Look down the stack trace as something earlier on could be causing it

[email protected] wrote:
> 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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