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
}
}
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。