[2.0.9] Crash with mod moving building with liquid contents (Fluid::clear())
Posted: Sun Nov 03, 2024 4:23 am
This crash happens when trying to move entities, after some tests it looks like any machine with liquid contents will make the game crash if moved with Even Pickier Dollies.
Saved game set up to trigger the error is attached, only move any building into the pipes to connect to them and then move again.
Saved game set up to trigger the error is attached, only move any building into the pipes to connect to them and then move again.
Code: Select all
7455.092 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-wlUFwi/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-wlUFwi/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7f2f7b66c99f
/tmp/factorio-build-wlUFwi/src/Fluid/Fluid.cpp (193): Fluid::clear()
/tmp/factorio-build-wlUFwi/src/Fluid/FluidBuffer.cpp (154): FluidBuffer::clear()
/tmp/factorio-build-wlUFwi/src/Fluid/FluidSegment.cpp (290): FluidSegment::clearFluid()
/tmp/factorio-build-wlUFwi/src/Entity/Entity.cpp (3872): Entity::setFluid(Fluid const*, Fluid&)
/tmp/factorio-build-wlUFwi/src/Script/LuaEntity.cpp (6897): LuaEntity::luaSetFluid(lua_State*)
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (281): LuaBinder<LuaEntity>::callWrapperOnObject(lua_State*, LuaEntity*, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (319): LuaBinder<LuaEntity>::pushCallWrapperClosureWithObjectOnStack(lua_State*, int, LuaEntity*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::operator()(lua_State*) const
/tmp/factorio-build-wlUFwi/src/Script/LuaBinder.hpp (316): LuaBinder<LuaEntity>::pushCallWrapperClosureWithObjectOnStack(lua_State*, int, LuaEntity*, LuaBinder<LuaEntity>::FuncWrapper const*)::{lambda(lua_State*)#1}::_FUN(lua_State*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (350): luaD_precall(lua_State*, lua_TValue*, int)
/tmp/factorio-build-wlUFwi/libraries/Lua/lvm.c (717): luaV_execute(lua_State*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (426): luaD_call(lua_State*, lua_TValue*, int, int)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (137): luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)
/tmp/factorio-build-wlUFwi/libraries/Lua/ldo.c (625): luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, long, long)
/tmp/factorio-build-wlUFwi/libraries/Lua/lapi.c (1094): lua_pcallk
/tmp/factorio-build-wlUFwi/src/Util/LuaHelper.cpp (5025): LuaHelper::pCallWithStackTrace(lua_State*, int, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaGameScript.cpp (7132): LuaGameScript::signallingPCall(lua_State*, int, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaGameScript.cpp (689): LuaGameScript::runEventHandler(LuaEventType, int)
/tmp/factorio-build-wlUFwi/src/Script/LuaEventDispatcher.cpp (765): LuaEventDispatcher::run(LuaEventType, MapTick, bool (LuaGameScript::*)(GameAction const&), GameAction const&)
/tmp/factorio-build-wlUFwi/src/Script/LuaEventDispatcher.cpp (165): LuaEventDispatcher::dispatch(GameAction const&, MapTick)
/tmp/factorio-build-wlUFwi/src/GameActionDispatcher.cpp (15): GameActionDispatcher::send(GameAction const&)
/tmp/factorio-build-wlUFwi/src/Map/Map.cpp (2415): Map::sendGameAction(GameAction const&)
/tmp/factorio-build-wlUFwi/src/CommonInputHandler.cpp (516): CommonInputHandler::customInput(InputAction const&)
/tmp/factorio-build-wlUFwi/src/GameActionHandler.cpp (355): GameActionHandler::actionPerformed(InputAction const&)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (75): InputSource::flushToListeners(InputAction const&, bool)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (67): InputSource::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (176): NetworkInputHandler::flushActions(bool, MapTick)
/tmp/factorio-build-wlUFwi/src/Input/InputSource.cpp (55): InputSource::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (124): NetworkInputHandler::nextTick(MapTick)
/tmp/factorio-build-wlUFwi/src/Net/NetworkInputHandler.cpp (116): NetworkInputHandler::tryToApplyNextTickClosure()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (756): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/ServerMultiplayerManager.cpp (744): ServerMultiplayerManager::updateMultiplayerInputInternal()
/tmp/factorio-build-wlUFwi/src/Net/MultiplayerManagerBase.cpp (166): MultiplayerManagerBase::updateMultiplayerInput()
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1382): MainLoop::gameUpdateStep(MultiplayerManagerBase*, Scenario*, AppManager*, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (1205): MainLoop::gameUpdateLoop(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (647): MainLoop::mainLoopStepHeadless(MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/MainLoop.cpp (407): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (295): hostMultiplayerGameInternal(cxxopts::ParseResult const&, bool)
/tmp/factorio-build-wlUFwi/src/CommandLineMultiplayer.cpp (350): CommandLineMultiplayer::hostCommandLineMultiplayerGame(cxxopts::ParseResult const&, Filesystem::Path const&, Filesystem::Path const&, bool)
/tmp/factorio-build-wlUFwi/src/Main.cpp (705): fmain(int, char**)
/tmp/factorio-build-wlUFwi/src/Main.cpp (1347): main
__libc_start_call_main
__libc_start_main_impl
_start
0xffffffffffffffff
Stack trace logging done