I've been working on fixing the crashes introduced in the latest version of our 
mod. From mdmps, I've got all the obvious ones, but there's a few that I just 
don't know how to deal with. In fact, it seems to me that there's likely 
nothing that I CAN do, short of stripping all our features out & letting a 
small army of testers play with it for a week, then adding in features one at a 
time and repeating, until these occasional crashes are reintroduced. That 
sounds like a knightmare, and would likely take several months.

Does anyone have any better suggestions on how to deal with:

* A crash where the call stack ONLY shows a memory address? Not even any 
mention of a dll. This is our most common crash, and happens 1-2 times a day on 
each server.

* One pointing to __RTDynamicCast in server.dll, with nothing to say WHICH cast 
caused issues? And if its a dynamic cast, then ... it shouldn't crash if it 
fails? This has only come up once, admittedly.

* Another crash pointing at this line in Physics_RunThinkFunctions:
CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * 
listMax );
I'd guess that could potentially be a stack overflow? If it is, any suggestions 
on tracking down what from? Its come up a couple of times now, on different 
servers.

Note that we don't currently have a linux client, these are all windows 
crashes, in case that is relevant. Any suggestions or tips would be greatly 
appreciated - we're all ready to release an update, apart from these!

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