Hi Devs,
Every client connected to the headless client, including the headless client crashed at exactly the same time.
Unsure what the cause was - and also unsure if the log will help, but i thought i would post the files anyways.
At the time of the crash, we were picking up belts which had items on with our personal robo ports.
[Oxyd] [15.17] Client & Headless Client Crash
[Oxyd] [15.17] Client & Headless Client Crash
- Attachments
-
- client_crash.txt
- (4.22 MiB) Downloaded 164 times
-
- server_crash.txt
- (5.68 KiB) Downloaded 161 times
Last edited by AlienX on Thu Jun 01, 2017 1:57 pm, edited 1 time in total.
- TruePikachu
- Filter Inserter
- Posts: 978
- Joined: Sat Apr 09, 2016 8:39 pm
- Contact:
Re: [15.16] Client & Headless Client Crash
Pathfinder bug of some sort, everyone in the game (including the server) crashed because everyone needed to run the pathfinder for determinism.
EDIT: Can you provide the most recent autosave from before crashing, especially if it is reproducible?
Code: Select all
31.124 Info GameActionHandler.cpp:3236: MapTick (43254421) processed PlayerJoinGame peerID(1) playerIndex(7) mode(connect )
31.251 Info ServerMultiplayerManager.cpp:754: mapTick(43254426) received stateChanged peerID(2) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)
39.208 Info ServerMultiplayerManager.cpp:754: mapTick(43254724) received stateChanged peerID(2) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)
43.530 Info ServerMultiplayerManager.cpp:754: mapTick(43254894) received stateChanged peerID(2) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)
69.140 Info ServerMultiplayerManager.cpp:754: mapTick(43255902) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)
69.141 Info GameActionHandler.cpp:3236: MapTick (43255902) processed PlayerJoinGame peerID(2) playerIndex(0) mode(connect )
69.247 Info ServerMultiplayerManager.cpp:754: mapTick(43255906) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
2017-05-31 23:12:27 [JOIN] AlienX joined the game
2017-05-31 23:13:33 [COMMAND] AlienX (command): local count = 0 local dcount = 0 for _,entity in pairs(game.player.surface.find_entities_filtered{type="unit", force="enemy"}) do count = count + 1 if not entity.active then dcount = dcount + 1 end end game.print("There are "..count.." alien units on the map currently, of which "..dcount.." are in an active state")
2017-05-31 23:14:12 [COMMAND] AlienX (command): local count = 0 local dcount = 0 for _,entity in pairs(game.player.surface.find_entities_filtered{type="unit", force="enemy"}) do count = count + 1 if not entity.active then dcount = dcount + 1 end end game.print("There are "..count.." alien units on the map currently, of which "..dcount.." are in an active state")
2017-05-31 23:14:28 [COMMAND] AlienX (command): local count = 0 local dcount = 0 for _,entity in pairs(game.player.surface.find_entities_filtered{type="unit", force="enemy"}) do count = count + 1 if entity.active then dcount = dcount + 1 end end game.print("There are "..count.." alien units on the map currently, of which "..dcount.." are in an active state")
2017-05-31 23:14:49 [COMMAND] AlienX (command): local count = 0 local dcount = 0 for _,entity in pairs(game.player.surface.find_entities_filtered{type="unit", force="enemy"}) do count = count + 1 if entity.active then dcount = dcount + 1 entity.active = false end end game.print("There are "..count.." alien units on the map currently, of which "..dcount.." are in an active state")
2017-05-31 23:15:28 [COMMAND] AlienX (command): local count = 0 for _,entity in pairs(game.player.surface.find_entities) do if entity.name == "fish" then entity.destroy() count = count + 1 end end game.print("Removed "..count.." little fishy bastards")
2017-05-31 23:15:28 Cannot execute command. Error: [string "local count = 0 for _,entity in pairs(game.p..."]:1: bad argument #1 to 'pairs' (table expected, got function)
2017-05-31 23:15:43 [COMMAND] AlienX (command): local count = 0 for _,entity in pairs(game.player.surface.find_entities()) do if entity.name == "fish" then entity.destroy() count = count + 1 end end game.print("Removed "..count.." little fishy bastards")
2017-05-31 23:16:18 [COMMAND] AlienX (command): game.server_save()
300.299 Info AppManager.cpp:252: Saving game as /var/www/factorio/agnfactory/saves/_autosave2.zip
2017-05-31 23:16:45 [COMMAND] AlienX (command): for _,entity in pairs(game.player.surface.find_entities_filtered{force = "player"}) do if entity.name == "accumulator" or entity.name == "solar-panel" or entity.name == "substation" then if entity.to_be_deconstructed(game.player.force) then entity.destroy() end end end
2017-05-31 23:18:57 [COMMAND] AlienX (command): local count = 0 local dcount = 0 for _,entity in pairs(game.player.surface.find_entities_filtered{type="unit", force="enemy"}) do count = count + 1 if entity.active then entity.active = true end end game.print("There are "..count.." alien units now active")
544.289 Error CrashHandler.cpp:232: Received SIGSEGV
546.086 Warning Logger.cpp:396: Symbols.size() == 20, usedSize == 12
Factorio crashed. Generating symbolized stacktrace, please wait ...
547.100 Warning Logger.cpp:396: Symbols.size() == 19, usedSize == 11
#0 0x0000000000735ac0 in CrashHandler::writeStackTrace() at /tmp/factorio-FqXFm6/src/Util/CrashHandler.cpp:105
#1 0x0000000000735d44 in CrashHandler::SignalHandler(int) at /tmp/factorio-FqXFm6/src/Util/CrashHandler.cpp:237
#2 0x00007fd7cb9334b0 in ?? at ??:0
#3 0x0000000000c0593b in findJumps at /tmp/factorio-FqXFm6/src/AI/PathFinder.cpp:562
#4 0x0000000000dee42a in searchForPath at /tmp/factorio-FqXFm6/src/AI/PathFinder.cpp:435
#5 0x0000000000df2b51 in update at /tmp/factorio-FqXFm6/src/AI/PathFinder.cpp:697
#6 0x0000000000e0cc68 in update at /tmp/factorio-FqXFm6/src/Surface/Surface.cpp:948
#7 0x0000000000e0d9c1 in update at /tmp/factorio-FqXFm6/src/Map/Map.cpp:1224
#8 0x0000000000ecb788 in update at /tmp/factorio-FqXFm6/src/Game.cpp:157
#9 0x00007fd7cb91e830 in update at /tmp/factorio-FqXFm6/src/Scenario/Scenario.cpp:790
#10 0x0000000000406de9 in updateStep at /tmp/factorio-FqXFm6/src/Scenario/Scenario.cpp:721
547.100 Error CrashHandler.cpp:106: Map tick at moment of crash: 43273675
547.100 Error Util.cpp:80: 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.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
Re: [15.16] Client & Headless Client Crash
I've since gone to bed now, however another guy who plays on the same server has said it's crashed again since restart.
I'll upload a save in the morning
I'll upload a save in the morning

-
- Manual Inserter
- Posts: 1
- Joined: Wed May 31, 2017 11:54 pm
- Contact:
Re: [15.16] Client & Headless Client Crash
i got ya bud.
Server crashes within 5 mins regardless if single player or running via server
Server crashes within 5 mins regardless if single player or running via server
- Attachments
-
- Servercrash.zip
- server crashes at game clock 8:20:xx
- (41.41 MiB) Downloaded 221 times
Re: [15.17] Client & Headless Client Crash
Tested on 15.17 - still crashes.
- Attachments
-
- factorio-current.log
- Client log from 15.17
- (81.96 KiB) Downloaded 179 times
Re: [15.17] [Oxyd] Client & Headless Client Crash
I have a feeling that setting a LUAEntity type of "Unit" to entity.active = false causes this crash, code example below:
Code: Select all
for _, e in pairs(game.player.surface.find_entities_filtered{force = "enemy"}) do
if e.type == "unit" then
e.active = false
end
end
Re: [Oxyd] [15.17] Client & Headless Client Crash
Thanks, should be fixed in 0.15.19.