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.
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.
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.
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.