View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0029634 | Heart Of The Machine | Crash/Exception | Oct 30, 2024 1:35 pm | Oct 30, 2024 3:45 pm | |
Reporter | mblazewicz | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.593.3 The Post-Apocalypse | ||||
Fixed in Version | 0.593.5 Post-Apocalyptic Construction | ||||
Summary | 0029634: Exception - Exception can occur which heavily corrupts saves | ||||
Description | Description: After performing precisely unknown steps during each new save attempt an exception will occur. Each save done after reproducing the exception will be heavily corrupted and practically softlocked. Callstack: SINGLEP DELAYED536 TID9 ObjectsOutstanding is 2, but should be 0! Someone didn't close an object reference, looks like. Full list: POI, AbstractSim at System.Environment.get_StackTrace () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at Arcen.Universal.ArcenDebugging.LogWithStack (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <b86b02a911094f0a86402b51683fb92e>:0 at Arcen.Universal.ArcenFileSerializer.WriteFooterIfNeeded () [0x00000] in <b86b02a911094f0a86402b51683fb92e>:0 at Arcen.Universal.ArcenFileSerializer.WriteToStream (System.IO.BinaryWriter ByteWriter) [0x00000] in <b86b02a911094f0a86402b51683fb92e>:0 at Arcen.Universal.ArcenFileSerializer.WriteToStream (System.String Filename) [0x00000] in <b86b02a911094f0a86402b51683fb92e>:0 at Arcen.HotM.Core.WorldSaveLoad.DoSave_CoreLogic (System.String WorldSaveFolderNameOrBlank, System.String WorldSaveFileName, Arcen.HotM.Core.SaveType SaveType, System.Boolean CanDoAnySkips) [0x00000] in <328ea45953cc48e1b8f729fc649b097d>:0 at Arcen.HotM.Core.WorldSaveLoad+<>c__DisplayClass13_0.<SaveGameOnBackgroundThreadIfNotAlreadySaving>b__0 (Arcen.Universal.TaskStartData startData) [0x00000] in <328ea45953cc48e1b8f729fc649b097d>:0 at Arcen.Universal.ArcenThreading+<>c__DisplayClass20_0.<InnerRunTaskOnBackgroundThread>b__0 () [0x00000] in <b86b02a911094f0a86402b51683fb92e>:0 at System.Threading.Tasks.Task.InnerInvoke () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.Tasks.Task.Execute () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.Tasks.Task.ExecutionContextCallback (System.Object obj) [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.Tasks.Task.ExecuteWithThreadLocal (System.Threading.Tasks.Task& currentTaskSlot) [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.Tasks.Task.ExecuteEntry (System.Boolean bPreventDoubleExecution) [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.Tasks.Task.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback () [0x00000] in <9d9536d9127f4a489d989c7a566aee1c>:0 Steps to Reproduce: 1. Place as many of your buildings as spread out as possible while disregarding usability 2. Pass 3 turns 3. Observe the exception Notes: - Provided reproduction steps are a very rough estimate as attempts to reproduce the issue failed | ||||
Tags | No tags attached. | ||||
|
Adding attachments: Loading the after save should throw a lot of exceptions about buildings being removed which are present at the bottom of the logs file. |
|
Thanks! * The way that POIs are saved into savegames has been hardened so that if they happen to be collapsing right as the savegame is being saved, or they have a reference to a building that no longer exists, then the problematic POI will simply not be saved. ** Also fixed a bug in the prior version where discovered POIs were being read as destroyed, which probably was not helping matters. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 30, 2024 1:35 pm | mblazewicz | New Issue | |
Oct 30, 2024 1:35 pm | mblazewicz | Status | new => assigned |
Oct 30, 2024 1:35 pm | mblazewicz | Assigned To | => mblazewicz |
Oct 30, 2024 1:41 pm | mblazewicz | Note Added: 0070627 | |
Oct 30, 2024 1:41 pm | mblazewicz | File Added: 29634_Logs.txt | |
Oct 30, 2024 1:41 pm | mblazewicz | File Added: 29634_Video.mp4 | |
Oct 30, 2024 1:41 pm | mblazewicz | File Added: 29634_Save_Before.save | |
Oct 30, 2024 1:41 pm | mblazewicz | File Added: 29634_Save_After.save | |
Oct 30, 2024 1:41 pm | mblazewicz | Assigned To | mblazewicz => Jan Kuzior |
Oct 30, 2024 1:47 pm | Jan Kuzior | Assigned To | Jan Kuzior => Chris_McElligottPark |
Oct 30, 2024 3:45 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 30, 2024 3:45 pm | Chris_McElligottPark | Resolution | open => fixed |
Oct 30, 2024 3:45 pm | Chris_McElligottPark | Fixed in Version | => 0.593.5 Post-Apocalyptic Construction |
Oct 30, 2024 3:45 pm | Chris_McElligottPark | Note Added: 0070634 |