Steamapi | Writeminidump

One of the primary advantages of using SteamAPI_WriteMiniDump over a generic custom handler is its integration with the Steam Cloud. When a crash occurs:

Do not attempt complex logic, allocations, or network calls inside the crash handler. The application state is unstable during a crash; keep the minidump call as isolated as possible.

: The exact sequence of function calls leading to the crash. SteamAPI WriteMiniDump

By following best practices and leveraging the WriteMiniDump function, developers can create more robust and reliable games that provide a better experience for players.

// Ensure Steam is initialized before calling API if (SteamAPI_IsSteamRunning()) : The exact sequence of function calls leading to the crash

This guide explores what this function does, how to implement it, and how to analyze the files it generates. What is SteamAPI_WriteMiniDump?

: Pass the pointers from your handler to ensure the stack trace is accurate. Analyzing the MiniDump File What is SteamAPI_WriteMiniDump

The function is defined in the Steamworks SDK (specifically within isteamutils.h and implemented via the ISteamUtils interface). The standard signature is as follows:

Despite the deprecation, there are still valid use cases:

Once uploaded, developers can view and download these dumps through the Error Reports page

Without SEH, unhandled exceptions bypass your crash handler entirely. In Visual Studio, navigate to Project Properties → Configuration Properties → C/C++ → Code Generation → Enable C++ Exceptions. Choose "Yes With SEH (/EHa)" to catch both C++ and structured exceptions.