> ## 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.

# XGameSaveSubmitUpdate

> XGameSaveSubmitUpdate

# XGameSaveSubmitUpdate

向 XGameSave 服务提交更新。更新容器内的 Blob。

## 语法

```cpp theme={null}
HRESULT XGameSaveSubmitUpdate(  
         XGameSaveUpdateHandle updateContext  
)  
```

### 参数

*updateContext*   \_In\_\
类型：XGameSaveUpdateHandle

要更新的 XGameSaveUpdate 的句柄。

### 返回值

类型：HRESULT

函数结果。

常见错误

* E\_GS\_INVALID\_CONTAINER\_NAME
* E\_GS\_OUT\_OF\_LOCAL\_STORAGE
* E\_GS\_UPDATE\_TOO\_BIG
* E\_GS\_QUOTA\_EXCEEDED
* E\_GS\_CONTAINER\_NOT\_IN\_SYNC
* E\_GS\_CONTAINER\_SYNC\_FAILED
* E\_GS\_HANDLE\_EXPIRED

## 备注

<Note>在时间敏感线程上调用此函数并不安全。有关详细信息，请参阅[时间敏感线程](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/threads/time-sensitive-threads)。</Note>

在进行此调用之前，你需要成功调用 [XGameSaveCreateUpdate](/reference/system/xgamesave/functions/xgamesavecreateupdate)。

此 API 的存储部分旨在以安全、可靠和事务性方式将数据从游戏轻松传输到持久化存储。我们希望确保容器的支持数据始终一致，因此我们希望整个操作原子性地成功或失败。我们不希望出现部分更新的情况，即某些 Blob 数据与容器中的其他数据不一致。为此，我们提供了一个更新上下文，可以向其提交 Blob 写入和删除操作，一旦准备就绪，就会提交整个上下文。实际上，这看起来如下所示：

XGameSaveUpdate 将通过 [XGameSaveSubmitBlobWrite](/reference/system/xgamesave/functions/xgamesavesubmitblobwrite) 和 [XGameSaveSubmitBlobDelete](/reference/system/xgamesave/functions/xgamesavesubmitblobdelete) 填充要在容器内的 Blob 上执行的写入和删除操作。通过调用 [XGameSaveSubmitUpdate](/reference/system/xgamesave/functions/xgamesavesubmitupdate) 完成更新。

当你使用完 **XGameSaveUpdate** 后，使用 [XGameSaveCloseUpdate](/reference/system/xgamesave/functions/xgamesavecloseupdate) 方法关闭它。

以下 C++ 示例演示了同步 XGameSave 更新。

```cpp theme={null}
// SYNC Write - should not be called on a time sensitive thread 
//              as this will block until the operation is complete 
void Sample::_SaveDataSync(const char* containerName, const char* containerDisplayName) 
{ 
    HRESULT hr; 
    XGameSaveContainerHandle containerContext; 
    XGameSaveUpdateHandle updateContext; 
  
    hr = XGameSaveCreateContainer(_provider, containerName, &containerContext); 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveCreateUpdate(containerContext, containerDisplayName, &updateContext); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(updateContext, "WorldState", _worldState.data(), _worldState.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(updateContext, "PlayerState", _playerState.data(), _playerState.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(updateContext, "PlayerInventory", _playerInventory.data(), _playerInventory.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        if (_clearLevelProgress) 
        { 
            hr = XGameSaveSubmitBlobDelete(updateContext, "LevelProgress"); 
        } 
    } 
  
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitUpdate(updateContext); 
    } 
  
    if (updateContext) 
    { 
        XGameSaveCloseUpdate(updateContext); 
    } 
    if (containerContext) 
    { 
        XGameSaveCloseContainer(containerContext); 
    } 
  
    _HandleContainerUpdateErrors(hr); 
} 
  
  
void Sample::_HandleContainerUpdateErrors(HRESULT hr) 
{ 
    switch (hr) 
    { 
    case E_GS_INVALID_CONTAINER_NAME: 
        // tried to access a container with an invalid name 
        break; 
    case E_GS_OUT_OF_LOCAL_STORAGE: 
        // storage location is full, let the user know that saves won't work till this is fixed 
        break; 
    case E_GS_UPDATE_TOO_BIG: 
        // the blob that we provided was too big, can't be larger than GS_MAX_BLOB_SIZE 
        break; 
    case E_GS_QUOTA_EXCEEDED: 
        // the update we did was larger than our overall quota, need to track that! (see XGameSaveQueryRemainingQuota & XGameSaveQueryRemainingQuotaAsync) 
        break; 
    case E_GS_CONTAINER_NOT_IN_SYNC: 
    case E_GS_CONTAINER_SYNC_FAILED: 
        // need to sync and we are offline ? 
        break; 
    case E_GS_HANDLE_EXPIRED: 
        // need to re-initialize since another device has taken 
        // ownership while we were suspended and/or busy 
        break; 
    } 
} 
```

## 要求

**标头：** XGameSave.h

**库：** xgameruntime.lib

**支持的平台：** Windows、XBOX One 系列主机和 XBOX Series 主机

## 概念性文档

* [调试游戏保存](/build/core-features/common/game-save/game-saves-debugging)
* [时间敏感线程](https://learn.microsoft.com/gaming/gdk/docs/gdk-dev/console-dev/overviews/threads/time-sensitive-threads)

## 另请参阅

[XGameSave](/reference/system/xgamesave/xgamesave_members)\
[XGameSaveCreateUpdate](/reference/system/xgamesave/functions/xgamesavecreateupdate)\
[XGameSaveSubmitBlobWrite](/reference/system/xgamesave/functions/xgamesavesubmitblobwrite)\
[XGameSaveSubmitBlobDelete](/reference/system/xgamesave/functions/xgamesavesubmitblobdelete)\
[XGameSaveCloseUpdate](/reference/system/xgamesave/functions/xgamesavecloseupdate)
[调试游戏保存](/build/core-features/common/game-save/game-saves-debugging)


## Related topics

- [XGameSaveCreateUpdate](/zh-CN/reference/system/xgamesave/functions/xgamesavecreateupdate.md)
- [XGameSaveSubmitBlobDelete](/zh-CN/reference/system/xgamesave/functions/xgamesavesubmitblobdelete.md)
- [XGameSaveSubmitBlobWrite](/zh-CN/reference/system/xgamesave/functions/xgamesavesubmitblobwrite.md)
- [XGameSaveGetRemainingQuota](/zh-CN/reference/system/xgamesave/functions/xgamesavegetremainingquota.md)
- [XGameSave](/zh-CN/reference/system/xgamesave/xgamesave_members.md)
