问题描述
是否可以将启动保留程序编程到XBox游戏程序包中,以等待用户的云存储同步后再继续?我有一个HTML5游戏包,需要从XBox Live加载要保存的数据,然后从本地存储(以JSON格式)读取数据以在启动时填充加载屏幕,并且我还必须考虑到任何错误消息,用户可能必须做出响应。同步完成后,游戏本身就会启动(但显然要等到处理好法律问题之后,因此徽标飞溅,引擎品牌,扣押咨询以及可能的FBI和ESRB通知也必须考虑在内) 。如果这也有助于调查,那么在活动会话期间,数据已正确保存,我可以将其成功复制到本地应用存储中。另一方面,XBox Live副本现在似乎有问题。
我也没有在游戏文件中保存那么多数据-仅有五个保存位置,不包括全局配置和用户设置。基本上,我试图将每个用户的存储空间保持在创作者项目的64MB上限以下(更不用说我最初对ID @ XBox的请求没有奏效),我希望能够实现 当然,考虑到我通过Bing和Google请求收到的所有相互冲突的信息,这当然是有可能的。
最接近的是以下代码,该代码主要基于Microsoft Docs示例。这第一个块是应该加载XBox数据并将其复制到磁盘的功能,为此,我首先需要延迟:
public void doStartup()
{
getData(-1);
for (int i = 0; i <= 5; i++)
{
getData(i);
}
}
public async void getData(int savefileId)
{
var users = await Windows.System.User.FindAllAsync();
string c_saveBlobName = "Advent";
//string c_saveContainerdisplayName = "GameSave";
string c_saveContainerName = "file" + savefileId;
if (savefileId <= 0) c_saveContainerName = "config";
if (savefileId == 0) c_saveContainerName = "global";
GameSaveProvider gameSaveProvider;
GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0],"00000000-0000-0000-0000-00006d0be05f");
//Parameters
//Windows.System.User user
//string SCID
if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
{
gameSaveProvider = gameSaveTask.Value;
}
else
{
return;
//throw new Exception("Game Save Provider Initialization Failed");;
}
//Now you have a GameSaveProvider
//Next you need to call CreateContainer to get a GameSaveContainer
GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
//Parameter
//string name (name of the GameSaveContainer Created)
//form an array of strings containing the blob names you would like to read.
string[] blobsToRead = new string[] { c_saveBlobName };
// GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
// to provide your own preallocated Dictionary.
GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);
string loadedData = "";
//Check status to make sure data was read from the container
if (result.Status == GameSaveErrorStatus.Ok)
{
//prepare a buffer to receive blob
IBuffer loadedBuffer;
//retrieve the named blob from the GetAsync result,place it in loaded buffer.
result.Value.TryGetValue(c_saveBlobName,out loadedBuffer);
if (loadedBuffer == null)
{
//throw new Exception(String.Format("Didn't find expected blob \"{0}\" in the loaded data.",c_saveBlobName));
}
DataReader reader = DataReader.FromBuffer(loadedBuffer);
loadedData = reader.ReadString(loadedBuffer.Length);
if (savefileId <= 0)
{
try
{
System.IO.File.WriteallText(ApplicationData.Current.LocalFolder.Path + "\\config.json",loadedData);
}
catch { }
}
else if (savefileId == 0)
{
try
{
System.IO.File.WriteallText(ApplicationData.Current.LocalFolder.Path + "\\global.json",loadedData);
}
catch { }
}
else
{
try
{
System.IO.File.WriteallText(ApplicationData.Current.LocalFolder.Path + "\\file"+savefileId+".json",loadedData);
}
catch { }
}
}
}
这是HTML5部分调用时应该读取的数据:
public string getSaveFile(int savefileId)
{
string data;
if (savefileId == 0)
{
try
{
data = System.IO.File.ReadAllText(ApplicationData.Current.LocalFolder.Path + "\\global.json");
if (data == null) data = "";
Debug.WriteLine(data);
}
catch { data = ""; }
return data;
} else
{
try
{
data = System.IO.File.ReadAllText(ApplicationData.Current.LocalFolder.Path + "\\file" + savefileId + ".json");
if (data == null) data = "";
Debug.WriteLine(data);
}
catch { data = ""; }
return data;
}
}
public string getConfig()
{
string data;
try
{
data = System.IO.File.ReadAllText(ApplicationData.Current.LocalFolder.Path + "\\config.json");
if (data == null) data = "";
Debug.WriteLine(data);
}
catch { data = ""; }
return data;
}
这是WinRT端的保存代码:
public async void doSave(int key,string data)
{
//Get The User
var users = await Windows.System.User.FindAllAsync();
string c_saveBlobName = "Advent";
string c_saveContainerdisplayName = "GameSave";
string c_saveContainerName = "file"+key;
if (key == -1) c_saveContainerName = "config";
if (key == 0) c_saveContainerName = "global";
GameSaveProvider gameSaveProvider;
GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0],"00000000-0000-0000-0000-00006d0be05f");
//Parameters
//Windows.System.User user
//string SCID
if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
{
gameSaveProvider = gameSaveTask.Value;
}
else
{
return;
//throw new Exception("Game Save Provider Initialization Failed");
}
//Now you have a GameSaveProvider (formerly ConnectedStorageSpace)
//Next you need to call CreateContainer to get a GameSaveContainer (formerly ConnectedStorageContainer)
GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName); // this will create a new named game save container with the name = to the input name
//Parameter
//string name
// To store a value in the container,it needs to be written into a buffer,then stored with
// a blob name in a Dictionary.
DataWriter writer = new DataWriter();
writer.WriteString(data); //some number you want to save,in this case 23.
IBuffer dataBuffer = writer.DetachBuffer();
var blobsToWrite = new Dictionary<string,IBuffer>();
blobsToWrite.Add(c_saveBlobName,dataBuffer);
GameSaveOperationResult gameSaveOperationResult = await gameSaveContainer.SubmitUpdatesAsync(blobsToWrite,null,c_saveContainerdisplayName);
int i;
for (i = 1; i <= 90000; i++) {}
Debug.WriteLine("SaveProcessed");
//IReadOnlyDictionary<String,IBuffer> blobsToWrite
//IEnumerable<string> blobsToDelete
//string displayName
}
public static async void InitializeXBoxGamer(TextBlock gamerTagTextBlock)
{
try
{
XBoxLiveUser user = new XBoxLiveUser();
SignInResult result = await user.SignInSilentlyAsync(Window.Current.dispatcher);
if (result.Status == SignInStatus.UserInteractionrequired)
{
result = await user.SignInAsync(Window.Current.dispatcher);
}
System.IO.File.WriteallText(ApplicationData.Current.LocalFolder.Path + "\\curUser.txt",user.Gamertag);
}
catch (Exception ex)
{
// Todo: log an error here
}
}
解决方法
笨拙的...我发现了我的代码存在的问题。加载全局配置时,会将getData传递给负数;但是由于某种原因,它改写了应用程序数据文件,因此在我将验证更改为更加具体之后,它开始按预期工作。
public void doStartup()
{
getData(-1);
for (int i = 0; i <= 5; i++)
{
getData(i);
}
}
public async void getData(int savefileId)
{
var users = await Windows.System.User.FindAllAsync();
string c_saveBlobName = "Advent";
//string c_saveContainerDisplayName = "GameSave";
string c_saveContainerName = "file" + savefileId;
if (savefileId <= 0) c_saveContainerName = "config";
if (savefileId == 0) c_saveContainerName = "global";
GameSaveProvider gameSaveProvider;
GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0],"00000000-0000-0000-0000-00006d0be05f");
//Parameters
//Windows.System.User user
//string SCID
if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
{
gameSaveProvider = gameSaveTask.Value;
}
else
{
return;
//throw new Exception("Game Save Provider Initialization failed");;
}
//Now you have a GameSaveProvider
//Next you need to call CreateContainer to get a GameSaveContainer
GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
//Parameter
//string name (name of the GameSaveContainer Created)
//form an array of strings containing the blob names you would like to read.
string[] blobsToRead = new string[] { c_saveBlobName };
// GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
// to provide your own preallocated Dictionary.
GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);
string loadedData = "";
//Check status to make sure data was read from the container
if (result.Status == GameSaveErrorStatus.Ok)
{
//prepare a buffer to receive blob
IBuffer loadedBuffer;
//retrieve the named blob from the GetAsync result,place it in loaded buffer.
result.Value.TryGetValue(c_saveBlobName,out loadedBuffer);
if (loadedBuffer == null)
{
//throw new Exception(String.Format("Didn't find expected blob \"{0}\" in the loaded data.",c_saveBlobName));
}
DataReader reader = DataReader.FromBuffer(loadedBuffer);
loadedData = reader.ReadString(loadedBuffer.Length);
if (savefileId <= 0)
{
try
{
System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\config.json",loadedData);
}
catch { }
}
else if (savefileId == 0)
{
try
{
System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\global.json",loadedData);
}
catch { }
}
else
{
try
{
System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\file"+savefileId+".json",loadedData);
}
catch { }
}
}
}
尽管我仍然需要执行延迟,但这是我讨论over here的完全不同的原因。