Files
UnrealEngine/Engine/Source/Runtime/IOS/IOSPlatformFeatures/Private/IOSSaveGameSystem.cpp
2025-05-18 13:04:45 +08:00

90 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IOSSaveGameSystem.h"
#include "GameDelegates.h"
DEFINE_LOG_CATEGORY_STATIC(LogIOSSaveGame, Log, All);
//
// Implementation members
//
FIOSSaveGameSystem::FIOSSaveGameSystem()
{
Initialize();
}
FIOSSaveGameSystem::~FIOSSaveGameSystem()
{
Shutdown();
}
void FIOSSaveGameSystem::Initialize()
{
}
void FIOSSaveGameSystem::Shutdown()
{
}
bool FIOSSaveGameSystem::GetSaveGameNames(TArray<FString>& FoundSaves, const int32 UserIndex)
{
TArray<FString> FoundFiles;
const FString SaveGameDirectory = FPaths::ProjectSavedDir() / TEXT("SaveGames/");
IFileManager::Get().FindFiles(FoundFiles, *SaveGameDirectory, TEXT("*.sav"));
for (FString& File : FoundFiles)
{
FoundSaves.Add(FPaths::GetBaseFilename(File));
}
return true;
}
ISaveGameSystem::ESaveExistsResult FIOSSaveGameSystem::DoesSaveGameExistWithResult(const TCHAR* Name, const int32 UserIndex)
{
if (IFileManager::Get().FileSize(*GetSaveGamePath(Name)) >= 0)
{
return ESaveExistsResult::OK;
}
return ESaveExistsResult::DoesNotExist;
}
bool FIOSSaveGameSystem::SaveGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, const TArray<uint8>& Data)
{
bool DidSucceed = false;
if (OnUpdateCloudDataFromLocalSave.IsBound())
{
DidSucceed = OnUpdateCloudDataFromLocalSave.Execute(FString::Printf(TEXT("%s""SaveGames/%s.sav"), *FPaths::ProjectSavedDir(), Name));
}
return DidSucceed ? DidSucceed : FFileHelper::SaveArrayToFile(Data, *GetSaveGamePath(Name));
}
bool FIOSSaveGameSystem::LoadGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, TArray<uint8>& Data)
{
bool DidSucceed = false;
if (OnUpdateLocalSaveFileFromCloud.IsBound())
{
DidSucceed = OnUpdateLocalSaveFileFromCloud.Execute(FString::Printf(TEXT("%s""SaveGames/%s.sav"), *FPaths::ProjectSavedDir(), Name));
}
return DidSucceed ? DidSucceed : FFileHelper::LoadFileToArray(Data, *GetSaveGamePath(Name));
}
bool FIOSSaveGameSystem::DeleteGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex)
{
// delete the file from the iCloud
OnDeleteCloudData.ExecuteIfBound(FString(Name));
// delete the file from the local storage
return IFileManager::Get().Delete(*GetSaveGamePath(Name), true, false, !bAttemptToUseUI);
}
FString FIOSSaveGameSystem::GetSaveGamePath(const TCHAR* Name)
{
return FString::Printf(TEXT("%s""SaveGames/%s.sav"), *FPaths::ProjectSavedDir(), Name);
}