Writeminidump — Steamapi

With SteamAPI_WriteMiniDump , the Steamworks backend handles this mapping. When a developer views the "Crashes" section in the Steamworks Partner backend, the dashboard uses the Build ID embedded in the dump to locate the corresponding symbols stored in the developer's depot. This allows for automatic resolution of the call stack, transforming raw memory addresses into readable function names and line numbers.

“Could be disk corruption,” Mara said at last, rubbing her temple. “Or a bad driver. Or —” She stopped. “Or it could be malicious. But why would an attacker break the minidump? That’s the one thing we rely on to know what they did.” SteamAPI WriteMiniDump

#include "steam/steam_api.h" #include // For Structured Exception Handling (SEH) // 1. Define a crash handler function LONG WINAPI MyUnhandledExceptionFilter(EXCEPTION_POINTERS* pExceptionInfo) // 2. Call SteamAPI_WriteMiniDump // uExceptionCode: Usually pExceptionInfo->ExceptionRecord->ExceptionCode // pExceptionInfo: Pointer to the EXCEPTION_POINTERS // uBuildID: Your game's build ID (from SteamPipe) SteamAPI_WriteMiniDump( pExceptionInfo->ExceptionRecord->ExceptionCode, pExceptionInfo, 123456 // Replace with your actual Build ID ); // Continue with standard crash handling (e.g., show message box) return EXCEPTION_EXECUTE_HANDLER; int main() // 3. Initialize Steam if ( !SteamAPI_Init() ) return 1; // 4. Register the exception filter SetUnhandledExceptionFilter(MyUnhandledExceptionFilter); // ... Game Loop ... SteamAPI_Shutdown(); return 0; Use code with caution. Key Parameters Explained “Could be disk corruption,” Mara said at last,

Pseudo-example:

WordPress Lightbox