[0.16.51] Crash on error: "An input action fragment is missing"

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Anyone
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[0.16.51] Crash on error: "An input action fragment is missing"

Post by Anyone » Sat Nov 17, 2018 3:04 pm

RedMew is having some issues with the servers they host, where the save hangs in the end. This is fairly annoying as it requires a server reboot. It's not the bug report I'm making, but I think it's related.

The actual bug is that my game crashed with an error message. After some waiting for the server to save (100% bar for like 2 minutes), I got the catching up screen, after which it just crashed. I've attached the log and dmp files. I don't have a save nor desync report.

These are the images as I experienced them in sequence
Attachments
factorio-dump-current.zip
Crash log file and dmp file
(200.45 KiB) Downloaded 11 times

Anyone
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Re: Game crashed trying to catch up after save got stuck

Post by Anyone » Sat Nov 17, 2018 3:34 pm

I've managed to get the server logs, hopefully they also explain something about the hanging issue
Attachments
server-logs.rar
server logs
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Loewchen
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Re: Game crashed trying to catch up after save got stuck

Post by Loewchen » Sat Nov 17, 2018 4:10 pm

Code: Select all

Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-rlyqnq\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-rlyqnq\src\util\logger.cpp (408): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-rlyqnq\src\util\logger.cpp (521): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-rlyqnq\src\util\logging.cpp (89): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-rlyqnq\src\util\logging.cpp (83): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\inputactiondefragmenter.cpp (101): InputActionDefragmenter::assemble
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\inputactiondefragmenter.cpp (21): InputActionDefragmenter::update
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\networkinputhandler.cpp (144): NetworkInputHandler::sendInputActions
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\networkinputhandler.cpp (113): NetworkInputHandler::tryToApplyNextTickClosure
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\clientmultiplayermanager.cpp (474): ClientMultiplayerManager::updateMultiplayerInputInternal
c:\cygwin64\tmp\factorio-build-rlyqnq\src\net\multiplayermanagerbase.cpp (173): MultiplayerManagerBase::updateMultiplayerInput
c:\cygwin64\tmp\factorio-build-rlyqnq\src\mainloop.cpp (989): MainLoop::gameUpdateStep
c:\cygwin64\tmp\factorio-build-rlyqnq\src\mainloop.cpp (882): MainLoop::gameUpdateLoop
c:\cygwin64\tmp\factorio-build-rlyqnq\src\util\workerthread.cpp (36): WorkerThread::loop
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.12.25827\include\thr\xthread (232): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl RouterBase::*)(void) __ptr64,ServerRouter * __ptr64>,std::default_delete<std::tuple<void (__cdecl RouterBase::*)(void) __ptr64,ServerRouter * __ptr64> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.12.25827\include\thr\xthread (211): std::_Pad::_Call_func
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE36983034)
00007FFE36983034 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE394A1471)
00007FFE394A1471 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
4907.226 Error InputActionDefragmenter.cpp:105: An input action fragment is missing: key = (id: 0, playerIndex: 35), expected = 1, got = 33
Logger::writeStacktrace skipped.
4907.226 Error CrashHandler.cpp:174: Map tick at moment of crash: 54280

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