Hi guys,

I'm looking for a little advice ala debugging; I have a problem with my MOD 
whereby when running under a dedicated server there is a crash which happens 
every so often. I can reproduce it by spamming the "kill" command as a 
connected client but it takes about 30secs to a minute to show and sometimes a 
bit longer (i.e. it's not after say, 2 deaths or anything I can quantify).

When it crashes, the call stack runs off into steamclient.dll (always the same 
module and method offset), to which I think (ah crap.. some sort of heap 
corruption which is manifesting in the engine?) except I'm finding that if I 
purposefully introduce a bug (i.e. call to member on a null pointer reference) 
I get the exact same call stack. So my question is has anyone else had this 
problem of and is this some sort of side effect of running through steam? If so 
is there a way I can get a cleaner stack trace by taking steam out of the 
equation?

I am using "-allowdebug" on the shortcut to the dedicated server (does it do 
anything?). No methods of my MOD are in the crashed out call stack at all (nor 
the stack on any other thread).. it roughly runs through steamclient -> tier0 
-> engine -> kernel32 (I can post specifics if required).

I'm not sure the best way to approach this other than disabling parts of the 
MOD until the problem disappears but it would be nice if possible to get real 
traces where errors are occurring.

Any help much appreciated,

Rob

_____________________________________________________________________
This email is intended solely for the addressee(s) and the information it 
contains is confidential. If you are not the intended recipient (a) please 
delete this email and inform the sender as soon as possible, and (b) any 
copying, distribution or other action taken or omitted to be taken in reliance 
upon it is prohibited and may be unlawful. This message has been checked for 
all known viruses by the MessageLabs Virus Control Centre.
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to