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snapshots: never of a save a sync is writing, never incomplete - #54
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Rebased onto today's |
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Thanks. The first half (an event overflow during a sync taken for the sync's) is good. One concern with discarding incomplete snapshots: a game that holds a file open the whole time it runs (a log or lock file) would then have every snapshot discarded while it runs, and since the safety copy before a sync fails too, the sync stops replacing files, all quietly. Could incomplete snapshots be discarded only for automatic ones, keeping the safety copy before a sync even if a file couldn't be read (as it was before)? And if a game's automatic snapshots keep failing, say so plainly rather than only in the log. |
A pull of a save of many files overflowed the watcher's event queue again and again, and each overflow was taken for the game saving: an automatic snapshot of a half-pulled save every few seconds - 76 on one device for one pull - which pushed the complete ones out of retention. - The watcher asks whether a sync is writing the game (BeingWritten). If so, an overflow is taken for the sync's, and the burst is looked at only once the sync has finished. - A snapshot that could not read every file is discarded, not kept: it would stand in the history as a save that never existed. The watcher leaves the change unrecorded and takes it again at its next pass; a sync that needed the copy before replacing files does not replace them. - OpenSave's own temporary files (*.opensave.tmp) are never archived. Builds on the own-writes change (Liquid-co#23). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… screen Asked in review: discarding every snapshot that could not read a file also discarded the copy kept before a sync replaces the save, and the sync then did not replace anything, quietly, for as long as a game held a file open (a log, a lock file). - Only the watcher's automatic snapshot (snapshot.CreateAutomatic) is discarded when it misses files; the watcher takes the change again at its next pass. Every other snapshot, the copy before a sync, restore or conflict above all, and one taken by hand, is kept with what could be read and a warning in the log, as before Liquid-co#54. - When a game's automatic snapshots come out incomplete three passes in a row, it is said on screen once, until one succeeds again: the files the game holds open, and that its changes are not backed up or synced until they can be read, usually once the game is closed. The text is in the catalogs (en, zh-CN), with a "common.open" key for the toast's button. Tests: an incomplete automatic snapshot is discarded, while one before replacing and one by hand are kept (a seam on the archive's file open makes a file unreadable on any system); the notice comes once per run of incomplete passes, again after a good snapshot, and never for other failures; the notice's wording, with the files beyond the first three counted. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Good catch, thank you. Done (618d0cd):
Tests: discarded vs kept, per kind of snapshot (a seam on the archive's file open makes a file unreadable on any OS); the notice once per run, again after a good snapshot, never for other failures; its wording. |
As offered in #21. Builds on #23 (own writes), which it needs for the watcher's own/other classification.
BeingWritten), is now taken for the sync's. A burst is looked at only once no sync is writing the game at that moment (WritingNow), so a change the game makes right after a pull is still snapshotted at once.*.opensave.tmpfiles are never archived.(The fork version also limits #26's "mirror the peer's snapshot when already in sync" to games without history. That part will follow #26.)
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