File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example.
Here's a sample on how to write and read from a file:
func save(content):
var file = File.new()
file.open("user://save_game.dat", File.WRITE)
file.store_string(content)
file.close()
func load():
var file = File.new()
file.open("user://save_game.dat", File.READ)
var content = file.get_as_text()
file.close()
return content
In the example above, the file will be saved in the user data folder as specified in the [https://docs.godotengine.org/en/3.4/tutorials/io/data_paths.html](Data paths) documentation.
Note: To access project resources once exported, it is recommended to use godot.ResourceLoader
instead of the godot.File
API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
Note: Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing Alt + F4). If you stop the project execution by pressing F8 while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling godot.File.flush
at regular intervals.
Constructor
Variables
endianSwap:Bool
If true
, the file is read with big-endian [https://en.wikipedia.org/wiki/Endianness](endianness). If false
, the file is read with little-endian endianness. If in doubt, leave this to false
as most files are written with little-endian endianness.
Note: godot.File.endianSwap
is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.
Note: This is always reset to false
whenever you open the file. Therefore, you must set godot.File.endianSwap
after opening the file, not before.
Methods
close():Void
Closes the currently opened file and prevents subsequent read/write operations. Use godot.File.flush
to persist the data to disk without closing the file.
eofReached():Bool
Returns true
if the file cursor has already read past the end of the file.
Note: eof_reached() == false
cannot be used to check whether there is more data available. To loop while there is more data available, use:
while file.get_position() < file.get_len():
# Read data
fileExists(path:String):Bool
Returns true
if the file exists in the given path.
Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See godot.ResourceLoader.exists
for an alternative approach that takes resource remapping into account.
flush():Void
Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call godot.File.flush
manually before closing a file using godot.File.close
. Still, calling godot.File.flush
can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
Note: Only call godot.File.flush
when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
get16():UInt16
Returns the next 16 bits from the file as an integer. See godot.File.store16
for details on what values can be stored and retrieved this way.
get32():UInt
Returns the next 32 bits from the file as an integer. See godot.File.store32
for details on what values can be stored and retrieved this way.
get64():UInt64
Returns the next 64 bits from the file as an integer. See godot.File.store64
for details on what values can be stored and retrieved this way.
get8():UInt8
Returns the next 8 bits from the file as an integer. See godot.File.store8
for details on what values can be stored and retrieved this way.
inlinegetCsvLine(?delim:String):Array<String>
Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim
to use other than the default ","
(comma). This delimiter must be one-character long, and cannot be a double quotation mark.
Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence.
For example, the following CSV lines are valid and will be properly parsed as two strings each:
Alice,"Hello, Bob!"
Bob,Alice! What a surprise!
Alice,"I thought you'd reply with ""Hello, world""."
Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it could very well use quotes, it was only written without for demonstration purposes. The third line must use ""
for each quotation mark that needs to be interpreted as such instead of the end of a text value.
getError():Error
Returns the last error that happened when trying to perform operations. Compare with the ERR_FILE_*
constants from godot.Error
.
getLine():String
Returns the next line of the file as a String
.
Text is interpreted as being UTF-8 encoded.
getMd5(path:String):String
Returns an MD5 String representing the file at the given path or an empty String
on failure.
getModifiedTime(file:String):UInt64
Returns the last time the file
was modified in unix timestamp format or returns a String
"ERROR IN file
". This unix timestamp can be converted to datetime by using godot.OS.getDatetimeFromUnixTime
.
getPascalString():String
Returns a String
saved in Pascal format from the file.
Text is interpreted as being UTF-8 encoded.
getSha256(path:String):String
Returns a SHA-256 String
representing the file at the given path or an empty String
on failure.
getVar(?allowObjects:Bool):Dynamic
Returns the next Variant
value from the file. If allow_objects
is true
, decoding objects is allowed.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
open(path:String, flags:File_ModeFlags):Error
Opens the file for writing or reading, depending on the flags.
openCompressed(path:String, modeFlags:File_ModeFlags, ?compressionMode:File_CompressionMode):Error
Opens a compressed file for reading or writing.
Note: godot.File.openCompressed
can only read files that were saved by Godot, not third-party compression formats. See [https://github.com/godotengine/godot/issues/28999](GitHub issue #28999) for a workaround.
openEncrypted(path:String, modeFlags:File_ModeFlags, key:HaxeArray<UInt8>):Error
Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
Note: The provided key must be 32 bytes long.
openEncryptedWithPass(path:String, modeFlags:File_ModeFlags, pass:String):Error
Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
seek(position:Int64):Void
Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).
seekEnd(?position:Int64):Void
Changes the file reading/writing cursor to the specified position (in bytes from the end of the file).
Note: This is an offset, so you should use negative numbers or the cursor will be at the end of the file.
store16(value:UInt16):Void
Stores an integer as 16 bits in the file.
Note: The value
should lie in the interval [0, 2^16 - 1]
. Any other value will overflow and wrap around.
To store a signed integer, use godot.File.store64
or store a signed integer from the interval [-2^15, 2^15 - 1]
(i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:
const MAX_15B = 1 << 15
const MAX_16B = 1 << 16
func unsigned16_to_signed(unsigned):
return (unsigned + MAX_15B) % MAX_16B - MAX_15B
func _ready():
var f = File.new()
f.open("user://file.dat", File.WRITE_READ)
f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
f.store_16(121) # In bounds, will store 121.
f.seek(0) # Go back to start to read the stored value.
var read1 = f.get_16() # 65494
var read2 = f.get_16() # 121
var converted1 = unsigned16_to_signed(read1) # -42
var converted2 = unsigned16_to_signed(read2) # 121
store32(value:UInt):Void
Stores an integer as 32 bits in the file.
Note: The value
should lie in the interval [0, 2^32 - 1]
. Any other value will overflow and wrap around.
To store a signed integer, use godot.File.store64
, or convert it manually (see godot.File.store16
for an example).
store64(value:UInt64):Void
Stores an integer as 64 bits in the file.
Note: The value
must lie in the interval [-2^63, 2^63 - 1]
(i.e. be a valid Int
value).
store8(value:UInt8):Void
Stores an integer as 8 bits in the file.
Note: The value
should lie in the interval [0, 255]
. Any other value will overflow and wrap around.
To store a signed integer, use godot.File.store64
, or convert it manually (see godot.File.store16
for an example).
storeCsvLine(values:Array<String>, ?delim:String):Void
Store the given String
in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim
to use other than the default ","
(comma). This delimiter must be one-character long.
Text will be encoded as UTF-8.
storeLine(line:String):Void
Appends line
to the file followed by a line return character (\n
), encoding the text as UTF-8.
storePascalString(string:String):Void
Stores the given String
as a line in the file in Pascal format (i.e. also store the length of the string).
Text will be encoded as UTF-8.
storeString(string:String):Void
Appends string
to the file without a line return, encoding the text as UTF-8.
Note: This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using godot.File.storePascalString
instead. For retrieving strings from a text file, you can use get_buffer(length).get_string_from_utf8()
(if you know the length) or godot.File.getAsText
.
storeVar(value:Dynamic, ?fullObjects:Bool):Void
Stores any Variant value in the file. If full_objects
is true
, encoding objects is allowed (and can potentially include code).
Note: Not all properties are included. Only properties that are configured with the PROPERTY_USAGE_STORAGE
flag set will be serialized. You can add a new usage flag to a property by overriding the godot.Object._GetPropertyList
method in your class. You can also check how property usage is configured by calling godot.Object._GetPropertyList
. See godot.PropertyUsageFlags
for the possible usage flags.