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[15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"

Posted: Tue Jun 20, 2017 1:48 pm
by jooe
Factorio crashes on loading after activating a new mod (Angel's Smelting Extended), right after the migration.

Game is heavily modded, see the attached logfile.

Snippet of crash log:

Code: Select all

221.735 Crashed in D:\Spiele\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe (0x00007ff72db80000 - 0x00007ff72ed72000)
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-a6ncci\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-a6ncci\src\util\logger.cpp (364): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-a6ncci\src\util\logger.cpp (421): Logger::logStacktrace
c:\cygwin64\tmp\factorio-a6ncci\src\util\crashhandler.cpp (105): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-a6ncci\src\util\crashhandler.cpp (177): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD8FFD6913)
00007FFD8FFD6913 (KERNELBASE): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD9320DA9D)
00007FFD9320DA9D (ntdll): (filename not available): memset
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD931F6476)
00007FFD931F6476 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD9320A08D)
00007FFD9320A08D (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD93179C58)
00007FFD93179C58 (ntdll): (filename not available): RtlLookupFunctionEntry
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFD9320910E)
00007FFD9320910E (ntdll): (filename not available): KiUserExceptionDispatcher
f:\dd\vctools\crt\vcruntime\src\string\amd64\memcmp.asm (151): memcmp
c:\program files (x86)\microsoft visual studio 14.0\vc\include\xstring (2121): std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare
c:\program files (x86)\microsoft visual studio 14.0\vc\include\xtree (1719): std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,double,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,double> >,0> >::_Insert_hint<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,double> & __ptr64,std::_Tree_node<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,double>,void * __ptr64> * __ptr64>
c:\program files (x86)\microsoft visual studio 14.0\vc\include\map (338): std::map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,ModInfo * __ptr64,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,ModInfo * __ptr64> > >::operator[]
c:\cygwin64\tmp\factorio-a6ncci\src\script\luaeventdispatcher.cpp (340): LuaEventDispatcher::run<InputAction>
c:\cygwin64\tmp\factorio-a6ncci\src\script\luaeventdispatcher.cpp (233): LuaEventDispatcher::dispatch
c:\cygwin64\tmp\factorio-a6ncci\src\gameactiondispatcher.cpp (13): GameActionDispatcher::sendToListeners
c:\cygwin64\tmp\factorio-a6ncci\src\technology\technology.cpp (294): Technology::setResearchedAndApply
c:\cygwin64\tmp\factorio-a6ncci\src\script\luaforce.cpp (382): LuaForce::luaResetTechnologyEffects
c:\cygwin64\tmp\factorio-a6ncci\src\script\luabinder.hpp (312): LuaBinder<LuaTile>::callWrapper
c:\cygwin64\tmp\factorio-a6ncci\libraries\lua\ldo.c (320): luaD_precall
c:\cygwin64\tmp\factorio-a6ncci\libraries\lua\lvm.c (710): luaV_execute
c:\cygwin64\tmp\factorio-a6ncci\libraries\lua\lapi.c (934): f_call
c:\cygwin64\tmp\factorio-a6ncci\libraries\lua\ldo.c (131): luaD_rawrunprotected
c:\cygwin64\tmp\factorio-a6ncci\src\script\luagamescript.cpp (3227): LuaGameScript::callConfigurationChanged
Please note that I do not expect you (Factorio developers) to fix the problem which is probably in the mod, I just think the game should probably catch the error instead of crashing ...

Re: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"

Posted: Tue Jun 20, 2017 2:48 pm
by Klonan
Can you provide a copy of the specific mods which caused the crash

Re: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"

Posted: Tue Jun 20, 2017 4:00 pm
by Rseding91
Thanks for the report. This should be fixed for the next version of 0.15.

Re: [15.21] Crash on loading save: "LuaEventDispatcher::run<InputAction>"

Posted: Tue Jun 20, 2017 5:32 pm
by jooe
Your working speed is amazing. Thanks! :)

Just in case you still need it, you'll find the relevant mod attached. It has lot of dependencies to get it working though.
BTW I tried to reproduce the crash on a later save and it did not crash - it did not even throw an error.