I played for a long time, I think between two different save files even. After several hours (eight or so?), there was an ingame error. I think I clicked to divide my cell, but I’m not positive. That error suggested I restart the game, so I figured I was done for now and exited the game. Then it gave me another error, this time a crash error.
It being a really long log. though (5.5MB), meant it was too big for even pastebin (it got truncated there). I found a free site that will let the full log be hosted for 7 days. https://www.filemail.com/d/veqrxkyehjxokie
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
2
From what I can see the first error’s beginning seems to line up with the highlighted error in this post:
However beyond the first 2 lines it seems novel
Summary
ERROR: Scene instance is missing.
at: instantiate (scene/resources/packed_scene.cpp:244)
C# backtrace (most recent call first):
[0] void MicrobeStage.MoveToEditor() (/home/hhyyrylainen/Projects/Thrive/src/microbe_stage/MicrobeStage.cs:671)
[1] void TransitionManager+Sequence.StartNext() (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:304)
[2] void TransitionManager+Sequence.Process() (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:271)
[3] void TransitionManager._Process(double) (/home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:51)
[4] bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
[5] bool Godot.Control.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
[6] bool TransitionManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&) (/home/hhyyrylainen/Projects/Thrive/.godot/mono/temp/obj/ExportRelease/win-x64/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/TransitionManager_ScriptMethods.generated.cs:88)
[7] Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
at MicrobeStage.MoveToEditor() in /home/hhyyrylainen/Projects/Thrive/src/microbe_stage/MicrobeStage.cs:line 674
at TransitionManager.Sequence.StartNext() in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 304
at TransitionManager.Sequence.Process() in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 271
at TransitionManager._Process(Double delta) in /home/hhyyrylainen/Projects/Thrive/src/gui_common/TransitionManager.cs:line 51
at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at Godot.Control.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
at TransitionManager.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /home/hhyyrylainen/Projects/Thrive/.godot/mono/temp/obj/ExportRelease/win-x64/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/TransitionManager_ScriptMethods.generated.cs:line 88
at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret)
at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)
C# backtrace (most recent call first):
[0] void Godot.GD.PushError(string)
[1] void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception)
[2] Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
The crash is as follows:
Summary
WARNING: 22 RIDs of type “Canvas” were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
WARNING: 1192 RIDs of type “CanvasItem” were leaked.
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2678)
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceSurfaceDataCacheE
at: ~PagedAllocator (./core/templates/paged_allocator.h:169)
ERROR: Pages in use exist at exit in PagedAllocator: N33RendererSceneRenderImplementation22RenderForwardClustered32GeometryInstanceForwardClusteredE
at: ~PagedAllocator (./core/templates/paged_allocator.h:169)
ERROR: 4 shaders of type SceneForwardClusteredShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 2 shaders of type CanvasShaderRD were never freed
at: ~ShaderRD (servers/rendering/renderer_rd/shader_rd.cpp:1044)
ERROR: 23 RID allocations of type ‘N10RendererRD12LightStorage11ShadowAtlasE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage15ReflectionAtlasE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage13LightInstanceE’ were leaked at exit.
ERROR: 1 RID allocations of type ‘N10RendererRD12LightStorage5LightE’ were leaked at exit.
ERROR: 3 RID allocations of type ‘N10RendererRD11MeshStorage4MeshE’ were leaked at exit.
ERROR: 7 RID allocations of type ‘N10RendererRD15MaterialStorage8MaterialE’ were leaked at exit.
ERROR: 6 RID allocations of type ‘N10RendererRD15MaterialStorage6ShaderE’ were leaked at exit.
ERROR: Decal Atlas: 1 textures were not removed from the atlas.
at: ~TextureStorage (servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:549)
ERROR: 22 RID allocations of type ‘N10RendererRD14TextureStorage12RenderTargetE’ were leaked at exit.
ERROR: 193 RID allocations of type ‘N10RendererRD14TextureStorage7TextureE’ were leaked at exit.
ERROR: 22 RID allocations of type ‘N16RendererViewport8ViewportE’ were leaked at exit.
ERROR: 5 RID allocations of type ‘N17RendererSceneCull8InstanceE’ were leaked at exit.
Some similar errors popped up in some recent release feedback threads, for instance at the end of this log:
I’m not sure what you are replying to, but the first actual error is this “second” one you identified (anything before this is just slight gameplay bugs that no one really seems to want to investigate or solve as those slight bugs have been in the game since the ECS refactoring over a year ago):
And it is a scene load failure, which should be familiar to everyone playing Thrive for “too long” by now (as this is the bug in 99% cases that eventually makes Thrive unplayable if played long enough):
These are just random noise pretty much from the engine on shutdown, they aren’t serious and don’t indicate anything related to the crash.
Checking the full log my conclusion is that the engine refuses to anymore load any scenes bug hit, and as a result the game state got totally messed up and then when the game was shutdown the engine printed the usual resource leaks stuff (though more than in most cases) and then there’s nothing in the log about the real reason of the crash, which is not really a high priority to solve as the scene load failure is already a total game ender scenario so if it causes further crashing problems it doesn’t really matter as the game is already totally unplayable.
Edit: I wanted to write a conclusion but forgot.
So anyway the advice in the error popup is correct, the game has been totally wrecked by the engine refusing to load any further game scenes, so the only solution is to fully close the game and then after restarting load the latest save to continue.