> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XGameSaveInitializeProviderAsync

> XGameSaveInitializeProviderAsync

# XGameSaveInitializeProviderAsync

Provides and initializes an XGameSave Provider handle asynchronously.

## Syntax

```cpp theme={null}
HRESULT XGameSaveInitializeProviderAsync(  
         XUserHandle requestingUser,  
         const char* configurationId,  
         bool syncOnDemand,  
         XAsyncBlock* async  
)  
```

### Parameters

*requestingUser*   \_In\_\
Type: XUserHandle

Handle to an XBOX Live User.

*configurationId*   \_In\_z\_\
Type: char\*

Service configuration ID (SCID).

*syncOnDemand*   \_In\_\
Type: bool

When true syncOnDemand only downloads data from the service if needed. Does not work if device is offline.
Setting to true may cause sync progress UI to be shown.

*async*   \_In\_\
Type: [XAsyncBlock\*](/reference/system/xasync/structs/xasyncblock)

Contains the information for the Async call. This includes calling context and a call to the
[XGameSaveInitializeProviderResult](/reference/system/xgamesave/functions/xgamesaveinitializeproviderresult) function.

### Return value

Type: HRESULT

Function result.

## Remarks

This function must be called successfully before other XGameSave APIs are used.

<Note>The XGameSave API requires your title to have its title ID and service configuration ID (SCID)</Note>
properly configured in order to work. For more information about these required IDs, see [Setting Up Sandboxes for XBOX
Live Development](/services/xbox-services/fundamentals/sandboxes/live-setting-up-sandboxes). Your game must be enabled for XBOX Live in Partner Center.

If you do not configure your SCID and Title ID properly, your XSaveGame API calls will fail with the following error code:

E\_GS\_NO\_ACCESS - 0x80830002 - The operation failed because the title does not have access to the container storage spaces.

The resulting **XGameSaveProviderHandle** is obtained from the
[XGameSaveInitializeProviderResult](/reference/system/xgamesave/functions/xgamesaveinitializeproviderresult) function. This is the handle you will use to
access your **XGameSaveProvider**.

When this API is called with *syncOnDemand* set to true it behaves the same from a caller perspective but it does cause
some behavior differences in the rest of the API. The *SyncOnDemand* **XGameSaveProvider** will only download data from
the service if needed but this also comes with the drawback that any container operation might be delayed in this case
and this delay may cause some UX to be shown to the user for the sync progress. Using any of the following methods can
force a sync:

* [XGameSaveCreateUpdate](/reference/system/xgamesave/functions/xgamesavecreateupdate)
* [XGameSaveEnumeratorBlobInfo](/reference/system/xgamesave/functions/xgamesaveenumerateblobinfo)
* [XGameSaveEnumerateBlobInfoByName](/reference/system/xgamesave/functions/xgamesaveenumerateblobinfobyname)
* [XGameSaveEnumerateContainerInfo](/reference/system/xgamesave/functions/xgamesaveenumeratecontainerinfo)
* [XGameSaveEnumerateContainerInfoByName](/reference/system/xgamesave/functions/xgamesaveenumeratecontainerinfobyname)

Another drawback would be that if the device is offline or has connectivity issues then accessing the container is
impossible.

\##Example

```cpp theme={null}
// ASYNC Init - can be kicked off from a time sensitive thread 
//              work and callback will happen from platform provided threads 
void Sample::_InitializeAsync() 
{ 
    HRESULT hr; 
  
    struct InitContext 
    { 
        Sample* self; 
        XAsyncBlock async; 
    }; 
  
    InitContext* ctx = new InitContext{}; 
    if (ctx) 
    { 
        ctx->self = this; 
        ctx->async.context = ctx; 
        ctx->async.callback = [](XAsyncBlock* async) 
        { 
            auto ctx = reinterpret_cast<InitContext*>(async->context); 
            auto self = ctx->self; 
            XGameSaveProviderHandle provider = nullptr; 
            HRESULT hr = XGameSaveInitializeProviderResult(async, &provider); 
            if (SUCCEEDED(hr)) 
            { 
                self->_provider = provider; 
            } 
            else 
            { 
                self->_HandleInitializeErrors(self->_xalUser, hr); 
            } 
            delete ctx; 
        }; 
    } 
    else 
    { 
        hr = E_OUTOFMEMORY; 
    } 
  
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveInitializeProviderAsync(this->_xalUser, "SERVICE_CONFIG_ID-DEADBEEF0123", false, &ctx->async); 
    } 
    if (FAILED(hr)) 
    { 
        // if we didn't setup the async we need to cleanup our tracking context 
        delete ctx; 
        _HandleInitializeErrors(this->_xalUser, hr); 
    } 
} 
```

Games cannot mix the usage of XGameSaveFiles with the usage of XGameSave. Games much choose which cloud save system
they want to use. If the game is using XGameSaveFiles and later calls XGameSaveInitializeProvider, it will error out
with E\_GS\_PROVIDER\_MISMATCH. Equally, if the game was using XGameSave and later calls XGameSaveFilesGetFolderWithUiAsync,
that will also error out with E\_GS\_PROVIDER\_MISMATCH.

## Requirements

**Header:** XGameSave.h

**Library:** xgameruntime.lib

**Supported platforms:** Windows, XBOX One family consoles and XBOX Series consoles

## Conceptual documentation

* [Asynchronous programming design goals and improvements](/build/core-features/common/async/async-whitepaper)
* [Game Saves tools](/build/core-features/common/game-save/game-saves-tools)

## See also

[XGameSave](/reference/system/xgamesave/xgamesave_members)\
[XGameSaveInitializeProviderResult](/reference/system/xgamesave/functions/xgamesaveinitializeproviderresult)\
[XGameSaveInitializeProvider](/reference/system/xgamesave/functions/xgamesaveinitializeprovider)\
[Debugging Game Saves](/build/core-features/common/game-save/game-saves-debugging)


## Related topics

- [XGameSaveInitializeProviderResult](/reference/system/xgamesave/functions/xgamesaveinitializeproviderresult.md)
- [XGameSaveInitializeProvider](/reference/system/xgamesave/functions/xgamesaveinitializeprovider.md)
- [XGameSaveCloseProvider](/reference/system/xgamesave/functions/xgamesavecloseprovider.md)
- [Game Saves tools](/build/core-features/common/game-save/game-saves-tools.md)
- [Game Saves walkthroughs and samples](/build/core-features/common/game-save/game-saves-walkthroughs-and-samples.md)
