Most crashes are caught by the game's own fatal handlers, which write a
dump of thread stacks only; the launcher could only copy it after the
game had exited. A crash on a freed or overwritten object then showed
the faulting registers but not the object or the list it came from.
- game_fatal_dump: the game's MiniDumpWriteDump import points at
ReSkate. Before the game writes its dump, the crash reporter takes its
own of the still-running game for the faulting thread; the game's dump
follows as before. Reports say capture.source "game-fatal-handler".
- The reporter's dumps include the memory the stacks point at
(MiniDumpWithIndirectlyReferencedMemory), a few MB more a report.
- The shared report says who asked for the dump (protocol version 4).
- Tests: a game-handler crash is captured with a heap block only its
stack points at; ReSkate's own capture keeps it too.