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cocos2d 中UserDefault在windows平台下的路径问题

2016-03-29 16:35 423 查看
在使用cocos2dx c++开发项目时,通常使用cocos自带的UserDefault来存储一些项目所用到的一些配置信息:如游戏的音量,游戏的闯关数等...

但是windows平台下,测试发现如果用户的帐户名使用是中文,在启动程序时会报错,导致程序无法运行。经过排查,把问题定位到CCFileUtils-win32.cpp的FileUtilsWin32::getWritablePath函数中:

string FileUtilsWin32::getWritablePath() const
{
// Get full path of executable, e.g. c:\Program Files (x86)\My Game Folder\MyGame.exe
char full_path[CC_MAX_PATH + 1];
::GetModuleFileNameA(nullptr, full_path, CC_MAX_PATH + 1);

// Debug app uses executable directory; Non-debug app uses local app data directory
//#ifndef _DEBUG
// Get filename of executable only, e.g. MyGame.exe
char *base_name = strrchr(full_path, '\\');

if(base_name)
{
char app_data_path[CC_MAX_PATH + 1];

// Get local app data directory, e.g. C:\Documents and Settings\username\Local Settings\Application Data
if (SUCCEEDED(SHGetFolderPathA(nullptr, CSIDL_LOCAL_APPDATA, nullptr, SHGFP_TYPE_CURRENT, app_data_path)))
{
string ret((char*)app_data_path);

// Adding executable filename, e.g. C:\Documents and Settings\username\Local Settings\Application Data\MyGame.exe
ret += base_name;

// Remove ".exe" extension, e.g. C:\Documents and Settings\username\Local Settings\Application Data\MyGame
ret = ret.substr(0, ret.rfind("."));

ret += "\\";

// Create directory
if (SUCCEEDED(SHCreateDirectoryExA(nullptr, ret.c_str(), nullptr)))
{
return convertPathFormatToUnixStyle(ret);
}
}
}
//#endif // not defined _DEBUG

// If fetching of local app data directory fails, use the executable one
string ret((char*)full_path);

// remove xxx.exe
ret =  ret.substr(0, ret.rfind("\\") + 1);

ret = convertPathFormatToUnixStyle(ret);

return ret;
}


这里可以看到作者在使用
SUCCEEDED(SHGetFolderPathA(nullptr, CSIDL_LOCAL_APPDATA, nullptr, SHGFP_TYPE_CURRENT, app_data_path))
这个函数时,目的是想通过
CSIDL_LOCAL_APPDATA

来把路径定位到帐户下的APPData目录,而CSIDL_LOCAL_APPDATA这个宏的解释是:

#define CSIDL_LOCAL_APPDATA             0x001c        // <user name>\Local Settings\Applicaiton Data (non roaming)

微软在解释SHGetFolderPath时,说明了用法:

SHGetFolderPathW (Unicode)
and SHGetFolderPathA (ANSI)

由于ANSI的兼容性不好,很多情况会导致中文乱码,所以这里需要修改SHGetFolderPathW来将字符集转成unicode,这样比较好用。

修改过后:

string FileUtilsWin32::getWritablePath() const
{
// Get full path of executable, e.g. c:\Program Files (x86)\My Game Folder\MyGame.exe
char full_path[CC_MAX_PATH + 1];
::GetModuleFileNameA(nullptr, full_path, CC_MAX_PATH + 1);

// Debug app uses executable directory; Non-debug app uses local app data directory
//#ifndef _DEBUG
// Get filename of executable only, e.g. MyGame.exe
char *base_name = strrchr(full_path, '\\');

if(base_name)
{
// Get local app data directory, e.g. C:\Documents and Settings\username\Local Settings\Application Data
WCHAR utf16Path[CC_MAX_PATH + 1] = { 0 };
if(SUCCEEDED(SHGetFolderPathW(nullptr, CSIDL_LOCAL_APPDATA, nullptr, SHGFP_TYPE_CURRENT, utf16Path)))
{
char utf8_path[1024 + 2] = { 0 };
WideCharToMultiByte(CP_UTF8, 0, utf16Path, CC_MAX_PATH + 1, utf8_path, 1024 + 2, NULL, NULL);
string ret((char*)utf8_path);
// Adding executable filename, e.g. C:\Documents and Settings\username\Local Settings\Application Data\MyGame.exe
ret += base_name;

// Remove ".exe" extension, e.g. C:\Documents and Settings\username\Local Settings\Application Data\MyGame
ret = ret.substr(0, ret.rfind("."));

ret += "\\";

// Create directory
if (SUCCEEDED(SHCreateDirectoryExA(nullptr, ret.c_str(), nullptr)))
{
return convertPathFormatToUnixStyle(ret);
}
}
}
//#endif // not defined _DEBUG

// If fetching of local app data directory fails, use the executable one
string ret((char*)full_path);

// remove xxx.exe
ret =  ret.substr(0, ret.rfind("\\") + 1);

ret = convertPathFormatToUnixStyle(ret);

return ret;
}


这样就解决了中文目录下使用userDefault造成的程序崩溃问题。
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