Unfortunately it also exposes the source code of the engine in a human readable way, line by line except for comments, with the right tools. Which is why, I believe, they don't.
2013/1/28 Neico <ad...@neic0.de> > 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><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> > >> 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> 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> 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> >>>> >>>>> 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 > > > > > _______________________________________________ > 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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