[1.1.77] Wayland crash

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ptx0
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[1.1.77] Wayland crash

Post by ptx0 »

Code: Select all

34716.094 Time travel logging:
 112.460 Player 0 ran command: game.player.force.chart_all()
34716.094 Error CrashHandler.cpp:635: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-rF4Jmx/src/Util/Logger.cpp (313): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*)
/tmp/factorio-build-rF4Jmx/src/Util/Logger.cpp (322): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-rF4Jmx/src/Util/CrashHandler.cpp (184): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-rF4Jmx/src/Util/CrashHandler.cpp (636): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-rF4Jmx/src/Util/CrashHandler.cpp (642): CrashHandler::SignalHandler(int)
0x7f619df10c6f
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/video/wayland/SDL_waylandvideo.c (705): Wayland_add_display
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/video/wayland/SDL_waylandvideo.c (818): display_handle_global
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/video/wayland/SDL_waylandvideo.c (808): display_handle_global
0x7f61951a5029
0x7f61951a442d
ffi_call
0x7f61951b4790
0x7f61951b0aa9
wl_display_dispatch_queue_pending
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/video/wayland/SDL_waylandevents.c (365): Wayland_PumpEvents
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/events/SDL_events.c (847): SDL_PumpEventsInternal
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/events/SDL_events.c (1024): SDL_WaitEventTimeout
/tmp/factorio-build-rF4Jmx/libraries/SDL2/src/events/SDL_events.c (886): SDL_PollEvent
/tmp/factorio-build-rF4Jmx/src/Graphics/SDLWindow.cpp (867): WindowHandler::pollEvent(CompactDeque<Event>&, bool)
/tmp/factorio-build-rF4Jmx/src/Graphics/SDLWindow.cpp (52): SDLWindow::pollEventInternal(bool)
/tmp/factorio-build-rF4Jmx/src/Graphics/SDLWindow.cpp (57): SDLWindow::pollEvent(Event&)
/tmp/factorio-build-rF4Jmx/src/GlobalContext.cpp (275): GlobalContext::nextEvent()
/tmp/factorio-build-rF4Jmx/src/MainLoop.cpp (730): MainLoop::processAllegroEvents(bool)
/tmp/factorio-build-rF4Jmx/src/MainLoop.cpp (576): MainLoop::prePrepare()
/tmp/factorio-build-rF4Jmx/src/MainLoop.cpp (654): MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode)
/tmp/factorio-build-rF4Jmx/src/MainLoop.cpp (394): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-rF4Jmx/src/Main.cpp (1229): main
0x7f619defc209
__libc_start_main
0x77867d
0xffffffffffffffff
Stack trace logging done
34716.368 Error CrashHandler.cpp:191: Map tick at moment of crash: 297185253
34716.368 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.
36521.705 Uploading log file
36521.774 Info SystemUtil.cpp:801: Started /home/ptx0/factorio/schalls/bin/x64/factorio; trampoline PID: 16114
I believe this occurs when I disable the 2nd monitor output.

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Re: [1.1.77] Wayland crash

Post by ptx0 »

The crash occurs when reenabling the 2nd monitor.

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Re: [1.1.77] Wayland crash

Post by ptx0 »

also with Wayland support enabled, If I paste an extremely large blueprint that causes the game to get stuck for a bit, the log shows:

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  17.846 Loading map /home/ptx0/factorio/schalls/saves/_autosave1.zip: 81291569 bytes.
  17.864 Loading level.dat: 379438380 bytes.
  17.867 Info Scenario.cpp:199: Map version 1.1.77-2
  27.732 Loading script.dat: 258789 bytes.
  27.740 Checksum for script /home/ptx0/factorio/schalls/temp/currently-playing/control.lua: 2881393120
  27.741 Checksum for script __beautiful_bridge_railway__/control.lua: 155879108
  27.743 Checksum for script __bobinserters__/control.lua: 551268428
  27.744 Script @__CharacterModHelper__/control.lua:1: Entered file control.lua!
  27.745 Checksum for script __CharacterModHelper__/control.lua: 4057435022
  27.746 Checksum for script __CopyPasteModules__/control.lua: 582621171
  27.748 Checksum for script __Dectorio__/control.lua: 464305108
  27.749 Checksum for script __DeleteEmptyChunks__/control.lua: 366383474
  27.763 Checksum for script __eradicators-library__/control.lua: 1025603497
  27.883 Script @__factorio-world__/control.lua:95: ~scaled spawn.x: 12600
  27.883 Script @__factorio-world__/control.lua:96: ~scaled spawn.y: 2400
  27.883 Checksum for script __factorio-world__/control.lua: 1518690025
  27.887 Checksum for script __FactorySearch__/control.lua: 357553710
  27.888 Checksum for script __FluidMustFlow__/control.lua: 2858272890
  27.891 Checksum for script __FluidWagonColorMask__/control.lua: 4104764473
  27.892 Checksum for script __Honk__/control.lua: 3187954776
  27.893 Checksum for script __long-reach-clone__/control.lua: 2450699146
  27.894 Checksum for script __omnilib__/control.lua: 97334408
  27.895 Checksum for script __qol_research__/control.lua: 967471402
  27.895 Checksum for script __SchallInserters__/control.lua: 654756729
  27.896 Checksum for script __SchallMachineScaling__/control.lua: 1923872193
  27.897 Checksum for script __SchallModulePlacement__/control.lua: 3979680146
  27.898 Checksum for script __SchallStartingTech__/control.lua: 642928269
  27.898 Checksum for script __start-alt__/control.lua: 3433521484
  27.900 Checksum for script __textplates__/control.lua: 643277855
  27.901 Checksum for script __WellPlanner__/control.lua: 1442610840
  27.909 Checksum for script __cargo-ships__/control.lua: 153638767
  27.912 Checksum for script __CursorEnhancements__/control.lua: 3690108933
  27.914 Checksum for script __LandfillEverything__/control.lua: 2941422467
  27.915 Checksum for script __LoaderRedux__/control.lua: 3276338418
  27.919 Checksum for script __miniloader__/control.lua: 4290399381
  27.920 Checksum for script __omnimatter_permutation__/control.lua: 2078355363
  27.920 Checksum for script __SchallMachineModification__/control.lua: 768935130
  27.921 Checksum for script __SchallRecipeScaling__/control.lua: 2732163840
  27.934 Checksum for script __EditorExtensions__/control.lua: 490876548
  27.935 Checksum for script __SchallStartingInventory__/control.lua: 2743069274
  27.941 Script @__cargo-ships__/control.lua:543: cargo ships on_load
 328.212 Info AppManager.cpp:306: Saving to _autosave2 (blocking).
 331.316 Info AppManagerStates.cpp:1910: Saving finished
 631.463 Info AppManager.cpp:306: Saving to _autosave3 (blocking).
 634.331 Info AppManagerStates.cpp:1910: Saving finished
1041.090 Info AppManager.cpp:306: Saving to _autosave1 (blocking).
1043.953 Info AppManagerStates.cpp:1910: Saving finished
1156.353 Quitting: window closed.
1159.063 Goodbye
the game just disappears.

i have 11GB of RAM free before the game starts, and 5.8GB free while the game is running. there's no non-blocking saves enabled, and the problem seems to exist independently of memory use.

it doesn't happen unless i paste something so large that the game "hangs". it usually succeeds eventually, but if i'm putting keyboard/mouse inputs when it's hung, the failure mode is more repeatable

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Re: [1.1.77] Wayland crash

Post by raiguard »

Thanks for the report, I have fixed the crash on reconnecting displays for the next version.

As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
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Re: [1.1.77] Wayland crash

Post by ptx0 »

Raiguard wrote:
Wed Mar 08, 2023 12:27 am
Thanks for the report, I have fixed the crash on reconnecting displays for the next version.

As for the clipboard, what desktop environment do you use? Could you also link a blueprint string that consistently reproduces the issue?
I use KDE Plasma 5.26.5-r1.

I am actually unable to copy/paste blueprint strings out of the UI now. I don't know what changed, but that might be related to the Wayland interaction with Plasma, too.

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Re: [1.1.77] Wayland crash

Post by ptx0 »

Any extremely large rail blueprint in the editor with instant blueprint building enabled will cause the game to get stuck for a bit. The larger the bp, the bigger this effect is. It happens more severely in the late game when there's a lot of rail network already built.

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Re: [1.1.77] Wayland crash

Post by ptx0 »

hmm, well, i just got the "window closed" message even when the game was functioning normally :(

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Re: [1.1.77] Wayland crash

Post by raiguard »

I tested a ridiculously large blueprint (an entire megabase with 44k rails), and it behaved identically on X11 and Wayland. The game hanging is just the game taking a while to place stuff.

I have fixed the clipboard issues for the next release.
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Re: [1.1.77] Wayland crash

Post by raiguard »

ptx0 wrote:
Wed Mar 08, 2023 4:26 am
hmm, well, i just got the "window closed" message even when the game was functioning normally :(
What do you mean by "window closed message", and do you have a consistent way to reproduce it?
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Re: [1.1.77] Wayland crash

Post by ptx0 »

Raiguard wrote:
Wed Mar 08, 2023 8:52 pm
ptx0 wrote:
Wed Mar 08, 2023 4:26 am
hmm, well, i just got the "window closed" message even when the game was functioning normally :(
What do you mean by "window closed message", and do you have a consistent way to reproduce it?
The game disappears, and the message in the log is just "Quitting: Window closed" or something nearly identical to that. The first time I saw it, I had a confusion moment where I wondered if I'd hit alt+F4 mindlessly. but since then, it has occurred several times without that being the case.

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Re: [1.1.77] Wayland crash

Post by ptx0 »

if it helps, it seems to exit around 1100-1400 seconds after the game starts every time it happens:

Code: Select all

1259.281 Info AppManagerStates.cpp:1910: Saving finished
1362.389 Quitting: window closed.
1365.136 Goodbye

Code: Select all

1043.953 Info AppManagerStates.cpp:1910: Saving finished
1156.353 Quitting: window closed.
1159.063 Goodbye

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Re: [1.1.77] Wayland crash

Post by ptx0 »

It ran all night without that happening. I'm just going to assume something else was going on, until I can reliably reproduce it.

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Re: [1.1.77] Wayland crash

Post by raiguard »

I have been completely unable to reproduce the issue on Sway, so I also think it was something weird that Plasma was doing. In any case, if you manage to consistently reproduce it, please open a new thread. Thanks for the reports!
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