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@@ -32,11 +32,14 @@
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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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+ * characteristics (and possibly different low-level APIs altogether!).
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+ *
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+ * 2. **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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+ * writeable while game content is read-only.
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+ *
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+ * 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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@@ -87,10 +90,13 @@
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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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+ * may or may not be the game's installation folder!).
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+ *
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+ * 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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+ * also writeable despite being in the same location as the game data.
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+ *
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+ * 3. **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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@@ -192,9 +198,12 @@
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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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+ * storage device based on the context of the function.
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+ *
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+ * 2. **How to Access:** This code explicitly uses either a read or write function based on the
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+ * context of the function.
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+ *
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+ * 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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