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
>>>>>
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>>>>>
>>>>>
>>>>>
>>>>
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>
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