I tested Moonshine with Factorio (playing well locally). It always crashes after some time with a segmentation fault.
It experienced two scenarios:
- The game loads and crashes exactly when trying to switch to the game menu.
- The game loads, reaches the game menu but crashes some time (20-30s) within the game menu. The picture is streamed well, the mouse is much to slow.
I tried with debug logging activated. This seems to be not helpful:
2026-08-18T11:36:20.302135Z DEBUG pixelforge::converter: ColorConverter::convert() took 949.788µs
2026-08-18T11:36:20.302147Z DEBUG pixelforge::encoder::h265::record: h265 submit frame 4868: idr=false, num_refs=1, cur_slot=0
2026-08-18T11:36:20.311647Z DEBUG pixelforge::encoder::resources: Encoded frame: offset=0, size=178503
2026-08-18T11:36:20.318833Z DEBUG pixelforge::converter: ColorConverter::convert() took 977.28µs
2026-08-18T11:36:20.318850Z DEBUG pixelforge::encoder::h265::record: h265 submit frame 4869: idr=false, num_refs=1, cur_slot=1
2026-08-18T11:36:20.327946Z DEBUG pixelforge::encoder::resources: Encoded frame: offset=0, size=176742
2026-08-18T11:36:20.335508Z DEBUG pixelforge::converter: ColorConverter::convert() took 983.272µs
2026-08-18T11:36:20.335522Z DEBUG pixelforge::encoder::h265::record: h265 submit frame 4870: idr=false, num_refs=1, cur_slot=0
2026-08-18T11:36:20.344853Z DEBUG pixelforge::encoder::resources: Encoded frame: offset=0, size=167004
2026-08-18T11:36:20.352199Z DEBUG pixelforge::converter: ColorConverter::convert() took 1.003289ms
2026-08-18T11:36:20.352216Z DEBUG pixelforge::encoder::h265::record: h265 submit frame 4871: idr=false, num_refs=1, cur_slot=1
2026-08-18T11:36:20.356987Z DEBUG pixelforge::encoder::resources: Encoded frame: offset=0, size=183271
2026-08-18T11:36:20.418798Z DEBUG pixelforge::converter: ColorConverter::convert() took 940.18µs
2026-08-18T11:36:20.418818Z DEBUG pixelforge::encoder::h265::record: h265 submit frame 4872: idr=false, num_refs=1, cur_slot=0
2026-08-18T11:36:20.435904Z DEBUG pixelforge::encoder::resources: Encoded frame: offset=0, size=5969517
zsh: segmentation fault (core dumped) MOONSHINE_LOG=debug moonshine
Running via gdb gives this backtrace (Factorio):
#0 0x00007ffff7a329a0 in __memmove_avx_unaligned_erms () from /usr/lib64/libc.so.6
#1 0x000055555647e385 in pixelforge::encoder::resources::wait_and_read_bitstream ()
#2 0x000055555646d8d4 in pixelforge::encoder::pipeline::run_completion_thread ()
#3 0x000055555646fc7a in std::sys::backtrace::__rust_begin_short_backtrace ()
#4 0x0000555556466cf8 in core::ops::function::FnOnce::call_once{{vtable.shim}} ()
#5 0x00005555568e7d5f in alloc::boxed::{impl#31}::call_once<(), (dyn core::ops::function::FnOnce<(), Output=()> + core::marker::Send), alloc::alloc::Global> () at library/alloc/src/boxed.rs:2249
#6 std::sys::thread::unix::{impl#2}::new::thread_start () at library/std/src/sys/thread/unix.rs:118
#7 0x00007ffff796355f in start_thread () from /usr/lib64/libc.so.6
#8 0x00007ffff79e25ac in __clone3 () from /usr/lib64/libc.so.6
I'm using version 0.15.0, compiled by myself (Rust version 1.96.1).
I tested Moonshine with Factorio (playing well locally). It always crashes after some time with a segmentation fault.
It experienced two scenarios:
I tried with debug logging activated. This seems to be not helpful:
Running via gdb gives this backtrace (Factorio):
I'm using version 0.15.0, compiled by myself (Rust version 1.96.1).