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Question by MasterChameleonGames · Jun 21, 2020 at 02:09 PM · serializationbinaryformatterfilestream

"IOException: Sharing violation on path" when Loading Data to Overwrite Save

I am creating a save and load system for my game, and when saving the data onto a file, I wanted to first retrieve the current save file, overwrite some of the class variables, and save it again. However, if I call LoadData() while in SaveData(), I get the "IOException: Sharing violation on path" error. Why is this? There is no error if instead of using LoadData() in the marked line, I just use new PlayerData(), so I know that LoadData() is causing the problem.

 public static class SaveSystem
 {
     static string GetPath()
     {
         return Path.Combine(Application.persistentDataPath, PlayerData.GetFileName());
     }
 
     public static void SaveData()
     {
         BinaryFormatter formatter = new BinaryFormatter();
         using (FileStream stream = new FileStream(GetPath(), FileMode.Create))
         {
             formatter.Serialize(stream, PlayerData.GetData());
         }
     }
 
     public static PlayerData LoadData()
     {
         if (File.Exists(GetPath()))
         {
             BinaryFormatter formatter = new BinaryFormatter();
             using (FileStream stream = new FileStream(GetPath(), FileMode.Open))
             {
                 PlayerData data = formatter.Deserialize(stream) as PlayerData;
                 previousLoad = data;
                 previousLoadFrame = Time.frameCount;
                 return data;
             }
         }
     }
 }

 [System.Serializable]
 public class PlayerData
 {
     // Variables like FileName and player data variables declared
 
     public static PlayerData GetData()
     {
         PlayerData data = SaveSystem.LoadData();    // *** Problem here ***
         data.SetData();
         return data;
     }
 
     public void SetData()
     {
         // Variables set here
     }
 
     public static string GetFileName()
     {
         return FileName;
     }
 }
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avatar image JustAbhi · Jun 25, 2020 at 11:22 AM 0
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Have you tried running unity as an ad$$anonymous$$istrator?

avatar image MasterChameleonGames JustAbhi · Jun 30, 2020 at 11:49 AM 0
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Yes, and it didn't change anything.

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Answer by Skrimel · Jun 30, 2020 at 12:13 PM

You open file in "create mode" and then trying to access it again. As i understood problem happens when you try to save data, so look at my "callstack" explanation:

  1. > SavingData: line 8

  2. > Creating File with given name without check of the fact that name is already used: line 11 //File stream is getting access to file with name FileName

  3. > Getting player data: line 12

  4. > Loading previous player data : line 40

  5. > Trying to getting access to file, access denied cause it is opened in stream already, that is the problem : line 22

Edit 1: you can solve your problem just in 2 steps: Get player data from previous save, before openning file for write of a new save data And the second one is an advise: check existance of file before it's force creating. You can do it just by changing open mode from "FileMode.Create" to "FileMode.OpenOrCreate"

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