[0.16.51] Error: "trying to create scenario but it exists already."

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BenSeidel
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[0.16.51] Error: "trying to create scenario but it exists already."

Post by BenSeidel »

connected to a server, but was disconnect for some unknown reason (no "waiting for server" box appeared and I don't think the server was shut down)

Upon reconnection, after one failed attempt because the server wasn't responding even while downloading at full speed, Factorio exited with no error message.

Log & dump attached
Attachments
factorio-dump-current.dmp
(271.58 KiB) Downloaded 36 times
factorio-current.log
(265.81 KiB) Downloaded 50 times

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TruePikachu
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Re: crash to desktop

Post by TruePikachu »

Code: Select all

#0  0x0000000000a81ebd in std::__uniq_ptr_impl<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::_M_ptr() const at /usr/include/c++/7/bits/unique_ptr.h:147
#1  0x000000000084b408 in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::get() const at /usr/include/c++/7/bits/unique_ptr.h:337
#2  0x00000000008744bf in std::unique_ptr<LoggerFileWriteStream, std::default_delete<LoggerFileWriteStream> >::operator->() const at /usr/include/c++/7/bits/unique_ptr.h:331
#3  0x0000000000bf0bd5 in Logger::flush() at /tmp/factorio-build-W6I4O6/src/Util/Logger.cpp:533
#4  0x0000000000c4d200 in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-build-W6I4O6/src/Util/Logger.cpp:521
#5  0x0000000000c4d342 in Logging::flush() at /tmp/factorio-build-W6I4O6/src/Util/Logging.cpp:65
#6  0x0000000000c71eff in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::string const&) at /tmp/factorio-build-W6I4O6/src/Util/Logging.cpp:90
#7  0x0000000000965bf5 in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, char const*, ...) at /tmp/factorio-build-W6I4O6/src/Util/Logging.cpp:83
#8  0x000000000150b65f in Filesystem::Path::~Path() at /tmp/factorio-build-W6I4O6/src/Filesystem/Filesystem.hpp:39
#9  0x00000000000077fc in ClientMultiplayerManager::tryFinishDownloadingMap() at /tmp/factorio-build-W6I4O6/src/Net/ClientMultiplayerManager.cpp:733
#10 (nil) in ClientMultiplayerManager::updateInternal() at /tmp/factorio-build-W6I4O6/src/Net/ClientMultiplayerManager.cpp:460
#11 (nil) in ClientMultiplayerManager::update() at /tmp/factorio-build-W6I4O6/src/Net/ClientMultiplayerManager.cpp:414
#12 0x00007fde67ffd660 in MainLoop::gameUpdateLoop(MainLoop::HeavyMode) at /tmp/factorio-build-W6I4O6/src/MainLoop.cpp:890
#13 0x00007fde1c3a59b8 in std::function<void ()>::operator=(decltype(nullptr)) at /usr/include/c++/7/bits/std_function.h:514
#14 0x00007fde3530dfb8 in WorkerThread::loop() at /tmp/factorio-build-W6I4O6/src/Util/WorkerThread.cpp:36
#15 0x00007fde67ffdaa0 in execute_native_thread_routine at convert_UTF.c:?
#16 0x00007fde9b1a5aed in ?? at ??:0
#17 0x0000000000000011 in ?? at ??:0
Lots of invalid packets in that transfer, but that backtrace...you weren't running multiple copies of Factorio at once, right?

BenSeidel
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Re: [0.16.51] Error: "trying to create scenario but it exists already."

Post by BenSeidel »

Yeah, my logs are full of them when playing on high ping servers. I've just assumed that there is some kind of "heartbeat latency checker" at about 500-600 ms that classes them as invalid.

As for running multiple copies, I don't recall, but if I was then it was to move blueprints from one installation's library to another, so only open for a relatively short time. As this is the steam log I can guarantee that a second instance would have been running from a downloadable zip version (I don't know how to run the Steam version twice). Are you thinking that one instance decided to kill another instance's files? That wouldn't work as the zip versions are entirely self-contained (the temp folder for downloads is within the unzipped directory).

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Re: [0.16.51] Error: "trying to create scenario but it exists already."

Post by Rseding91 »

Thanks for the report. I believe this is fixed for 0.17 however I wasn't able to reproduce the issue myself - just reason about how it could happen in code. If it keeps happening once 0.17 is released please make a new bug report.
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