segfault 0.14.7 headless

Things that has been reported already before.
Post Reply
jvmguy
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri May 06, 2016 8:13 pm
Contact:

segfault 0.14.7 headless

Post by jvmguy »

Server segfaulted. Many players.+
Attachments
_autosave1.zip
(20.61 MiB) Downloaded 64 times
factorio-current.log
(407.92 KiB) Downloaded 64 times

User avatar
HanziQ
Former Staff
Former Staff
Posts: 630
Joined: Fri Mar 27, 2015 7:07 am
Contact:

Re: segfault 0.14.7 headless

Post by HanziQ »

Symbolized stacktrace:

Code: Select all

Train::requestPath() [clone .constprop.77349]
findPath
requestPath
Train::recalculatePath(bool)
Rail::setup(SetupData const&)
onRailCreated
setup
ManualBuilder::buildItem(InputAction::BuildItemParameters const&, ForceID, ID<EntityPrototype, unsigned short>, bool, bool)
GameActionHandler::buildRail(InputAction const&, Controller*)
GameActionHandler::actionPerformed(InputAction const&)
InputHandler::flushActions(bool)
flushActions
NetworkInputHandler::nextTick()
nextTick
nextTick
NetworkInputHandler::tryToApplyNextTickClosure()
ServerMultiplayerManager::updateMultiplayerInputInternal()
MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) [clone .constprop.71048]
MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
gameUpdateLoop
Already solved for 0.14.8

Post Reply

Return to “Duplicates”