[1.1.8] Crash during saving (FluidManager::getSaveIndex)

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
luziferius
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[1.1.8] Crash during saving (FluidManager::getSaveIndex)

Post by luziferius »

The game started crashing during autosaving, I got a notification that the saving process died. I tried to manually save, and it crashed again. (I chose a new file name to not destroy my save file, in case it overwrites the map with partial data, so no total data loss on my side.)
Then I turned on heavy mode using a command and the main process crashed.

If I read the stack trace correctly, this comes somewhere from the fluid system. I did not modify any fluid networks during the last few hours on that map, so no pipe placed or removed, and there were no fluid mixing issues, so it doesn’t seem to stem from that.

I have not tried re-starting yet.

Uploaded the last successful save (which I loaded initially) and the last successful autosave.
Saves are in this mega directory: https://mega.nz/folder/BRNm0TjA#wT1kF5BsZqdHor_-uHTsmQ (Too large to attach here.)

System specs from log:

Code: Select all

   0.000 2021-01-09 18:38:19; Factorio 1.1.8 (build 57537, linux64, full)
   0.036 Operating system: Linux (Ubuntu 20.10)
   0.036 Program arguments: "/mnt/Spiele/factorio/bin/x64/factorio" 
   0.036 Read data path: /mnt/Spiele/factorio/data
   0.036 Write data path: /mnt/Spiele/factorio [170572/806218MB]
   0.036 Binaries path: /mnt/Spiele/factorio/bin
   0.099 System info: [CPU: AMD Ryzen 7 3700X 8-Core Processor, 16 cores, RAM: 64295 MB]
   0.099 Environment: DISPLAY=:0 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=plasma XDG_SESSION_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
   0.099 Display options: [FullScreen: 1] [VSync: 1] [UIScale: custom (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: de]
   0.191 Available displays: 2
   0.191  [0]: Hanns.G HA222 22" - {[0,0], 1680x1050, SDL_PIXELFORMAT_RGB888, 60Hz}
   0.191  [1]: Philips 220SW 22" - {[1680,0], 1680x1050, SDL_PIXELFORMAT_RGB888, 60Hz}
   0.277 Initialised OpenGL:[0] GeForce GTX 1070/PCIe/SSE2; driver: 3.3.0 NVIDIA 460.32.03
   0.277   [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes
   0.277   [Version] 3.3
   0.277 Graphics settings preset: very-high
   0.277   Dedicated video memory size 8192 MB
   0.954 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 100%] [DXT: none] [Color: 32bit]
   0.954                   [Max threads (load/render): 32/16] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
   0.957 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear


Crash log:
factorio-current.log
(36.89 KiB) Downloaded 81 times
Stack trace
Attachments
config.ini
(26.13 KiB) Downloaded 72 times
_autosave2.tmp.zip
Broken autosave
(2.91 MiB) Downloaded 76 times
2_2.tmp.zip
Broken save.
(2.91 MiB) Downloaded 77 times
mods.7z
Installed Mods. Not all are active
(18.42 MiB) Downloaded 73 times
Last edited by luziferius on Sat Jan 09, 2021 7:29 pm, edited 1 time in total.
Rseding91
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Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)

Post by Rseding91 »

Thanks for the report. Looking at the stack trace it's crashing at a place that should never crash unless there's some kind of memory corruption going on.

Do you have any way to reproduce the issue from a known working state? If not; there's nothing I can do except say 'try running a memory test'.
If you want to get ahold of me I'm almost always on Discord.
luziferius
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Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)

Post by luziferius »

Rseding91 wrote: Sat Jan 09, 2021 7:20 pm Thanks for the report. Looking at the stack trace it's crashing at a place that should never crash unless there's some kind of memory corruption going on.
Ok, I’ll just load the last auto-save then
Rseding91 wrote: Sat Jan 09, 2021 7:20 pm Do you have any way to reproduce the issue from a known working state? If not; there's nothing I can do except say 'try running a memory test'.
I haven’t tried yet (the save upload just finished a minute ago). Will try. But since this happened in the fluid system and I haven’t touched anything related to fluids for a long time (not touched anything since loading the map), I assume a random bit-flip. Having ECC memory on consumer-grade hardware were nice…

I ran memtest86 when I upgraded to 64GB RAM last month, so it should be fine…

Thanks for your time and the awesome game!
luziferius
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Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)

Post by luziferius »

It seems to work after loading the last successful autosave. I think this is 1/0 magic then…
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