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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