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
)
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3 changed files with 17 additions and 1 deletions
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@ -1992,6 +1992,11 @@ Error _File::open(const String &p_path, ModeFlags p_mode_flags) {
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return err;
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}
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void _File::flush() {
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ERR_FAIL_COND_MSG(!f, "File must be opened before flushing.");
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f->flush();
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}
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void _File::close() {
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if (f)
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@ -2308,6 +2313,7 @@ void _File::_bind_methods() {
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ClassDB::bind_method(D_METHOD("open_compressed", "path", "mode_flags", "compression_mode"), &_File::open_compressed, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("open", "path", "flags"), &_File::open);
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ClassDB::bind_method(D_METHOD("flush"), &_File::flush);
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ClassDB::bind_method(D_METHOD("close"), &_File::close);
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ClassDB::bind_method(D_METHOD("get_path"), &_File::get_path);
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ClassDB::bind_method(D_METHOD("get_path_absolute"), &_File::get_path_absolute);
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@ -507,6 +507,7 @@ public:
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Error open_compressed(const String &p_path, ModeFlags p_mode_flags, CompressionMode p_compress_mode = COMPRESSION_FASTLZ);
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Error open(const String &p_path, ModeFlags p_mode_flags); // open a file.
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void flush(); // Flush a file (write its buffer to disk).
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void close(); // Close a file.
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bool is_open() const; // True when file is open.
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@ -22,6 +22,7 @@
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[/codeblock]
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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.
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[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.
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[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.
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</description>
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<tutorials>
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<link title="File system">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/filesystem.html</link>
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@ -32,7 +33,7 @@
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<return type="void">
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</return>
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<description>
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Closes the currently opened file.
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Closes the currently opened file and prevents subsequent read/write operations. Use [method flush] to persist the data to disk without closing the file.
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</description>
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</method>
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<method name="eof_reached" qualifiers="const">
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@ -53,6 +54,14 @@
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[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.
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</description>
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</method>
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<method name="flush">
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<return type="void">
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</return>
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<description>
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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.
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[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
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</description>
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</method>
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<method name="get_16" qualifiers="const">
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<return type="int">
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</return>
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