Autosave systems need to balance data safety with performance. Here's a typical implementation:
Save after significant events rather than every action:
class AutosaveManager {
std::chrono::steady_clock::time_point
LastSave;
bool SignificantChangeOccurred{false};
public:
void OnPlayerAction(
const Action& PlayerAction) {
if (IsSignificantAction(PlayerAction)) {
SignificantChangeOccurred = true;
TryAutosave();
}
}
bool IsSignificantAction(
const Action& PlayerAction
) {
return
PlayerAction.Type == ActionType::LevelUp ||
PlayerAction.Type == ActionType::ItemAcquired ||
PlayerAction.Type == ActionType::QuestComplete;
}
void TryAutosave() {
auto Now = std::chrono::steady_clock::now();
bool TimeElapsed =
(Now - LastSave) >
std::chrono::minutes(5);
if (SignificantChangeOccurred &&
TimeElapsed) {
SaveGame();
LastSave = Now;
SignificantChangeOccurred = false;
}
}
};
To prevent gameplay interruption, save in a separate thread:
#include <thread>
#include <queue>
#include <mutex>
class BackgroundSaver {
std::thread SaveThread;
std::queue<SaveRequest> SaveQueue;
std::mutex QueueMutex;
bool Running{true};
public:
BackgroundSaver() {
SaveThread = std::thread([this]() {
while (Running) {
ProcessSaveQueue();
std::this_thread::sleep_for(
std::chrono::milliseconds(100)
);
}
});
}
void QueueSave(const GameState& State) {
std::lock_guard Lock(QueueMutex);
SaveQueue.push({
State,
std::chrono::steady_clock::now()
});
}
};
Many games also maintain multiple autosave slots and rotate between them to prevent corruption if a save is interrupted.
The key is finding the right balance between saving frequently enough to prevent significant progress loss while not impacting performance.
Answers to questions are automatically generated and may not have been reviewed.
Learn techniques for managing game data, including save systems, configuration, and networked multiplayer.