The call stack seems correct, or at least mostly correct. The code up the
stack is always in 'call' asm code, which is a positive sign for the stack
traces. Also, no matter what the stack looks like, it always ends up in the
same code path, which is something like:
mov edx,dword ptr [edi+20h]
The fact that the crashing code is always doing the same thing also seems to
indicate the trace is correct. There's some pointer being dereferenced with a
20h and 28h offset that's getting set to null.
Welp just had another one. Is there somewhere I can send these mdumps?
vphysics.dll!260a2426()
vphysics.dll!260d3eae()
vphysics.dll!2608af8e()
> vphysics.dll!2608b01b()
vphysics.dll!260a2697()
vphysics.dll!260aac2b()
vphysics.dll!2609cd5b()
vphysics.dll!2609cae9()
vphysics.dll!260967d8()
vphysics.dll!2601d878()
server.dll!PhysFrame(float deltaTime=0.015000000) Line 1341 C++
server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 441 + 0x9
C++
server.dll!InvokeMethod(void (void)* f=0x223f4be2) Line 244 C++
server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() Line
221 + 0xa C++
server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 912
C++
engine.dll!0daa0691()
engine.dll!0da9b0e7()
engine.dll!0da9cc75()
engine.dll!0da03cd7()
engine.dll!0da04376()
engine.dll!0da0f025()
engine.dll!0da0f112()
user32.dll!77d496b8()
engine.dll!0da0f1af()
engine.dll!0daacefc()
engine.dll!0daac4ed()
dedicated.dll!1000c084()
engine.dll!0daacd4e()
engine.dll!0daac48b()
dedicated.dll!1000c535()
dedicated.dll!1000c553()
materialsystem.dll!00cd0dae()
materialsystem.dll!00cd0f38()
materialsystem.dll!00cd0dae()
materialsystem.dll!00cd0f05()
materialsystem.dll!00cd7f64()
materialsystem.dll!00cd9502()
tier0.dll!0087299f()
materialsystem.dll!00cda349()
tier0.dll!008764b5()
tier0.dll!0087105a()
tier0.dll!008731d0()
tier0.dll!008738de()
datacache.dll!00e7daa2()
datacache.dll!00e7e08e()
datacache.dll!00e733ae()
datacache.dll!00e73e6b()
engine.dll!0db556b8()
engine.dll!0db552dc()
engine.dll!0d9adc0d()
dedicated.dll!10021d0b()
dedicated.dll!10022c00()
dedicated.dll!10022c00()
dedicated.dll!1000c7f7()
ntdll.dll!7c9106eb()
At 2006/03/26 07:20 PM, Jay Stelly wrote:
>That usually means that the callstack is not accurate. Anyway, that's
>certainly true in this case - there isn't any valid codepath that would
>have this stack. It's possible that the reason for the crash is some
>code overwriting the stack, or that the debugger isn't generating the
>actual callstack from the crashed state in this case. Either way, it
>doesn't make the whole thing invalid, it just means that some of the
>information is probably useless.
>
>Jay
>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: Sunday, March 26, 2006 2:29 PM
>> To: [email protected]
>> Subject: RE: [hlcoders] the vphysics bug worse in latest srcds?
>>
>> Hmm this one's a little different - has a tier0 in there.
>>
>> I think Jay Stelly said one time that should be impossible.
>> Well it's rare, anyway.
>>
>> I have minidumps of all of these btw, if anyone from Valve wants them.
>>
>> vphysics.dll!2609993d()
>> tier0.dll!008738de()
>> vphysics.dll!26009ce9()
>> vphysics.dll!260a38c1()
>> vphysics.dll!260e57cb()
>> vphysics.dll!260a1f7f()
>> vphysics.dll!260d3dc0()
>> vphysics.dll!260e577c()
>> vphysics.dll!260a2400()
>> vphysics.dll!260d3eae()
>> vphysics.dll!2608af8e()
>> vphysics.dll!2608b01b()
>> vphysics.dll!260a2697()
>> vphysics.dll!260aac2b()
>> vphysics.dll!2609cd5b()
>> vphysics.dll!2609cae9()
>> vphysics.dll!260967d8()
>> vphysics.dll!2601d878()
>> > server.dll!PhysFrame(float deltaTime=0.015000000) Line
>> 1341 C++
>> server.dll!CPhysicsHook::FrameUpdatePostEntityThink()
>> Line 441 + 0x9 C++
>> server.dll!InvokeMethod(void (void)* f=0x223f4be2)
>> Line 244 C++
>>
>> server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems()
>> Line 221 + 0xa C++
>> server.dll!CServerGameDLL::GameFrame(bool
>> simulating=true) Line 912 C++
>> engine.dll!0daa0691()
>> engine.dll!0da9b0e7()
>> engine.dll!0da9cc75()
>> engine.dll!0da03cd7()
>> engine.dll!0da04376()
>> engine.dll!0da0f025()
>> engine.dll!0da0f112()
>> user32.dll!77d496b8()
>> engine.dll!0da0f1af()
>> engine.dll!0daacefc()
>> engine.dll!0daac4ed()
>> dedicated.dll!1000c084()
>> engine.dll!0daacd4e()
>> engine.dll!0daac48b()
>> dedicated.dll!1000c535()
>> dedicated.dll!1000c553()
>> materialsystem.dll!00cd0dae()
>> materialsystem.dll!00cd0f38()
>> materialsystem.dll!00cd0dae()
>> materialsystem.dll!00cd0f05()
>> materialsystem.dll!00cd7f64()
>> materialsystem.dll!00cd9502()
>> tier0.dll!0087299f()
>> materialsystem.dll!00cda349()
>> tier0.dll!008764b5()
>> tier0.dll!0087105a()
>> tier0.dll!008731d0()
>> tier0.dll!008738de()
>> datacache.dll!00e7daa2()
>> datacache.dll!00e7e08e()
>> datacache.dll!00e733ae()
>> datacache.dll!00e73e6b()
>> engine.dll!0db556b8()
>> engine.dll!0db552dc()
>> engine.dll!0d9adc0d()
>> dedicated.dll!10021d0b()
>> dedicated.dll!10022c00()
>> dedicated.dll!10022c00()
>> dedicated.dll!1000c7f7()
>> ntdll.dll!7c9106eb()
>>
>> _______________________________________________
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>>
>>
>
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