Writing Data to Files

Implementing an Auto-Save Feature

Is there a way to implement an auto-save feature that writes data periodically without interrupting gameplay?

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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.

Auto-Save Using a Background Thread

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; 
  }
}

Key Features of This Approach

  • Non-Blocking: The auto-save occurs in a separate thread, so it doesn't interrupt the main gameplay loop.
  • Periodic Saves: The game state is saved at regular intervals, e.g., every 60 seconds.
  • Graceful Shutdown: When the game exits, you can stop the auto-save thread cleanly.

Auto-Save During Gameplay Events

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";
}

Considerations

  • Performance: Ensure the auto-save process is optimized and doesn't cause noticeable lag during gameplay.
  • Data Integrity: If using background threads, ensure thread safety when accessing shared game state data to avoid corruption.
  • Frequency: Adjust the auto-save frequency based on your game's needs—too frequent saves can cause performance issues, while too infrequent saves risk losing progress.

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.

This Question is from the Lesson:

Writing Data to Files

Learn to write and append data to files using SDL2's I/O functions.

Answers to questions are automatically generated and may not have been reviewed.

This Question is from the Lesson:

Writing Data to Files

Learn to write and append data to files using SDL2's I/O functions.

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