> ## 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.

# XGameSaveSubmitUpdateAsync

> XGameSaveSubmitUpdateAsync

# XGameSaveSubmitUpdateAsync

以异步方式向 **XGameSave** 服务提交更新。更新容器内的 Blob。

## 语法

```cpp theme={null}
HRESULT XGameSaveSubmitUpdateAsync(  
         XGameSaveUpdateHandle updateContext,  
         XAsyncBlock* async  
)  
```

### 参数

*updateContext*   \_In\_\
类型：XGameSaveUpdateHandle

要更新的 XGameSaveUpdate 的句柄。

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

包含 **XGameSaveSubmitUpdateAsync** 调用的调用上下文和回调函数的 AsyncBlock。

### 返回值

类型：HRESULT

函数结果

## 备注

此函数作为 [XGameSaveSubmitUpdateAsync](/reference/system/xgamesave/functions/xgamesavesubmitupdateasync) 的 AsyncBlock 调用函数的一部分被调用。此函数将用于确定 [XGameSaveSubmitUpdateAsync](/reference/system/xgamesave/functions/xgamesavesubmitupdateasync) 的结果。

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 [XGameSaveSubmitUpdateAsync](/reference/system/xgamesave/functions/xgamesavesubmitupdateasync) 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++ 示例演示了异步 XGameSave 更新。

```cpp theme={null}
// ASYNC Write - can be kicked off from a time sensitive thread 
//               actual work and completion will be scheduled base upon 
//               the configuration of the async_queue tied to the XAsyncBlock. 
void Sample::_SaveDataAsync(const char* containerName, const char* containerDisplayName) 
{ 
    struct SaveContext 
    { 
        SaveContext(Sample* s) : self(s), containerContext(nullptr), updateContext(nullptr) {} 
        ~SaveContext() 
        { 
            if (updateContext) 
            { 
                XGameSaveCloseUpdate(updateContext); 
            } 
            if (containerContext) 
            { 
                XGameSaveCloseContainer(containerContext); 
            } 
        } 
  
        XAsyncBlock async; 
        XGameSaveContainerHandle containerContext; 
        XGameSaveUpdateHandle updateContext; 
        Sample* self; 
    }; 
  
    HRESULT hr; 
    SaveContext* saveContext = new SaveContext(this); 
    if (saveContext == nullptr) 
    { 
        hr = E_OUTOFMEMORY; 
    } 
    if (SUCCEEDED(hr)) 
    { 
        saveContext->async.context = saveContext; 
        saveContext->async.callback = [](XAsyncBlock* async) 
        { 
            auto ctx = reinterpret_cast<SaveContext*>(async->context); 
            auto self = ctx->self; 
            HRESULT hr = XGameSaveSubmitUpdateResult(async); 
            self->_HandleContainerUpdateErrors(hr); 
            delete ctx; 
        }; 
    } 
  
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveCreateContainer(_provider, containerName, &saveContext->containerContext); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveCreateUpdate(saveContext->containerContext, containerDisplayName, &saveContext->updateContext); 
    } 
  
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(saveContext->updateContext, "WorldState", _worldState.data(), _worldState.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(saveContext->updateContext, "PlayerState", _playerState.data(), _playerState.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitBlobWrite(saveContext->updateContext, "PlayerInventory", _playerInventory.data(), _playerInventory.size()); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        if (_clearLevelProgress) 
        { 
            hr = XGameSaveSubmitBlobDelete(saveContext->updateContext, "LevelProgress"); 
        } 
    } 
    if (SUCCEEDED(hr)) 
    { 
        hr = XGameSaveSubmitUpdateAsync(saveContext->updateContext, &saveContext->async); 
    } 
    if (SUCCEEDED(hr)) 
    { 
        // context is now owned by the async 
        saveContext = nullptr; 
    } 
  
    // if there was any error we need to cleanup the saveContext 
    if (saveContext) 
    { 
        delete saveContext; 
    } 
  
} 
```

## 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

* [异步编程设计目标和改进](/build/core-features/common/async/async-whitepaper)

## 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)\
[调试游戏保存](/build/core-features/common/game-save/game-saves-debugging)


## Related topics

- [XGameSaveSubmitUpdateResult](/zh-CN/reference/system/xgamesave/functions/xgamesavesubmitupdateresult.md)
- [XGameSave](/zh-CN/reference/system/xgamesave/xgamesave_members.md)
- [XGameSaveCreateContainer](/zh-CN/reference/system/xgamesave/functions/xgamesavecreatecontainer.md)
- [面向 GDK 的 Unity C# API 包装器](/zh-CN/build/gdk-and-engines/unity/unity-api-wrappers.md)
- [XGameSaveSubmitUpdate](/zh-CN/reference/system/xgamesave/functions/xgamesavesubmitupdate.md)
