[1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

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Sakari119
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[1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

When my friend (Joined, Linux) desyncs from what we think is packet loss my game crashes (Host, Windows)
I attached all logs that I think are relevant, if more information is necessary just say so as we get this crash fairly often so we can recreate the logs.
Attachments
desync-report-2022-06-24_09-53-49.zip
User who desync's: Desync report - MapData (170 MB)
(644.33 KiB) Downloaded 54 times
factorio-current (2).log
User who desync's: Log
(133.42 KiB) Downloaded 66 times
factorio-dump-current.dmp
Host's: Dump
(1012.29 KiB) Downloaded 64 times
factorio-current.log
Host's: Log
(948.01 KiB) Downloaded 61 times
Last edited by Sakari119 on Sun Jun 26, 2022 10:23 am, edited 1 time in total.

Loewchen
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Re: [1.1.59] Desync into crash (ConstructionManager::save)

Post by Loewchen »

Post a link to the complete desync report please.

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Re: [1.1.59] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

Loewchen wrote:
Fri Jun 24, 2022 7:54 pm
Post a link to the complete desync report please.
When I upload it to the forum the server validation fails, the full report is 140* MB

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Re: [1.1.59] Desync into crash (ConstructionManager::save)

Post by Loewchen »

Do not upload to the forum, post a link. See 53851.

Sakari119
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Re: [1.1.59] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

https://mega.nz/file/iXJ2Vbja#dR-W7lHOW ... CjU18CusTI
Here is a mega upload of the dysinc report

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by UpsideDownFoxxo »

Experiencing the same issue. No desync report since the server crashed before I could finish downloading
Attachments
factorio-current.log
Factorio current as a person that desynced
(127.73 KiB) Downloaded 71 times

Rseding91
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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

UpsideDownFoxxo wrote:
Sun Jun 26, 2022 11:53 am
Experiencing the same issue. No desync report since the server crashed before I could finish downloading
This crash log doesn't contain a crash. Are you sure you uploaded the right log file?
If you want to get ahold of me I'm almost always on Discord.


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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

Rseding91 wrote:
Sun Jun 26, 2022 1:26 pm
UpsideDownFoxxo wrote:
Sun Jun 26, 2022 11:53 am
Experiencing the same issue. No desync report since the server crashed before I could finish downloading
This crash log doesn't contain a crash. Are you sure you uploaded the right log file?
He was a client connected to the server


Sakari119
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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

It has come to my attention that the logs may not contain the information that caused the desync / crash

Things that have been thought to cause the issue:
Building any entity / Mining any entity / Blueprinting / deconstructing

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

Looking into the crash report it's crashing due to a nullptr entry in a set of entities that can never be nullptr: every insertion is checked to not be nullptr. So, I have zero clue how this could ever happen.

The desyncs are around pollution being different. With the number of mods you have unless someone can show otherwise I'm likely to blame one of them for being broken.
If you want to get ahold of me I'm almost always on Discord.

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

By chance are you using landmines? There's a fix in rampant a month ago around them and i notice you are using rampant fixed which does not have that fix.
If you want to get ahold of me I'm almost always on Discord.

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

Rseding91 wrote:
Sun Jun 26, 2022 2:36 pm
By chance are you using landmines? There's a fix in rampant a month ago around them and i notice you are using rampant fixed which does not have that fix.
No, we have not used a single mine

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

Rseding91 wrote:
Sun Jun 26, 2022 2:22 pm
Looking into the crash report it's crashing due to a nullptr entry in a set of entities that can never be nullptr: every insertion is checked to not be nullptr. So, I have zero clue how this could ever happen.

The desyncs are around pollution being different. With the number of mods you have unless someone can show otherwise I'm likely to blame one of them for being broken.
Is there any way we can attempt to replicate this issue so that it can be solved?

Rseding91
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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

Sakari119 wrote:
Sun Jun 26, 2022 2:56 pm
Rseding91 wrote:
Sun Jun 26, 2022 2:22 pm
Looking into the crash report it's crashing due to a nullptr entry in a set of entities that can never be nullptr: every insertion is checked to not be nullptr. So, I have zero clue how this could ever happen.

The desyncs are around pollution being different. With the number of mods you have unless someone can show otherwise I'm likely to blame one of them for being broken.
Is there any way we can attempt to replicate this issue so that it can be solved?
A smaller save file and finding exact steps to reproduce it will tell if it's due to a mod or a base game issue.

Something like:

* Load save
* Do X/Y/Z
* Desyncs
If you want to get ahold of me I'm almost always on Discord.

Rseding91
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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

Hmm, Boskid and i looked into this more and we found at least one way to trigger this issue.

Were you marking cliffs for deconstruction and then canceling them at any point?
If you want to get ahold of me I'm almost always on Discord.

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Sakari119 »

Rseding91 wrote:
Sun Jun 26, 2022 8:49 pm
Hmm, Boskid and i looked into this more and we found at least one way to trigger this issue.

Were you marking cliffs for deconstruction and then canceling them at any point?
Yes

You seem to be correct with the rampant fixed mod causing the issue swapping it out fixes the desyncs

I will attempt to recreate the issue with a smaller file today

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Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)

Post by Rseding91 »

The desync (if it was caused by that or the other issue we found) should be fixed in the next release.
If you want to get ahold of me I'm almost always on Discord.

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