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);
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. SteamAPI WriteMiniDump
struct CrashContext { int currentLevelId; float playerX, playerY, playerZ; char lastConsoleLines[1024]; }; struct CrashContext { int currentLevelId
Pseudo-example:
#include <windows.h> // Include Steamworks SDK headers that declare SteamAPI_WriteMiniDump Pseudo-example: #include <
// 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");
// Optionally inform the user, upload, etc. return EXCEPTION_EXECUTE_HANDLER; }