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/**
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* # CategoryStorage
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*
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* SDL storage container management.
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* The storage API is a high-level API designed to abstract away the
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* portability issues that come up when using something lower-level (in SDL's
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* case, this sits on top of SDL_filesystem). It is significantly more
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* restrictive than a typical filesystem API, for a number of reasons:
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*
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* 1. **What to Access:** A common pitfall with existing filesystem APIs is
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* the assumption that all storage is monolithic. However, many other
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* platforms (game consoles in particular) are more strict about what _type_
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* of filesystem is being accessed; for example, game content and user data
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* are usually two separate storage devices with entirely different
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* characteristics (and possibly different low-level APIs altogether!). 2.
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* **How to Access:** Another common mistake is applications assuming that all
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* storage is universally writeable - again, many platforms treat game content
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* and user data as two separate storage devices, and only user data is
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* writeable while game content is read-only. 3. **When to Access:** The most
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* common portability issue with filesystem access is _timing_ - you cannot
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* always assume that the storage device is always accessible all of the time,
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* nor can you assume that there are no limits to how long you have access to
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* a particular device.
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*
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* Consider the following example:
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*
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* ```
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* void ReadGameData(void)
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* {
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* extern char** fileNames;
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* extern size_t numFiles;
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* for (size_t i = 0; i < numFiles; i += 1) {
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* FILE *data = fopen(fileNames[i], "rwb");
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* if (data == NULL) {
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* // Something bad happened!
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* } else {
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* // A bunch of stuff happens here
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* fclose(data);
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* }
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* }
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* }
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*
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* void ReadSave(void)
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* {
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* FILE *save = fopen("saves/save0.sav", "rb");
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* if (save == NULL) {
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* // Something bad happened!
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* } else {
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* // A bunch of stuff happens here
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* fclose(save);
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* }
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* }
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*
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* void WriteSave(void)
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* {
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* FILE *save = fopen("saves/save0.sav", "wb");
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* if (save == NULL) {
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* // Something bad happened!
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* } else {
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* // A bunch of stuff happens here
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* fclose(save);
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* }
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* }
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* ```
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*
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* Going over the bullet points again:
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*
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* 1. **What to Access:** This code accesses a global filesystem; game data
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* and saves are all presumed to be in the current working directory (which
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* may or may not be the game's installation folder!). 2. **How to Access:**
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* This code assumes that content paths are writeable, and that save data is
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* also writeable despite being in the same location as the game data. 3.
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* **When to Access:** This code assumes that they can be called at any time,
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* since the filesystem is always accessible and has no limits on how long the
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* filesystem is being accessed.
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*
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* Due to these assumptions, the filesystem code is not portable and will fail
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* under these common scenarios:
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*
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* - The game is installed on a device that is read-only, both content loading
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* and game saves will fail or crash outright
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* - Game/User storage is not implicitly mounted, so no files will be found
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* for either scenario when a platform requires explicitly mounting
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* filesystems
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* - Save data may not be safe since the I/O is not being flushed or
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* validated, so an error occurring elsewhere in the program may result in
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* missing/corrupted save data
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*
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* When using, SDL_Storage, these types of problems are virtually impossible
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* to trip over:
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*
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* ```
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* void ReadGameData(void)
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* {
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* extern char** fileNames;
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* extern size_t numFiles;
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*
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* SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0);
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* if (title == NULL) {
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* // Something bad happened!
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* }
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* while (!SDL_StorageReady(title)) {
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* SDL_Delay(1);
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* }
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*
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* for (size_t i = 0; i < numFiles; i += 1) {
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* void* dst;
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* Uint64 dstLen = 0;
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*
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* if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) {
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* dst = SDL_malloc(dstLen);
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* if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) {
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* // A bunch of stuff happens here
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* } else {
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* // Something bad happened!
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* }
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* SDL_free(dst);
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* } else {
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* // Something bad happened!
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* }
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* }
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*
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* SDL_CloseStorage(title);
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* }
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*
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* void ReadSave(void)
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* {
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* SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
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* if (user == NULL) {
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* // Something bad happened!
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* }
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* while (!SDL_StorageReady(user)) {
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* SDL_Delay(1);
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* }
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*
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* Uint64 saveLen = 0;
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* if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) {
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* void* dst = SDL_malloc(saveLen);
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* if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) {
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* // A bunch of stuff happens here
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* } else {
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* // Something bad happened!
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* }
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* SDL_free(dst);
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* } else {
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* // Something bad happened!
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* }
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*
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* SDL_CloseStorage(user);
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* }
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*
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* void WriteSave(void)
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* {
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* SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0);
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* if (user == NULL) {
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* // Something bad happened!
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* }
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* while (!SDL_StorageReady(user)) {
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* SDL_Delay(1);
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* }
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*
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* extern void *saveData; // A bunch of stuff happened here...
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* extern Uint64 saveLen;
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* if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) {
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* // Something bad happened!
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* }
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*
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* SDL_CloseStorage(user);
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* }
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* ```
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*
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* Note the improvements that SDL_Storage makes:
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*
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* 1. **What to Access:** This code explicitly reads from a title or user
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* storage device based on the context of the function. 2. **How to Access:**
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* This code explicitly uses either a read or write function based on the
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* context of the function. 3. **When to Access:** This code explicitly opens
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* the device when it needs to, and closes it when it is finished working with
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* the filesystem.
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*
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* The result is an application that is significantly more robust against the
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* increasing demands of platforms and their filesystems!
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*
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* A publicly available example of an SDL_Storage backend is the
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* [Steam Cloud](https://partner.steamgames.com/doc/features/cloud)
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* backend - you can initialize Steamworks when starting the program, and then
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* SDL will recognize that Steamworks is initialized and automatically use
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* ISteamRemoteStorage when the application opens user storage. More
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* importantly, when you _open_ storage it knows to begin a "batch" of
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* filesystem operations, and when you _close_ storage it knows to end and
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* flush the batch. This is used by Steam to support
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* [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670)
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* ; users can save data on one PC, put the device to sleep, and then continue
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* playing on another PC (and vice versa) with the save data fully
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* synchronized across all devices, allowing for a seamless experience without
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* having to do full restarts of the program.
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*/
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#ifndef SDL_storage_h_
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