GameSaveContainer.ReadAsync(IMapView<String,IBuffer>) Method
Definition
Important
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Reads blobs from this container, as specified by blobsToRead. The buffers passed in blobsToRead must be large enough to store the blob data.
public:
virtual IAsyncOperation<GameSaveOperationResult ^> ^ ReadAsync(IMapView<Platform::String ^, IBuffer ^> ^ blobsToWrite) = ReadAsync;
public:
virtual IAsyncOperation<GameSaveOperationResult ^> ^ ReadAsync(IMapView<Platform::String ^, IBuffer ^> ^ blobsToRead) = ReadAsync;
/// [Windows.Foundation.Metadata.RemoteAsync]
IAsyncOperation<GameSaveOperationResult> ReadAsync(IMapView<winrt::hstring, IBuffer const&> const& blobsToWrite);
/// [Windows.Foundation.Metadata.RemoteAsync]
IAsyncOperation<GameSaveOperationResult> ReadAsync(IMapView<winrt::hstring, IBuffer const&> const& blobsToRead);
[Windows.Foundation.Metadata.RemoteAsync]
public IAsyncOperation<GameSaveOperationResult> ReadAsync(IReadOnlyDictionary<string,IBuffer> blobsToWrite);
[Windows.Foundation.Metadata.RemoteAsync]
public IAsyncOperation<GameSaveOperationResult> ReadAsync(IReadOnlyDictionary<string,IBuffer> blobsToRead);
function readAsync(blobsToWrite)
function readAsync(blobsToRead)
Public Function ReadAsync (blobsToWrite As IReadOnlyDictionary(Of String, IBuffer)) As IAsyncOperation(Of GameSaveOperationResult)
Public Function ReadAsync (blobsToRead As IReadOnlyDictionary(Of String, IBuffer)) As IAsyncOperation(Of GameSaveOperationResult)
Parameters
Returns
Type: IAsyncOperation<;GameSaveOperationResult>;
IAsyncOperation<;GameSaveOperationResult>; that represents the state of the asynchronous operation.
- Attributes
Remarks
Use GameSaveBlobInfoQuery to determine the required buffer size for each game save blob requested.
If the operation completes successfully, the length property of the returned buffers specifies the amount of data contained in each buffer.
ReadAsync differs from GetAsync in that GetAsync automatically allocates the required buffers for the blob data, and returns that data in a GameSaveBlobGetResult object. ReadAsync instead writes directly into the buffers passed in the blobsToRead parameter.
After the asynchronous operation completes, check the Status property of the result to determine whether the operation succeeded with GameSaveErrorStatus.Ok.