ryan.rogers
So Shawn, you are positive that the "sandbox" allows full access (create, delete, truncate, overwrite, etc) to the Title location for your game
For example, if I wanted to I could transfer a resource highly compressed, and then during first run of the game decompress and write out a decompressed resource back to the TitleLocation so that future runs of the game will have that decompressed content cached. Doing this would clearly require the ability to create new files in the TitleLocation "sandbox".
Since I'm the kind of guy who likes to know how things work deep down...based on what you describe, and what the docs say, I'm guessing that the TitleLocation is always mounted during the lifetime of a game Whereas the "save" locations are fetched asynchronously and need to be opened via StorageDevice OpenContainer Here is the doc snippet I am referring to:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Storage;
using System.IO;
private static FileStream OpenTitleFile(
string filename, FileMode mode, FileAccess access)
{
string fullpath = Path.Combine( StorageContainer.TitleLocation, filename );
return File.Open( fullpath, mode, access );
}
Every other Storage example explicitly shows a device.OpenContainer and container.Dispose. But not this one. Is this exampler perhabs assuming read-only access, and for read-only you do not need to open a container
My question is IF the TitleLocation is always open for the lifetime of the game, when do changes to the TitleLocation get persisted As I understand it, with the other Devices, it isn't until you DIspose of the container. But according to the above sample, we don't NEED a container to reference the TitleLocation.
I think this is one area where the docs could use some beefing up to explain what happening under the hood here.
Thanks - Ryan