It really would help if Valve would provide an Symbol Server like
SourceMod and Microsoft do, it makes the whole debugging process way
easier...

- Neico

On 28.01.2013 07:39:56 GMT+0100, Sammy <sam...@gmail.com> wrote:
> I support Saul. Often when it happens with me it's some stupid little
> thing I forgot or did wrong in the code. You don't have to manually go
> rev by rev, try to remember exactly when it started to happen, the
> sooner the better, if not try to identify a rev you're sure would not
> be the issue, like before you've started working on the current
> feature or when you lastly released a patch, then keep decreasing the
> possibilities until the possibilities are minimal.
> I remember cases where a single line caused crashes with no call stack
> or random addresses in the engine.
>
> 2013/1/27 Saul Rennison <saul.renni...@gmail.com
> <mailto:saul.renni...@gmail.com>>
>
>     That's most likely due to stack corruption. If it happened this
>     week, keep going back revisions until you don't crash. Then figure
>     out where in the code you MAY be dereferencing hanging pointers.
>
>
>
>     Kind regards,
>     Saul Rennison
>
>
>     On 28 January 2013 00:50, Cale Dunlap <cale.dun...@gmail.com
>     <mailto:cale.dun...@gmail.com>> wrote:
>
>         I understand that crashes in the engine can and most often do
>         result from calls originating from the game dlls. However as
>         I've said in the original post, every active thread at the
>         time of the crash contains no game code anywhere in their
>         respective callstacks. That's why I'm wondering if its
>         possible for someone at Valve to tell me the function in which
>         the referenced address resides. Since the PDB files for the
>         engine aren't public, the call stack information below the
>         call in the stack at the referenced address isn't reliable and
>         therefore may still involve game code. So if I knew the
>         function in the engine DLL where the crash occurred  I could
>         attempt to locate calls to that function from the game code
>         and possibly determine a cause of the crash and which code
>         path led there.
>
>
>         On Sun, Jan 27, 2013 at 7:40 PM, Sammy <sam...@gmail.com
>         <mailto:sam...@gmail.com>> wrote:
>
>             Usually crashes in the engine are caused either by the map
>             or game dlls, you could try with older versions and see if
>             the crash still happens. Once you find where it started to
>             happen it's easier to find the issue.
>
>             2013/1/27 Cale Dunlap <cale.dun...@gmail.com
>             <mailto:cale.dun...@gmail.com>>
>
>                 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
>
>                 _______________________________________________
>                 To unsubscribe, edit your list preferences, or view
>                 the list archives, please visit:
>                 
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>             _______________________________________________
>             To unsubscribe, edit your list preferences, or view the
>             list archives, please visit:
>             https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>         _______________________________________________
>         To unsubscribe, edit your list preferences, or view the list
>         archives, please visit:
>         https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>     _______________________________________________
>     To unsubscribe, edit your list preferences, or view the list
>     archives, please visit:
>     https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>


Attachment: smime.p7s
Description: S/MIME Kryptografische Unterschrift

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Reply via email to