fix(native): resolve correct symbol names for crashes in multi-module apps on Windows#1811
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mujacica
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Jun 22, 2026
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Summary
This PR fixes incorrect/irrelevant function names in crash callstacks captured by the Native backend on Windows for applications composed of many modules.
Problem
When the daemon walks the crashed process's stack (
walk_stack_with_dbghelp) it resolves frame addresses to function names viadbghelpinitialized with aNULLsymbol search path. With no search pathdbghelpcan't locate each module's PDB and falls back to the module's export table mislabeling internal (non-exported) functions with the nearest exported symbol.This stays invisible for monolithic apps but breaks for multi-module apps where the relevant code is split across many DLLs scattered across different directories.
dbghelpmisses most of those PDBs so the frames that matter come back with unrelated names and a callstack looks irrelevant to the actual crash even though the frame addresses are correct.A concrete example is the Unreal Engine Editor where code is split across many
UnrealEditor-*.dlland plugin modules living in many separateBinaries/directories so crashes there produced mislabeled stacks while packaged (monolithic) game builds did not.Proposed fix
Build a symbol search path from the directory of every loaded module (already available in
crash_ctx->modules[]) and pass it todbghelpviaSymInitializeWso it can find each module's PDB next to its DLL (the equivalent ofcdb -y <dirs>).crash_ctxintowalk_stack_with_dbghelp;-separated directory list (case-insensitive dedup; cached, since the walker runs once per thread)SYMOPT_FAIL_CRITICAL_ERRORS | SYMOPT_NO_PROMPTSto keep the unattended daemon from blocking ondbghelpdialogs; keepSYMOPT_DEFERRED_LOADSso symbol loading stays cheap with many modules.Windows-only; other Native-backend platforms resolve symbols through different paths and are unaffected.
Related items
CRASHPAD_ENABLE_STACKTRACEis Enabled sentry-unreal#1422