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Storage

The GOG GALAXY SDK Storage interface can be used in variety of cases. The most common one would be to create save files that are automatically synchronized with the cloud, but you can also use it to share files with members of an online lobby or with friends.

Cloud Saves

Please note that the GOG GALAXY client has support for cloud saves that doesn’t require the use of the IStorage interface, or any other interference in your game code. We highly recommend using the automatic cloud saves feature unless your game contains features that require the use of the IStorage interface. For more details, please contact your Product Manager.

Listeners

The Storage interface uses two listeners:

Please note that the DownloadSharedFile and FileShare methods will not function properly without their respective listeners.

Cloud Saves

Implementing cloud saves using the Storage interface is pretty simple. In fact, all you need is the FileWrite() method, and as it does not require any listeners, you don’t have to register any of them before proceeding.

Important

The fileName parameter of the FileWrite() method must be provided in the form of a path relative to local storage, and can use slashes to create subfolders as long as it is a valid UTF-8 string.

The FileWrite() method writes the data provided as a byte array to a specified path, including file name and extension, in local storage. All files located inside local storage are synchronized with the cloud every time the game is opened and closed. Local storage is located on the end user’s machine in:

  • %LocalAppData%\GOG.com\Galaxy\Applications\%ClientID%\Storage on Windows, and
  • ~/Library/Application Support/GOG.com/Galaxy/Applications/%ClientID%/Storage on macOS.

Warning

It is advised not to manipulate files inside local storage outside of the GOG GALAXY SDK.

Therefore, to implement cloud saves in a game using the Storage interface, all you would need to do is to write data into save files using the FileWrite() method. Then the GOG GALAXY client would take care of synchronizing the saves for you.

Sharing a File

This case requires few more steps. Usually, you would start with the same setup as in the Cloud Saves scenario above, since the file you want to share has to be in your local storage. When writing a file to local storage using the FileWrite() method, you will be able to give it a name using the fileName parameter. This fileName is important as it will be used as a reference to this particular file by other Storage methods.

Next, you will need to register the FileShareListener. This is a very important step, as the only way to get the shared file ID is from the FileShareListener::OnFileShareSuccess() callback.

Once you’ve written the file to local storage and registered the listener, you can use the FileShare method in order to share the file. It is important to use the same fileName as in the FileWrite() method before.

FileShare() is an asynchronous method and therefore you will need to wait for the callback before proceeding. Once this call is finished and successful, you will receive the FileShareListener::OnFileShareSuccess() callback, which comes with two parameters: fileName and sharedFileID. sharedFileID can be used by other users to download the file — in fact, if one user wants to download a file from another user, they will need to have the sharedFileID of the file.

Downloading a Shared File

Once a file is shared and you have the sharedFileID, you can start downloading it.

First, you will need to register the SharedFileDownloadListener. This is quite useful, as you can use the SharedFileDownloadListener::OnSharedFileDownloadSuccess() to trigger the process of writing the downloaded file in the local storage.

Now you are ready to download the file. To start downloading the file, you should use the DownloadSharedFile() method and provide the sharedFileID of the file you want to be downloaded. This call is asynchronous, and the completion of the download is signaled by the SharedFileDownloadListener::OnSharedFileDownloadSuccess() callback. As mentioned before, you can use this callback to write the byte array of the downloaded data to the file in local storage.

To write a downloaded file to your local storage, you should use three methods:

  1. SharedFileRead() to read the downloaded file content into a buffer. Please note that you will need to provide a buffer for the content.
  2. FileWrite() to write the file to your local storage.
  3. SharedFileClose() to close the downloaded file and free up memory.

Tip

You can also use the GetSharedFileOwner() method to determine from whom this file was downloaded. Moreover, you can use the GalaxyID returned by this method, and the fileName parameter of the FileWrite() method, to separate files downloaded from different users.

Example: Sharing a File With Other Lobby Members

Let’s say your game has a multiplayer mode and it allows players to create their own custom emblems that will be visible to other players in said multiplayer mode.

  1. The player creates their own emblem. Once the player has finished the emblem, you’ll need to write it to local storage using the FileWrite() method.
  2. Now register the FileShareListener and share the file using the FileShare() method.
  3. When the file is uploaded, the player will receive the FileShareListener::OnFileShareSuccess() callback containing the SharedFileID of the file with the player’s emblem. This SharedFileID is needed to share the file with other players later, so it has to be saved locally among other player data.
  4. After the actions in step #3 are performed, you can safely unregister the FileShareListener.
  5. As soon as a player joins the lobby, you should register the SharedFileDownloadListener and the LobbyDataListener.

    About LobbyDataListener

    LobbyDataListener informs about the event of a lobby or lobby member data update. LobbyDataListener.OnLobbyDataUpdated() has two parameters: lobbyID and lobbyMemberID. If lobbyMemberID is empty, ie. lobbyMemberID is equal to GalaxyID(0), it means that the lobby data was updated; otherwise it means that the lobby member data was updated.

  6. Next, you may use the Matchmaking::SetLobbyMemberData() method to write the SharedFileID of the player’s emblem in a place accessible for other players. Let’s use a string “emblem” as a key, and the SharedFileIDof the emblem as a value parameter of the Matchmaking::SetLobbyMemberData() method.

  7. Lastly, you call Matchmaking::GetLobbyMemberData() to get the SharedFileID of other players’ emblems, and then use the said SharedFileID to download the file using the DownloadSharedFile() method. You may write down these other players’ emblems in local storage using the SharedFileRead(), FileWrite(), and SharedFileClose() methods. You may also use the GetSharedFileOwner() method to separate the files downloaded from different users.

Important

Please note that before using any of the following methods you need to call DownloadSharedFile() and wait for the callback on SharedFileDownloadListener:

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