Implementing an auto-save feature is a great way to ensure that user progress is regularly saved without disrupting gameplay. This can be done using a background thread or a non-blocking I/O operation that periodically writes the game state to a file.
One common approach is to use a separate thread that handles the auto-save process:
#include <SDL.h>
#include <atomic>
#include <chrono>
#include <iostream>
#include <thread>
std::atomic<bool> KeepRunning{true};
namespace Game{
void AutoSave(const std::string& Path) {
while (KeepRunning) {
std::this_thread::sleep_for(
std::chrono::seconds(60));
SDL_RWops* Handle = SDL_RWFromFile(
Path.c_str(), "wb");
if (!Handle) {
std::cout << "Error opening file: " <<
SDL_GetError() << std::endl;
continue;
}
// Serialize and write the game state here
const char* GameState =
"Current Game State Data";
SDL_RWwrite(Handle, GameState,
sizeof(char),
strlen(GameState));
SDL_RWclose(Handle);
std::cout << "Game auto-saved" <<
std::endl;
}
}
void StartAutoSave(const std::string& Path) {
std::thread AutoSaveThread(AutoSave, Path);
AutoSaveThread.detach();
}
void StopAutoSave() {
KeepRunning = false;
}
}
Another approach is to trigger auto-saves during specific gameplay events, such as after completing a level or achieving a milestone. This can be done synchronously, but you should optimize it to avoid long pauses:
void SaveOnEvent(const std::string& Path) {
SDL_RWops* Handle = SDL_RWFromFile(
Path.c_str(), "wb");
if (!Handle) {
std::cout << "Error opening file: "
<< SDL_GetError() << '\n';
return;
}
// Serialize and write the game state here
const char* GameState =
"Game State After Event";
SDL_RWwrite(Handle, GameState, sizeof(char),
strlen(GameState));
SDL_RWclose(Handle);
std::cout << "Game auto-saved after event\n";
}
This approach helps maintain a smooth gameplay experience while ensuring that progress is regularly saved, reducing the risk of data loss due to crashes or unexpected exits.
Answers to questions are automatically generated and may not have been reviewed.
Learn to write and append data to files using SDL2's I/O functions.