When using the API, we might try to load the following data:
var save = new SaveGame(path);
save.Load(worldName);
We get a crash in Unity which means something is broken on ZenKit.dll side for the following two use cases:
The path to the saveGame is invalid, then the SaveGame should act as normal or provide us an information like save.IsValid == false
If the SaveGame is valid, then we might load worlds which aren't inside the Save itself (e.g. world.zen is there, but not oldmine.zen). <-- This can't be circumvented, as we can check if a save folder is there, but we have no information if a specific world is already saved inside it.
It would be great, if the SaveGame class can handle the following cases.
When using the API, we might try to load the following data:
We get a crash in Unity which means something is broken on ZenKit.dll side for the following two use cases:
It would be great, if the SaveGame class can handle the following cases.