本指南說明如何使用 C++ SDK 中的 Google Play Games 服務快照 API,實作遊戲進度存檔功能。您可以在 PgsSnapshotsClient 中取得 API。
事前準備
- 如需此功能的相關資訊,請參閱「遊戲進度存檔」。
按照「設定 Google Play 服務 SDK」指南的說明安裝並設定應用程式,以便使用 Google Play Games 服務。
按照 Google Play 管理中心指南的說明,定義遊戲的遊戲進度存檔支援。
熟讀品質檢查清單說明的推薦事項。
取得快照用戶端
如要開始使用快照 API,遊戲必須先取得 PgsSnapshotsClient 控制代碼。要取得此物件,您可以呼叫 PgsSnapshotsClient_create() 方法,然後在 Android Activity 內傳遞。
注意:C++ SDK 函式會透過回呼以非同步方式傳回結果。
// Assuming 'android_activity' is a jobject referencing your Android Activity PgsSnapshotsClient* snapshots_client = PgsSnapshotsClient_create(android_activity); // ... use the client ... // When done, destroy the client to free resources // PgsSnapshotsClient_destroy(snapshots_client);
顯示遊戲進度存檔
您可以在遊戲的任何位置整合加入快照 API,讓玩家可以選擇儲存或還原進度。
為簡化開發作業,快照 API 提供預設的遊戲進度存檔選擇使用者介面 (UI)。如要啟動這個 UI,請呼叫 PgsSnapshotsClient_showSelectSnapshotUI。
// Callback function to handle the result of showing the UI void OnShowSavedGamesUI(PgsStatusCode status_code, void* user_data) { if (status_code == PGS_STATUS_SUCCESS) { // UI was shown successfully. The player can now interact with it. // The game doesn't receive direct data back from this callback about // which snapshot was selected. Your game should typically provide options // to load or open snapshots by name after the UI is dismissed. } else { // Handle error or failure to show UI } } // Function to show the default Saved Games UI void ShowSavedGamesUI(PgsSnapshotsClient* client, jobject activity) { const char* title = "See My Saves"; bool allow_add_button = true; bool allow_delete_button = true; int max_snapshots = 5; PgsSnapshotsClient_showSelectSnapshotUI( client, activity, title, allow_add_button, allow_delete_button, max_snapshots, OnShowSavedGamesUI, NULL // user_data ); } // Example usage: // ShowSavedGamesUI(snapshots_client, android_activity);
寫入遊戲進度存檔
在遊戲進度存檔中儲存內容:
- 使用
PgsSnapshotsClient_open()以非同步方式開啟快照。 如要建立新儲存項目,請將create_if_not_found指定為 true。 - 結果會顯示在
PgsSnapshotsClient_OpenCallback中。如果成功且沒有衝突,您會收到PgsSnapshot*。 - 準備要儲存的資料,並以位元組陣列 (
uint8_t*) 形式表示。 - 建立
PgsSnapshotMetadataChange*物件來描述儲存作業。 呼叫
PgsSnapshotsClient_commitAndClose,將變更傳送至 Google 的伺服器。// Callback for commitAndClose void OnSnapshotCommitted(PgsStatusCode status_code, PgsSnapshotMetadata* metadata, void* user_data) { if (status_code == PGS_STATUS_SUCCESS) { // Save successful if (metadata) { // Metadata for the committed snapshot PgsSnapshotMetadata_Release(metadata); } } else { // Handle error } } // Function to write data to a snapshot void WriteSnapshot(PgsSnapshotsClient* client, PgsSnapshot* snapshot, const uint8_t* data, size_t data_size, const char* description /*, Bitmap coverImage */) { PgsSnapshotMetadataChange* metadataChange = NULL; // Placeholder // Commit the operation PgsSnapshotsClient_commitAndClose( client, snapshot, metadataChange, data, data_size, OnSnapshotCommitted, NULL // user_data ); // if (metadataChange) PgsSnapshotMetadataChange_Release(metadataChange); } // Callback for opening the snapshot before writing void OnSnapshotOpenForWrite(PgsStatusCode status_code, PgsSnapshot* snapshot, PgsSnapshotConflict* conflict, void* user_data) { if (status_code == PGS_STATUS_SUCCESS) { if (snapshot) { // Successfully opened/created. Now write to it. const char* save_data_str = "MY_GAME_SAVE_DATA"; const uint8_t* data = (const uint8_t*)save_data_str; size_t data_size = strlen(save_data_str); WriteSnapshot((PgsSnapshotsClient*)user_data, snapshot, data, data_size, "My Save Description"); // PgsSnapshot_destroy(snapshot) is likely called after commitAndClose by the SDK } else if (conflict) { // Handle conflict before writing, or open with a policy that auto-resolves. PgsSnapshotConflict_destroy(conflict); } } else { // Handle error opening } } // Example: Open and write to a snapshot void OpenAndWriteExample(PgsSnapshotsClient* client, const char* snapshot_name) { PgsSnapshotsClient_open( client, snapshot_name, true, // create_if_not_found kPgsSnapshotConflictPolicyManual, // Or another policy OnSnapshotOpenForWrite, client // user_data ); }
載入遊戲進度存檔
如要擷取遊戲進度存檔,請按照下列步驟操作:
- 使用
PgsSnapshotsClient_open(),以非同步方式依名稱開啟快照。 在
PgsSnapshotsClient_OpenCallback中,如果成功,請存取資料。API 提供取得uint8_t*資料和大小的方法,但本文未詳細說明從PgsSnapshot或相關聯的PgsSnapshotContents讀取位元組的方法。// Assuming functions exist to read data from PgsSnapshotContents // For example, PgsSnapshotContents* PgsSnapshot_getContents(PgsSnapshot* snapshot); // For example, bool PgsSnapshotContents_readFully(PgsSnapshotContents* contents, uint8_t** out_data, size_t* out_size); // For example, void PgsSnapshotContents_releaseData(uint8_t* data); void OnSnapshotOpenForRead(PgsStatusCode status_code, PgsSnapshot* snapshot, PgsSnapshotConflict* conflict, void* user_data) { if (status_code == PGS_STATUS_SUCCESS) { if (snapshot) { // Successfully opened. Now read from it. // THE FOLLOWING IS HYPOTHETICAL based on common patterns: // PgsSnapshotContents* contents = PgsSnapshot_getContents(snapshot); // uint8_t* data = NULL; // size_t data_size = 0; // if (contents && PgsSnapshotContents_readFully(contents, &data, &data_size)) { // // Successfully read data // Log("Snapshot data loaded, size: %zu", data_size); // ... process data ... // PgsSnapshotContents_releaseData(data); // } // PgsSnapshotContents_destroy(contents); // If necessary PgsSnapshot_destroy(snapshot); } else if (conflict) { // Handle conflict Log("Snapshot open resulted in a conflict."); PgsSnapshotConflict_destroy(conflict); } } else { // Handle error opening Log("Error while opening Snapshot: %d", status_code); } } // Example: Load a specific saved game void LoadSnapshotByName(PgsSnapshotsClient* client, const char* snapshot_name) { int conflictResolutionPolicy = kPgsSnapshotConflictPolicyMostRecentlyModified; PgsSnapshotsClient_open( client, snapshot_name, false, // create_if_not_found conflictResolutionPolicy, OnSnapshotOpenForRead, NULL // user_data ); }
處理遊戲進度存檔衝突
呼叫 PgsSnapshotsClient_open 回呼時,如果 conflict 參數不是 NULL,則發生衝突,請使用 PgsSnapshotsClient_resolveConflict 解決衝突。
/// @brief Asynchronously resolves a snapshot conflict. /// /// @param snapshots_client The client handle. /// @param conflict_id The ID of the conflict to resolve. /// @param snapshot_id The ID of the snapshot to use for resolution. /// @param metadata_change The metadata changes to apply to the snapshot, or /// NULL for no changes. /// @param contents The contents to resolve the conflict with. /// @param callback Function to be called with result of asynchronous /// operation. See PgsSnapshotsClient_OpenCallback. /// @param user_data Arbitrary data pointer to be passed back to callback. void PgsSnapshotsClient_resolveConflict( PgsSnapshotsClient* snapshots_client, const char* conflict_id, const char* snapshot_id, PgsSnapshotMetadataChange* metadata_change, PgsSnapshotContents* contents, PgsSnapshotsClient_OpenCallback callback, void* user_data);