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HOI4 Musketeer v1.17.3.0.3a95 Crash Log

The document reports a crash in the game HOI4 (Musketeer v1.17.3.0.3a95) due to a segmentation fault (SIGSEGV) that occurred on January 17, 2026. The stack trace indicates issues related to the CUnitLeader and project list filter functions. The crash appears to be linked to memory access violations during specific function calls within the game's code.
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0% found this document useful (0 votes)
73 views2 pages

HOI4 Musketeer v1.17.3.0.3a95 Crash Log

The document reports a crash in the game HOI4 (Musketeer v1.17.3.0.3a95) due to a segmentation fault (SIGSEGV) that occurred on January 17, 2026. The stack trace indicates issues related to the CUnitLeader and project list filter functions. The crash appears to be linked to memory access violations during specific function calls within the game's code.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Application: HOI4

Version: Musketeer v1.17.3.0.3a95


Date/Time: 2026-01-17 18:26:31

Caught signal 11 (SIGSEGV)

Original Stack Trace:


2 ??? 0x0000000000000000 0x0 + 0
3 hoi4 0x000000010224ae2d
_ZNK11CUnitLeader7GetNameEv + 3805
4 hoi4 0x0000000100dd747b
_ZN8NProject3NUi24CProjectListFilterWindowIN9NFactions3NUi21CResearchFacilityItemEE
14SetFilterTokenE10LexerToken + 219771
5 hoi4 0x0000000100de9b4b
_ZN8NProject3NUi24CProjectListFilterWindowIN9NFactions3NUi21CResearchFacilityItemEE
14SetFilterTokenE10LexerToken + 295243
6 hoi4 0x0000000100dcdb98
_ZN8NProject3NUi24CProjectListFilterWindowIN9NFactions3NUi21CResearchFacilityItemEE
14SetFilterTokenE10LexerToken + 180632
7 hoi4 0x0000000101fffebb
_ZN22CStripFlagGarrisonItem7OnClickEv + 36427
8 hoi4 0x0000000100757d30
_ZN14CCommandHelperI15CSetDLCsCommandE18CommandRegistrator6CreateEv + 392064
9 hoi4 0x00000001025794be
_ZN7luabind6detail19garbage_collector_sINS0_14class_registryEE5applyEP9lua_State +
17422
10 hoi4 0x0000000102579ae8
_ZN7luabind6detail19garbage_collector_sINS0_14class_registryEE5applyEP9lua_State +
19000
11 hoi4 0x000000010078de39
_ZNK5boost9xpressive6detail11boyer_mooreINSt3__111__wrap_iterIPKcEENS0_16cpp_regex_
traitsIcEEE5find_ES7_S7_RKS9_ + 60473
12 dyld 0x00000002046e3781 start + 3457

Demangled Stack Trace:


2 ??? 0x0000000000000000 0x0 + 0
3 hoi4 0x000000010224ae2d CUnitLeader::GetName()
const + 3805
4 hoi4 0x0000000100dd747b
NProject::NUi::CProjectListFilterWindow<NFactions::NUi::CResearchFacilityItem>::Set
FilterToken(LexerToken) + 219771
5 hoi4 0x0000000100de9b4b
NProject::NUi::CProjectListFilterWindow<NFactions::NUi::CResearchFacilityItem>::Set
FilterToken(LexerToken) + 295243
6 hoi4 0x0000000100dcdb98
NProject::NUi::CProjectListFilterWindow<NFactions::NUi::CResearchFacilityItem>::Set
FilterToken(LexerToken) + 180632
7 hoi4 0x0000000101fffebb
CStripFlagGarrisonItem::OnClick() + 36427
8 hoi4 0x0000000100757d30
CCommandHelper<CSetDLCsCommand>::CommandRegistrator::Create() + 392064
9 hoi4 0x00000001025794be
luabind::detail::garbage_collector_s<luabind::detail::class_registry>::apply(lua_St
ate*) + 17422
10 hoi4 0x0000000102579ae8
luabind::detail::garbage_collector_s<luabind::detail::class_registry>::apply(lua_St
ate*) + 19000
11 hoi4 0x000000010078de39
boost::xpressive::detail::boyer_moore<std::__1::__wrap_iter<char const*>,
boost::xpressive::cpp_regex_traits<char>>::find_(std::__1::__wrap_iter<char
const*>, std::__1::__wrap_iter<char const*>,
boost::xpressive::cpp_regex_traits<char> const&) const + 60473
12 dyld 0x00000002046e3781 start + 3457

Common questions

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Signal 11 (SIGSEGV), or segmentation fault, occurs when a program tries to access a memory location that it's not allowed to access. It often results from dereferencing a null or uninitialized pointer, buffer overflow, or accessing memory beyond the boundaries of an allocated array. To address such errors, developers typically use debugging tools to trace back through the stack to identify where the memory violation occurred, and review the code to ensure pointers are correctly initialized and boundaries are checked during operations .

The demangled stack trace translates memory addresses into human-readable function names and call hierarchies, which helps developers trace the sequence of function calls leading to the error. This aids in identifying the exact location and context in the code where the segmentation fault occurred, facilitating targeted debugging efforts to fix the issue by providing a clearer view of how data was manipulated in memory leading up to the crash .

Functions like CCommandHelper<CSetDLCsCommand>::CommandRegistrator::Create() handle crucial operations such as registering and creating game commands, which are foundational for ensuring the application runs correctly. If they contain bugs or are inefficient, it can lead to failures in executing game functionalities, causing unexpected behavior or crashes. Thorough testing and careful programming ensure that these functions consistently perform as expected and handle edge cases gracefully, especially in complex application environments like games .

Command registration failures could lead to situations where game commands don't execute properly, resulting in features related to these commands being unavailable or causing unintended effects. This can significantly disrupt gameplay, reducing the user's ability to interact effectively with the game. Ensuring command registration is implemented robustly helps maintain a stable user experience, as key gameplay elements are less prone to failure .

Efficient garbage collection can improve application performance by automatically deallocating memory no longer in use, preventing memory leaks and ensuring optimal use of system resources. In a game, this translates to smoother performance and stability. However, challenges include ensuring the garbage collector correctly identifies which objects are unused, and minimizing its impact on performance by avoiding significant pauses or slowdowns often associated with garbage collection cycles .

Lexer token processing issues in functions like SetFilterToken(LexerToken) might arise from improper handling of tokens leading to inefficient parsing and command executions, potentially causing performance bottlenecks or incorrect command interpretations. In game applications, such inefficiencies can lead to noticeable slowdowns, especially when parsing user inputs or complex scripts. Ensuring efficient token parsing logic and adequately caching results to minimize redundant operations can alleviate these problems .

The function CUnitLeader::GetName() could cause a segmentation fault if it attempts to access memory outside its allocated space, such as when trying to read from an uninitialized or deleted object. Debugging this function would involve checking if the object whose name is being retrieved is valid and properly initialized before the function is called. Developers may also need to ensure the function handles null pointers and other unexpected states gracefully .

Memory allocation errors in a game application could be due to insufficient system memory resources, inefficient memory management within the game code, or leaks that exhaust available memory. Such errors can cause the game to crash, as indicated by signals like SIGSEGV. Optimizing memory usage and ensuring all memory allocations are tracked and matched with appropriate deallocations are essential to mitigating these issues .

The apply function for a garbage collector could cause issues if it incorrectly manages memory, such as failing to properly clean up and deallocate memory from unused objects, leading to memory leaks. In other cases, if the function erroneously collects objects still in use, it may lead to dereferencing of invalid objects causing segmentation faults. Ensuring the garbage collector properly identifies and manages object lifecycles is critical to prevent such issues .

To improve the robustness of unit leader name retrieval operations, developers can implement checks to verify the validity and initialization of objects before attempting to access their names. This includes using guard clauses to return safely if an object is null or in an invalid state, employing assertions during development to catch issues early, and using try-catch blocks or other error handling techniques to gracefully handle potential exceptions without crashing the application .

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