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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Network wire is not removed when attached train station is deconstructed, culminating in crash #295

Open FeepingCreature opened 7 months ago

FeepingCreature commented 7 months ago

Describe the bug

When deconstructing a train station attached to a computer with a network wire, the network wire is left behind. When trying to deconstruct the computer afterwards, the game segfaults with:

Version: 269772, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, IsUsingMods: Yes, IsSaveGameEdited: No

Assertion failed: O != 0 [File:C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\UHT\FINNetworkCircuitNode.gen.cpp] [Line: 330]

FactoryGame_FicsItNetworks_Win64_Shipping!IFINNetworkCircuitNode::Execute_GetConnected() [C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Intermediate\Build\Win64\FactoryGame\Inc\FicsItNetworks\UHT\FINNetworkCircuitNode.gen.cpp:330] FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCircuit::IsNodeConnected_Internal() [C:\Jenkins\workspace\FicsIt-Networks_development\SatisfactoryModLoader\Mods\FicsItNetworks\Source\FicsItNetworks\Private\Network\FINNetworkCircuit.cpp:179]

To Reproduce

As far as I remember:

Expected behavior

The network wire is removed along with the train station. Alternately, it can still be removed separately.

Additional context

This is on development Jenkins #77.

Panakotta00 commented 7 months ago

I'm unable to reproduce the issue. Are you 100% certain you started it with the in-dev version? That means after installing the version you have not started the game via SMM, but instead directly (or you started it via SMM with the developer profiler).

Dessix commented 7 months ago

This occurred for me directly after recovering a save inaccessible due to #290 via use of the development build from Jenkins run 77; a connected client performed the action, and it took down the listen server but not the client.

FeepingCreature commented 7 months ago

We're in the same game. So I'm confident I got in-dev because my game stopped crashing on connect.

Could it have something to do with the Build Gun Utilities mod?

(edit: Sorry I didn't try to repro explicitly but it takes me ten minutes every time I start the game on Proton because there's a 90% chance it crashes before reaching the menu.)

Panakotta00 commented 7 months ago

Well... It could have to do something with that Mod, simply try it without the mod and you will see.

Also Linux is not officially supported. So there is that.

FeepingCreature commented 7 months ago

Sure I mean, feel free to close this, especially since you can't repro. We don't exactly want to go and crash the game so we can try to get it back up for ten minutes either. :P Still, if somebody else runs into it, that crash line will be in Google now.

To me the point of a bug report is not even so much getting the issue fixed (though that would be great) as having a public record that it happened.

FeepingCreature commented 6 months ago

Correction: Build Gun Utilities was downloaded but we didn't actually have it installed anymore. My apologies. None of the other mods should mess with the deconstruct gun.

Maybe it only happens if a non-host client does it in multiplayer?

Dessix commented 6 months ago

Also Linux is not officially supported. So there is that.

The crash only occurred on the non-Linux host machine, for the record.