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[1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter

Posted: Mon Nov 16, 2020 11:01 am
by Plawerth
This is a weird one. The Linux server crashed and so did my own Windows 10 client game.

I have factorio-current.log from both of them, and also factorio-dump-current.dmp from my Windows 10 game.
This is Comfy Fish Defender at about attack wave 1600 running for about 24 hours. Comfy uses scenario-based softmods that modify the vanilla game and doesn't load external mods.

One odd detail I note is that the server stopped saving the game at wave 268. We don't have anything from there to wave 1600.
If I look in the server log, it reports these errors about 75% of the way through the log.

20 lines or so from the log where this started occurring:

Code: Select all

292656.606 Info ServerSynchronizer.cpp:599: nextHeartbeatSequenceNumber(8348819) adding peer(372)
292656.674 Info ServerMultiplayerManager.cpp:769: updateTick(8982001) changing state from(InGame) to(InGameSavingMap)
292656.674 Info AppManager.cpp:278: Saving to _autosave19 (non-blocking).
292656.765 Info AsyncScenarioSaver.cpp:144: Saving process PID: 154086
292656.902 Info ServerMultiplayerManager.cpp:917: updateTick(8982001) received stateChanged peerID(372) oldState(Ready) newState(ConnectedWaitingForMap)
292658.967 Info ServerMultiplayerManager.cpp:984: UpdateTick(8982001) Serving map(/factorio/4/temp/mp-save-360.zip) for peer(372) size(13136728) crc(2176802387)
292658.972 Info ServerMultiplayerManager.cpp:769: updateTick(8982001) changing state from(InGameSavingMap) to(InGame)
292659.257 Info ServerMultiplayerManager.cpp:917: updateTick(8982021) received stateChanged peerID(372) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)
292665.736 Info ServerMultiplayerManager.cpp:917: updateTick(8982410) received stateChanged peerID(372) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)
292670.803 Info ServerMultiplayerManager.cpp:917: updateTick(8982714) received stateChanged peerID(372) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)
292678.271 Info ServerMultiplayerManager.cpp:917: updateTick(8983162) received stateChanged peerID(372) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)
292678.272 Info GameActionHandler.cpp:4725: UpdateTick (8983162) processed PlayerJoinGame peerID(372) playerIndex(97) mode(create) 
292678.469 Info ServerMultiplayerManager.cpp:917: updateTick(8983174) received stateChanged peerID(372) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
292959.748 Warning AppManager.cpp:294: Not saving _autosave20: Previous saving process hasn't finished yet
293261.068 Warning AppManager.cpp:294: Not saving _autosave21: Previous saving process hasn't finished yet
293562.142 Warning AppManager.cpp:294: Not saving _autosave22: Previous saving process hasn't finished yet

Re: [1.0.0] Server and Client crash - Fish Defender wave 1600

Posted: Mon Nov 16, 2020 2:55 pm
by Oxyd
Could you post the scenario and the latest save that you've got?

Re: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter

Posted: Mon Nov 16, 2020 5:44 pm
by Plawerth
I have a personal save I did on Windows 10 from about wave 1400, about 5 game hours before the crash.

Sorry I don't know what good it will do you being so far from the crash event, but I will post it later today.

Re: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter

Posted: Tue Nov 17, 2020 5:36 am
by Plawerth
Here is the save before the crash, from wave 1406, about 5 game hours before the crash.

This game was reloaded on the server and the server has been running for the last 18 hours or so without crashing so this may not be of any use to you, sorry.

Scenario-based softmods are all included in the savegame zip, no external mods are used.

Re: [1.0.0] Crash of sever and client (Fish Defender) Serialiser::TagWriter::TagWriter

Posted: Mon Nov 23, 2020 1:48 pm
by kovarex
In that case, I'm categorizing it as 1/0 issue (either not possible to decode the bug, or random hardware issue)