[kovarex] [1.1.8] Crash when rebuilding a big electric Pole

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BeamKids
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[kovarex] [1.1.8] Crash when rebuilding a big electric Pole

Post by BeamKids »

I wanted to build a new Line of big Poles. I was holding down the LMB and then deconstructed the placed Pole without letting go of the LMB and when it should build the new Pole it crashed. I also tested it without flying and it also crashed.

The linked Folder contains the Log-File, Memory-Dump, Save File and Video of the Crash.

https://drive.google.com/drive/folders/ ... sp=sharing

Code: Select all

   0.002 2021-01-08 18:52:42; Factorio 1.1.8 (build 57537, win64, steam)
   0.002 Operating system: Windows 10 (build 19042) 
   0.005 Program arguments: "D:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.005 Read data path: D:/SteamLibrary/steamapps/common/Factorio/data
   0.006 Write data path: C:/Users/josua/AppData/Roaming/Factorio [5443/399999MB]
   0.006 Binaries path: D:/SteamLibrary/steamapps/common/Factorio/bin
   0.023 System info: [CPU: AMD FX-8370 Eight-Core Processor, 8 cores, RAM: 8171/16382 MB, page: 13954/33790 MB, virtual: 4331/134217727 MB, extended virtual: 0 MB]
   0.023 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]
   0.048 Available displays: 2
   0.048  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 {0x05, [0,0], 1920x1080, 32bit, 60Hz}
   0.049  [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 1080 {0x01, [1920,0], 1920x1080, 32bit, 60Hz}
   0.213 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll
   0.609 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080; id: 10de-1b80; driver: nvldumdx.dll 27.21.14.5671
   0.609   D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
   0.609   [Local Video Memory] Budget: 7311MB, CurrentUsage: 5MB, Reservation: 0/3783MB
   0.609   [Non-Local Vid.Mem.] Budget: 7525MB, CurrentUsage: 0MB, Reservation: 0/3890MB
   0.609   Tiled resources: Tier 2
   0.609   Unified Memory Architecture: No
   0.609   BGR 565 Supported: Yes
   0.609   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.609 Graphics settings preset: very-high
   0.609   Dedicated video memory size 8079 MB
   0.709 Desktop composition is active.
   0.709 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit]
   0.709                   [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
   0.871 DSound: Starting _dsound_update thread
   0.872 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
   0.872 DSound: Enter _dsound_update; tid=24044
   1.072 Logitech LED Controller initialized.
 120.450 Checksum for script __factoryplanner__/control.lua: 2893652166
 120.599 Checksum for script __space-exploration__/control.lua: 3843856514
 120.619 Checksum for script __Krastorio2__/control.lua: 2129800602
 130.676 Error CrashHandler.cpp:480: Exception Code: c0000005, Address: 0x00007ff6c4184ea6
ModuleBase: 0x00007ff6c3fd0000, ImageSize: 01d1f000, RelativeAddress: 001b4ea6
 130.676 Error CrashHandler.cpp:486: Access Violation: Read at address 0000000000000040
 130.676 Error CrashHandler.cpp:500: Exception Context:
rax=00007ff6c5403001, rbx=0000012698ab1900, rcx=0000012649285810,
rdx=00000126492832b0, rsi=00000126492832b0, rdi=0000012649285810,
rip=00007ff6c4184ea6, rsp=0000000826cfddb0, rbp=0000000000000000,
 r8=0000000000000001,  r9=0000012649285978, r10=0000000000000000,
r11=0000012649283350, r12=0000012649285810, r13=0000012532ea52a0,
r14=0000000826cfdee0, r15=0000012649285810
 130.676 Crashed in D:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff6c3fd0000 - 0x00007ff6c5cef000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-mjybqu\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-mjybqu\src\util\logger.cpp (545): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-mjybqu\src\util\logger.cpp (552): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-mjybqu\src\util\crashhandler.cpp (184): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-build-mjybqu\src\util\crashhandler.cpp (529): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4ADDC247)
00007FFC4ADDC247 (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D1F4B63)
00007FFC4D1F4B63 (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D1DBB16)
00007FFC4D1DBB16 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D1F130F)
00007FFC4D1F130F (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D19B5E4)
00007FFC4D19B5E4 (ntdll): (filename not available): RtlRaiseException
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D1EFE3E)
00007FFC4D1EFE3E (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-build-mjybqu\src\entity\electricpole.cpp (718): ElectricPole::manageConnectionTo
c:\cygwin64\tmp\factorio-build-mjybqu\src\entity\electricpole.cpp (361): ElectricPole::connectTo
c:\cygwin64\tmp\factorio-build-mjybqu\src\entity\electricpole.cpp (677): ElectricPole::setup
c:\cygwin64\tmp\factorio-build-mjybqu\src\surface\surface.cpp (195): Surface::setupEntity
c:\cygwin64\tmp\factorio-build-mjybqu\src\manualbuilder.cpp (1202): ManualBuilder::build
c:\cygwin64\tmp\factorio-build-mjybqu\src\manualbuilder.cpp (409): ManualBuilder::buildByMovingCheck
c:\cygwin64\tmp\factorio-build-mjybqu\src\manualbuilder.cpp (1119): ManualBuilder::build
c:\cygwin64\tmp\factorio-build-mjybqu\src\controller\charactercontroller.cpp (617): CharacterController::build
c:\cygwin64\tmp\factorio-build-mjybqu\src\gameactionhandler.cpp (733): GameActionHandler::build
c:\cygwin64\tmp\factorio-build-mjybqu\src\gameactionhandler.cpp (367): GameActionHandler::actionPerformed
c:\cygwin64\tmp\factorio-build-mjybqu\src\input\inputhandler.cpp (61): InputHandler::flushActions
c:\cygwin64\tmp\factorio-build-mjybqu\src\gameactionhandler.cpp (409): GameActionHandler::update
c:\cygwin64\tmp\factorio-build-mjybqu\src\mainloop.cpp (1244): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-build-mjybqu\src\mainloop.cpp (1116): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-build-mjybqu\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*)(ParallelDesyncReportCreator *),ParallelDesyncReportCreator *>,std::default_delete<std::tuple<void (__cdecl*)(ParallelDesyncReportCreator *),ParallelDesyncReportCreator *> > > >::_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: 00007FFC4CF47034)
00007FFC4CF47034 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFC4D19D0D1)
00007FFC4D19D0D1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
 134.866 Error CrashHandler.cpp:189: Map tick at moment of crash: 19032672
 134.866 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.
 145.966 Uploading log file
 145.992 Error CrashHandler.cpp:258: Heap validation: success.
 145.994 Creating crash dump.
 146.466 CrashDump success


BeamKids
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Re: [1.1.8] Crash when rebuilding a big electric Pole

Post by BeamKids »

Ok the Bug seems similar but for me it also crashes when there are no Trees where the Pole would be. Should I add to the other Report?

Loewchen
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Re: [1.1.8] Crash when rebuilding a big electric Pole

Post by Loewchen »

BeamKids wrote:
Fri Jan 08, 2021 8:57 pm
Ok the Bug seems similar but for me it also crashes when there are no Trees where the Pole would be. Should I add to the other Report?
Links exist in both directions so whoever will look in the original report will find that info.

BeamKids
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Re: [1.1.8] Crash when rebuilding a big electric Pole

Post by BeamKids »

Ok thank you.

Rseding91
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Re: [Lou] [1.1.8] Crash when rebuilding a big electric Pole

Post by Rseding91 »

I'm moving this out of duplicates into assigned since this report has video reproduction steps that I was able to reproduce first try.

Steps to reproduce:

1: have one existing electric pole
2. Click-and-drag on the existing electric pole to start build-by-moving
3. Move the mouse off the existing electric pole (keep build held down)
4. Move back to the existing electric pole and remove it
5. Drag build off to the side

At step 5 as soon as the game tries to build the new electric pole it will crash. I believe it has to do with "gap fill" logic building the intermediate electric poles but not finishing them before building the next in series; then the logic tries to connect two not-fully-setup electric poles and the game crashes.
If you want to get ahold of me I'm almost always on Discord.

kovarex
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Re: [kovarex] [1.1.8] Crash when rebuilding a big electric Pole

Post by kovarex »

thx for the help, it is now fixed for the next release.

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