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Chad Smith

Checking for file in directories

6 posts in this topic

In my game the user has a profile which keeps track of the stats for the game. The first time the user plays the games their wouldn't be a profile created and I'd like it to prompt the user and take them them to the profile screen to create one really fast. I'm trying to think of the best way to see if a profile exist yet. The way I was thinking of is see if any files exist in the profiles directory of the game. If not then automatically go to the profile screen. Though I was trying to think of way to do this cross platform and didn't think the C++ standard had a way to do this. Would boost::filesystem be best for this?

Is their a better way to check for this then my way?

Thanks for all the help.
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Well, yes, there is no portable way to enumerate folder contents in the standard library, so boost:filesystem could be an option if it supports that. That said, you could also store the list of profiles in a file, then you could just look up that file (you know where it is) and can check the existing profiles that way. I'd go for enumerating the directory contents if possible, though.

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A warning: many operating systems either by convention or permission system do not like per user information stored in the same location as the program executable, not even a subdirectory. For example, with modern Windows systems, if you install a program in Program Files, then writing to a file in the executable directory will frequently give a permission error. On Windows, things like profile information should more appropriately be stored in the user's application data folder.
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Try to open their file (using std::ifstream / std::ofstream / std::fstream). Then check

//If their file was opened with no errors
if (file.good())
{
  //Set a varible to true
  bool isFileGood = true;
}

 

This tries to open a file (Their profile file), and if the file opened find you can set a variable to true. This way, if file.good() returns false you know that their isn't a profile file.

As a source, I just spent 4+ hours re-factoring my re-usable platform for opening, loading, and displaying map files.

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[quote name='Chad Smith' timestamp='1357171976' post='5016908']
Though I was trying to think of way to do this cross platform and didn't think the C++ standard had a way to do this. Would boost::filesystem be best for this?
[/quote]

 

Yes, nothing beats boost::filesystem so far. Go ahead with it.

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Try to open their file (using std::ifstream / std::ofstream / std::fstream). Then check
//If their file was opened with no errors
if (file.good())
{
  //Set a varible to true
  bool isFileGood = true;
}

 

This tries to open a file (Their profile file), and if the file opened find you can set a variable to true. This way, if file.good() returns false you know that their isn't a profile file.

As a source, I just spent 4+ hours re-factoring my re-usable platform for opening, loading, and displaying map files.

Yea I know of C++ file I/O and how it works, I currently already have a system in place like that for the main game information. The thing is though that I am allowing the users to create multiple profiles.  It won't just be one profile.  If another user wants to play but want their own stats then they can create a quick profile and they're good to go.  I plan to have a profile directory created in the users application data folder with the profiles filename being their name they chose on their profile.  Also plan to allow the players to select which profile is the current loaded profile.  Thanks though.

 

Looks like it will be boost::filesystem.  I personally haven't used any libraries from boost yet but looks like this is the perfect time to learn especially on a project that really isn't anything special.  Just a learning project for different aspects of a game.  Looks like I'll get to reading up on boost::filesystem and see what I can come up with. 

 

Thanks.

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