Hello I tried with a freshly compiled mod both with WinDbg and VS 2010
Express Debugger.

For me the client.dll is only loaded once on startup and not unloaded
before the game is closed.

As I said earlier, please post your Debugging Configuration Properties
of the active configuration you use in Visual Studio.

Also post the contents of liblist.gam of your custom mod folder. ALso
make sure that the gamedll (hldll project) and the client.dll (hl_cdll
project) are different and from the appropriate sources.

----

Actually I am guessing that your client.dll crashes due to an exception
that you didn't notice and then thus Half-Life loads it again (and it
crashes again with the same exception) and then the game fails.

Please provide any info that might be helpful (the info requested above
and additionally any error boxes / exceptions that might pop up).

On 12/18/14 15:26, Sam Vanheer wrote:
> Apparently the client.dll is loaded and unloaded once before being loaded for 
> use. No idea why, but it explains a lot.
> 
> 
> 
> 
> 
> 
> 
> 
> Van: Dominik Tugend
> Verzonden: ‎donderdag‎ ‎18‎ ‎december‎ ‎2014 ‎13‎:‎18
> Aan: hlcoders@list.valvesoftware.com
> 
> 
> 
> 
> 
> Maybe someone else can see the root of the problem from that StackTrace,
> I can't.
> 
> In general I'd recommend you the Debugging Tools for Windows (i.e. WinDbg):
> http://msdn.microsoft.com/en-us/library/windows/hardware/ff551063.aspx
> Check the "As a standalone tool set" entry there.
> 
> Also please post more info (i.e. Launch Options in the Debugger for the
> game in Debug mode etc.).
> 
> On 12/18/14 12:58, Sam Vanheer wrote:
>> When i start our GoldSource client dll through Visual Studio 2012 with a 
>> debugger attached, the client dll is unloaded right after being loaded.
>>
>> The stack trace is as follows:
>>
>>
>> 00000000()  Unknown
>> [Frames below may be incorrect and/or missing]  
>> client.dll!AlertMessage(ALERT_TYPE atype, char * szFmt, ...) Line 129   C++
>> client.dll!MemoryDebug_CheckMemory(const char * pszMoment) Line 122 C++
>> client.dll!COnShutdownMemoryChecker::~COnShutdownMemoryChecker() Line 424   
>> C++
>> client.dll!`dynamic atexit destructor for 'g_OnShutdownMemoryChecker''()    
>> C++
>> client.dll!doexit(int code, int quick, int retcaller) Line 567  C
>> client.dll!_cexit() Line 408    C
>> client.dll!_CRT_INIT(void * hDllHandle, unsigned long dwReason, void * 
>> lpreserved) Line 174 C
>> client.dll!__DllMainCRTStartup(void * hDllHandle, unsigned long dwReason, 
>> void * lpreserved) Line 352   C
>> client.dll!_DllMainCRTStartup(void * hDllHandle, unsigned long dwReason, 
>> void * lpreserved) Line 293    C
>> ntdll.dll!_LdrxCallInitRoutine@16()    Unknown
>> ntdll.dll!LdrpCallInitRoutine() Unknown
>> ntdll.dll!LdrpProcessDetachNode()   Unknown
>> ntdll.dll!LdrpUnloadNode()  Unknown
>> ntdll.dll!LdrpDecrementNodeLoadCount()  Unknown
>> ntdll.dll!LdrUnloadDll()    Unknown
>> KernelBase.dll!_FreeLibrary@4()    Unknown
>> AcGenral.dll!NS_IgnoreFreeLibrary::APIHook_FreeLibrary(struct HINSTANCE__ *) 
>>    Unknown
>> GameOverlayRenderer.dll!0f57d78d()  Unknown
>> hw.dll!04a119f6()   Unknown
>>
>>
>> It seems that GameOverlayRenderer.dll is unloading the client dll for some 
>> reason.
>>
>> If i start the game without a debugger attached and attach it after the dll 
>> has finished loading, everything works fine.
>>
>>
>> Does anybody have any idea on what i could do about this?
>>
>>
>>
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