Panakotta00 / FicsIt-Networks

Control, Monitor, Manage and Automate your Satisfactory.
https://ficsit.app/mod/FicsItNetworks
GNU General Public License v3.0
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Crash after playing for a while #223

Closed Skyamoeba closed 2 years ago

Skyamoeba commented 2 years ago

Describe the bug Crash after a while of playing/ all computers can be not running and this will still happen.

Provide the Debug-File you can generate with SMM.

To Reproduce Steps to reproduce the behavior: Use Roze's build with new Light Poles

Expected behavior Crash after a while

Screenshots N/A

Additional context Think Roze has experienced this also just putting this here to help out solving

Attached SMM Debug Info

Unreal Engine Crash Reporter below:

Version: 188609, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, IsUsingMods: Yes

Assertion failed: Index>=0 && Index<NumBits [File:D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Public\Containers/BitArray.h] [Line: 1256]

FactoryGame_Core_Win64_Shipping!AssertFailedImplV() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104] FactoryGame_Core_Win64_Shipping!FDebug::CheckVerifyFailedImpl() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461] FactoryGame_Engine_Win64_Shipping!FRepLayout::BuildSharedSerializationForRPC() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\RepLayout.cpp:6494] FactoryGame_ReplicationGraph_Win64_Shipping!UReplicationGraph::ProcessRemoteFunction() [D:\ws\SB-lowprio\UE4\Engine\Plugins\Runtime\ReplicationGraph\Source\Private\ReplicationGraph.cpp:2034] FactoryGame_Engine_Win64_Shipping!UNetDriver::ProcessRemoteFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\NetDriver.cpp:5820] FactoryGame_Engine_Win64_Shipping!AActor::CallRemoteFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:4447] FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1858] FactoryGame_Engine_Win64_Shipping!AActor::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:917] FactoryGame_FicsItNetworks_Win64_Shipping!AFINModularIndicatorPoleModule::SetColor() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\FINModularIndicatorPoleModule.gen.cpp:183] FactoryGame_FicsItNetworks_Win64_Shipping!AFINModularIndicatorPoleModule::execnetFunc_setColor() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\FINModularIndicatorPoleModule.gen.cpp:142] FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589] FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992] FactoryGame_Engine_Win64_Shipping!AActor::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:917] FactoryGame_FicsItNetworks_Win64_Shipping!UFINUFunction::Execute() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\Reflection\FINUFunction.h:50] FactoryGame_FicsItNetworks_Win64_Shipping!FicsItKernel::Lua::luaCallFINFunc() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\FicsItKernel\Processor\Lua\LuaRef.cpp:48] FactoryGame_FicsItNetworks_Win64_Shipping!FicsItKernel::Lua::luaInstanceFuncCall() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\FicsItKernel\Processor\Lua\LuaInstance.cpp:121] FactoryGame_FicsItNetworks_Win64_Shipping!luaD_call() FactoryGame_FicsItNetworks_Win64_Shipping!luaV_execute() FactoryGame_FicsItNetworks_Win64_Shipping!luaD_call() FactoryGame_FicsItNetworks_Win64_Shipping!luaV_execute() FactoryGame_FicsItNetworks_Win64_Shipping!luaD_callnoyield() FactoryGame_FicsItNetworks_Win64_Shipping!luaD_rawrunprotected() FactoryGame_FicsItNetworks_Win64_Shipping!lua_resume() FactoryGame_FicsItNetworks_Win64_Shipping!UFINLuaProcessor::LuaTick() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\FicsItKernel\Processor\Lua\LuaProcessor.cpp:557] FactoryGame_FicsItNetworks_Win64_Shipping!FFINLuaProcessorTick::syncTick() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\FicsItKernel\Processor\Lua\LuaProcessor.cpp:169] FactoryGame_FicsItNetworks_Win64_Shipping!UFINKernelSystem::Tick() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\FicsItKernel\FicsItKernel.cpp:123] FactoryGame_FicsItNetworks_Win64_Shipping!AFINComputerCase::Factory_Tick() [H:\Projects\UE\RozeFINAddonsU4\Plugins\FicsItNetworks\Source\FicsItNetworks\Computer\FINComputerCase.cpp:146] FactoryGame_FactoryGame_Win64_Shipping!::operator()() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGBuildableSubsystem.cpp:532] FactoryGame_FactoryGame_Win64_Shipping!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:177] FactoryGame_FactoryGame_Win64_Shipping!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886] FactoryGame_Core_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:887] FactoryGame_Core_Win64_Shipping!FTaskThreadBase::Run() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:541] FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

Like version number (for in-dev versions state the build number and the branch) SMMDebug_2022-7-15_15-57-0.zip

RozeDoyanawa commented 2 years ago

This is not the same issue as I had. Its directly related to my indicator poles. Was this in multiplayer? The issue seems to stem from AFINModularIndicatorPoleModule::SetColor(). Dunno why I have never got this.

Skyamoeba commented 2 years ago

This is in Singleplayer, I got a lot of computers in the world, I did at one point think it was because there was so many running but I switch them all off and it still did it, I reinstalled the mod with your light poles and it's not crashed since I will let you know if it happens again as I go round the world switching the computers back on.

Skyamoeba commented 2 years ago

I managed to leave it running with all the computers on and it did not crash for 12hrs, if I use the reflection viewer though it seems to crash after a while as that's the only difference between the crash above and the game running with no issue for 12hrs.

Skyamoeba commented 2 years ago

Latest seems to of solved this