遊戲進度存檔

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

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:

  1. 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。
  2. 結果會顯示在 PgsSnapshotsClient_OpenCallback 中。如果成功且沒有衝突,您會收到 PgsSnapshot*
  3. 準備要儲存的資料,並以位元組陣列 (uint8_t*) 形式表示。
  4. 建立 PgsSnapshotMetadataChange* 物件來描述儲存作業。
  5. 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:

  1. 使用 PgsSnapshotsClient_open(),以非同步方式依名稱開啟快照。
  2. 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);