Five bugs identified and patched in retail Asheron's Call client: - v3b: palette refcount over-increment (3-byte NOP at two sites) - v5: RenderSurface PurgeResource no-op stub (vtable slot 2 thunk) - v11: two dangling-pointer crash guards (NULL-check + reorder) - v14: CEnvCell::Destroy ClipPlaneList leak (18-byte JMP to cleanup thunk) - v22: unpacker stale-pointer SEH guard (whole-function __try/__except) All five ship in leakfix.dll (117 KB, SHA d282f23c…) which is loaded by acclient.exe at process start via PE import table patching by tools/install_leakfix.py. Controlled 15-client fleet soak: unpatched control died at 26h with palette exhaustion; all 14 patched clients survived past that point and reached ≥5-day uptime. Residual ~15 MB/h growth traced to d3d9.dll's internal slab allocator (260KB surface backing buffers retained after Release). See REPORT.md §10 for the full investigation; conclusion is that it's unfixable from outside d3d9. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 lines
647 B
C++
19 lines
647 B
C++
// instr.h — instrumentation features for leakfix.dll
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#pragma once
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namespace leakfix {
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// Install SetUnhandledExceptionFilter so any unhandled native exception
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// writes a clean minidump to leakfix_crash_<pid>_<timestamp>.dmp next
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// to the DLL, then chains to Windows' default handling.
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void instr_install_crash_handler();
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// Start a background thread that scans memory every 5 minutes,
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// counts known leak-class vtable instances, and appends a one-line
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// summary to leakfix.log.
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void instr_start_periodic_scan();
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// Stop the periodic scan thread (called from DLL_PROCESS_DETACH).
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void instr_stop_periodic_scan();
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} // namespace leakfix
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