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* The crash handler gets destroyed and recreated when we need to change creation parameters, and this races against anything else trying to use it to register or unregister memory regions. * In partcular when initialising the replay we recreated the crash handler right after kicking off the GPU enumeration. * We add a read/write lock so there's no significant added contention on most paths (even though it's not really high traffic in any case) to prevent this kind of problem in future.