我可以在 Xbox 游戏中编写一个等待用户云数据同步完成的保持点吗?

问题描述 投票:0回答:1

免责声明:尽管在发布答案时,提出此问题的用例已得到解决,但 Microsoft Store 不再接受开发相关项目的开发范例。然而,由于 StackOverflow 对删除此类内容有严格的限制,因此我选择将其保留以用于历史目的。

原问题如下:

是否可以将启动保留编程到 Xbox 游戏包中,等待用户的云保存同步后再继续?我有一个 HTML5 游戏包,我需要从 Xbox Live 加载保存数据,然后从本地存储读取数据(以 JSON 格式)以在启动时填充加载屏幕,并且我还必须考虑任何错误消息用户可能必须做出回应。一旦同步完成,游戏本身就会启动(但显然要等到法律问题处理完毕之后才会启动,因此徽标飞溅、引擎品牌、扣押建议以及可能还必须考虑 FBI 和 ESRB 通知) 。如果它也有助于调查,则在存在活动会话时数据会被正确保存,并且我可以成功将其复制到本地应用程序存储。另一方面,Xbox Live 副本目前似乎存在问题。

我也没有在游戏文件中保存那么多数据 - 只有五个保存槽,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 上限之下(更不用说我最初对 ID@Xbox 的请求没有成功),并且我希望在我之前实现这一点 甚至敢于重新提交。 考虑到我通过 Bing 和 Google 请求收到的所有相互冲突的信息,这当然是可能的。

我得到的最接近的是以下代码,该代码主要基于 Microsoft Docs 示例。第一个块是“应该”加载 Xbox 数据并将其复制到磁盘的内容,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 { } } } }

这就是 HTML5 部分调用时应该读取数据的内容:

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 }

我最近刚刚将用户检测代码添加到主项目中。

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 } }

	
c# uwp game-development xbox winrt-component
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投票

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 { } } } }

虽然我仍然需要执行延迟,但这是出于我在这里讨论的完全不同的原因

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