[0.17.4] Crash when autosaving in campaign (maybe mod related)

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shentlyn
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[0.17.4] Crash when autosaving in campaign (maybe mod related)

Post by shentlyn » Sat Mar 02, 2019 1:13 pm

Game started to autosave while I was replacing an assembler with two assemblers. While the autosaving progressbar was on screen the game crashed. The autosave is corrupted with a deserialization error.

I removed the previous assembler that was producing red beacers and placed two new assemblers in the same place. Pasted the recipe with ctrl-right-click, placed the inserters, placed the power poles. At this point the autosave progressbar was shown. Before the progressbar finished the game closed and displayed the gathering information screen.

Attached is the autosave, dump and log. The new assemblers and other placed are present in the thumbnail of the save (next to the lab).

edit: Changed title to removed reference to entity placement since the issue can be reproduces without placing entities.
Attachments
factorio-previous.log
(10.61 KiB) Downloaded 7 times
factorio-dump-previous.dmp
(586.14 KiB) Downloaded 5 times
_autosave1.tmp.zip
(2.21 MiB) Downloaded 5 times
Last edited by shentlyn on Mon Mar 04, 2019 9:17 am, edited 2 times in total.

shentlyn
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Re: [0.17.4] Crash when autosaving in campaign during entity placement

Post by shentlyn » Sat Mar 02, 2019 1:39 pm

Crash was reproduced by starting from previous autosave.

Started from previous autosave. Was placing belts when the autosave progressbars was shown. At the end of the progressbar the game crashed in a similar manner to last time. The autosave is corrupted with a deserialization error.

Attached is a screenshot of the situation, the corrupted autosave, the previous autosave and logs.
Attachments
screenshot.png
Screenshot of the situation
screenshot.png (3.62 MiB) Viewed 142 times
factorio-dump-current.dmp
(621.9 KiB) Downloaded 5 times
factorio-current.log
(10.76 KiB) Downloaded 6 times
_autosave3.zip
The previous autosave
(2.08 MiB) Downloaded 5 times
_autosave1.tmp.zip
Corrupted autosave
(2.65 MiB) Downloaded 5 times

Loewchen
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Re: [0.17.4] Crash when autosaving in campaign during entity placement

Post by Loewchen » Sat Mar 02, 2019 6:51 pm

Code: Select all

   0.000 2019-03-02 13:53:56; Factorio 0.17.4 (build 43174, win64, steam)
   0.000 Operating system: Windows 8.1 
   0.000 Program arguments: "E:\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.000 Read data path: E:/Steam/SteamApps/common/Factorio/data
   0.000 Write data path: C:/Users/User/AppData/Roaming/Factorio [52466/204849MB]
   0.000 Binaries path: E:/Steam/SteamApps/common/Factorio/bin
   0.007 System info: [CPU:        Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz, 8 cores, RAM: 11924/32712 MB, page: 15923/34760 MB, virtual: 188/134217727 MB, extended virtual: 0 MB]
   0.007 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.012 Available displays: 1
   0.013  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1060 6GB {0x05, [0,0], 1920x1080, 32bit, 60Hz}
   0.069 Display: 0 -> Adapter: 0, Output: 0
   0.134 Initialised Direct3D[0]: NVIDIA GeForce GTX 1060 6GB; driver: nvd3dumx.dll 25.21.14.1735
   0.134   D3D Feature Level: 11.1, DXGI 1.2+
   0.134   Tiled resources: Tier 2
   0.134   BGR 565 Supported: Yes
   0.134   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.177 Desktop composition is active.
   0.177 Graphics settings preset: very-high
   0.177   Dedicated video memory size 5972 MB
   0.177 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 70%] [DXT: high-quality]
   0.177                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]
   0.200 DSound: Starting _dsound_update thread
   0.200 DSound: Enter _dsound_update; tid=10576
   0.289 Loading mod settings AutoDeconstruct 0.1.12 (settings.lua)
   0.289 Loading mod settings Bottleneck 0.10.0 (settings.lua)
   0.291 Loading mod core 0.0.0 (data.lua)
   0.367 Loading mod base 0.17.4 (data.lua)
   0.585 Loading mod Bottleneck 0.10.0 (data.lua)
   0.684 Loading mod LightedPolesPlus 1.3.2 (data.lua)
   0.784 Loading mod base 0.17.4 (data-updates.lua)
   0.881 Loading mod LightedPolesPlus 1.3.2 (data-updates.lua)
   0.883 Script @__LightedPolesPlus__/data-updates.lua:94: [LEP+] found pole small-electric-pole in item small-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:101: [LEP+] copying entity small-electric-pole to lighted-small-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:110: [LEP+] copying item small-electric-pole to lighted-small-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:94: [LEP+] found pole big-electric-pole in item big-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:101: [LEP+] copying entity big-electric-pole to lighted-big-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:110: [LEP+] copying item big-electric-pole to lighted-big-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:94: [LEP+] found pole medium-electric-pole in item medium-electric-pole
   0.883 Script @__LightedPolesPlus__/data-updates.lua:101: [LEP+] copying entity medium-electric-pole to lighted-medium-electric-pole
   0.884 Script @__LightedPolesPlus__/data-updates.lua:110: [LEP+] copying item medium-electric-pole to lighted-medium-electric-pole
   0.884 Script @__LightedPolesPlus__/data-updates.lua:94: [LEP+] found pole substation in item substation
   0.884 Script @__LightedPolesPlus__/data-updates.lua:101: [LEP+] copying entity substation to lighted-substation
   0.884 Script @__LightedPolesPlus__/data-updates.lua:110: [LEP+] copying item substation to lighted-substation
   0.884 Script @__LightedPolesPlus__/data-updates.lua:166: [LEP+] found original pole small-electric-pole in technology basic-electronics, inserting lighted-small-electric-pole into technology optics
   0.884 Script @__LightedPolesPlus__/data-updates.lua:166: [LEP+] found original pole medium-electric-pole in technology electric-energy-distribution-1, inserting lighted-medium-electric-pole into technology electric-energy-distribution-1
   0.884 Script @__LightedPolesPlus__/data-updates.lua:166: [LEP+] found original pole big-electric-pole in technology electric-energy-distribution-1, inserting lighted-big-electric-pole into technology electric-energy-distribution-1
   0.884 Script @__LightedPolesPlus__/data-updates.lua:166: [LEP+] found original pole substation in technology electric-energy-distribution-2, inserting lighted-substation into technology electric-energy-distribution-2
   0.983 Checksum for core: 3928040144
   0.983 Checksum of base: 60305742
   0.983 Checksum of AutoDeconstruct: 2582707891
   0.983 Checksum of Bottleneck: 3138809866
   0.983 Checksum of LightedPolesPlus: 1744286012
   1.499 Loading sounds...
   1.547 Info PlayerData.cpp:69: Local player-data.json unavailable
   1.547 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551382373
   1.665 Crop bitmaps.
   2.337 Parallel Sprite Loader initialized (threads: 7)
  12.462 Initial atlas bitmap size is 16384
  12.500 Created atlas bitmap 16384x16376 [none]
  12.508 Created atlas bitmap 16384x11284 [none]
  12.509 Created atlas bitmap 16384x2116 [decal]
  12.512 Created atlas bitmap 16384x3808 [low-object]
  12.514 Created atlas bitmap 16384x1888 [mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
  12.517 Created atlas bitmap 16384x6592 [terrain, mipmap, linear-minification, linear-mip-level, no-crop]
  12.517 Created atlas bitmap 16384x480 [smoke, mipmap, linear-minification, linear-magnification]
  12.519 Created atlas bitmap 16384x456 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
  12.520 Created atlas bitmap 16384x748 [alpha-mask]
  12.524 Created atlas bitmap 16384x12632 [shadow, linear-magnification, alpha-mask]
  12.524 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
  12.534 Texture processor created. GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
  13.110 Parallel Sprite Loader initialized (threads: 7)
  23.931 Sprites loaded
  23.985 Generated mipmaps for atlas of size 16384x3808
  24.007 Generated mipmaps for atlas of size 16384x1888
  24.029 Generated mipmaps for atlas of size 16384x6592
  24.040 Generated mipmaps for atlas of size 16384x480
  24.051 Generated mipmaps for atlas of size 16384x456
  24.062 Generated mipmaps for atlas of size 16384x1264
  24.071 Custom inputs active: 1
  24.174 Factorio initialised
  72.267 Loading Level.dat: 3344983 bytes.
  72.268 Info Scenario.cpp:147: Map version 0.17.4-1
  72.359 Checksum for script C:/Users/User/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 4289712941
  72.361 Checksum for script __AutoDeconstruct__/control.lua: 2848553575
  72.362 Checksum for script __Bottleneck__/control.lua: 730129785
  72.363 Checksum for script __LightedPolesPlus__/control.lua: 3866571850
 145.918 Info AppManager.cpp:266: Saving to _autosave2 (blocking).
 146.283 Info AppManagerStates.cpp:1776: Saving finished
 548.981 Info AppManager.cpp:266: Saving to _autosave-repair-assembler (blocking).
 549.346 Info AppManagerStates.cpp:1776: Saving finished
 754.011 Info AppManager.cpp:266: Saving to _autosave3 (blocking).
 754.286 Info AppManagerStates.cpp:1776: Saving finished
1354.278 Info AppManager.cpp:266: Saving to _autosave1 (blocking).
1354.589 Info AppManagerStates.cpp:1776: Saving finished
1961.129 Info AppManager.cpp:266: Saving to _autosave2 (blocking).
1961.526 Info AppManagerStates.cpp:1776: Saving finished
2260.704 Info AppManager.cpp:266: Saving to _autosave-scan-wreck (blocking).
2261.052 Info AppManagerStates.cpp:1776: Saving finished
2432.932 Info AppManager.cpp:266: Saving to _autosave-prepare-evacuation (blocking).
2433.260 Info AppManagerStates.cpp:1776: Saving finished
2525.331 Info AppManager.cpp:266: Saving to _autosave-leave (blocking).
2525.678 Info AppManagerStates.cpp:1776: Saving finished
2590.732 Info AppManager.cpp:266: Saving to _autosave3 (blocking).
2591.080 Info AppManagerStates.cpp:1776: Saving finished
2679.106 Info AppManager.cpp:266: Saving to _autosave-rebuild (blocking).
2679.451 Info AppManagerStates.cpp:1776: Saving finished
3194.251 Info AppManager.cpp:266: Saving to _autosave1 (blocking).
3194.608 Error Scenario.cpp:786: Targeter for class Entity was saved but the targetable instance wasn't saved.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-ocil06\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-ocil06\src\util\logger.cpp (405): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-ocil06\src\util\logger.cpp (515): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-ocil06\src\util\logging.cpp (89): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-ocil06\src\util\logging.cpp (83): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-ocil06\src\scenario\scenario.cpp (788): Scenario::saveAs
c:\cygwin64\tmp\factorio-build-ocil06\src\scenario\parallelscenariosaver.cpp (99): ParallelScenarioSaver::doSave
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioSaver *),ParallelScenarioSaver *>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioSaver *),ParallelScenarioSaver *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB644A13D2)
00007FFB644A13D2 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFB652E54F4)
00007FFB652E54F4 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
3196.619 Error Scenario.cpp:792: Count of indexed targeters (1123) doesn't match count of saved targetables (1122).
This means that a Targeter was saved but the thing it was targeting wasn't.
See the log file for more information.
Logger::writeStacktrace skipped.
3196.619 Error CrashHandler.cpp:174: Map tick at moment of crash: 4248001
3196.619 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
3210.762 Uploading log file
3210.794 Error CrashHandler.cpp:221: Heap validation: success.
3210.794 Creating crash dump.
3211.239 CrashDump success

shentlyn
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Re: [0.17.4] Crash when autosaving in campaign during entity placement

Post by shentlyn » Mon Mar 04, 2019 9:14 am

Crash is reproducible also when loading _autosave3 with mods disabled.

1. Load previously mentioned _autosave3 with mods disabled. The game gives message about removal of bottleneck-light entities and lighted powerpole recipes.
2. Save periodically by going to save menu and saving the game to new name.
3. When saving game with name cr1c the game crashes simirarly to the crash during autosave.
4. Reload last successfully saved game cr1b.
5. Wait ~1min, try to save game again via save menu as cr1d. The game crashes as in step 3.
6. Reload game cr1b. Wait ~30s sec. Try to save game via save menu as cr1f. The game crashes as in step 3.

7: Reload game cr1b. Wait ~15sec with no player input
7.1: In 2/6 instances: Try to save game via save menu with a new name. The game crashes as in step 3.
7.2: In 4/6 instances: The game crashed prior to starting to save as reported in viewtopic.php?f=7&t=66658

Attached game logs from steps 3 and 5.
Attachments
factorio-current.log
Game log from step 5
(6.93 KiB) Downloaded 6 times
factorio-current.log
Game log from step 3
(6.58 KiB) Downloaded 5 times
cr1d.zip
Save game loaded in steps 4-7
(2.51 MiB) Downloaded 5 times

Rseding91
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Re: [0.17.4] Crash when autosaving in campaign (maybe mod related)

Post by Rseding91 » Tue May 07, 2019 3:57 am

Thanks for the report. This should be fixed in the latest version of 0.17.
If you want to get ahold of me I'm almost always on Discord.

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