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[1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Fri Jun 24, 2022 7:46 pm
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.
Re: [1.1.59] Desync into crash (ConstructionManager::save)
Posted: Fri Jun 24, 2022 7:54 pm
by Loewchen
Post a link to the complete desync report please.
Re: [1.1.59] Desync into crash (ConstructionManager::save)
Posted: Fri Jun 24, 2022 7:57 pm
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
Re: [1.1.59] Desync into crash (ConstructionManager::save)
Posted: Fri Jun 24, 2022 8:00 pm
by Loewchen
Do not upload to the forum, post a link. See
53851.
Re: [1.1.59] Desync into crash (ConstructionManager::save)
Posted: Fri Jun 24, 2022 8:03 pm
by Sakari119
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 11:53 am
by UpsideDownFoxxo
Experiencing the same issue. No desync report since the server crashed before I could finish downloading
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 1:26 pm
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?
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 1:32 pm
by Sakari119
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 1:32 pm
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
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 1:34 pm
by Sakari119
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 1:50 pm
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
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 2:22 pm
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.
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 2:36 pm
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.
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 2:54 pm
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
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 2:56 pm
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?
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 3:49 pm
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
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Sun Jun 26, 2022 8:49 pm
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?
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Mon Jun 27, 2022 6:15 am
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
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Posted: Mon Jun 27, 2022 4:00 pm
by Rseding91
The desync (if it was caused by that or the other issue we found) should be fixed in the next release.