GameSaveContainer GameSaveContainer GameSaveContainer GameSaveContainer GameSaveContainer Class

Definition

Contains a collection of data blobs that represent a single saved game.

public : sealed class GameSaveContainer
struct winrt::Windows::Gaming::XboxLive::Storage::GameSaveContainer
public sealed class GameSaveContainer
Public NotInheritable Class GameSaveContainer
// This class does not provide a public constructor.
Attributes

Windows 10 requirements

Device family
Xbox Live Extension SDK (introduced v10.0.10240.0) Windows 10 Fall Creators Update (introduced v10.0.16299.0)
API contract
Windows.Gaming.XboxLive.StorageApiContract (introduced v1)

Remarks

A GameSaveContainer represents a single saved game, and consists of a collection of data blobs that contain the save game data and are independently writable.

Important

This API is targeted towards UWP games and apps with Xbox Live Enabled. Calls to these APIs made from sources that are not Xbox Live enabled will not be able to sync data to the cloud.

Properties

Name Name Name Name Name

The name of this GameSaveContainer.

Provider Provider Provider Provider Provider

The provider that this container is stored in.

Methods

CreateBlobInfoQuery(String) CreateBlobInfoQuery(String) CreateBlobInfoQuery(String) CreateBlobInfoQuery(String) CreateBlobInfoQuery(String)

Creates a GameSaveBlobInfoQuery instance that retrieves the game save blobs within this container with names that begin with the specified prefix.

GetAsync(IIterable<String>) GetAsync(IIterable<String>) GetAsync(IIterable<String>) GetAsync(IIterable<String>) GetAsync(IIterable<String>)

Asynchronously retrieves blobs from the container.

ReadAsync(IMapView<String, IBuffer>) ReadAsync(IMapView<String, IBuffer>) ReadAsync(IMapView<String, IBuffer>) ReadAsync(IMapView<String, IBuffer>) ReadAsync(IMapView<String, IBuffer>)

Reads blobs from this container, as specified by blobsToRead. The buffers passed in blobsToRead must be large enough to store the blob data.

SubmitPropertySetUpdatesAsync(IPropertySet, IIterable<String>, String) SubmitPropertySetUpdatesAsync(IPropertySet, IIterable<String>, String) SubmitPropertySetUpdatesAsync(IPropertySet, IIterable<String>, String) SubmitPropertySetUpdatesAsync(IPropertySet, IIterable<String>, String) SubmitPropertySetUpdatesAsync(IPropertySet, IIterable<String>, String)

Similar to SubmitUpdatesAsync, except that this method operates on a PropertySet instead of a mapped view (or dictionary in C#).

SubmitUpdatesAsync(IMapView<String, IBuffer>, IIterable<String>, String) SubmitUpdatesAsync(IMapView<String, IBuffer>, IIterable<String>, String) SubmitUpdatesAsync(IMapView<String, IBuffer>, IIterable<String>, String) SubmitUpdatesAsync(IMapView<String, IBuffer>, IIterable<String>, String) SubmitUpdatesAsync(IMapView<String, IBuffer>, IIterable<String>, String)

Submits a set of changes to the game save blobs in this container. Changes can be writes to blobs or the deletion of existing blobs. If the container doesn't exist, then a new one is created. All writes and updates are applied atomically. Attempting to write and delete the same blob results in an error. Only 16MB of data may be written per call.

See also