[0.11.1] The game halted when closing AM ui.
Posted: Wed Nov 12, 2014 10:17 am
Actually it looks like it tried to crash, but then again crashed during crashing and halted as a result.
AM interface was opened and cursor was over result item, so recipe for that item was displayed.
When I pressed 'E' to close AM interface the game stopped responding for input and sounds died out in a second or two.
The bug is reproducible.
My system:
Mac OS 10.10
Mac mini (Late 2012)
CPU: 2,3 GHz Intel Core i7
Memory: 16 GB 1600 MHz DDR3
Graphics: Intel HD Graphics 4000 1024 MB
Here is stacktrace:
AM interface was opened and cursor was over result item, so recipe for that item was displayed.
When I pressed 'E' to close AM interface the game stopped responding for input and sounds died out in a second or two.
The bug is reproducible.
My system:
Mac OS 10.10
Mac mini (Late 2012)
CPU: 2,3 GHz Intel Core i7
Memory: 16 GB 1600 MHz DDR3
Graphics: Intel HD Graphics 4000 1024 MB
Here is stacktrace:
Code: Select all
* thread #9: tid = 0x8054f, 0x00007fff8b6a7be0 libGL.dylib`glDeleteFramebuffersEXT + 18, stop reason = EXC_BAD_ACCESS (code=1, address=0x1510)
* frame #0: 0x00007fff8b6a7be0 libGL.dylib`glDeleteFramebuffersEXT + 18
frame #1: 0x0000000100794078 factorio`ogl_destroy_bitmap + 184
frame #2: 0x0000000100755ada factorio`al_destroy_bitmap + 122
frame #3: 0x00000001007735a1 factorio`_al_run_destructors + 81
frame #4: 0x00000001007983b0 factorio`al_uninstall_system + 16
frame #5: 0x00007fff975bb8db libsystem_c.dylib`__cxa_finalize_ranges + 304
frame #6: 0x00007fff975bbbf0 libsystem_c.dylib`exit + 55
frame #7: 0x000000010034ce06 factorio`segfaultHandler(int) + 134
frame #8: 0x00007fff95f22f1a libsystem_platform.dylib`_sigtramp + 26
frame #9: 0x000000010133e7a3 libstdc++.6.dylib`__dynamic_cast + 47
frame #10: 0x00000001002949e9 factorio`non-virtual thunk to GameGuiWithCharacterGui::getItemStackButton(ItemStackTargetSpecification const&) + 57
frame #11: 0x0000000100336365 factorio`InventoryHighlights::erase(InventoryHighlights::Type, __gnu_cxx::__normal_iterator<InventoryHighlights::Item*, std::vector<InventoryHighlights::Item, std::allocator<InventoryHighlights::Item> > > const&) + 117
frame #12: 0x00000001002dc22e factorio`InventoryHighlights::set(InventoryHighlights::Type, std::vector<InventoryHighlights::Item, std::allocator<InventoryHighlights::Item> > const&) + 94
frame #13: 0x00000001002dc080 factorio`RecipeToolTip::setHighlights(bool) + 928
frame #14: 0x00000001002dc33f factorio`RecipeToolTip::~RecipeToolTip() + 31
frame #15: 0x00000001002dc2ef factorio`RecipeToolTip::~RecipeToolTip() + 15
frame #16: 0x00000001004e4204 factorio`ElemButton<ID<ItemPrototype, unsigned short>, Item>::~ElemButton() + 260
frame #17: 0x0000000100534d07 factorio`InventoryGuiSlot::~InventoryGuiSlot() + 119
frame #18: 0x00000001004e3f21 factorio`GuiWindow::~GuiWindow() + 65
frame #19: 0x00000001002760d9 factorio`non-virtual thunk to AssemblingMachineGui::~AssemblingMachineGui() + 25
frame #20: 0x000000010021b97c factorio`GameView::closeActiveWindow() + 28
frame #21: 0x0000000100215c0b factorio`GameView::closeGui() + 27
frame #22: 0x000000010020be5b factorio`GameActionHandler::actionPerformed(InputAction const&) + 299
frame #23: 0x000000010031f08c factorio`InputHandler::nextTick() + 76
frame #24: 0x000000010020c7ca factorio`GameActionHandler::update() + 794
frame #25: 0x000000010035498e factorio`MainLoop::gameUpdateStep() + 142
frame #26: 0x00000001003557f1 factorio`MainLoop::updateLoop(ThreadBarrier*, boost::chrono::time_point<boost::chrono::system_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >*) + 401
frame #27: 0x00000001004b6aac factorio`boost::function0<void>::operator()() const + 28
frame #28: 0x000000010045ba9d factorio`Thread::loop() + 141
frame #29: 0x00000001008f8d09 factorio`thread_proxy + 137
frame #30: 0x00007fff93f0d2fc libsystem_pthread.dylib`_pthread_body + 131
frame #31: 0x00007fff93f0d279 libsystem_pthread.dylib`_pthread_start + 176
frame #32: 0x00007fff93f0b4b1 libsystem_pthread.dylib`thread_start + 13