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[0.14.5 (and .4)] [Rseding91] Segfault on game load (vehicle grids)

Posted: Sat Sep 10, 2016 12:30 am
by zebediah49
When loading a savegame, with a bunch of mods, (and Electric Vehicles disabled) I get a segfault. I was going to post the mod list, core dump, save file, etc. etc. -- but this stack trace (and some nicely self-documenting code) makes it pretty clear

Code: Select all

#0  TargeterBase::operator=(Targetable*) ()
    at /tmp/factorio-Asyydh/src/Util/Targetable.cpp:91
#1  0x00000000004e9601 in LuaEquipmentGrid::load(lua_State*, TargetDeserialiser&) () at /tmp/factorio-Asyydh/src/Util/TargetDeserialiser.cpp:51
#2  0x000000000080fdc2 in LuaGameScript::loadLuaObjects(lua_State*, TargetDeserialiser&, std::set<void const*, std::less<void const*>, std::allocator<void const*> >&) () at /tmp/factorio-Asyydh/src/Script/LuaEquipmentGrid.cpp:54
#3  0x000000000080f629 in LuaGameScript::loadLuaObjects(lua_State*, TargetDeserialiser&, std::set<void const*, std::less<void const*>, std::allocator<void const*> >&) () at /tmp/factorio-Asyydh/src/Script/LuaGameScript.cpp:587
#4  0x00000000008116a5 in LuaGameScript::load(MapDeserialiser*) ()
    at /tmp/factorio-Asyydh/src/Script/LuaGameScript.cpp:299
#5  0x00000000008f9492 in LuaContext::LuaContext(PackagePath const&, PackagePath const*, MapDeserialiser*, TargetDeserialiser*, std::vector<Mod*, std::allocator<Mod*> > const&, Scenario*, Map*) ()
    at /tmp/factorio-Asyydh/src/Script/LuaContext.cpp:78
#6  0x000000000090f6cc in Scenario::createLuaContext(bool, PackagePath const*, MapDeserialiser*, Scenario&, TargetDeserialiser*, std::string&) [clone .constprop.75654] () at /tmp/factorio-Asyydh/src/Scenario/Scenario.cpp:475
#7  0x0000000000bf317c in Scenario::loadFactory(boost::filesystem::path const*, boost::filesystem::path const&, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, std::string&, bool, ProgressObserver*, bool, InputListener*) [clone .constprop.74638] ()
    at /tmp/factorio-Asyydh/src/Scenario/Scenario.cpp:247
#8  0x0000000000bf55eb in ParallelScenarioLoader::doLoad(ParallelScenarioLoader*, MapDeserialiser*, InputType, InputHandler*, MultiplayerManagerBase*, bool) ()
    at /tmp/factorio-Asyydh/src/Scenario/ParallelScenarioLoader.cpp:113
#9  0x0000000001165580 in execute_native_thread_routine ()
#10 0x00007ffff7bc4e9a in start_thread (arg=0x7fffbddc5700)
    at pthread_create.c:308
#11 0x00007ffff5f2c36d in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112
#12 0x0000000000000000 in ?? ()
So.. yeah. I have a map with Electric Vehicles (with loaded equipment grids), and if I disable the Electric Vehicles mod, loading their equipment grids fails. I can dig up and post more information if you all would like, but I'm not going to bother unless this isn't enough to debug the issue.

Re: [0.14.5 (and .4)] Segfault on game load (vehicle grids)

Posted: Sat Sep 10, 2016 8:17 am
by Loewchen
Please upload the complete log.

Re: [0.14.5 (and .4)] [Rseding91] Segfault on game load (vehicle grids)

Posted: Mon Sep 12, 2016 5:44 pm
by Rseding91
Please upload the save file and any needed mods to reproduce the crash.

Re: [0.14.5 (and .4)] [Rseding91] Segfault on game load (vehicle grids)

Posted: Mon Sep 12, 2016 6:58 pm
by Rseding91
Fixed for 0.14.6.