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[Rseding91][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Sun Jun 23, 2019 3:08 am
by Hansi-TWZ
hi

this night i got this crash on my MP server

c:\cygwin64\tmp\factorio-build-jsgivl\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-jsgivl\src\util\logger.cpp (383): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-jsgivl\src\util\logger.cpp (534): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-jsgivl\src\util\logging.cpp (96): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-jsgivl\src\util\logging.cpp (90): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-jsgivl\src\fluid\fluidsystem.cpp (171): FluidSystem::addConnection
c:\cygwin64\tmp\factorio-build-jsgivl\src\fluid\fluidbox.cpp (1611): FluidBox::updateBlockedUndergroundConnections
c:\cygwin64\tmp\factorio-build-jsgivl\src\fluid\fluidsystem.cpp (433): FluidSystem::updateBlockedUndergroundConnections
c:\cygwin64\tmp\factorio-build-jsgivl\src\fluid\fluidbox.cpp (1103): FluidBox::takeFluid
c:\cygwin64\tmp\factorio-build-jsgivl\src\fluid\fluidmanager.cpp (376): <lambda_10e7d32f79b4e97854895d3e9078ef8c>::operator()
c:\cygwin64\tmp\factorio-build-jsgivl\src\util\workerthread.cpp (42): WorkerThread::loop
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 MapGenerationHelper::*)(void),MapGenerationHelper *>,std::default_delete<std::tuple<void (__cdecl MapGenerationHelper::*)(void),MapGenerationHelper *> > > >::_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: 00007FFAA0CF84D4)
00007FFAA0CF84D4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFAA292E851)
00007FFAA292E851 (ntdll): (filename not available): RtlUserThreadStart

cheers

Hansi

Re: [Dominik][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Tue Jun 25, 2019 9:46 am
by Dominik
Hi Hansi, thanks for reporting this. Unfortunately I was not able to find any issue in the save. Sorry for the inconvenience. But it is a rare bug for sure so unlikely to happen again.

Re: [Dominik][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Wed Jun 26, 2019 11:04 am
by Rseding91
If you ever do figure out a way to reproduce this please do let us know :)

Re: [Rseding91][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Wed Jun 26, 2019 6:43 pm
by Hansi-TWZ
hi

i don´t no why, but with 0.17.51+ is no crash, i try this a few time´s but no crash.
load this savegame with 0.17.50 there is a crash in 1 minute.

biter´s destroy some buidlings and robots replace it and then crash but only with 0.17.50

i hope this helps

cheers

Hansi

Re: [Rseding91][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Wed Jun 26, 2019 8:08 pm
by Dominik
You mean the base on the left that is getting eaten?
I tried 17.50 as well and it still did not crash.
Did you do anything there?

Re: [Rseding91][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Thu Jun 27, 2019 3:55 pm
by Hansi-TWZ
hi

the only thing i doing is open the map and zoom to the biter´s on left side few seconds later the game crashed

cheers

Hansi

Re: [Rseding91][0.17.50] Crash in FluidSystem, connection.isConnected() was not true

Posted: Fri Jun 28, 2019 11:53 am
by Dominik
I made a mistake before - I had some small mod enabled and that triggered migration, fixing the issue.
So I tried again and eventually was able to crash it once. But then I discovered that really weird stuff happened - an underground pipe was, one-sidely, through underground connection, connected to an assembling machine about 10 tiles away in both x and y. I can't imagine how that could possibly happen and I was no able to make sense of it. So perhaps there is some bug, perhaps it is some random corruption, from this save I can't really find out. So if it is a bug, let's hope it will appear somewhere in a more simple form.
Thanks for your help.