XGameSaveReadBlobData

读取容器的 blob 数据。

语法

HRESULT XGameSaveReadBlobData(  
         XGameSaveContainerHandle container,  
         const char** blobNames,  
         uint32_t* countOfBlobs,  
         size_t blobsSize,  
         XGameSaveBlob* blobData  
)  

参数

container _In_
类型:XGameSaveContainerHandle

包含 XGameSaveBlob 数据的 XGameSaveContainer 的句柄。

blobNames _In_opt_z_count_(countOfBlobs)
类型:char
*

指向表示 XGameSaveBlob 名称的字符串数组的指针。

countOfBlobs _Inout_
类型:uint32_t*

要读取的 blob 数。

blobsSize _In_
类型:size_t

已分配的 blob 数据的大小,可通过读取 blob 元数据来推断。

blobData _Out_writes_bytes_(blobsSize)
类型:XGameSaveBlob*

用于包含 blob 数据的 XGameSaveBlob 指针。 必须分配有内存,以便存储从容器请求的所有 blob。

返回值

类型:HRESULT

函数结果。

常见错误

  • E_GS_INVALID_CONTAINER_NAME
  • E_GS_PROVIDED_BUFFER_TOO_SMALL
  • E_GS_BLOB_NOT_FOUND
  • E_GS_CONTAINER_NOT_IN_SYNC
  • E_GS_CONTAINER_SYNC_FAILED
  • E_GS_HANDLE_EXPIRED

备注

注意

在时间敏感线程上调用此函数是不安全的。 有关详细信息,请参阅时间敏感线程

使用此函数可读取游戏保存 blob 中的数据。 此函数将返回 blob 的数目以及 blob 容器内的数据。 您可以使用它们以便循环访问容器中的 blob,从而读取相应信息。 存在称为 XGameSaveReadBlobDataAsync 的此函数的异步版本。

// SYNC Read - should not be called on time sensitive thread 
//             as this will block until the operation is complete 
void Sample::_ReadContainerBlobsSync(const XGameSaveContainerInfo* container) 
{ 
    const char* blobNames[] = { 
        "WorldState", 
        "PlayerState", 
        "PlayerInventory" 
    }; 
  
    XGameSaveContainerHandle containerContext = nullptr; 
    size_t allocSize; 
    uint32_t countOfBlobs = _countof(blobNames); 
    XGameSaveBlob* blobs = nullptr; 
    HRESULT hr = XGameSaveCreateContainer(_provider, container->name, &containerContext); 
  
    if (SUCCEEDED(hr)) 
    { 
        // this method finds the size for only the blobs in the container 
        // that we are requesting to read right now 
        hr = _GetContainerBlobsDataSize(container, blobNames, _countof(blobNames), &allocSize); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        blobs = reinterpret_cast<XGameSaveBlob*>(malloc(allocSize)); 
        if (blobs == nullptr) 
        { 
            hr = E_OUTOFMEMORY; 
        } 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveReadBlobData(containerContext, blobNames, &countOfBlobs, allocSize, blobs); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        if (countOfBlobs == _countof(blobNames)) 
        { 
            for (uint32_t i = 0; i < countOfBlobs; i++) 
            { 
                XGameSaveBlob* currentBlob = blobs + i; 
                if (strcmp(currentBlob->info.name, "WorldState") == 0) 
                { 
                    hr = _LoadSaveBlob(currentBlob, _worldState); 
                } 
                else if (strcmp(currentBlob->info.name, "PlayerState") == 0) 
                { 
                    hr = _LoadSaveBlob(currentBlob, _playerState); 
                } 
                else if (strcmp(currentBlob->info.name, "PlayerInventory") == 0) 
                { 
                    hr = _LoadSaveBlob(currentBlob, _playerInventory); 
                } 
                if (FAILED(hr)) 
                { 
                    break; 
                } 
            } 
        } 
        else 
        { 
            hr = E_UNEXPECTED; 
        } 
    } 
  
    _HandleContainerBlobErrors(hr); 
  
    if (blobs != nullptr) 
    { 
        free(blobs); 
    } 
    if (containerContext != nullptr) 
    { 
        XGameSaveCloseContainer(containerContext); 
    } 
} 
  
  
void Sample::_HandleContainerBlobErrors(HRESULT hr) 
{ 
    // set some state 
    switch (hr) 
    { 
    case E_GS_INVALID_CONTAINER_NAME: 
        // tried to access a container with an invalid name 
        break; 
    case E_GS_PROVIDED_BUFFER_TOO_SMALL: 
        // shouldn't ever happen unless our math is wrong!! 
        break; 
    case E_GS_BLOB_NOT_FOUND: 
        // we asked for a blob that isn't in the container 
        break; 
    case E_GS_CONTAINER_NOT_IN_SYNC: 
    case E_GS_CONTAINER_SYNC_FAILED: 
        // need to sync and we are offline ? 
        break; 
    case E_GS_HANDLE_EXPIRED: 
        // need to re-initialize since another device has taken 
        // ownership while we were suspended and/or busy  
        break; 
    } 
} 

要求

头文件:XGameSave.h

库:xgameruntime.lib

支持平台:Windows、Xbox One 系列主机和 Xbox Series 主机

另请参阅

XGameSave
XGameSaveBlobInfo
XGameSaveReadBlobDataAsync
游戏保存错误