[0.15.6] Crash after desync

This subforum contains all the issues which we already resolved.
Post Reply
toudi
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jul 23, 2015 5:29 pm
Contact:

[0.15.6] Crash after desync

Post by toudi »

Hi

Game crashed after generating report about desync.
We have not tried reproducing the desync. After my client crashed I restarted and rejoined without problems and desync did not occour afterwards. Cant remeber what we were doing, I was changing assembler recipe probably, but I'm not sure.

Platform: Windows 10.
Factorio 0.15.6 from steam.

Code: Select all

4048.155 Info ClientMultiplayerManager.cpp:539: MapTick(1191098) changing state from(ConnectedLoadingMap) to(TryingToCatchUp)
4053.414 Info ClientMultiplayerManager.cpp:539: MapTick(1194438) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-0ypl8d\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-0ypl8d\src\util\logger.cpp (354): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-0ypl8d\src\util\logger.cpp (408): Logger::logStacktrace
c:\cygwin64\tmp\factorio-0ypl8d\src\net\networkinputlistener.cpp (27): NetworkInputListener::NetworkInputListener
c:\cygwin64\tmp\factorio-0ypl8d\src\net\clientmultiplayermanager.cpp (828): ClientMultiplayerManager::receiveShouldStartSendingTickClosures
c:\cygwin64\tmp\factorio-0ypl8d\src\net\clientsynchronizer.cpp (245): ClientSynchronizer::applySynchronizerActions
c:\cygwin64\tmp\factorio-0ypl8d\src\mainloop.cpp (795): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-0ypl8d\src\mainloop.cpp (695): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-0ypl8d\src\util\workerthread.cpp (35): WorkerThread::loop
c:\program files (x86)\microsoft visual studio 14.0\vc\include\thr\xthread (247): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioSaver * __ptr64),ParallelScenarioSaver * __ptr64>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioSaver * __ptr64),ParallelScenarioSaver * __ptr64> > > >::_Run
c:\program files (x86)\microsoft visual studio 14.0\vc\include\thr\xthread (210): std::_Pad::_Call_func
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCED9E8364)
00007FFCED9E8364 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCEDEB70D1)
00007FFCEDEB70D1 (ntdll): (filename not available): RtlUserThreadStart
4055.287 Error NetworkInputListener.cpp:30: +- one errors are the worst. Map Tick (1194438), latency (190), firstTickToSendClosureFor(1194473)
Logger::writeStacktrace skipped.
4055.287 Error CrashHandler.cpp:106: Map tick at moment of crash: 1194438
4055.287 Error Util.cpp:76: 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.
Attachments
factorio-previous.log
(49.81 KiB) Downloaded 96 times

theaetetus
Burner Inserter
Burner Inserter
Posts: 6
Joined: Fri Apr 28, 2017 8:10 pm
Contact:

Re: [0.15.6] Crash after desync

Post by theaetetus »

Same issue here. Desynced, then redownloaded, caught up, hit 100% them boom, crash to desktop.

Platform: Windows 10
Version: 0.15.6 from 0.15.x channel in Steam

Wasn't doing anything interesting. Set a request for 50 red splitters on a chest, then poof.

Connection tests came back at full speed, running a 24 hr smokeping now but not seeing any issues yet, no packet loss noted, EdgeOS and WebView not showing anything of interest, ~10mbit of upstream available, no outages reported to ISP.

Desync log too big for forum, so hosted elsewhere: https://www.dropbox.com/s/8n7u49xeokrge ... 9.zip?dl=0
Attachments
factorio-current.log
(213.68 KiB) Downloaded 81 times

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.15.6] Crash after desync

Post by kovarex »

The desync itself might be fixed already in the newer versions of 0.15 as we fixed several desync causees already.

The crash itself is naughty, but our main goal is to avoid desyncs.

Post Reply

Return to “Resolved Problems and Bugs”