[0.16.15] client crash on latency disconnect

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Philip017
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[0.16.15] client crash on latency disconnect

Post by Philip017 »

server lagged a bit for me and i got disconnected, but no one else was dropped
client crashed on disconnection.

Unable unset the current context! The handle is invalid.
Attachments
factorio-dump-current.dmp
(528.73 KiB) Downloaded 40 times
factorio-previous.log
(54.08 KiB) Downloaded 49 times
Rseding91
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Re: 16.15 client crash on latency disconnect

Post by Rseding91 »

Thanks for the report however there's no crash in the log file? It looks like someone just clicked "exit" on the game.
If you want to get ahold of me I'm almost always on Discord.
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Philip017
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Re: 16.15 client crash on latency disconnect

Post by Philip017 »

it gave me the error screen if i would like to open the folder that contains the crash logs, and gave me that dump file, i did not click on the X to exit or press alt+F4 as it seems to be a one off error im sorry if i cant be more helpful
posila
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Re: [0.16.15] client crash on latency disconnect

Post by posila »

From the dump provided it crashed on LOG_AND_ABORT in NetworkInputHandler::receiveTickClosure

Code: Select all

  if (!this->tickClosuresToBeProcessedLocally.empty() && this->tickClosuresToBeProcessedLocally.back().getTick() + 1 != newTickClosure.getTick())
    LOG_AND_ABORT("Network input handler received non sequention tick closure.");
stack trace is

Code: Select all

 	factorio.exe!Logging::logAndAbortOrThrow(const char * file=0x000000013fffb460, unsigned int line=49, LogLevel level=Error, const char * format=0x000000013fffb4a0, ...) Line 73	C++	Symbols loaded.
>	factorio.exe!NetworkInputHandler::receiveTickClosure(TickClosure && newTickClosure={...}) Line 49	C++	Symbols loaded.
 	[Inline Frame] factorio.exe!ClientSynchronizer::processSequentionalHeartbeats() Line 393	C++	Symbols loaded.
 	factorio.exe!ClientSynchronizer::receiveHeartbeat(ServerToClientHeartbeat && newHeartbeat) Line 96	C++	Symbols loaded.
 	factorio.exe!ClientSynchronizer::receiveHeartbeatMessage(ServerToClientHeartbeatMessage && heartbeatMessage={...}) Line 62	C++	Symbols loaded.
 	factorio.exe!ClientRouter::update() Line 114	C++	Symbols loaded.
 	factorio.exe!ClientMultiplayerManager::updateInternal() Line 443	C++	Symbols loaded.
 	factorio.exe!ClientMultiplayerManager::update() Line 414	C++	Symbols loaded.
 	factorio.exe!MainLoop::gameUpdateStep(MultiplayerManagerBase * multiplayerManagerBase=0x0000000005c9af08, Scenario * scenario=0x0000000035819460, AppManager * appManager=0x000000001338a9b0, MainLoop::HeavyMode heavyMode=Disabled) Line 969	C++	Symbols loaded.
 	factorio.exe!MainLoop::gameUpdateLoop(MainLoop::HeavyMode heavyMode=Disabled) Line 852	C++	Symbols loaded.
 	[Inline Frame] factorio.exe!std::_Func_class<void>::operator()() Line 35	C++	Symbols loaded.
 	factorio.exe!WorkerThread::loop() Line 36	C++	Symbols loaded.
Rseding91
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Re: [0.16.15] client crash on latency disconnect

Post by Rseding91 »

Do you know of any way to reproduce the crash? Because it's a multiplayer related crash there's no clear way to tell if we've fixed it without a way to reproduce it.
If you want to get ahold of me I'm almost always on Discord.
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