Local storage
Four types of local storage are accessible on the Xbox One console:
- Temporary local storage
- Installed game data
- Developer scratch partition
- Persistent local storage
Storage Type | Location |
---|---|
Installed Game Data | G:\ |
Temporary Local Storage | T:\ |
Developer Scratch Partition | D:\ |
Persistent Local Storage | Call XPersistentLocalStorageGetPathSize and XPersistentLocalStorageGetPath to obtain the path size and data. |
Downloadable Content | Call XPackageMount to mount DLC and XPackageGetMountPath to obtain the path. |
XR-133: Local Storage Write Limitations
Note
Titles running on Xbox Series S, Xbox Series X, or any other consoles in the same console family must not write more than 1 GiB of data to either Persistent Local Storage (PLS) or Temporary Local Storage over a rolling 5 minute window. Titles that exceed 1GiB of writes will not successfully pass certification testing. Developers can look at PIX timing captures for warnings as to when the write limit is exceeded. Additionally, titles can monitor their write statistics at runtime by calling XPackageGetWriteStats.
Temporary local storage
Temporary local storage is exposed to titles as drive T. Temp storage can be accessed while the
title is running by using the /x:/title to any XtfFileIO
commands. Temporary local storage allows storage and remote retrieval of temporary files, such as
log files. Files written to temporary local storage are guaranteed to be available only while a
title is running. There are no guarantees that data written to the T: drive will be persisted from
game launch to game launch. Temporary storage may get deleted at some point in time after the title
is terminated.
Temporary local storage also has the following features:
- 2 GB of dedicated storage
- Content is deleted after the title has been terminated.
- Content persists when suspending and resuming, including quick resume.
Installed game data
The location of the installed game data of the currently running title is mapped to
drive G. This volume is read only within the running Game's view when using packaged builds.
Developer scratch partition
The developer scratch partition is exposed as drive D. The developer scratch
partition is local storage for use during development only. You should compile out all references
to it in retail mode to avoid any potential issues.
Persistent Local Storage
Titles can request access to Persistent Local Storage (PLS) as part of their manifest.
This storage space is intended to be used as a long-term cache for storing non-game-save data, such as replays and custom rendered recordings of gameplay. PLS isn't designed to be a primary data storage space. It's never to be used for game saves, content updates, or any other data that must exist for the title to run. Instead, store game saves using the Connected Storage API, or, optionally for online-only titles, using Xbox services Title Storage or a publisher-hosted cloud storage service.
PLS has the following characteristics:
- Title specific: This storage space can be accessed by the title that requested it only.
- Console-specific: This storage space is always created in an XVD which is specific to the console (even if the title is installed on an external drive) and cannot be used on another console.
- Guaranteed allocation: The system ensures that the space is allocated prior to the title being allowed to launch. If insufficient hard drive space is available, the user is prompted to free up space to allow the title to run.
- User-controlled: The storage space can be deleted by users from the system shell. The system never automatically deletes any items in the space.
- Tied to title install lifetime: When a title is uninstalled, the associated local storage space is removed too. If the title is re-installed, none of the previous existing data is restored.
- Resilient and tamper resistant: The storage space is encrypted and integrity checked so that the data saved by the title cannot be tampered with.
To request PLS, add the following markup to the MicrosoftGame.config as a child of <Game>.
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- snip -->
<PersistentLocalStorage><SizeMB>1024</SizeMB></PersistentLocalStorage>
</Game>
To acquire local persistent storage space, call XPersistentLocalStorageGetPathSize and XPersistentLocalStorageGetPath to obtain the path size and data, which returns the path of the persistent storage for the title. The total amount of space available is determined by what the title requested in the MicrosoftGame.config declaration for local storage.
If the title uses a content update to increases the size of their requested persistent local storage space, the previous storage space will be deleted and its content will be lost during the upgrade.
Shareable Persistent Local Storage
Titles can opt into sharing their Persistent Local Storage as read-only with other titles. The relationships that allow a title to read the PLS of another title are described below:
Product Sharing the PLS | Products Reading the Shareable PLS |
---|---|
Franchise game hub | All hub-aware games dependent on this franchise game hub and all games that have RelatedProduct relationships to this franchise game hub. |
Hub-aware game | The associated franchise game hub and all games that have RelatedProduct relationships to this game. |
Hub-unaware game | All games that have RelatedProduct relationships to this game. |
To make the PLS shareable, add the markup <Shareable> to the MicrosoftGame.config as a child of <PersistentLocalStorage>.
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- snip -->
<PersistentLocalStorage>
<Shareable>true</Shareable> <!--This is optional, and the default value is false -->
</PersistentLocalStorage>
</Game>
Note
If a title marks its PLS as shareable, then it should make sure that before suspending the game, it closes all the handles to its PLS, otherwise the game suspend will fail and the game will be terminated.
Growable Persistent Local Storage
Growable Persistent Local Storage is an extension of PLS, which allows titles to request access to a
much larger amount of local storage space, without permanently reserving that space up front. It
is suitable for use by titles that have some scenarios which require additional space, for example
User Generated Content (UGC) downloads, or large local replay files, which not all users may
utilize.
To request Growable PLS, add the following markup to the MicrosoftGame.config as a child of <Game>.
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- snip -->
<PersistentLocalStorage>
<!-- <SizeMB>1024</SizeMB> --Optional. To be used if your title always wants 1024 MBs pre-allocated even before launch -->
<GrowableToMB>20480</GrowableToMB> <!-- This is not a static reservation, but the largest size your title PLS can grow to -->
</PersistentLocalStorage>
</Game>
Before writing to Growable PLS, your title must check for available space using the XPersistentLocalStorageGetSpaceInfo API. Note that calling GetDiskFreeSpaceExW will only tell titles the maximum amount of free space left in PLS - this is not guaranteed to be available. XPersistentLocalStorageGetSpaceInfo will also return the total free space as well as the available free space (the minimum of what is free and the actual space on the underlying drive.
If your title needs more space than is available, has not filled its Growable PLS allocation, but there is insufficient underlying space on the drive for the PLS XVD to be increased, you will need to prompt the end user to free up the requested additional space your title needs by using the XPersistentLocalStoragePromptUserForSpaceAsync function.
If the title uses a content update to change from using a non-growable persistent local storage to a growable storage space, the previous storage space will be deleted and its content will be lost during the upgrade.
Downloadable content
Downloadable content, after it's installed, can be mounted and unmounted on demand. Call XPackageMount to mount DLC and XPackageGetMountPath to obtain the path.
Note
Never hardcode returned path values because they might vary over time and are valid only after a package is mounted.
Accessing game data with the remote console tools
The remote console tools can use the same mapping as running titles by specifying /title with the /X switch. Then, the remote console tools can access data written to the scratch volume and the installed game data for the current title.
To copy scratch volume files to your development PC, use xbcp in the following way:
xbcp /x:/title xd:\file-name c:\local-path
To copy files from your development PC to the title volume, use xbcp in the following way:
xbcp /x:/title c:\file-name xg:\dest-path
You can access PLS from a development PC when the title is running only. Files can be copied to and from this location using the xb commands. For example:
xbcp /x:/title c:\file-name xr:\dest-path
For more information about the syntax to use remote console tools to work with files on the console, see File copy (xbcp.exe) (NDA topic)Autorisierung erforderlich.