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SaveGameManager Interface Reference
Inheritance diagram for SaveGameManager:
ReforgerSaveGameManager

Public Member Functions

proto external bool IsBusy ()
 Busy state is entered on e.g. save creation, migration, deletion.
 
proto external bool IsSavingEnabled ()
 True if saving is generally enabled for the current scenario or not.
 
proto external void SetEnabledSaveTypes (ESaveGameType enabled)
 Configures which save types are currently available.
 
proto external ESaveGameType GetEnabledSaveTypes ()
 Get the currently enabled save types.
 
proto external void SetSavingAllowed (bool allowed)
 Allow or disallow saving.
 
proto external bool IsSavingAllowed ()
 True if saving is enabled AND allowed.
 
proto external void StartPlaythrough (string mission, string optionalName=string.Empty, bool transition=true)
 Remember info for save-point creation and kick off transition to mission load.
 
proto external int GetCurrentPlaythroughNumber ()
 Get the number of the current playthrough.
 
proto external void RequestSavePoint (ESaveGameType type, string displayName=string.Empty, ESaveGameRequestFlags flags=0, SaveGameOperationCallback callback=null)
 Request a new save point to be created.
 
proto external void RequestSavePointOverwrite (notnull SaveGame save, ESaveGameRequestFlags flags=0, SaveGameOperationCallback callback=null)
 Request to override a save with new data.
 
proto external void GetSaves (string missionfilter, notnull SaveGameObtainCallback callback)
 Attempts to retrieve save games from cache or else reads them from storage source.
 
proto external SaveGame GetActiveSave ()
 Get save game currently being loaded/played.
 
proto external void Load (notnull SaveGame saveGame, bool transition=true)
 Continue the game from this save point.
 
proto external void Delete (notnull SaveGame saveGame, SaveGameOperationCallback callback=null)
 Delete the save point.
 
proto external void Purge (string mission, int playthroughFilter=-1, SaveGameOperationCallback callback=null)
 Delete all save points of the given mission (optionally: of a specific playthrough)
 
void OnSaveCreated (SaveGame save)
 Called when a new save point was created.
 
void OnSaveDeleted (SaveGame save)
 Called when a new save point was created.
 
void OnBusyStateChanged (bool busy)
 Called when busy state changes.
 

Static Public Member Functions

static proto SaveGameManager Get ()
 Get the save game manager instance.
 
static proto string GetCurrentMissionResource ()
 Get the currently active mission name (Mission header or world file)
 

Member Function Documentation

◆ Delete()

proto external void SaveGameManager.Delete ( notnull SaveGame saveGame,
SaveGameOperationCallback callback = null )

Delete the save point.

◆ Get()

static proto SaveGameManager SaveGameManager.Get ( )
static

Get the save game manager instance.

◆ GetActiveSave()

proto external SaveGame SaveGameManager.GetActiveSave ( )

Get save game currently being loaded/played.

◆ GetCurrentMissionResource()

static proto string SaveGameManager.GetCurrentMissionResource ( )
static

Get the currently active mission name (Mission header or world file)

◆ GetCurrentPlaythroughNumber()

proto external int SaveGameManager.GetCurrentPlaythroughNumber ( )

Get the number of the current playthrough.

◆ GetEnabledSaveTypes()

proto external ESaveGameType SaveGameManager.GetEnabledSaveTypes ( )

Get the currently enabled save types.

◆ GetSaves()

proto external void SaveGameManager.GetSaves ( string missionfilter,
notnull SaveGameObtainCallback callback )

Attempts to retrieve save games from cache or else reads them from storage source.

Parameters
[in]missionfilterLoad only for a specific mission or all known saves if passed Empty.
[in]callbackAsnc handler that gets invoked with saves found.

◆ IsBusy()

proto external bool SaveGameManager.IsBusy ( )

Busy state is entered on e.g. save creation, migration, deletion.

◆ IsSavingAllowed()

proto external bool SaveGameManager.IsSavingAllowed ( )

True if saving is enabled AND allowed.

◆ IsSavingEnabled()

proto external bool SaveGameManager.IsSavingEnabled ( )

True if saving is generally enabled for the current scenario or not.

◆ Load()

proto external void SaveGameManager.Load ( notnull SaveGame saveGame,
bool transition = true )

Continue the game from this save point.

◆ OnBusyStateChanged()

void SaveGameManager.OnBusyStateChanged ( bool busy)

Called when busy state changes.

◆ OnSaveCreated()

void SaveGameManager.OnSaveCreated ( SaveGame save)

Called when a new save point was created.

◆ OnSaveDeleted()

void SaveGameManager.OnSaveDeleted ( SaveGame save)

Called when a new save point was created.

◆ Purge()

proto external void SaveGameManager.Purge ( string mission,
int playthroughFilter = -1,
SaveGameOperationCallback callback = null )

Delete all save points of the given mission (optionally: of a specific playthrough)

◆ RequestSavePoint()

proto external void SaveGameManager.RequestSavePoint ( ESaveGameType type,
string displayName = string.Empty,
ESaveGameRequestFlags flags = 0,
SaveGameOperationCallback callback = null )

Request a new save point to be created.

It will be created as soon as saving is possible.

Parameters
[in]typeWhat save game type should be created. Used mainly for UI logic
[in]displayNameName shown in UIs
[in]flagsOptions for blocking (save all immediately) and shutdown after save complte (callback will invoke prior to it)
[in]callbackAsync result handler that invokes after commit of save data completed

◆ RequestSavePointOverwrite()

proto external void SaveGameManager.RequestSavePointOverwrite ( notnull SaveGame save,
ESaveGameRequestFlags flags = 0,
SaveGameOperationCallback callback = null )

Request to override a save with new data.

It will keep the old type, display name, playthrough and savepoint number. If the override fails the old save remains intact.

Parameters
[in]saveWhich save instance to overwrite
[in]flagss. RequestSavePoint
[in]callbacks. RequestSavePoint

◆ SetEnabledSaveTypes()

proto external void SaveGameManager.SetEnabledSaveTypes ( ESaveGameType enabled)

Configures which save types are currently available.

◆ SetSavingAllowed()

proto external void SaveGameManager.SetSavingAllowed ( bool allowed)

Allow or disallow saving.

Can be used to avoid auto-save or manual save during cutscenes or other non-saveable events. Any requested save is queued until saving is allowed again.

◆ StartPlaythrough()

proto external void SaveGameManager.StartPlaythrough ( string mission,
string optionalName = string.Empty,
bool transition = true )

Remember info for save-point creation and kick off transition to mission load.


The documentation for this interface was generated from the following file: