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 >
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