[0.18.6] Crash reconnecting after server left: LogisticNetwork::~LogisticNetwork()
Posted: Tue Feb 11, 2020 11:44 pm
No real helpful context here except large lategame map. No idea how to recreate but it was after the server had trouble saving map to disk for some players to (re)connect.
Code: Select all
#10 0x0000000000e70a96 in IntrusiveList<LogisticMember, LogisticMemberNetworkTag, false>::clear() at /tmp/factorio-build-2TyrJl/src/Util/Container/IntrusiveList.hpp:209
#11 0x00000000010c1472 in IntrusiveList<LogisticMember, LogisticMemberNetworkTag, false>::~IntrusiveList() at /tmp/factorio-build-2TyrJl/src/Util/Container/IntrusiveList.hpp:198
#12 0x00000000011439f0 in LogisticNetwork::~LogisticNetwork() at /tmp/factorio-build-2TyrJl/src/Logistics/LogisticNetwork.hpp:39
#13 0x000000000117f5fe in LogisticNetwork::~LogisticNetwork() at /tmp/factorio-build-2TyrJl/src/Logistics/LogisticNetwork.hpp:39
#14 0x00000000008f2655 in LogisticManager::~LogisticManager() at /tmp/factorio-build-2TyrJl/src/Logistics/LogisticManager.cpp:26 (discriminator 1)
#15 0x00000000008f288e in ForceData::~ForceData() at /tmp/factorio-build-2TyrJl/src/Force/ForceData.cpp:276 (discriminator 1)
#16 0x000000000118399f in ForceManager::~ForceManager() at /tmp/factorio-build-2TyrJl/src/Force/ForceManager.cpp:31 (discriminator 1)
#17 0x0000000001185645 in std::vector<Targeter<BlueprintBook, (TargeterFlags)0>, std::allocator<Targeter<BlueprintBook, (TargeterFlags)0> > >::~vector() at /home/build/gcc-9.2/include/c++/9.2.0/bits/stl_vector.h:677
#18 0x000000000118582e in Map::~Map() at /tmp/factorio-build-2TyrJl/src/Map/Map.cpp:1339
#19 0x000000000057dba4 in std::default_delete<Map>::operator()(Map*) const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:81
#20 (nil) in std::default_delete<Map>::operator()(Map*) const at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:75
#21 0x000000000058ca1e in std::unique_ptr<Map, std::default_delete<Map> >::reset(Map*) at /home/build/gcc-9.2/include/c++/9.2.0/bits/unique_ptr.h:394
#22 (nil) in Scenario::~Scenario() at /tmp/factorio-build-2TyrJl/src/Scenario/Scenario.cpp:1076
#23 (nil) in ClientMultiplayerManager::reconnect() at /tmp/factorio-build-2TyrJl/src/Net/ClientMultiplayerManager.cpp:178 (discriminator 1)
#24 (nil) in SaveQuitOrReconnectInfoBoxConnector::update() at /tmp/factorio-build-2TyrJl/src/Gui/InfoBoxConnector.cpp:186 (discriminator 6)
#25 (nil) in InfoBoxManager::removeConnectorsToBeDestroyed() at /tmp/factorio-build-2TyrJl/src/Gui/InfoBoxManager.cpp:38
#26 (nil) in InfoBoxManager::update() at /tmp/factorio-build-2TyrJl/src/Gui/InfoBoxManager.cpp:10
#27 (nil) in MainLoop::prepare() at /tmp/factorio-build-2TyrJl/src/MainLoop.cpp:944
#28 (nil) in MainLoop::mainLoopStep(WorkerThread&, MainLoop::HeavyMode) at /tmp/factorio-build-2TyrJl/src/MainLoop.cpp:630
#29 (nil) in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) at /tmp/factorio-build-2TyrJl/src/MainLoop.cpp:377
#30 (nil) in main at /tmp/factorio-build-2TyrJl/src/Main.cpp:1380