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Tell user or handle too many saves stopping Steam cloud save working #111

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Tracked by #108
drojf opened this issue Nov 18, 2023 · 2 comments
Open
Tracked by #108

Tell user or handle too many saves stopping Steam cloud save working #111

drojf opened this issue Nov 18, 2023 · 2 comments

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@drojf
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drojf commented Nov 18, 2023

When using Steam Cloud to sync saves, there is a maximum number of save files.

For example, on Hou+, this is set to 200: https://steamdb.info/app/2491040/ufs/

Even on the unmoded game, I can see this causing issues, because the game creates 2 files per save, and there are 100 save slots, which is already 200 files, but then there are some additional files plus quicksaves, which would be above the limit.

On the modded game, for Hou+, I want to save to a subfolder (like the console arcs already do) so there is no chance of conflict with saves on the base game, and saves on the modded game. I would also want to add this for preivous chapters in the future.

That would effectively double the number of possible save files, which would cause a similar problem.

There are a couple ways I can think of to fix this

  • If more than 200 save files are created, show a popup informing the user that cloud saves may not work, and user should clean up saves
  • Ever time you save, show the number of files (like a popup saying 34/200 slots used). Once the threshold is reached, only allow saving into existing save slots, instead of new ones.
     
    For all of the above, if we are using a separate save folder, there is an issue if the user has created say, 100 saves on the unmodded game, they would be unable to clean up saves from the unmodded game, unless they manually open the folder to delete the files.

Possibly could just keep everything in the same save folder, and show in-game whether a save is from the unmodded game. Then at least users can manage all saves themselves, and we can stop users making too many saves.


All of this only applies when using cloud saves - if you didn't care about cloud saves, this makes no difference.

 

@drojf
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drojf commented Dec 2, 2023

For now I've decided to do the following

  • I figured out how to detect whether a save is from the modded/unmodded game
  • The installer will show on the save/load screen when a save or quicksave is from the unmodded game, by prefixing the text with [UNMODDED], EXCEPT for the quick load button on the UI when you're playing the game normally, as there is no text for those buttons.
  • If you try to load a save from the unmodded game, a warning will show
  • If you want to forcibly load a save from the unmodded game, you can just repeatedly click the button 10 times to force loading it
  • The global.dat (global saves file) seems to be "compatible" between modded/unmodded, so I don't touch that file. I guess it is possible it could cause some issue, but for now I'll just leave it.

Still to do:

  • Count how many files are in the save folder, and disable making new saves (?) and show a warning if about to hit the 200 file save limit
    • Check if the save file limit is different between games

I'm working on it on this branch: https://github.com/07th-mod/higurashi-assembly/tree/mod-upgrade-2023-12

@drojf
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drojf commented Dec 9, 2023

After some investigation on SteamDB, it looks like these are the Steam Cloud settings for each chapter.

Notably:

  • Ch.1 only supports 100 files and 5 megabytes of cloud save data
  • All other chapters support 100 files and 50 megabytes of cloud save data
  • Chapters 9 and 10 only support Windows (yet to be tested)
  • There are some other minor differences possibly from chapter to chapter in the steam cloud save settings which probably don't affect anything
chapter maxNumFiles quotaBytes osSupported
1 100 5000000 all
2 200 50000000 all
3 200 50000000 all
4 200 50000000 all
5 200 50000000 all
6 200 50000000 all
7 200 50000000 all
8 200 50000000 all
9 200 50000000 Windows Only
10 200 50000000 Windows Only

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