So Bad It's Good
SteamAPI WriteMiniDump
Last visit was: Sun Mar 08, 2026 11:43 pm It is currently Sun Mar 08, 2026 11:43 pm




Steamapi Writeminidump [FREE]

LONG WINAPI TopLevelExceptionHandler(EXCEPTION_POINTERS* pep) { // Build a filename char path[MAX_PATH]; SYSTEMTIME st; GetLocalTime(&st); sprintf_s(path, "crash_%04d%02d%02d_%02d%02d%02d.dmp", st.wYear, st.wMonth, st.wDay, st.wHour, st.wMinute, st.wSecond);

struct CrashContext { int currentLevelId; float playerX, playerY, playerZ; char lastConsoleLines[1024]; }; SteamAPI WriteMiniDump

#include <windows.h> // Include Steamworks SDK headers that declare SteamAPI_WriteMiniDump struct CrashContext { int currentLevelId

// Steamworks helper to write a minidump; signature varies by SDK // SteamAPI_WriteMiniDump(exception_info_ptr, path, extra_context_string) SteamAPI_WriteMiniDump(pep, path, "Unhandled exception in main thread"); "Unhandled exception in main thread")

Pseudo-example:

// Optionally inform the user, upload, etc. return EXCEPTION_EXECUTE_HANDLER; }

Crashes are inevitable in complex software. For game developers and modders working with the Steamworks SDK, capturing and analyzing crash dumps is essential to diagnose hard-to-reproduce bugs, memory corruption, and platform-specific failures. This publication explains SteamAPI_WriteMiniDump (and surrounding patterns) in practical terms, shows when and how to use it, and offers examples and best practices to make crash collection reliable and actionable.



Who is online

Users browsing this forum: Google [Bot] and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to: