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[boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)

Posted: Sun Jun 26, 2022 12:20 am
by Soggs
To preface this, I am mostly starting this report to create a paper trail.

At this point I cannot provide any information on how to reproduce it. I just know we had two very similar crashes within 24h on one of our servers. Not on the same map/save/iteration however.

This is the stack trace:

Code: Select all

5293.286 Error CrashHandler.cpp:635: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (313): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*)
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (322): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (184): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (636): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (642): CrashHandler::SignalHandler(int)
0x7f99e98d00bf
/tmp/factorio-build-Aee4FB/src/Entity/TransportBeltConnectable.cpp (241): TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections(MapPosition const&)
_ZThn40_N6Loader27disconnectGroundConnectionsEv
/tmp/factorio-build-Aee4FB/src/Entity/Entity.cpp (336): Entity::forceDestroy()
/tmp/factorio-build-Aee4FB/src/Entity/Entity.cpp (311): Entity::destroy()
/tmp/factorio-build-Aee4FB/src/Entity/Entity.cpp (1029): Entity::mine(Entity*, MiningCollector&, ForceData*, Player*, ConstructionRobot*, Entity::RaiseScriptDestroyed)
/tmp/factorio-build-Aee4FB/src/Entity/Entity.cpp (982): Entity::mine(Entity*, MiningCollector&, ForceData*, Player*)
/tmp/factorio-build-Aee4FB/src/ManualStorage.cpp (236): ManualStorage::handleMinedEntity(Entity*, NamedBool<FailOnFullInventoryTag>, UndoItem*)
/tmp/factorio-build-Aee4FB/src/ManualMiner.cpp (221): ManualMiner::mineEntity(Entity&, NamedBool<FailOnFullInventoryTag>)
/tmp/factorio-build-Aee4FB/src/ManualMiner.cpp (118): ManualMiner::performMining(MapTickType)
/tmp/factorio-build-Aee4FB/src/Entity/Character.cpp (736): Character::update()
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesOrder.hpp (126): void EntityOrderHelpers::EntityOrderList<LogisticRobot, ConstructionRobot, Inserter, Roboport, HeatPipe, Loader, AssemblingMachine, Furnace, MiningDrill, FluidWagon, ArtilleryWagon, CargoWagon, Locomotive, Character, Boiler, Generator, BurnerGenerator, Reactor, Lab, LandMine, ArithmeticCombinator, ArtilleryFlare, ArtilleryProjectile, ArtilleryTurret, Beam, Car, SpiderVehicle, CharacterCorpse, CombatRobot, Corpse, DeciderCombinator, ElectricEnergyInterface, EnemySpawner, Explosion, FireFlame, FlameThrowerExplosion, FluidStream, FluidTurret, FlyingText, Gate, HeatInterface, HighlightBoxEntity, InfinityContainer, InfinityPipe, ItemRequestProxy, OffshorePump, ParticleSource, PowerSwitch, Projectile, Pump, Radar, ProgrammableSpeaker, RocketSilo, RocketSiloRocket, SimpleSmoke, SmokeWithTrigger, SpeechBubble, Sticker, Turret, Unit>::update<Character>(EntityOrderHelpers::ActiveEntitiesEntry&, IntrusiveListImplementation<UpdatableEntity, void, false, false>::Iterator&)
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesOrder.hpp (135): EntityOrderHelpers::EntityOrderList<LogisticRobot, ConstructionRobot, Inserter, Roboport, HeatPipe, Loader, AssemblingMachine, Furnace, MiningDrill, FluidWagon, ArtilleryWagon, CargoWagon, Locomotive, Character, Boiler, Generator, BurnerGenerator, Reactor, Lab, LandMine, ArithmeticCombinator, ArtilleryFlare, ArtilleryProjectile, ArtilleryTurret, Beam, Car, SpiderVehicle, CharacterCorpse, CombatRobot, Corpse, DeciderCombinator, ElectricEnergyInterface, EnemySpawner, Explosion, FireFlame, FlameThrowerExplosion, FluidStream, FluidTurret, FlyingText, Gate, HeatInterface, HighlightBoxEntity, InfinityContainer, InfinityPipe, ItemRequestProxy, OffshorePump, ParticleSource, PowerSwitch, Projectile, Pump, Radar, ProgrammableSpeaker, RocketSilo, RocketSiloRocket, SimpleSmoke, SmokeWithTrigger, SpeechBubble, Sticker, Turret, Unit>::update(std::array<EntityOrderHelpers::ActiveEntitiesEntry, 60ul>&, IntrusiveListImplementation<UpdatableEntity, void, false, false>::Iterator&)
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesList.hpp (13): ActiveEntitiesList::update()
/tmp/factorio-build-Aee4FB/src/Surface/Surface.cpp (1638): Surface::update()
/tmp/factorio-build-Aee4FB/src/Map/Map.cpp (1616): Map::updateEntities()
/tmp/factorio-build-Aee4FB/src/Map/Map.cpp (1574): Map::update()
/tmp/factorio-build-Aee4FB/src/Game.cpp (210): Game::update()
/tmp/factorio-build-Aee4FB/src/Scenario/Scenario.cpp (1290): Scenario::update()
/tmp/factorio-build-Aee4FB/src/Scenario/Scenario.cpp (1180): Scenario::updateStep()
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (1251): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) [clone .isra.0]
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (1107): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (619): MainLoop::mainLoopStepHeadless(MainLoop::HeavyMode)
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (389): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) [clone .constprop.0]
/tmp/factorio-build-Aee4FB/src/CommandLineMultiplayer.cpp (299): hostMultiplayerGameInternal(cxxopts::ParseResult const&, bool)
/tmp/factorio-build-Aee4FB/src/CommandLineMultiplayer.cpp (355): CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)
/tmp/factorio-build-Aee4FB/src/Main.cpp (654): main
__libc_start_main
0x75a5bd
0xffffffffffffffff
Stack trace logging done
5294.299 Error CrashHandler.cpp:191: Map tick at moment of crash: 314741
The map runs mods and a scenario. I have the autosave before the crash attached to this post as well as the log file.

Re: [1.1.59] Segfault on TransportBeltConnectable?

Posted: Sun Jun 26, 2022 12:22 am
by Soggs
Second earlier crash. Similar but not identical. I do not have a save for this crash.

Relevant stack trace:

Code: Select all

281040.738 Error CrashHandler.cpp:635: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (313): Logger::writeStacktrace(FileWriteStream*, StackTraceInfo*)
/tmp/factorio-build-Aee4FB/src/Util/Logger.cpp (322): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (184): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (636): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-Aee4FB/src/Util/CrashHandler.cpp (642): CrashHandler::SignalHandler(int)
0x7f40610520bf
/tmp/factorio-build-Aee4FB/libraries/Agui/Widget/Layout.cpp (81): agui::Layout::recursivePaintChildrenInternal(bool, agui::Graphics*, agui::Point const&)
/tmp/factorio-build-Aee4FB/src/Entity/TransportBeltConnectable.cpp (241): TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections(MapPosition const&)
_ZThn40_N6Loader27disconnectGroundConnectionsEv
/tmp/factorio-build-Aee4FB/src/Entity/EntityGhost.cpp (368): EntityGhost::revive(InventoryBuffer&, Item*, Ghost::MakeSound, Ghost::MakeSmoke)
/tmp/factorio-build-Aee4FB/src/Entity/ConstructionRobot.cpp (661): ConstructionRobot::update()
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesOrder.hpp (126): void EntityOrderHelpers::EntityOrderList<LogisticRobot, ConstructionRobot, Inserter, Roboport, HeatPipe, Loader, AssemblingMachine, Furnace, MiningDrill, FluidWagon, ArtilleryWagon, CargoWagon, Locomotive, Character, Boiler, Generator, BurnerGenerator, Reactor, Lab, LandMine, ArithmeticCombinator, ArtilleryFlare, ArtilleryProjectile, ArtilleryTurret, Beam, Car, SpiderVehicle, CharacterCorpse, CombatRobot, Corpse, DeciderCombinator, ElectricEnergyInterface, EnemySpawner, Explosion, FireFlame, FlameThrowerExplosion, FluidStream, FluidTurret, FlyingText, Gate, HeatInterface, HighlightBoxEntity, InfinityContainer, InfinityPipe, ItemRequestProxy, OffshorePump, ParticleSource, PowerSwitch, Projectile, Pump, Radar, ProgrammableSpeaker, RocketSilo, RocketSiloRocket, SimpleSmoke, SmokeWithTrigger, SpeechBubble, Sticker, Turret, Unit>::update<ConstructionRobot>(EntityOrderHelpers::ActiveEntitiesEntry&, IntrusiveListImplementation<UpdatableEntity, void, false, false>::Iterator&)
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesOrder.hpp (135): EntityOrderHelpers::EntityOrderList<LogisticRobot, ConstructionRobot, Inserter, Roboport, HeatPipe, Loader, AssemblingMachine, Furnace, MiningDrill, FluidWagon, ArtilleryWagon, CargoWagon, Locomotive, Character, Boiler, Generator, BurnerGenerator, Reactor, Lab, LandMine, ArithmeticCombinator, ArtilleryFlare, ArtilleryProjectile, ArtilleryTurret, Beam, Car, SpiderVehicle, CharacterCorpse, CombatRobot, Corpse, DeciderCombinator, ElectricEnergyInterface, EnemySpawner, Explosion, FireFlame, FlameThrowerExplosion, FluidStream, FluidTurret, FlyingText, Gate, HeatInterface, HighlightBoxEntity, InfinityContainer, InfinityPipe, ItemRequestProxy, OffshorePump, ParticleSource, PowerSwitch, Projectile, Pump, Radar, ProgrammableSpeaker, RocketSilo, RocketSiloRocket, SimpleSmoke, SmokeWithTrigger, SpeechBubble, Sticker, Turret, Unit>::update(std::array<EntityOrderHelpers::ActiveEntitiesEntry, 60ul>&, IntrusiveListImplementation<UpdatableEntity, void, false, false>::Iterator&)
/tmp/factorio-build-Aee4FB/src/Surface/ActiveEntitiesList.hpp (13): ActiveEntitiesList::update()
/tmp/factorio-build-Aee4FB/src/Surface/Surface.cpp (1638): Surface::update()
/tmp/factorio-build-Aee4FB/src/Map/Map.cpp (1616): Map::updateEntities()
/tmp/factorio-build-Aee4FB/src/Map/Map.cpp (1574): Map::update()
/tmp/factorio-build-Aee4FB/src/Game.cpp (210): Game::update()
/tmp/factorio-build-Aee4FB/src/Scenario/Scenario.cpp (1290): Scenario::update()
/tmp/factorio-build-Aee4FB/src/Scenario/Scenario.cpp (1180): Scenario::updateStep()
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (1251): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode) [clone .isra.0]
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (1107): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (619): MainLoop::mainLoopStepHeadless(MainLoop::HeavyMode)
/tmp/factorio-build-Aee4FB/src/MainLoop.cpp (389): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) [clone .constprop.0]
/tmp/factorio-build-Aee4FB/src/CommandLineMultiplayer.cpp (299): hostMultiplayerGameInternal(cxxopts::ParseResult const&, bool)
/tmp/factorio-build-Aee4FB/src/CommandLineMultiplayer.cpp (355): CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)
/tmp/factorio-build-Aee4FB/src/Main.cpp (654): main
__libc_start_main
0x75a5bd
0xffffffffffffffff
Stack trace logging done
281048.636 Error CrashHandler.cpp:191: Map tick at moment of crash: 16786581

Re: [1.1.59] Segfault on TransportBeltConnectable?

Posted: Sun Jun 26, 2022 12:29 am
by Soggs
Also shortly before the second crash (first report in this thread) everyone on the server experienced a Crash to Desktop but we could not collect any data on that. On each server crash it also crashed all connected clients.

A bit more info on that can be found here: https://discord.com/channels/4325672224 ... 4716367872

Re: [1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)

Posted: Sun Jul 17, 2022 5:04 am
by Miiohau
I had a similar crash on 1.1.61 but instead of a SIGSEGV the low level error was Access Violation.

I was trying to mine a loader (confirmed Loader::disconnectGroundConnections in stack trace) from deadlock-beltboxes-loaders that was supposed to be loading into a steel chest but wasn't and the game froze and crashed.

Re: [boskid][1.1.59] Crash (TransportBeltConnectable::updateNeighboursToDisconnectGroundConnections)

Posted: Tue Mar 07, 2023 9:48 am
by boskid
Thanks for the report. I was able to reproduce one issue which with some additional simple actions would lead to various crashes similar in stacktrace to those reported so i believe its the same issue as reported. Issue is now fixed for 1.1.78.