C# 我可以在等待用户的Xbox游戏中设置一个等待点吗';要完成的云数据同步?

C# 我可以在等待用户的Xbox游戏中设置一个等待点吗';要完成的云数据同步?,c#,uwp,game-development,xbox,winrt-component,C#,Uwp,Game Development,Xbox,Winrt Component,是否可以在Xbox游戏包中设置启动等待,等待用户的云存储同步后再继续?我有一个HTML5游戏包,我需要保存从Xbox Live加载的数据,然后从本地存储(JSON格式)读取数据,以在启动时填充加载屏幕,我还必须解释用户可能必须响应的任何错误消息。一旦同步完成,游戏本身就会启动(但显然要等到法律事务处理完毕后,所以徽标飞溅、引擎品牌、查封咨询以及可能的FBI和ESRB通知也必须考虑在内)。如果这也有助于调查,则在有活动会话时数据被正确保存,我可以成功地将其复制到本地应用程序存储。另一方面,Xbox

是否可以在Xbox游戏包中设置启动等待,等待用户的云存储同步后再继续?我有一个HTML5游戏包,我需要保存从Xbox Live加载的数据,然后从本地存储(JSON格式)读取数据,以在启动时填充加载屏幕,我还必须解释用户可能必须响应的任何错误消息。一旦同步完成,游戏本身就会启动(但显然要等到法律事务处理完毕后,所以徽标飞溅、引擎品牌、查封咨询以及可能的FBI和ESRB通知也必须考虑在内)。如果这也有助于调查,则在有活动会话时数据被正确保存,我可以成功地将其复制到本地应用程序存储。另一方面,Xbox Live副本目前似乎存在争议

我也没有在游戏文件中保存那么多数据——只有五个保存槽,不包括全局配置和用户设置。基本上,我正试图将每个用户的存储空间控制在creator项目的64MB上限之下(更不用说我最初对ID@Xbox我希望在我敢重新提交之前就实施它。这当然是有可能的,考虑到我通过Bing和Google请求收到的所有冲突信息

我最接近的是下面的代码,它主要基于MicrosoftDocs示例。第一个块是加载Xbox数据并将其复制到磁盘的块,我首先需要延迟:

    public void doStartup()
    {
        getData(-1);
        for (int i = 0; i <= 5; i++)
        {
            getData(i);
        }
    }
    public async void getData(int savefileId)
    {
        var users = await Windows.System.User.FindAllAsync();

        string c_saveBlobName = "Advent";
        //string c_saveContainerDisplayName = "GameSave";
        string c_saveContainerName = "file" + savefileId;
        if (savefileId <= 0) c_saveContainerName = "config";
        if (savefileId == 0) c_saveContainerName = "global";
        GameSaveProvider gameSaveProvider;

        GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0], "00000000-0000-0000-0000-00006d0be05f");
        //Parameters
        //Windows.System.User user
        //string SCID

        if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
        {
            gameSaveProvider = gameSaveTask.Value;
        }
        else
        {
            return;
            //throw new Exception("Game Save Provider Initialization failed");;
        }

        //Now you have a GameSaveProvider
        //Next you need to call CreateContainer to get a GameSaveContainer

        GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
        //Parameter
        //string name (name of the GameSaveContainer Created)

        //form an array of strings containing the blob names you would like to read.
        string[] blobsToRead = new string[] { c_saveBlobName };

        // GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
        // to provide your own preallocated Dictionary.
        GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);

        string loadedData = "";

        //Check status to make sure data was read from the container
        if (result.Status == GameSaveErrorStatus.Ok)
        {
            //prepare a buffer to receive blob
            IBuffer loadedBuffer;

            //retrieve the named blob from the GetAsync result, place it in loaded buffer.
            result.Value.TryGetValue(c_saveBlobName, out loadedBuffer);

            if (loadedBuffer == null)
            {

                //throw new Exception(String.Format("Didn't find expected blob \"{0}\" in the loaded data.", c_saveBlobName));

            }
            DataReader reader = DataReader.FromBuffer(loadedBuffer);
            loadedData = reader.ReadString(loadedBuffer.Length);
            if (savefileId <= 0)
            {
                try
                {
                    System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\config.json", loadedData);
                }
                catch { }
            }
            else if (savefileId == 0)
            {
                try
                {
                    System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\global.json", loadedData);
                }
                catch { }
            }
            else
            {
                try
                {
                    System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\file"+savefileId+".json", loadedData);
                }
                catch { }

            }

        }
    }
这是WinRT端的保存代码:

    public async void doSave(int key, string data)
    {
        //Get The User
        var users = await Windows.System.User.FindAllAsync();

        string c_saveBlobName = "Advent";
        string c_saveContainerDisplayName = "GameSave";
        string c_saveContainerName = "file"+key;
        if (key == -1) c_saveContainerName = "config";
        if (key == 0) c_saveContainerName = "global";
        GameSaveProvider gameSaveProvider;

        GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0], "00000000-0000-0000-0000-00006d0be05f");
        //Parameters
        //Windows.System.User user
        //string SCID

        if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
        {
            gameSaveProvider = gameSaveTask.Value;
        }
        else
        {
            return;
            //throw new Exception("Game Save Provider Initialization failed");
        }

        //Now you have a GameSaveProvider (formerly ConnectedStorageSpace)
        //Next you need to call CreateContainer to get a GameSaveContainer (formerly ConnectedStorageContainer)

        GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName); // this will create a new named game save container with the name = to the input name
                                                                                                     //Parameter
                                                                                                     //string name

        // To store a value in the container, it needs to be written into a buffer, then stored with
        // a blob name in a Dictionary.

        DataWriter writer = new DataWriter();

        writer.WriteString(data); //some number you want to save, in this case 23.

        IBuffer dataBuffer = writer.DetachBuffer();

        var blobsToWrite = new Dictionary<string, IBuffer>();

        blobsToWrite.Add(c_saveBlobName, dataBuffer);

        GameSaveOperationResult gameSaveOperationResult = await gameSaveContainer.SubmitUpdatesAsync(blobsToWrite, null, c_saveContainerDisplayName);
        int i;
        for (i = 1; i <= 90000; i++) {}
        Debug.WriteLine("SaveProcessed");
        //IReadOnlyDictionary<String, IBuffer> blobsToWrite
        //IEnumerable<string> blobsToDelete
        //string displayName        
    }

大笨蛋。。。我用我的代码解决了这个问题。加载全局配置时,getData被传递一个负配置;然而,由于某种原因,它正在编写应用程序数据文件,所以在我将验证更改为更具体一点后,它开始按预期工作

    public void doStartup()
{
    getData(-1);
    for (int i = 0; i <= 5; i++)
    {
        getData(i);
    }
}
public async void getData(int savefileId)
{
    var users = await Windows.System.User.FindAllAsync();

    string c_saveBlobName = "Advent";
    //string c_saveContainerDisplayName = "GameSave";
    string c_saveContainerName = "file" + savefileId;
    if (savefileId <= 0) c_saveContainerName = "config";
    if (savefileId == 0) c_saveContainerName = "global";
    GameSaveProvider gameSaveProvider;

    GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0], "00000000-0000-0000-0000-00006d0be05f");
    //Parameters
    //Windows.System.User user
    //string SCID

    if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
    {
        gameSaveProvider = gameSaveTask.Value;
    }
    else
    {
        return;
        //throw new Exception("Game Save Provider Initialization failed");;
    }

    //Now you have a GameSaveProvider
    //Next you need to call CreateContainer to get a GameSaveContainer

    GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
    //Parameter
    //string name (name of the GameSaveContainer Created)

    //form an array of strings containing the blob names you would like to read.
    string[] blobsToRead = new string[] { c_saveBlobName };

    // GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
    // to provide your own preallocated Dictionary.
    GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);

    string loadedData = "";

    //Check status to make sure data was read from the container
    if (result.Status == GameSaveErrorStatus.Ok)
    {
        //prepare a buffer to receive blob
        IBuffer loadedBuffer;

        //retrieve the named blob from the GetAsync result, place it in loaded buffer.
        result.Value.TryGetValue(c_saveBlobName, out loadedBuffer);

        if (loadedBuffer == null)
        {

            //throw new Exception(String.Format("Didn't find expected blob \"{0}\" in the loaded data.", c_saveBlobName));

        }
        DataReader reader = DataReader.FromBuffer(loadedBuffer);
        loadedData = reader.ReadString(loadedBuffer.Length);
        if (savefileId <= 0)
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\config.json", loadedData);
            }
            catch { }
        }
        else if (savefileId == 0)
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\global.json", loadedData);
            }
            catch { }
        }
        else
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\file"+savefileId+".json", loadedData);
            }
            catch { }

        }

    }
}
public void doStartup()
{
getData(-1);
对于(int i=0;i
    public static async void InitializeXboxGamer(TextBlock gamerTagTextBlock)
    {
        try
        {
            XboxLiveUser user = new XboxLiveUser();
            SignInResult result = await user.SignInSilentlyAsync(Window.Current.Dispatcher);
            if (result.Status == SignInStatus.UserInteractionRequired)
            {
                result = await user.SignInAsync(Window.Current.Dispatcher);
            }
            System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\curUser.txt", user.Gamertag);
        }
        catch (Exception ex)
        {
            // TODO: log an error here
        }
    }
    public void doStartup()
{
    getData(-1);
    for (int i = 0; i <= 5; i++)
    {
        getData(i);
    }
}
public async void getData(int savefileId)
{
    var users = await Windows.System.User.FindAllAsync();

    string c_saveBlobName = "Advent";
    //string c_saveContainerDisplayName = "GameSave";
    string c_saveContainerName = "file" + savefileId;
    if (savefileId <= 0) c_saveContainerName = "config";
    if (savefileId == 0) c_saveContainerName = "global";
    GameSaveProvider gameSaveProvider;

    GameSaveProviderGetResult gameSaveTask = await GameSaveProvider.GetForUserAsync(users[0], "00000000-0000-0000-0000-00006d0be05f");
    //Parameters
    //Windows.System.User user
    //string SCID

    if (gameSaveTask.Status == GameSaveErrorStatus.Ok)
    {
        gameSaveProvider = gameSaveTask.Value;
    }
    else
    {
        return;
        //throw new Exception("Game Save Provider Initialization failed");;
    }

    //Now you have a GameSaveProvider
    //Next you need to call CreateContainer to get a GameSaveContainer

    GameSaveContainer gameSaveContainer = gameSaveProvider.CreateContainer(c_saveContainerName);
    //Parameter
    //string name (name of the GameSaveContainer Created)

    //form an array of strings containing the blob names you would like to read.
    string[] blobsToRead = new string[] { c_saveBlobName };

    // GetAsync allocates a new Dictionary to hold the retrieved data. You can also use ReadAsync
    // to provide your own preallocated Dictionary.
    GameSaveBlobGetResult result = await gameSaveContainer.GetAsync(blobsToRead);

    string loadedData = "";

    //Check status to make sure data was read from the container
    if (result.Status == GameSaveErrorStatus.Ok)
    {
        //prepare a buffer to receive blob
        IBuffer loadedBuffer;

        //retrieve the named blob from the GetAsync result, place it in loaded buffer.
        result.Value.TryGetValue(c_saveBlobName, out loadedBuffer);

        if (loadedBuffer == null)
        {

            //throw new Exception(String.Format("Didn't find expected blob \"{0}\" in the loaded data.", c_saveBlobName));

        }
        DataReader reader = DataReader.FromBuffer(loadedBuffer);
        loadedData = reader.ReadString(loadedBuffer.Length);
        if (savefileId <= 0)
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\config.json", loadedData);
            }
            catch { }
        }
        else if (savefileId == 0)
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\global.json", loadedData);
            }
            catch { }
        }
        else
        {
            try
            {
                System.IO.File.WriteAllText(ApplicationData.Current.LocalFolder.Path + "\\file"+savefileId+".json", loadedData);
            }
            catch { }

        }

    }
}