|
@@ -22,7 +22,198 @@
|
|
|
/**
|
|
|
* # CategoryStorage
|
|
|
*
|
|
|
- * SDL storage container management.
|
|
|
+ * The storage API is a high-level API designed to abstract away the
|
|
|
+ * portability issues that come up when using something lower-level (in SDL's
|
|
|
+ * case, this sits on top of SDL_filesystem). It is significantly more
|
|
|
+ * restrictive than a typical filesystem API, for a number of reasons:
|
|
|
+ *
|
|
|
+ * 1. **What to Access:** A common pitfall with existing filesystem APIs is
|
|
|
+ * the assumption that all storage is monolithic. However, many other
|
|
|
+ * platforms (game consoles in particular) are more strict about what _type_
|
|
|
+ * of filesystem is being accessed; for example, game content and user data
|
|
|
+ * are usually two separate storage devices with entirely different
|
|
|
+ * characteristics (and possibly different low-level APIs altogether!). 2.
|
|
|
+ * **How to Access:** Another common mistake is applications assuming that all
|
|
|
+ * storage is universally writeable - again, many platforms treat game content
|
|
|
+ * and user data as two separate storage devices, and only user data is
|
|
|
+ * writeable while game content is read-only. 3. **When to Access:** The most
|
|
|
+ * common portability issue with filesystem access is _timing_ - you cannot
|
|
|
+ * always assume that the storage device is always accessible all of the time,
|
|
|
+ * nor can you assume that there are no limits to how long you have access to
|
|
|
+ * a particular device.
|
|
|
+ *
|
|
|
+ * Consider the following example:
|
|
|
+ *
|
|
|
+ * ```
|
|
|
+ * void ReadGameData(void)
|
|
|
+ * {
|
|
|
+ * extern char** fileNames;
|
|
|
+ * extern size_t numFiles;
|
|
|
+ * for (size_t i = 0; i < numFiles; i += 1) {
|
|
|
+ * FILE *data = fopen(fileNames[i], "rwb");
|
|
|
+ * if (data == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * } else {
|
|
|
+ * // A bunch of stuff happens here
|
|
|
+ * fclose(data);
|
|
|
+ * }
|
|
|
+ * }
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * void ReadSave(void)
|
|
|
+ * {
|
|
|
+ * FILE *save = fopen("saves/save0.sav", "rb");
|
|
|
+ * if (save == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * } else {
|
|
|
+ * // A bunch of stuff happens here
|
|
|
+ * fclose(save);
|
|
|
+ * }
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * void WriteSave(void)
|
|
|
+ * {
|
|
|
+ * FILE *save = fopen("saves/save0.sav", "wb");
|
|
|
+ * if (save == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * } else {
|
|
|
+ * // A bunch of stuff happens here
|
|
|
+ * fclose(save);
|
|
|
+ * }
|
|
|
+ * }
|
|
|
+ * ```
|
|
|
+ *
|
|
|
+ * Going over the bullet points again:
|
|
|
+ *
|
|
|
+ * 1. **What to Access:** This code accesses a global filesystem; game data
|
|
|
+ * and saves are all presumed to be in the current working directory (which
|
|
|
+ * may or may not be the game's installation folder!). 2. **How to Access:**
|
|
|
+ * This code assumes that content paths are writeable, and that save data is
|
|
|
+ * also writeable despite being in the same location as the game data. 3.
|
|
|
+ * **When to Access:** This code assumes that they can be called at any time,
|
|
|
+ * since the filesystem is always accessible and has no limits on how long the
|
|
|
+ * filesystem is being accessed.
|
|
|
+ *
|
|
|
+ * Due to these assumptions, the filesystem code is not portable and will fail
|
|
|
+ * under these common scenarios:
|
|
|
+ *
|
|
|
+ * - The game is installed on a device that is read-only, both content loading
|
|
|
+ * and game saves will fail or crash outright
|
|
|
+ * - Game/User storage is not implicitly mounted, so no files will be found
|
|
|
+ * for either scenario when a platform requires explicitly mounting
|
|
|
+ * filesystems
|
|
|
+ * - Save data may not be safe since the I/O is not being flushed or
|
|
|
+ * validated, so an error occurring elsewhere in the program may result in
|
|
|
+ * missing/corrupted save data
|
|
|
+ *
|
|
|
+ * When using, SDL_Storage, these types of problems are virtually impossible
|
|
|
+ * to trip over:
|
|
|
+ *
|
|
|
+ * ```
|
|
|
+ * void ReadGameData(void)
|
|
|
+ * {
|
|
|
+ * extern char** fileNames;
|
|
|
+ * extern size_t numFiles;
|
|
|
+ *
|
|
|
+ * SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0);
|
|
|
+ * if (title == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * while (!SDL_StorageReady(title)) {
|
|
|
+ * SDL_Delay(1);
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * for (size_t i = 0; i < numFiles; i += 1) {
|
|
|
+ * void* dst;
|
|
|
+ * Uint64 dstLen = 0;
|
|
|
+ *
|
|
|
+ * if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) {
|
|
|
+ * dst = SDL_malloc(dstLen);
|
|
|
+ * if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) {
|
|
|
+ * // A bunch of stuff happens here
|
|
|
+ * } else {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * SDL_free(dst);
|
|
|
+ * } else {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * SDL_CloseStorage(title);
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * void ReadSave(void)
|
|
|
+ * {
|
|
|
+ * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
|
|
|
+ * if (user == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * while (!SDL_StorageReady(user)) {
|
|
|
+ * SDL_Delay(1);
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * Uint64 saveLen = 0;
|
|
|
+ * if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) {
|
|
|
+ * void* dst = SDL_malloc(saveLen);
|
|
|
+ * if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) {
|
|
|
+ * // A bunch of stuff happens here
|
|
|
+ * } else {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * SDL_free(dst);
|
|
|
+ * } else {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * SDL_CloseStorage(user);
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * void WriteSave(void)
|
|
|
+ * {
|
|
|
+ * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
|
|
|
+ * if (user == NULL) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ * while (!SDL_StorageReady(user)) {
|
|
|
+ * SDL_Delay(1);
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * extern void *saveData; // A bunch of stuff happened here...
|
|
|
+ * extern Uint64 saveLen;
|
|
|
+ * if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) {
|
|
|
+ * // Something bad happened!
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ * SDL_CloseStorage(user);
|
|
|
+ * }
|
|
|
+ * ```
|
|
|
+ *
|
|
|
+ * Note the improvements that SDL_Storage makes:
|
|
|
+ *
|
|
|
+ * 1. **What to Access:** This code explicitly reads from a title or user
|
|
|
+ * storage device based on the context of the function. 2. **How to Access:**
|
|
|
+ * This code explicitly uses either a read or write function based on the
|
|
|
+ * context of the function. 3. **When to Access:** This code explicitly opens
|
|
|
+ * the device when it needs to, and closes it when it is finished working with
|
|
|
+ * the filesystem.
|
|
|
+ *
|
|
|
+ * The result is an application that is significantly more robust against the
|
|
|
+ * increasing demands of platforms and their filesystems!
|
|
|
+ *
|
|
|
+ * A publicly available example of an SDL_Storage backend is the
|
|
|
+ * [Steam Cloud](https://partner.steamgames.com/doc/features/cloud)
|
|
|
+ * backend - you can initialize Steamworks when starting the program, and then
|
|
|
+ * SDL will recognize that Steamworks is initialized and automatically use
|
|
|
+ * ISteamRemoteStorage when the application opens user storage. More
|
|
|
+ * importantly, when you _open_ storage it knows to begin a "batch" of
|
|
|
+ * filesystem operations, and when you _close_ storage it knows to end and
|
|
|
+ * flush the batch. This is used by Steam to support
|
|
|
+ * [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670)
|
|
|
+ * ; users can save data on one PC, put the device to sleep, and then continue
|
|
|
+ * playing on another PC (and vice versa) with the save data fully
|
|
|
+ * synchronized across all devices, allowing for a seamless experience without
|
|
|
+ * having to do full restarts of the program.
|
|
|
*/
|
|
|
|
|
|
#ifndef SDL_storage_h_
|