[Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
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TheOrangeAngle
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[Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Post by TheOrangeAngle »

I was playing on a multiplayer server, placing down underground belts when the game crashed after sending a chat message.
OS: Mac0S
Version: 0.15.16
Attachments
factorio-current.log
(795.9 KiB) Downloaded 111 times

Loewchen
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Re: [0.15.16] Crash after sending chat message

Post by Loewchen »

There is no crash in your log.

TheOrangeAngle
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Re: [0.15.16] Crash after sending chat message

Post by TheOrangeAngle »

Sorry, that was the wrong log file. Here is the one with the crash.
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factorio-previous.log
(766.51 KiB) Downloaded 104 times

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TruePikachu
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Re: [0.15.16] Crash after sending chat message

Post by TruePikachu »

Code: Select all

   0.088 2017-05-29 19:11:05; Factorio 0.15.16 (build 30063, mac, steam)
   0.088 Operating system: Mac OS X 10.11.6
   0.088 Program arguments: "/Users/Binderts/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app" 
   0.088 Read data path: /Users/Binderts/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data
   0.088 Write data path: /Users/Binderts/Library/Application Support/factorio
   0.088 Binaries path: /Users/Binderts/Library/Application Support/Steam/steamapps/common
   0.231 System info: [CPU:        Intel(R) Core(TM) i5-2400S CPU @ 2.50GHz, 4 cores, RAM: 4096MB]
   0.423 Display options: [FullScreen: 0] [VSync: 1] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
   0.432 Available display adapters: 1
   0.432  [0]: resolution 1920x1080px at [0,0]
   0.432 Create display on adapter 0. Size 1280x720 at position [310, 162].
   1.113 Initialised OpenGL:[0] AMD Radeon HD 6750M OpenGL Engine; driver: 2.1 ATI-1.42.15
   1.585 Graphics settings preset: medium
   1.585 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [DXT: false]
   2.265 Loading mod core 0.0.0 (data.lua)
   2.631 Loading mod base 0.15.16 (data.lua)
   3.916 Loading mod base 0.15.16 (data-updates.lua)
   4.108 Checksum for core: 2224076952
   4.109 Checksum of base: 2355693671
   4.649 Info PlayerData.cpp:56: Local player-data.json available, timestamp 1496031207
   4.649 Info PlayerData.cpp:61: Cloud player-data.json available, timestamp 1496031202
   5.022 Loaded shader file /Users/Binderts/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data/core/graphics/shaders/game.glsl
   5.059 Loaded shader file /Users/Binderts/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data/core/graphics/shaders/zoom-to-world.glsl
   5.073 Initial atlas bitmap size is 16384
   5.074 Created atlas bitmap 16384x5050
   5.074 Created atlas bitmap 8192x2101
   5.084 Created atlas bitmap 8192x1443
   5.084 Created atlas bitmap 4096x3652
   5.084 Created atlas bitmap 4096x1568
   5.084 Created atlas bitmap 4096x1860
  33.211 Sprites loaded
  33.211 Convert atlas 4096x3652 to: mipmap 
  33.394 Convert atlas 4096x1568 to: mipmap 
  33.476 Convert atlas 4096x1860 to: trilinear-filtering 
  33.596 Loading sounds...
  38.000 Custom inputs active: 0
  38.322 Factorio initialised
...
4500.624 Info GameActionHandler.cpp:3236: MapTick (4839095) processed PlayerJoinGame peerID(64) playerIndex(61) mode(connect ) 
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x0000000100952e22 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:421)
#1  0x000000010006f371 in Blueprint::save(MapSerialiser&, bool) const (in factorio) (Blueprint.cpp:69)
#2  0x000000010008ee39 in TransferBlueprintData::TransferBlueprintData(BlueprintRecordID, Blueprint const&) (in factorio) (TransferBlueprintData.cpp:21)
#3  0x00000001000854b7 in BlueprintLibrary::transferNextInQueue() (in factorio) (BlueprintLibrary.cpp:844)
#4  0x0000000100085b84 in BlueprintLibrary::syncStorageToGame(bool) (in factorio) (BlueprintLibrary.cpp:0)
#5  0x00000001003586df in GameActionHandler::updateBlueprintShelf(InputAction const&, Controller*) (in factorio) (GameActionHandler.cpp:3127)
#6  0x00000001003484bb in GameActionHandler::actionPerformed(InputAction const&) (in factorio) (GameActionHandler.cpp:262)
#7  0x0000000100661333 in InputHandler::flushActions(bool) (in factorio) (InputHandler.cpp:48)
#8  0x0000000100780136 in NetworkInputHandler::flushActions(bool) (in factorio) (NetworkInputHandler.cpp:153)
#9  0x000000010077fc6d in NetworkInputHandler::tryToApplyNextTickClosure() (in factorio) (NetworkInputHandler.cpp:105)
#10 0x0000000100763cb9 in non-virtual thunk to ClientMultiplayerManager::updateMultiplayerInputInternal() (in factorio) (ClientMultiplayerManager.cpp:457)
#11 0x00000001006f2536 in MultiplayerManagerBase::updateMultiplayerInput() (in factorio) (MultiplayerManagerBase.cpp:179)
#12 0x00000001006ef705 in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:813)
#13 0x00000001006ee0a2 in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:701)
#14 0x000000010096c7c8 in WorkerThread::loop() (in factorio) (WorkerThread.cpp:36)
#15 0x0000000100c78f0e in void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (WorkerThread::*)(), WorkerThread*> >(void*) (in factorio) (thread:348)
#16 0x00007fff9a58399d in 0x00007fff9a58399d
#17 0x00007fff9a58391a in 0x00007fff9a58391a
#18 0x00007fff9a581351 in 0x00007fff9a581351
4507.546 Error Blueprint.cpp:69: Loading blueprint signals will desync on loading since they are empty.
Logger::writeStacktrace skipped.
4507.546 Error CrashHandler.cpp:106: Map tick at moment of crash: 4839130
4507.546 Error Util.cpp:80: 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.

Oxyd
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Re: [Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Post by Oxyd »

Hello, is this reproducible? Did it happen once or multiple times? Can you post your blueprint-storage.dat?

TheOrangeAngle
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Re: [Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Post by TheOrangeAngle »

Sure, here it is.Is it ok compressed in a ZIP file? The forums wouldn't allow me to upload a .dat file
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blueprint-storage.dat.zip
(520.35 KiB) Downloaded 93 times

Oxyd
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Re: [Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Post by Oxyd »

Thaks, .zip is okay, sure. :) I've loaded your library and connected to a multiplayer game and let the library upload, but I didn't get any crash. Does this crash for you every time you play on multiplayer? Or was this a one-off thing?

TheOrangeAngle
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Re: [Oxyd] [0.15.16] "Loading blueprint signals will desync on loading since they are empty"

Post by TheOrangeAngle »

Sorry for the late response!

Have not crashed since when dealing with blueprints lib upload.

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