Stripped PDBs would give an idea of where crashes happen without having nearly as much information.

http://msdn.microsoft.com/en-us/library/y87kw2fd(v=vs.110).aspx

Monday, January 28, 2013 11:26 AM
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.


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Monday, January 28, 2013 4:26 AM
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:


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Monday, January 28, 2013 1:39 AM
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.


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Sunday, January 27, 2013 8:02 PM
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



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Sunday, January 27, 2013 7:50 PM
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.



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--
Nicholas Hastings
AlliedMods.net

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