adambeer Posted February 11, 2015 Share Posted February 11, 2015 Just like the title says, what is MiniDump support exactly? I'm having some issues with crashes on my player's PC's and have no way to know why these are crashing in release mode. I would be nice if this mini dump was exactly what I'm looking for :) Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted February 11, 2015 Share Posted February 11, 2015 I don't know anything about MiniDump, but you should look at the clients' console.log that the engine outputs :) Quote Link to comment Share on other sites More sharing options...
adambeer Posted February 11, 2015 Author Share Posted February 11, 2015 Its not that simple. The types of crashes people are getting have nothing print to the console. The log ends with normal outputs. The question still remains - what is this mysterious mini dump support? Quote Link to comment Share on other sites More sharing options...
MangoFusion Posted February 11, 2015 Share Posted February 11, 2015 MiniDump combined with debug symbols is useful for getting a stack trace when the process crashes. I haven't used it myself though, so I don't know how usable it is in Torque3D. Ideally you would combine it with some sort of automated mechanism to submit the dumps somewhere so you can automatically check them. Very useful. Quote Link to comment Share on other sites More sharing options...
adambeer Posted February 12, 2015 Author Share Posted February 12, 2015 Does the build have to be a debug build for the minidump to fully work? Quote Link to comment Share on other sites More sharing options...
rlranft Posted February 13, 2015 Share Posted February 13, 2015 And here's how you make your life easier when using minidumps:https://randomascii.wordpress.com/2011/11/11/source-indexing-is-underused-awesom...So, I made a couple of tools to make this easier:https://github.com/RichardRanft/SymStoreServerDocumentation is in the top level of the repo.Now when someone sends you a crash dump for your Windows version of your game you can debug the exact version that they were running.Just to be clear - I didn't include the files from the Debugging Kit but you can download and install that from Debugging Tools for Windows (WinDbg, KD, CDB, NTSD).So when you build, you store a copy of your executable and its associated pdb file with the source indexed. When you get a minidump file you just open it with Visual Studio and it loads the correct symbols, finds and checks out the source code, and sets you up to debug the exact version that the minidump came from.Documentation is included in the repo.Note - I have yet to successfully index source from Subversion and I can only speculate on how to do it with Git, but Perforce works for sure. Quote Link to comment Share on other sites More sharing options...
adambeer Posted February 17, 2015 Author Share Posted February 17, 2015 I was able to get a .dmp file from the engine and VS loaded it correctly. This looks like its exactly what I need, thanks Richard! What is the tool in the repo you supplied for exactly? Quote Link to comment Share on other sites More sharing options...
rlranft Posted February 17, 2015 Share Posted February 17, 2015 The tool I set up is to assist large teams - the tool Microsoft provides for storing the symbol information isn't meant to support concurrent symbol submissions to the store (you and I can't both store symbols simultaneously). My "StoreManager" monitors a folder for changes, then submits the changes sequentially. It did just occur to me that if you and I submitted the same folders/files one after another there would be an issue....Anyway - the documentation I provided is a collection/clarification of what Microsoft provided. As long as you use the dump on the same machine where you have the correct version of the source you're golden - otherwise you have to ensure that your source is properly indexed in your .pdb files during the build.And this works with release builds too - just store the executable and .pdb file using the debugging kit tools. In C++ I believe the .pdb is generated by default in release configurations, but in C# it is not so you might want to double check. Quote Link to comment Share on other sites More sharing options...
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