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[0.16.15] client crash on latency disconnect
Posted: Sat Jan 06, 2018 1:06 am
by Philip017
server lagged a bit for me and i got disconnected, but no one else was dropped
client crashed on disconnection.
Unable unset the current context! The handle is invalid.
Re: 16.15 client crash on latency disconnect
Posted: Sat Jan 06, 2018 1:16 am
by Rseding91
Thanks for the report however there's no crash in the log file? It looks like someone just clicked "exit" on the game.
Re: 16.15 client crash on latency disconnect
Posted: Sat Jan 06, 2018 2:17 am
by Philip017
it gave me the error screen if i would like to open the folder that contains the crash logs, and gave me that dump file, i did not click on the X to exit or press alt+F4 as it seems to be a one off error im sorry if i cant be more helpful
Re: [0.16.15] client crash on latency disconnect
Posted: Mon Jan 29, 2018 10:22 pm
by posila
From the dump provided it crashed on LOG_AND_ABORT in NetworkInputHandler::receiveTickClosure
Code: Select all
if (!this->tickClosuresToBeProcessedLocally.empty() && this->tickClosuresToBeProcessedLocally.back().getTick() + 1 != newTickClosure.getTick())
LOG_AND_ABORT("Network input handler received non sequention tick closure.");
stack trace is
Code: Select all
factorio.exe!Logging::logAndAbortOrThrow(const char * file=0x000000013fffb460, unsigned int line=49, LogLevel level=Error, const char * format=0x000000013fffb4a0, ...) Line 73 C++ Symbols loaded.
> factorio.exe!NetworkInputHandler::receiveTickClosure(TickClosure && newTickClosure={...}) Line 49 C++ Symbols loaded.
[Inline Frame] factorio.exe!ClientSynchronizer::processSequentionalHeartbeats() Line 393 C++ Symbols loaded.
factorio.exe!ClientSynchronizer::receiveHeartbeat(ServerToClientHeartbeat && newHeartbeat) Line 96 C++ Symbols loaded.
factorio.exe!ClientSynchronizer::receiveHeartbeatMessage(ServerToClientHeartbeatMessage && heartbeatMessage={...}) Line 62 C++ Symbols loaded.
factorio.exe!ClientRouter::update() Line 114 C++ Symbols loaded.
factorio.exe!ClientMultiplayerManager::updateInternal() Line 443 C++ Symbols loaded.
factorio.exe!ClientMultiplayerManager::update() Line 414 C++ Symbols loaded.
factorio.exe!MainLoop::gameUpdateStep(MultiplayerManagerBase * multiplayerManagerBase=0x0000000005c9af08, Scenario * scenario=0x0000000035819460, AppManager * appManager=0x000000001338a9b0, MainLoop::HeavyMode heavyMode=Disabled) Line 969 C++ Symbols loaded.
factorio.exe!MainLoop::gameUpdateLoop(MainLoop::HeavyMode heavyMode=Disabled) Line 852 C++ Symbols loaded.
[Inline Frame] factorio.exe!std::_Func_class<void>::operator()() Line 35 C++ Symbols loaded.
factorio.exe!WorkerThread::loop() Line 36 C++ Symbols loaded.
Re: [0.16.15] client crash on latency disconnect
Posted: Fri Feb 09, 2018 8:50 pm
by Rseding91
Do you know of any way to reproduce the crash? Because it's a multiplayer related crash there's no clear way to tell if we've fixed it without a way to reproduce it.