DavidDeSimone / OpenCloudSaves

A tool used for syncing your save games across your devices
MIT License
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Initialize save dir with cloud content (for new installation) #93

Closed hicwic closed 1 year ago

hicwic commented 1 year ago

i'm struggling initalizing my save sync between my pc and my deck. use case:

problem:

proposition: add a button or a checkbox "force download" to intialize the save game dir with content on cloud (as we can see on heroic for example)

maybe we can achieve the same with addititonnal rclone parameters, but as i'm new to this tool, and the man page is huuuuuuge, i d'ont know which parameter to use :)

DavidDeSimone commented 1 year ago

Thanks for the report. A force download button is a good idea, I'll target this for 0.19

What is the save path for your new Elden ring save on the deck? It should go off of the mod time of the files, not the directory itself.

A kind of manual operation would be to install Elden ring on the deck, add a dummy file to the save dir, and sync. This would just be a temporary work around until 0.19 and we get a better flow around this.

hicwic commented 1 year ago

it's on a prefixe created with lutris, so the same path as windows

%USERPROFILE%\AppData\Roaming\EldenRing\

there is a directory with steamID/ER0000.sl2 <- save file and a GraphicsConfig.xml which a tried to exclude (my other issue), so i included my steamID dir

DavidDeSimone commented 1 year ago

it's on a prefixe created with lutris, so the same path as windows

%USERPROFILE%\AppData\Roaming\EldenRing\

there is a directory with steamID/ER0000.sl2 <- save file

and a GraphicsConfig.xml which a tried to exclude (my other issue), so i included my steamID dir

In your use case, you can make your Include just be "*.sl2" to exclude graphics settings.

Can you provide a screenshot of the path on Linux in the app? We perform some special path substitution on Linux and I want to ensure that logic is working correctly.

hicwic commented 1 year ago

i'll give you the screen later, i'm at work right now

i manualy created the steamID folder, but the .sl2 file was not here, since i never launched the game on my deck so if i include *.sl2, the sync button is greyed as there is no file detected.

with you idea to create a dummy file, if i create a dummy ER0000.sl2 on my deck, will it erase the one on the cloud as it will be newer ? what's the update policy of the cloud part ?

DavidDeSimone commented 1 year ago

i'll give you the screen later, i'm at work right now

i manualy created the steamID folder, but the .sl2 file was not here, since i never launched the game on my deck so if i include *.sl2, the sync button is greyed as there is no file detected.

with you idea to create a dummy file, if i create a dummy ER0000.sl2 on my deck, will it erase the one on the cloud as it will be newer ? what's the update policy of the cloud part ?

Understood, take your time.

I would recommend calling the dummy file something like "dummy.txt". It would just be there to to un-gray out that button.

The update policy is that is uses the latest timestamp for the same file (based on name). Unless you use bisync (default to off), our sync process won't delete files.

hicwic commented 1 year ago

Ok, got it

I can't figure what bisync do in comparison of normal sync. And what's the use case. Maybe it's me 😼

DavidDeSimone commented 1 year ago

Ok, got it

I can't figure what bisync do in comparison of normal sync. And what's the use case. Maybe it's me 😼

Not on you - I need to add a better explanation in app.

Basically our standard sync won't delete files on the cloud if you delete them locally, bisync will. The issue is that bisync needs both clients to be in sync with the cloud - it's not for "merging" sets of save states. I found it was very common for users to have two different sets of saves on their devices, and when they started using Open Cloud Save, they wanted to "combine" their save sets, which won't work with bisync.

The downside is that without bisync, you can't delete files.

DavidDeSimone commented 1 year ago

Going to close this as it should be fixed by 0.18.1 - let me know if you still have issues in this use case.

hicwic commented 1 year ago

could you push the 0.18.1 on flatpack ? don't see it on my SD :s

DavidDeSimone commented 1 year ago

could you push the 0.18.1 on flatpack ? don't see it on my SD :s

So I forgot to bump the version number in the manifest, but what is currently on the store as 0.18.0 should be 0.18.1 - I am going to re-release that version as 0.18.1 just to avoid confusion.