During our weekly play test for Firearms: Source today, we had a unusually high number of crashes. 99% of the crashes were due to what appears to be a NULL pointer exception or pure virtual function call somewhere in engine.dll.
If I provide a call address inside of engine.dll, would it be possible for someone from Valve to tell me which engine function was being called? Just wondering if maybe we're making a call to something that ended up getting deprecated and ultimately removed from the code base yet the declaration for the function still exists in the engine headers provided with the SDK. The entire call stack for every running thread at the time of the crash contains no game-side code, and this particular crash occurred in the main thread. Without PDB's for the engine dll, anything below the offending address in engine.dll may not be correct, meaning it may still be game-code making the call, correct? Right now the calls prior to the address in which it crashed are all calls to the OS Kernel's ReadFile function. I also saw some crash dumps calling GetProcAddress right before the crash, which is why I thought perhaps it was trying to make a pure virtual call (if the symbol didn't exist). Any help would be very appreciated. The offending address is 0x100CC018, assuming the base address of the engine.dll is 0x10000000. -Cale
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