Expose a File.flush() method to scripting

This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).

See discussion in #29075.

(cherry picked from commit ab397460e9)
This commit is contained in:
Hugo Locurcio 2020-12-15 15:31:04 +01:00 committed by Rémi Verschelde
parent 15d9f77f97
commit 6c6f4e9895
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GPG key ID: C3336907360768E1
3 changed files with 17 additions and 1 deletions

View file

@ -1992,6 +1992,11 @@ Error _File::open(const String &p_path, ModeFlags p_mode_flags) {
return err;
}
void _File::flush() {
ERR_FAIL_COND_MSG(!f, "File must be opened before flushing.");
f->flush();
}
void _File::close() {
if (f)
@ -2308,6 +2313,7 @@ void _File::_bind_methods() {
ClassDB::bind_method(D_METHOD("open_compressed", "path", "mode_flags", "compression_mode"), &_File::open_compressed, DEFVAL(0));
ClassDB::bind_method(D_METHOD("open", "path", "flags"), &_File::open);
ClassDB::bind_method(D_METHOD("flush"), &_File::flush);
ClassDB::bind_method(D_METHOD("close"), &_File::close);
ClassDB::bind_method(D_METHOD("get_path"), &_File::get_path);
ClassDB::bind_method(D_METHOD("get_path_absolute"), &_File::get_path_absolute);

View file

@ -507,6 +507,7 @@ public:
Error open_compressed(const String &p_path, ModeFlags p_mode_flags, CompressionMode p_compress_mode = COMPRESSION_FASTLZ);
Error open(const String &p_path, ModeFlags p_mode_flags); // open a file.
void flush(); // Flush a file (write its buffer to disk).
void close(); // Close a file.
bool is_open() const; // True when file is open.

View file

@ -22,6 +22,7 @@
[/codeblock]
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/3.2/tutorials/io/data_paths.html]Data paths[/url] documentation.
[b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
[b]Note:[/b] Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing [b]Alt + F4[/b]). If you stop the project execution by pressing [b]F8[/b] while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling [method flush] at regular intervals.
</description>
<tutorials>
<link title="File system">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html</link>
@ -32,7 +33,7 @@
<return type="void">
</return>
<description>
Closes the currently opened file.
Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file.
</description>
</method>
<method name="eof_reached" qualifiers="const">
@ -53,6 +54,14 @@
[b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account.
</description>
</method>
<method name="flush">
<return type="void">
</return>
<description>
Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call [method flush] manually before closing a file using [method close]. Still, calling [method flush] can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
</description>
</method>
<method name="get_16" qualifiers="const">
<return type="int">
</return>