[0.16.51] Sudden Crash

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ssilk
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[0.16.51] Sudden Crash

Post by ssilk » Sun Jan 27, 2019 1:54 pm

I have had similar crashes (see viewtopic.php?f=7&t=64413 ) the last days. Ending up in more or less serious problems.

Today for example this one:

Code: Select all

2087.499 Info AppManager.cpp:260: Saving to _autosave2 (blocking).
2094.462 Info AppManagerStates.cpp:1639: Saving finished
2311.977 Script @__qol_research__/control.lua:20: [qol] research completed "qol-player-reach-5-1"
2311.979 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-build-distance-4" (8 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-3" (4 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-2" (2 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-1" (1 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-item-drop-distance-4" (8 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-3" (4 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-2" (2 * 1.000000)
2311.979 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-1" (1 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-resource-reach-distance-4" (8 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-3" (4 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-2" (2 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-1" (1 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-reach-distance-4" (8 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-3" (4 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-2" (2 * 1.000000)
2311.980 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-1" (1 * 1.000000)
2443.482 Error CrashHandler.cpp:522: Received SIGILL
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x0000000100a2cde2 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:521)
#1  0x0000000100a1adcd in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in factorio) (CrashHandler.cpp:173)
#2  0x0000000100a1bda4 in CrashHandler::commonSignalHandler(int) (in factorio) (CrashHandler.cpp:524)
#3  0x0000000100a1acf9 in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:537)
#4  0x00007fff5e820b3d in 0x00007fff5e820b3d
#5  0x0000000000000001 in 0x00000001 (in factorio)
#6  0x00007fff5e7f10f6 in 0x00007fff5e7f10f6
#7  0x00007fff5e7f1017 in 0x00007fff5e7f1017
#8  0x00007fff5e7e4807 in 0x00007fff5e7e4807
#9  0x00007fff5e7ea193 in 0x00007fff5e7ea193
#10 0x0000000100d33297 in luaM_realloc_(lua_State*, void*, unsigned long, unsigned long) (in factorio) + 39
#11 0x0000000100d2cc1e in luaC_newobj(lua_State*, int, unsigned long, GCObject**, int) (in factorio) + 46
#12 0x0000000100d3d558 in luaH_new(lua_State*) (in factorio) + 24
#13 0x0000000100d412ae in luaV_execute(lua_State*) (in factorio) + 1310
#14 0x0000000100d2b257 in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 103
#15 0x0000000100d2ba4d in luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long) (in factorio) + 93
#16 0x0000000100d21198 in lua_pcallk (in factorio) + 216
#17 0x00000001009182c3 in LuaGameScript::runEventHandler(unsigned int) (in factorio) (LuaGameScript.cpp:771)
#18 0x000000010091271b in void LuaEventDispatcher::run<GameAction>(unsigned int, unsigned int, bool (LuaGameScript::*)(GameAction const&), GameAction const&) (in factorio) (LuaEventDispatcher.cpp:482)
#19 0x00000001008a93a8 in LuaEventDispatcher::dispatch(unsigned int) (in factorio) (LuaEventDispatcher.cpp:0)
#20 0x0000000100895375 in LuaContext::update() (in factorio) (TimeStatistics.cpp:185)
#21 0x00000001008949a6 in Scenario::update() (in factorio) (Scenario.cpp:881)
#22 0x0000000100769e34 in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:1007)
#23 0x0000000100767eca in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:874)
#24 0x0000000100a4a734 in WorkerThread::loop() (in factorio) (WorkerThread.cpp:36)
#25 0x0000000100d0299e 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:354)
#26 0x00007fff5e829305 in 0x00007fff5e829305
#27 0x00007fff5e82c26f in 0x00007fff5e82c26f
#28 0x00007fff5e828415 in 0x00007fff5e828415
Stack trace logging done
2450.637 Error CrashHandler.cpp:174: Map tick at moment of crash: 75488446
2450.637 Error Util.cpp:67: 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.
2457.768 Uploading log file
2457.898 Error CrashHandler.cpp:522: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x0000000100a2cde2 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:521)
#1  0x0000000100a1adcd in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in factorio) (CrashHandler.cpp:173)
#2  0x0000000100a1bda4 in CrashHandler::commonSignalHandler(int) (in factorio) (CrashHandler.cpp:524)
#3  0x0000000100a1acf9 in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:537)
#4  0x00007fff5e820b3d in 0x00007fff5e820b3d
#5  (nil) in 0x0
#6  0x0000000100e0f94d in ogl_destroy_bitmap (in factorio) (ogl_bitmap.c:711)
#7  0x0000000100dae55d in al_destroy_bitmap (in factorio) (bitmap.c:234)
#8  0x0000000100de3845 in _al_run_destructors (in factorio) (dtor.c:121)
#9  0x0000000100e14100 in al_uninstall_system (in factorio) (system.c:305)
#10 0x00007fff5e6deef9 in 0x00007fff5e6deef9
#11 0x00007fff5e6df1de in 0x00007fff5e6df1de
#12 0x0000000100a1ad03 in 0x0000000100a1ad03 (in factorio)
#13 0x00007fff5e820b3d in 0x00007fff5e820b3d
#14 0x0000000000000001 in 0x00000001 (in factorio)
#15 0x00007fff5e7f10f6 in 0x00007fff5e7f10f6
#16 0x00007fff5e7f1017 in 0x00007fff5e7f1017
#17 0x00007fff5e7e4807 in 0x00007fff5e7e4807
#18 0x00007fff5e7ea193 in 0x00007fff5e7ea193
#19 0x0000000100d33297 in luaM_realloc_(lua_State*, void*, unsigned long, unsigned long) (in factorio) + 39
#20 0x0000000100d2cc1e in luaC_newobj(lua_State*, int, unsigned long, GCObject**, int) (in factorio) + 46
#21 0x0000000100d3d558 in luaH_new(lua_State*) (in factorio) + 24
#22 0x0000000100d412ae in luaV_execute(lua_State*) (in factorio) + 1310
#23 0x0000000100d2b257 in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 103
#24 0x0000000100d2ba4d in luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long) (in factorio) + 93
#25 0x0000000100d21198 in lua_pcallk (in factorio) + 216
#26 0x00000001009182c3 in LuaGameScript::runEventHandler(unsigned int) (in factorio) (LuaGameScript.cpp:771)
#27 0x000000010091271b in void LuaEventDispatcher::run<GameAction>(unsigned int, unsigned int, bool (LuaGameScript::*)(GameAction const&), GameAction const&) (in factorio) (LuaEventDispatcher.cpp:482)
#28 0x00000001008a93a8 in LuaEventDispatcher::dispatch(unsigned int) (in factorio) (LuaEventDispatcher.cpp:0)
#29 0x0000000100895375 in LuaContext::update() (in factorio) (TimeStatistics.cpp:185)
#30 0x00000001008949a6 in Scenario::update() (in factorio) (Scenario.cpp:881)
#31 0x0000000100769e34 in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:1007)
#32 0x0000000100767eca in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:874)
#33 0x0000000100a4a734 in WorkerThread::loop() (in factorio) (WorkerThread.cpp:36)
#34 0x0000000100d0299e 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:354)
#35 0x00007fff5e829305 in 0x00007fff5e829305
#36 0x00007fff5e82c26f in 0x00007fff5e82c26f
#37 0x00007fff5e828415 in 0x00007fff5e828415
Stack trace logging done
2465.099 Error CrashHandler.cpp:174: Map tick at moment of crash: 75488446
2465.099 Error Util.cpp:67: 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.
2465.099 Uploading log file
When you load the attached save and do some things with it you can repeat that.

Code: Select all

 44.339 Script @__LogisticTrainNetwork__/control.lua:301: [LTN] on_load: complete
 267.943 Script @__qol_research__/control.lua:20: [qol] research completed "qol-player-reach-5-1"
 267.944 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-build-distance-4" (8 * 1.000000)
 267.944 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-3" (4 * 1.000000)
 267.944 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-2" (2 * 1.000000)
 267.944 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-build-distance-1" (1 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-item-drop-distance-4" (8 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-3" (4 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-2" (2 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-item-drop-distance-1" (1 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-resource-reach-distance-4" (8 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-3" (4 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-2" (2 * 1.000000)
 267.945 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-resource-reach-distance-1" (1 * 1.000000)
 267.946 Script @__qol_research__/control.lua:20: [qol] enabled internal tech:  "qolinternal-character-reach-distance-4" (8 * 1.000000)
 267.946 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-3" (4 * 1.000000)
 267.946 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-2" (2 * 1.000000)
 267.946 Script @__qol_research__/control.lua:20: [qol] disabled internal tech: "qolinternal-character-reach-distance-1" (1 * 1.000000)
 516.503 Error CrashHandler.cpp:522: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0  0x0000000100a2cde2 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:521)
#1  0x0000000100a1adcd in CrashHandler::writeStackTrace(CrashHandler::CrashReason) (in factorio) (CrashHandler.cpp:173)
#2  0x0000000100a1bda4 in CrashHandler::commonSignalHandler(int) (in factorio) (CrashHandler.cpp:524)
#3  0x0000000100a1acf9 in CrashHandler::SignalHandler(int) (in factorio) (CrashHandler.cpp:537)
#4  0x00007fff5e820b3d in 0x00007fff5e820b3d
#5  0x00000001783c2ce8 in 0x00000001783c2ce8
#6  0x0000000100ab530b in DetailedEntitySearch::setupFromSurface(Surface&, FindEntitiesParameters const&) (in factorio) (LuaSurface.cpp:299)
#7  0x0000000100ab4d45 in DetailedEntitySearch::DetailedEntitySearch(Surface&, FindEntitiesParameters const&) (in factorio) (LuaSurface.cpp:244)
#8  0x00000001009aa012 in LuaSurface::luaFindEntitiesFiltered(lua_State*) (in factorio) (LuaSurface.cpp:864)
#9  0x0000000100cd5157 in LuaBinder<LuaSurface>::callWrapper(lua_State*) (in factorio) (LuaBinder.hpp:326)
#10 0x0000000100d2ade8 in luaD_precall(lua_State*, lua_TValue*, int) (in factorio) + 504
#11 0x0000000100d41c5d in luaV_execute(lua_State*) (in factorio) + 3789
#12 0x0000000100d2b257 in luaD_call(lua_State*, lua_TValue*, int, int) (in factorio) + 103
#13 0x0000000100d2ba4d in luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long) (in factorio) + 93
#14 0x0000000100d21198 in lua_pcallk (in factorio) + 216
#15 0x00000001009182c3 in LuaGameScript::runEventHandler(unsigned int) (in factorio) (LuaGameScript.cpp:771)
#16 0x000000010091271b in void LuaEventDispatcher::run<GameAction>(unsigned int, unsigned int, bool (LuaGameScript::*)(GameAction const&), GameAction const&) (in factorio) (LuaEventDispatcher.cpp:482)
#17 0x00000001007700bc in ManualBuilder::processBuiltEntity(Entity*, Entity*, InventoryBuffer&, TargetableItemStack&) (in factorio) (ManualBuilder.cpp:1237)
#18 0x0000000100126653 in ManualBuilder::buildItem(ActionData::BuildItemParameters const&, ForceID, ID<EntityPrototype, unsigned short>, bool, bool) (in factorio) (ManualBuilder.cpp:0)
#19 0x0000000100124ee3 in CharacterController::buildItem(ActionData::BuildItemParameters const&) (in factorio) (CharacterController.cpp:455)
#20 0x00000001003a49ff in GameActionHandler::buildItem(InputAction const&, Controller*) (in factorio) (GameActionHandler.cpp:555)
#21 0x000000010039fc67 in GameActionHandler::actionPerformed(InputAction const&) (in factorio) (GameActionHandler.cpp:267)
#22 0x00000001006ca546 in InputHandler::flushActions(bool, unsigned int) (in factorio) (InputHandler.cpp:59)
#23 0x00000001003a0042 in GameActionHandler::update() (in factorio) (GameActionHandler.cpp:309)
#24 0x0000000100769df4 in MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:941)
#25 0x0000000100767eca in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) (in factorio) (MainLoop.cpp:874)
#26 0x0000000100a4a734 in WorkerThread::loop() (in factorio) (WorkerThread.cpp:36)
#27 0x0000000100d0299e 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:354)
#28 0x00007fff5e829305 in 0x00007fff5e829305
#29 0x00007fff5e82c26f in 0x00007fff5e82c26f
#30 0x00007fff5e828415 in 0x00007fff5e828415
Stack trace logging done
 523.884 Error CrashHandler.cpp:174: Map tick at moment of crash: 75491940
 523.884 Error Util.cpp:67: 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.
 531.772 Uploading log file
So it looks for me currently, as if this save is not longer playable. :cry: Dunno, if it is cause of some mods or if it is a serious bug. Perhaps I will try it tonight again, I keep you informed.

Dropbox (no Upload cause seem with 89 MB too long for uploding here): https://www.dropbox.com/s/k9wcdauraba6u ... h.zip?dl=0
(is uploaded in >5 mins!)

If you want more info, please PM, cause I have unregularly time.
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Rseding91
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Re: [0.16.51] Sudden Crash

Post by Rseding91 » Mon Jan 28, 2019 1:11 am

Thanks for the report. I've seen this crash a few times and it's always on Mac. But, I've never been able to reproduce it outside of the person having the problem.

Is it reproducible without the mods? I'm not able to load it with the mods in 0.17 (because the mods aren't compatible at the moment due to changes in 0.17).
If you want to get ahold of me I'm almost always on Discord.

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ssilk
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Re: [0.16.51] Sudden Crash

Post by ssilk » Sat Feb 09, 2019 8:28 pm

Hm. I don't think so, cause when I load the save now it doesn't crash.

What I can meanwhile say is this: It has to do with
- Playing for longer time
- then paused game
- and put Macbook to sleep

After the wakeup and unpausing it can take some minutes of heavy action until this bug happens. Or it never crashes.

Really hard to reproduce. Maybe it has something to do with broken/unhandled events....
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Re: [0.16.51] Sudden Crash

Post by Rseding91 » Sat Feb 09, 2019 8:34 pm

Ah. In that case I'm going to move this to won't fix. Putting the computer to sleep while the game is running is not supported.
If you want to get ahold of me I'm almost always on Discord.

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BlueTemplar
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Re: [0.16.51] Sudden Crash

Post by BlueTemplar » Sun Feb 10, 2019 7:59 am

Wow, really ? Not even if pausing it beforehand ?
Why would sleep cause such issues anyway ?
(Since, unlike, hibernate, (almost?) everything is still kept in the RAM anyway... or is that not the case for VRAM ?)

Rseding91
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Re: [0.16.51] Sudden Crash

Post by Rseding91 » Sun Feb 10, 2019 8:09 am

BlueTemplar wrote:
Sun Feb 10, 2019 7:59 am
Wow, really ? Not even if pausing it beforehand ?
Why would sleep cause such issues anyway ?
(Since, unlike, hibernate, (almost?) everything is still kept in the RAM anyway... or is that not the case for VRAM ?)
Because it's simply not worth the development time. If you want to put your computer into sleep mode just exit the game first. You wouldn't put a computer into sleep mode while it's running PUBG, StarCraft II, or League. It's no different with Factorio.
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Re: [0.16.51] Sudden Crash

Post by BlueTemplar » Sun Feb 10, 2019 9:50 am

I got that, I'm just asking why.

And I totally would, and I do put computers into sleep (and even hibernate) mode while playing games (or using other software).
What would be the point of these modes otherwise ??
(I guess I just got lucky so far ?)

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