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[2.0.12] Crash importing blueprint string

Posted: Thu Oct 31, 2024 2:20 am
by wuh
Brand new map, no mods. Importing this blueprint crashes the game on latest release on linux mint 21.3 with nvidia driver 550.

(BP from https://old.reddit.com/r/factorio/comme ... giga_mall/)


Re: [2.0.12] Importing blueprint crashes game

Posted: Thu Oct 31, 2024 1:06 pm
by Lou
Did the crash occur repeteadly or only once?

Re: [2.0.12] Importing blueprint crashes game

Posted: Thu Oct 31, 2024 1:32 pm
by Rseding91
To expand on what Lou said, it doesn't crash when I import that string.

Re: [2.0.12] Importing blueprint crashes game

Posted: Thu Oct 31, 2024 7:52 pm
by wuh
It crashes the game every time. I've also updated to 2.0.13 and still get the same behavior.

I tried importing a few random blueprint strings from factorio.school which all worked with no issue.

edit - I tried this on windows and it didn't crash. Can you try on a linux pc?

Re: [2.0.12] Crash importing blueprint string

Posted: Thu Oct 31, 2024 9:26 pm
by raiguard
I tested on Wayland and it works fine. On X11 it won't paste at all because of 116367.

Can you paste the string, then copy it back out again and post the result? Perhaps it is getting truncated somehow.

Re: [2.0.12] Crash importing blueprint string

Posted: Thu Oct 31, 2024 9:34 pm
by wuh
Hey, I am running wayland.
Also, the game crashes. It's not just failing to import the string.

See stack trace from the log file (this is a new one different from my previous attachment);

Code: Select all


Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-iIfVFv/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-iIfVFv/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-iIfVFv/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-iIfVFv/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-iIfVFv/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-iIfVFv/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-iIfVFv/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7f97e536751f
/tmp/factorio-build-iIfVFv/src/Util/BlueprintImportExportEngine.cpp (907): BlueprintImportExportEngine::loadWiresFromPropertyTree(std::map<unsigned long, Entity*, std::less<unsigned long>, std::allocator<std::pair<unsigned long const, Entity*> > >&, PropertyTree const&)
/tmp/factorio-build-iIfVFv/src/Util/BlueprintImportExportEngine.cpp (730): BlueprintImportExportEngine::loadBlueprintFromPropertyTree(Blueprint&, Map&, PropertyTree const&)
/tmp/factorio-build-iIfVFv/src/Util/BlueprintImportExportEngine.cpp (573): BlueprintImportExportEngine::loadBlueprintFromPropertyTree(Map&, PropertyTree const&, NamedBool<LatencyModeTag>)
/tmp/factorio-build-iIfVFv/src/Util/BlueprintImportExportEngine.cpp (532): BlueprintImportExportEngine::loadItemFromPropertyTree(Map&, unsigned int, PropertyTree const&, NamedBool<LatencyModeTag>)
/tmp/factorio-build-iIfVFv/src/Util/BlueprintImportExportEngine.cpp (515): BlueprintImportExportEngine::loadItemFromString(Map&, std::basic_string_view<char, std::char_traits<char> >, NamedBool<LatencyModeTag>)
/tmp/factorio-build-iIfVFv/src/GameActionHandler.cpp (2595): GameActionHandler::importBlueprintString(InputAction const&, Controller&)
/tmp/factorio-build-iIfVFv/src/GameActionHandler.cpp (350): GameActionHandler::actionPerformed(InputAction const&)
/tmp/factorio-build-iIfVFv/src/Input/InputSource.cpp (75): InputSource::flushToListeners(InputAction const&, bool)
/tmp/factorio-build-iIfVFv/src/Input/InputSource.cpp (67): InputSource::flushActions(bool, MapTick)
/tmp/factorio-build-iIfVFv/src/Input/PlayerInputSource.cpp (517): PlayerInputSource::flushActions(bool, MapTick)
/tmp/factorio-build-iIfVFv/src/GameActionHandler.cpp (388): GameActionHandler::update(std::function<void ()>)
/tmp/factorio-build-iIfVFv/src/GameActionHandler.cpp (362): GameActionHandler::update(std::function<void ()>)
/tmp/factorio-build-iIfVFv/src/MainLoop.cpp (1340): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode)
/tmp/factorio-build-iIfVFv/src/MainLoop.cpp (1205): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/opt/gcc-13.2.0/include/c++/13.2.0/bits/std_function.h (591): std::function<void ()>::operator()() const
/tmp/factorio-build-iIfVFv/src/Util/WorkerThread.cpp (69): WorkerThread::loop()
/tmp/tmp.dlP10F34z6/objdir/../gcc-13.2.0/libstdc++-v3/src/c++11/thread.cc (104): execute_native_thread_routine
./nptl/pthread_create.c (442): start_thread
0x7f97e544b84f
0xffffffffffffffff
Stack trace logging done


Re: [2.0.12] Crash importing blueprint string

Posted: Thu Oct 31, 2024 9:40 pm
by raiguard
You are actually running Factorio on Xwayland according to the log.

I know it is crashing. What I am asking is to paste the string into the game without clicking import, then copy it back out and post it here. It's possible that it is getting truncated or otherwise corrupted when you paste it.

Re: [2.0.12] Crash importing blueprint string

Posted: Thu Oct 31, 2024 9:49 pm
by wuh
Alright; done looks the same to me.

Crash on blueprint import

Posted: Mon Dec 16, 2024 10:22 pm
by nyurik
Pasting blueprint into factorio causes a crash. Both the blueprint and the log are attached.

Merged...