Since it's thread related I suggest you attach a debugger and replicate the
crash, there's a chance you'll find it pointing somewhere in your code.

2013/1/28 Cale Dunlap <cale.dun...@gmail.com>

> From what I could tell, the stack wasn't corrupt, I did see valid calls to
> the OS kernel... or at least what I would expect to be valid calls to the
> kernel at the time of the crash (waiting for mutex on some threads, and
> obviously the exception on the main thread where the crash occurred). None
> of the addresses appeared random and were all within valid memory bounds of
> modules that were active at the time of the crash.
>
> Anyway, I went back through the revisions between last week and this week
> and only one thing changed... the removal of several screenspace effects,
> that is all. Very little changed between last week and this week's test.
> Regardless, we're going to try playing last week's build next weekend to
> see what happens. The weekend play tests are the only time we get the
> player counts up to the level at which we need them in order to see the
> crashes; as it seems load-dependent. Otherwise we do small regression tests
> during the week if any larger and/or sensitive changes have taken place,
> but lately those haven't been happening due to our upcoming release.
>
> I agree that it would be nice to have stripped PDB's, if nothing else to
> size out the call stack information so its at least reliable. However, I
> understand the business reason to not have them available so I can't say I
> blame Valve for not making them public, it isn't in their best interest to
> do so from their perspective. It is for that reason that I decided to take
> a long-shot and ask for help with it. I figured if nothing else maybe
> someone in the community could offer up some insight.
>
>
> On Mon, Jan 28, 2013 at 11:30 AM, Nicholas Hastings <
> psycho...@alliedmods.net> wrote:
>
>> 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
>>
>>   Sammy <sam...@gmail.com>
>>  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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>>
>>   Neico <ad...@neic0.de>
>>  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><sam...@gmail.com>
>>  wrote:
>>
>>
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>>
>>   Sammy <sam...@gmail.com>
>>  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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>>
>>   Saul Rennison <saul.renni...@gmail.com>
>>  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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>>
>>   Cale Dunlap <cale.dun...@gmail.com>
>>  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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>> please visit:
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>>
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net <http://www.alliedmods.net>
>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>
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>
>

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