Module storage
dep_sdl3
only.Expand description
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 the Filesystem and IOStream subsystems). It is significantly more restrictive than a typical filesystem API, for a number of reasons:
-
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!).
-
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.
-
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:
-
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!).
-
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.
-
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:
-
What to Access: This code explicitly reads from a title or user storage device based on the context of the function.
-
How to Access: This code explicitly uses either a read or write function based on the context of the function.
-
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
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
; 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.
§Notes on valid paths
All paths in the Storage API use Unix-style path separators (‘/’). Using a different path separator will not work, even if the underlying platform would otherwise accept it. This is to keep code using the Storage API portable between platforms and Storage implementations and simplify app code.
Paths with relative directories (“.” and “..”) are forbidden by the Storage API.
All valid UTF-8 strings (discounting the NULL terminator character and the ‘/’ path separator) are usable for filenames, however, an underlying Storage implementation may not support particularly strange sequences and refuse to create files with those names, etc.
Structs§
- SDL_
Storage - An abstract interface for filesystem access.
- SDL_
Storage Interface - Function interface for
SDL_Storage
.
Functions§
- SDL_
Close ⚠Storage - Closes and frees a storage container.
- SDL_
Copy ⚠Storage File - Copy a file in a writable storage container.
- SDL_
Create ⚠Storage Directory - Create a directory in a writable storage container.
- SDL_
Enumerate ⚠Storage Directory - Enumerate a directory in a storage container through a callback function.
- SDL_
GetStorage ⚠File Size - Query the size of a file within a storage container.
- SDL_
GetStorage ⚠Path Info - Get information about a filesystem path in a storage container.
- SDL_
GetStorage ⚠Space Remaining - Queries the remaining space in a storage container.
- SDL_
Glob ⚠Storage Directory - Enumerate a directory tree, filtered by pattern, and return a list.
- SDL_
Open ⚠File Storage - Opens up a container for local filesystem storage.
- SDL_
Open ⚠Storage - Opens up a container using a client-provided storage interface.
- SDL_
Open ⚠Title Storage - Opens up a read-only container for the application’s filesystem.
- SDL_
Open ⚠User Storage - Opens up a container for a user’s unique read/write filesystem.
- SDL_
Read ⚠Storage File - Synchronously read a file from a storage container into a client-provided buffer.
- SDL_
Remove ⚠Storage Path - Remove a file or an empty directory in a writable storage container.
- SDL_
Rename ⚠Storage Path - Rename a file or directory in a writable storage container.
- SDL_
Storage ⚠Ready - Checks if the storage container is ready to use.
- SDL_
Write ⚠Storage File - Synchronously write a file from client memory into a storage container.