我被要求修复一个在 Unity 中构建的导致 iOS 8 出现问题的 iPhone 游戏。该游戏在所有以前版本的 iOS 中都可以运行,但在 iOS 8 中它会加载所有启动画面,然后卡在以下 LoadGameData 函数上我在 Xcode 6 中遇到这个错误:
IsolatedStorageException: Could not find a part of the path "/private/var/mobile/Containers/Bundle/Application/D9F47ED4-40E1-420E-A5A8-836F52BC301C/Documents/GameSave3.dat".
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean isAsync, Boolean anonymous) [0x00000] in <filename unknown>:0
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access) [0x00000] in <filename unknown>:0
at LoadSave.LoadGameData () [0x00000] in <filename unknown>:0
at MainLoop.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
这是包含 LoadGameData() 函数的 LoadSave.cs 文件:
using UnityEngine;
using System.Collections;
using System.IO;
public class LoadSave : MonoBehaviour {
void Start ()
{
Debug.Log ("Start LoadSave");
Globals.g_loadSave = this;
}
void Update () {
}
void SetGameDataDefaults ()
{
for (int i = 0; i < (int)World.ActivityType.kNum; i++)
{
Globals.g_main.world.notification_day[i] = -1;
Globals.g_main.world.notification_hour[i] = -1;
Globals.g_main.world.notification_minute[i] = -1;
}
}
string pathForDocumentsFile( string filename )
{
if (Application.platform == RuntimePlatform.IPhonePlayer)
{
string path = Application.dataPath.Substring( 0, Application.dataPath.Length - 5 );
path = path.Substring( 0, path.LastIndexOf( '/' ) );
return Path.Combine( Path.Combine( path, "Documents" ), filename );
}
else if(Application.platform == RuntimePlatform.Android)
{
string path = Application.persistentDataPath;
path = path.Substring(0, path.LastIndexOf( '/' ) );
return Path.Combine (path, filename);
}
else
{
string path = Application.dataPath;
path = path.Substring(0, path.LastIndexOf( '/' ) );
return Path.Combine (path, filename);
}
}
public void SaveGameData()
{
Utilities.Log("Write to GameSave File");
string path = this.pathForDocumentsFile("GameSave3.dat" );
FileStream file = new FileStream (path, FileMode.Open, FileAccess.Write);
this.WriteGameDataToFile(file);
file.Close();
}
public void LoadGameData()
{
string path = pathForDocumentsFile( "GameSave3.dat" );
//if the file has not been made yet then set defaults and create it...
if (!File.Exists(path))
{
Utilities.Log("Create GameSave File");
this.SetGameDataDefaults();
FileStream newFile = new FileStream (path, FileMode.Create, FileAccess.Write);
this.WriteGameDataToFile(newFile);
newFile.Close();
return;
}
//Otherwise just read it
Utilities.Log("Read GameSave File");
FileStream file = new FileStream (path, FileMode.Open, FileAccess.Read);
this.ReadGameDataFromFile(file);
file.Close();
}
void ReadGameDataFromFile(FileStream filestream)
{
BinaryReader reader = new BinaryReader(filestream);
for (int i = 0; i < World.kNumOpenPlayGamesRemembered; i++)
{
Globals.g_main.world.lastOpenPlayGames[i] = (GameType)reader.ReadInt32();
}
Globals.g_main.world.openPlayRememberIndex = reader.ReadInt32();
for (int i = 0; i < (int)World.ActivityType.kNum; i++)
{
Globals.g_main.world.numBadges[i] = reader.ReadInt32();
}
//stored local notification info
for (int i = 0; i < (int)World.ActivityType.kNum; i++)
{
Globals.g_main.world.notification_day[i] = reader.ReadInt32();
Globals.g_main.world.notification_hour[i] = reader.ReadInt32();
Globals.g_main.world.notification_minute[i] = reader.ReadInt32();
}
}
void WriteGameDataToFile(FileStream filestream)
{
BinaryWriter writer = new BinaryWriter(filestream);
for (int i = 0; i < World.kNumOpenPlayGamesRemembered; i++)
{
writer.Write((int)Globals.g_main.world.lastOpenPlayGames[i]);
}
writer.Write(Globals.g_main.world.openPlayRememberIndex);
for (int i = 0; i < (int)World.ActivityType.kNum; i++)
{
writer.Write((int)Globals.g_main.world.numBadges[i]);
}
//stored local notification info
for (int i = 0; i < (int)World.ActivityType.kNum; i++)
{
writer.Write((int)Globals.g_main.world.notification_day[i]);
writer.Write((int)Globals.g_main.world.notification_hour[i]);
writer.Write((int)Globals.g_main.world.notification_minute[i]);
}
}
}
令我困惑的是,为什么它在除 iOS 8 以外的所有 iOS 版本中都能正常工作。知道问题出在哪里吗?谢谢。
最佳答案
我终于明白了。问题出在 pathForDocumentsFile() 函数中使用的 dataPath 方法。 iOS 的早期版本不需要路径是持久的,因为我将它用于下面的机器人。将 dataPath 方法替换为 persistentDataPath 方法修复了 iOS 8 中的问题。
if (Application.platform == RuntimePlatform.IPhonePlayer){
string path = Application.persistentDataPath.Substring( 0, Application.persistentDataPath.Length - 5 );
path = path.Substring( 0, path.LastIndexOf( '/' ) );
return Path.Combine( Path.Combine( path, "Documents" ), filename );
}
关于c# - iOS 8 中的 IsolatedStorage 异常,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26175906/