Open robinlavallee opened 5 years ago
What sort of error handling is appropriate in this case? Is this just looking to throw basic error if general savedata is corrupted? Eg, wrap the whole thing in a catch block and translate it into a basic recoverable "savedata is corrupted" error?
Yea. I was also thinking about permission issues, hard drive issues, network issues (if we make those save games online at some point). So yea, fail, save is corrupted. May want to think about a backup save too.
K most of those should be handled separately, from an architectural standpoint. Some platforms and storage media have built in redundancy (Xbox) or make typical error checking difficult or ineffective (ps4). And cloud has a different ideal experience, since in that case a failure should re-download from online storage.
On pc people are pretty much expected to backup and restore manually. “Open explorer window here” is sufficient, especially if using proper non-exclusive D3D mode.
In none of these scenarios does the game’s internal save data APIs really need to care.
Yes, except right now the save code doesn't even handle exceptions, so it will just silently fail. :P So at the very least, it needs to return true/false. ;)
No error handling is done at all, plus it's only integrated in the Debug menu.