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FileSystem#545990

<cat>Code.Misc</cat> <title>FileSystem</title> Standard .NET file access is restricted to prevent rogue access to your files, this means you can not use System.IO.File or variants directly. Instead Sandbox provides a <page text="BaseFileSystem">Sandbox.BaseFileSystem</page> for several virtual filesystems that can only access files within specific game directories. ```csharp // Example of using a FileSystem to read/write a file if ( !FileSystem.Data.FileExists( "player.txt" ) ) FileSystem.Data.WriteAllText( "player.txt", "hello world" ); var hello = FileSystem.Data.ReadAllText( "player.txt" ); ``` ```csharp // Example of using a FileSystem to save and load player data. class PlayerData { // ... public static void Save(PlayerData data){ FileSystem.Data.WriteJson("player_data.json", data); } public static PlayerData Load(){ return FileSystem.Data.ReadJson<PlayerData>("player_data.json"); } // ... } ``` ⤶ Key Notes: To pass in a class to 'FileSystem.Data.WriteJson' the variables must be properties. For Example⤶ ```csharp⤶ public class PlayerData⤶ {⤶ public int playerLevel { get; set; }⤶ public int playerMaxHealth { get; set; }⤶ public string playerUsername { get; set; }⤶ }⤶ ⤶ ```⤶ ### FileSystem.Mounted `FileSystem.Mounted` is an aggregate filesystem of all mounted content from the core game, the current gamemode and it's dependencies. It is a combination of the following directories: * `sbox\core\` * `sbox\addons\myaddon\` * `sbox\addons\myaddon\code\` * `sbox\addons\base\` * `sbox\addons\base\code\` * `sbox\addons\citizen\` * `sbox\addons\citizen\code\` * `sbox\addons\rust\` * `sbox\addons\rust\code\` Any time you try to read a file it will search each of these paths. ### FileSystem.Data This is a place to store user data for your game. `C:\Steam\steamapps\common\sbox\data\org\game\` ### FileSystem.OrganizationData This is a place to store user data across several games in your organization. `C:\Steam\steamapps\common\sbox\data\org\`