So as i looked trough the source code and what i saw from test is that:
1. If you create a settings with:
Code: Select all
Settings = new ES3Settings(ES3.Location.Cache);
Another option is to set it in the UI as default value (or as default setting in the code runtime).
2. This wont create any files on the file system so to write the cache file to system you should call:
ES3.StoreCachedFile(Settings); // here I have some questions too
This works but some times there is an error that if this is called before a Cache file is created so I've added the check:
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if (ES3.FileExists(Settings))
{
ES3.StoreCachedFile(Settings);
}
3. So with step 1 and 2 you should have a ES3 cache saving and occasionally when you call the StoreCachedFile you will have a file on the file system. Later on when you want to load the save as the guide points you should call:
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ES3.CacheFile();
Here you should pass again the Settings or give the path and Settings... and also this is one of the points where I'm not 100% what is the right way.
Together with the question above I have a case where the user could delete the save game... and till now I don't have succes with deleting
the persistent file and the cache...
I'm using
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if (ES3.FileExists(Settings))
{
ES3.DeleteFile(Settings);
}