[Oxyd] [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

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Chuck
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[Oxyd] [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Chuck »

i have a save:

https://drive.google.com/file/d/1ZEg9AK ... sp=sharing

where the program is crashing after 10 sec.

Code: Select all

238.793 Checksum for script __combat-roboports__/control.lua: 1605619249
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-s80wcv\src\ai\pathfindalgorithm.cpp (1146): PathFindAlgorithm::baseDistanceHeuristic
c:\cygwin64\tmp\factorio-build-s80wcv\src\ai\pathfindalgorithm.cpp (1041): PathFindAlgorithm::expandBaseNode
c:\cygwin64\tmp\factorio-build-s80wcv\src\ai\pathfindalgorithm.cpp (618): PathFindAlgorithm::baseSearch
c:\cygwin64\tmp\factorio-build-s80wcv\src\ai\pathfindalgorithm.cpp (466): PathFindAlgorithm::update
c:\cygwin64\tmp\factorio-build-s80wcv\src\ai\pathfinder.cpp (399): PathFinder::update
c:\cygwin64\tmp\factorio-build-s80wcv\src\surface\surface.cpp (1508): Surface::update
c:\cygwin64\tmp\factorio-build-s80wcv\src\map\map.cpp (1653): Map::updateEntities
c:\cygwin64\tmp\factorio-build-s80wcv\src\game.cpp (201): Game::update
c:\cygwin64\tmp\factorio-build-s80wcv\src\scenario\scenario.cpp (1216): Scenario::update
c:\cygwin64\tmp\factorio-build-s80wcv\src\mainloop.cpp (1170): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-build-s80wcv\src\mainloop.cpp (1037): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-build-s80wcv\src\util\workerthread.cpp (49): WorkerThread::loop
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioSaver *),ParallelScenarioSaver *>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioSaver *),ParallelScenarioSaver *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCB0CA4034)
00007FFCB0CA4034 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCB31B3691)
00007FFCB31B3691 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 259.183 Error PathFindAlgorithm.cpp:1146: abstractNodeIt != search.abstractNodes.end() was not true
Logger::writeStacktrace skipped.
 259.183 Error CrashHandler.cpp:190: Map tick at moment of crash: 8785021
 259.183 Error Util.cpp:97: 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.
the full log is attached.
Its mostly the same like :
viewtopic.php?f=7&t=81982
but the stack trace is a bit different

Chuck
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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Chuck »

forgot the attachment
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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by boskid »

hm... another crash of ai pathfinder over water with laser bots near chunk edges, sounds exactly like 81056 (and it is most likely not related to 80072, there are subtle differences with how it fails)

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Chuck »

Hi,
i like this game so much, but i can't play it currently, what makes me mad.
It's not a problem, if a fucking bot don't move if it should, but the game must be go on :)

isn't it possible to give the pathfinding a try ... catch and do nothing, on a error, just to let us play our favorite game ?

you can still fix later the real reason why this happen, but we can go on, :)

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Chuck »

i spend a lot of time, posting bug tickets for factorio. (this is not the first)
I am willing to help where i can.

It's a bit disappointing, if there is no feedback on any of them and no seeable willing to fix it, thats not professional :(

it may be fine for me, if those bugs were small issues. But these are bad CRASCHES without a workaround, guys

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Jap2.0 »

boskid wrote:
Mon Mar 09, 2020 9:24 pm
hm... another crash of ai pathfinder over water with laser bots near chunk edges, sounds exactly like 81056 (and it is most likely not related to 80072, there are subtle differences with how it fails)
So 81056 is a duplicate of this (or really the other way around) and not 80072?
There are 10 types of people: those who get this joke and those who don't.

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by boskid »

Jap2.0 wrote:
Sat Mar 14, 2020 4:38 am
So 81056 is a duplicate of this (or really the other way around) and not 80072?
Going by the details of a bug and timeline, this topic is duplicate of 81056 and 81056 is a fresh bug. 80072 is different bug with same result. I will keep this topic instead of 81056 in bug reports to not mess with hiding content.

Just because details of this issue cannot be used to harm others in MP and may help with finding workaround by modders, i may describe some internals of 80072 and this to show where are the differences:
- 80072 crash is because of mining drones and has a workaround in Mining Drones 0.2.1 by removing flag "consinder-tile-transitions". When pathfinder was expanding nodes onto water, collision check could say "this is tile transition (like 1 tile water between grass), you can walk over it so it does not collide" but later when looking onto chunk component, given position would be over water, no component assigned(no tile transition logic here) and so assert throws.
- This crash is because laser bot uses layers L_12 and L_15 only, and there is some logic i do not understand that says if unit does not have any of (water|ground|resource|player|item|doodad) layers, it will never collide, but later when querying for component id, given position does not belong to any and assert throws.

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Chuck »

it seems to be going on, fine :)
I belive, that boskid is right with the laser bot things

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by White-Tiger »

Not sure if I should attach to this... bug I have the same kind of crash without using "Laser Bot"... My crash happens in Stable and Experimental (even though mod versions differ) and is kinda random. If I load an older save, it might go on without crashing for a while longer. It crashed at least 10 times yesterday

factorio-current-server.log = original crash on Linux server
factorio-current-client.log = Windows client save after server crashed (will crash instantly)

I assume the crash has to do with Hardcorio... and/or fish... I had the first crash after squeezing fishes in a 1x2 water hole xD

Edit: ok, the save here won't crash anymore when I remove "Hovercrafts", which is weird since I'm nowhere near to having one...
Attachments
mod-list-HardcorioServer.json
(8.35 KiB) Downloaded 34 times
Hardcorio-Ga_Wh-2020-5easd.zip
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factorio-current-server.log
(24.02 KiB) Downloaded 37 times
factorio-current-client.log
(30.56 KiB) Downloaded 36 times

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Re: [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by boskid »

Crashes like this but with Transport Drones in [0.18.21], please report under 84181

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Re: [Oxyd] [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"

Post by Oxyd »

Thanks, should be fixed in 0.18.37.

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