Revision Difference
FileSystem#548087
<cat>Code.Misc</cat>⤶
<cat>Code.Intro</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\`