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.

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

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