If the stack is random memory addresses that don't map to any module in
memory, you probably have some code that is overwriting the stack. Look for
potential buffer overruns.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
[email protected]
Sent: Friday, August 07, 2009 2:59 AM
To: [email protected]
Subject: [hlcoders] Awkward crash dumps

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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