Cloud Storage for Firebase allows you to quickly and easily upload files to a Cloud Storage bucket provided and managed by Firebase.
Create a Reference
To upload a file, first create a Cloud Storage reference to the location in Cloud Storage you want to upload the file to.
You can create a reference by appending child paths to the root of your Cloud Storage bucket:
// Create a root reference StorageReference storage_ref = storage->GetReference(); // Create a reference to "mountains.jpg" StorageReference mountains_ref = storage_ref.Child("mountains.jpg"); // Create a reference to 'images/mountains.jpg' StorageReference mountain_images_ref = storage_ref.Child("images/mountains.jpg"); // While the file names are the same, the references point to different files mountains_ref.name() == mountain_images_ref.name(); // true mountains_ref.full_path() == mountain_images_ref.full_path(); // false
You cannot upload data with a reference to the root of your Cloud Storage bucket. Your reference must point to a child URL.
Upload Files
Once you have a reference, you can upload files to Cloud Storage in two ways:
- Upload from a byte buffer in memory
- Upload from a file path representing a file on device
Upload from data in memory
The PutData()
method is the simplest way to upload a file to
Cloud Storage. PutData()
takes a byte buffer and returns a
Future<Metadata>
which will contain information about the file
when the Future completes. You can use a Controller
to manage your upload and
monitor its status.
// Data in memory const size_t kByteBufferSize = ... uint8_t byte_buffer[kByteBufferSize] = { ... }; // Create a reference to the file you want to upload StorageReference rivers_ref = storage_ref.Child("images/rivers.jpg"); // Upload the file to the path "images/rivers.jpg" Futurefuture = rivers_ref.PutBytes(byte_buffer, kByteBufferSize);
At the point the request has been made but we have to wait for the Future to complete before the file is uploaded. Since games typically run in a loop, and are less callback driven than other applications, you'll typically poll for completion.
if (future.status() != firebase::kFutureStatusPending) { if (future.status() != firebase::kFutureStatusComplete) { LogMessage("ERROR: GetData() returned an invalid future."); // Handle the error... } else if (future.Error() != firebase::storage::kErrorNone) { LogMessage("ERROR: GetData() returned error %d: %s", future.Error(), future.error_message()); // Handle the error... } } else { // Metadata contains file metadata such as size, content-type, and download URL. Metadata* metadata = future.Result(); std::string download_url = metadata->download_url(); } }
Upload from a local file
You can upload local files on the devices, such as photos and videos from the
camera, with the PutFile()
method. PutFile()
takes a std::string
representing the path to the file and returns a
Future<Metadata>
which will contain
information about the file when the Future completes. You can use a
Controller
to manage your upload and monitor its status.
// File located on disk std::string local_file = ... // Create a reference to the file you want to upload StorageReference rivers_ref = storage_ref.Child("images/rivers.jpg"); // Upload the file to the path "images/rivers.jpg" Futurefuture = rivers_ref.PutFile(localFile); // Wait for Future to complete... if (future.Error() != firebase::storage::kErrorNone) { // Uh-oh, an error occurred! } else { // Metadata contains file metadata such as size, content-type, and download URL. Metadata* metadata = future.Result(); std::string download_url = metadata->download_url(); }
If you want to actively manage your upload, you can supply a Controller
to the
PutFile()
or PutBytes()
methods. This allows you to use the controller to
observe the ongoing upload operation. See Manage Uploads for
more information.
Add File Metadata
You can also include metadata when you upload files. This metadata contains
typical file metadata properties such as name
, size
, and content_type
(commonly referred to as MIME type). The PutFile()
method automatically infers
the content type from the filename extension, but you can override the
auto-detected type by specifying content_type
in the metadata. If you do not
provide a content_type
and Cloud Storage cannot infer a default from
the file extension, Cloud Storage uses application/octet-stream
. See
the Use File Metadata
section for more information about file metadata.
// Create storage reference StorageReference mountains_ref = storage_ref.Child("images/mountains.jpg"); // Create file metadata including the content type StorageMetadata metadata; metadata.set_content_type("image/jpeg"); // Upload data and metadata mountains_ref.PutBytes(data, metadata); // Upload file and metadata mountains_ref.PutFile(local_file, metadata);
Manage Uploads
In addition to starting uploads, you can pause, resume, and cancel uploads using
the Pause()
, Resume()
, and Cancel()
methods on Controller
, which you may
optionally pass to the PutBytes()
or PutFile()
methods.
// Start uploading a file firebase::storage::Controller controller; storage_ref.Child("images/mountains.jpg").PutFile(local_file, nullptr, &controller); // Pause the upload controller.Pause(); // Resume the upload controller.Resume(); // Cancel the upload controller.Cancel();
Monitor Upload Progress
You can attach listeners to uploads in order to monitor the progress of the upload.
class MyListener : public firebase::storage::Listener { public: virtual void OnProgress(firebase::storage::Controller* controller) { // A progress event occurred } }; { // Start uploading a file MyEventListener my_listener; storage_ref.Child("images/mountains.jpg").PutFile(local_file, my_listener); }
Error Handling
There are a number of reasons why errors may occur on upload, including the local file not existing, or the user not having permission to upload the desired file. You can find more information about errors in the Handle Errors section of the docs.
Next Steps
Now that you've uploaded files, let's learn how to download them from Cloud Storage.