We don’t know the exact mechanism of what Steam was doing, but all of the failure parts were in parts of standard libraries, e.g. dynamic_cast or std::string(). It was super weird; I couldn’t code a plugin to fail that way if I wanted to!
]]>So steam replaces parts of your libstdc++ with its own, with a different abi?
At least on Linux I didn’t experience any crashes due to this bug, as I bypass the steam runtime when running x-plane.
]]>What a great inspiration, Ben! I will also use this as our new priority-poker system
]]>I’m printing this out and taking it to my stake holders as our new development policy. It would be fun to see VPs having a cage match methinks…
]]>There’s a tool in the Steam distribution toolchain that injects code into the app binary which we ourselves don’t need but which caused plugins using certain functions of the C++ standard library to crash. The solution was to tell that tool not to screw with our binaries.
Because that happens in the distribution process, i.e. getting the app ready for uploading to Steam servers, we never saw the problem on our machines because we don’t normally upload and download the app first to test something.
Thanks for the laugh Ben.
]]>Sending the report right now.
]]>Hi,
Please FILE A BUG. The bug report form link is on the right side of this page. There is no other useful way to get us info. Sending info “via the org” is not useful.
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