0.13.0 and also 0.13.1

Post by Logician »

It's probably easier to debug if I can somehow upload the savegame and make a screenshot of which electric pole is making the game crash, let me know..

orzelek
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Re: Crash in 0.13.0 and also 0.13.1

Post by orzelek »

1. Mods:move to bug reports?
2. You can attach a save to the post if it's not to big (limit is quite generous tho) using upload attachement tab below editor.

Logician
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Re: Crash in 0.13.0 and also 0.13.1

Post by Logician »

Attached is the offending savegame
Attachments
NewLAN2.zip
Savegame
(13.63 MiB) Downloaded 95 times

Logician
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Re: Crash in 0.13.0 and also 0.13.1

Post by Logician »

And in this screenshot it's the electricity pole with the 7 lights surrounding it ..

Steps to crash:
- when trying to remove it manually
- when trying to remove it with bots
- when adding a nearby electricity pole which will connect a wire to it
Attachments
Screen Shot 2016-06-30 at 4.14.51 PM.png
Screen Shot 2016-06-30 at 4.14.51 PM.png (2.09 MiB) Viewed 3319 times

kovarex
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Re: [0.13.1] [kovarex] Crash after mining electric pole

Post by kovarex »

Thanks for the report, the bug is actually related to power switch, and it's faulty logic when the network connected to it is split. So this fix can fix a lot of related problems.

Fixed for 0.13.3

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