[Scummvm-tracker] [ScummVM :: Bugs] #12363: MYST3: Manually overwriting Autosave file disables autosaving.
ScummVM :: Bugs
trac at scummvm.org
Tue Apr 6 03:35:59 UTC 2021
#12363: MYST3: Manually overwriting Autosave file disables autosaving.
-------------------+----------------------------
Reporter: macca8 | Owner: (none)
Type: defect | Status: new
Priority: high | Component: Engine: Myst3
Version: | Resolution:
Keywords: | Game: Myst 3: Exile
-------------------+----------------------------
Description changed by macca8:
Old description:
> The Myst3 save system, supported by its own save dialog and dedicated
> prompt-to-save feature, has always allowed the option of manually
> overwriting the Autosave file when prompted by the game, in addition to
> maintaining support for scheduled autosaving.
>
> However, commit
> [https://github.com/residualvm/residualvm/commit/b333691cc2] - Implement
> the new autosave system - changed the way in which the Autosave file was
> being monitored in Myst3, by adding an isAutosave flag to every save
> file’s metadata. Previously, the file’s identity was established
> exclusively by testing its name.
>
> The value of this flag is implemented by adding an isAutosave parameter
> to the Myst3Engine’s saveGameState(), which is passed directly to
> GameState::Save() for updating the file’s metadata.
>
> The issue here is that the Autosave file’s isAutosave flag is changed to
> false when the user initiates a manual overwrite of the file, because all
> manual saves (including to autosave) are passed an isAutosave parameter
> of false.
>
> For scheduled autosaves, the autosave system determines the status of the
> file occupying the designated autosave slot by checking the value of its
> isAutosave flag, and only falls back to a name test if the flag hasn’t
> been set (refer SaveStateDescriptor::isAutosave() in
> /engines/savestate.cpp).
>
> This test currently fails if the user has initiated a manual overwrite of
> the Autosave file, because the autosave system incorrectly assumes that
> the autosave slot is occupied by a user created save file, which prevents
> the scheduled autosave from occurring.
>
> What’s needed is an appropriate name test to be included in
> /engines/myst3/myst3.cpp/Myst3Engine::saveGameState(desc, thumbnail,
> isAutosave) to reset the isAutosave variable to true, before it’s passed
> on to _state->save().
>
> I’d suggest something similar to the following (it’s only needed if the
> parameter is false), placing it immediately after the removal of any
> suffix from saveName (line 1594)...
>
> if !isAutosave && saveName.equalsIgnoreCase(_(“Autosave”)) {
> isAutosave = true;
> }
>
> With regard to the name test comparison, I’m not sure if case is an issue
> or not, because all save names (including AUTOSAVE) appear in uppercase
> in the Myst3 Save dialog, and all save file names (except Autosave.m3s)
> are also in uppercase.
>
> Current daily build: 2.3.0git14891-gb5804e1257 (Apr 3 2021)
> Platform: macOS (10.6.8 & 10.11.6)
> Game Version: 4-CD English
New description:
The Myst3 save system, supported by its own save dialog and dedicated
prompt-to-save feature, has always allowed the option of manually
overwriting the Autosave file when prompted by the game, in addition to
maintaining support for scheduled autosaving.
However, commit
[https://github.com/residualvm/residualvm/commit/b333691cc2] - Implement
the new autosave system - changed the way in which the Autosave file was
being monitored in Myst3, by adding an isAutosave flag to every save
file’s metadata. Previously, the file’s identity was established
exclusively by testing its name.
The value of this flag is implemented by adding an isAutosave parameter to
the Myst3Engine’s saveGameState(), which is passed directly to
GameState::Save() for updating the file’s metadata.
The issue here is that the Autosave file’s isAutosave flag is changed to
false when the user initiates a manual overwrite of the file, because all
manual saves (including to autosave) are passed an isAutosave parameter of
false.
For scheduled autosaves, the autosave system determines the status of the
file occupying the designated autosave slot by checking the value of its
isAutosave flag (as _saveType), and only falls back to a name test if the
flag hasn’t been set (refer SaveStateDescriptor::isAutosave() in
/engines/savestate.cpp).
This test currently fails if the user has initiated a manual overwrite of
the Autosave file, because the autosave system incorrectly assumes that
the autosave slot is occupied by a user created save file, which prevents
the scheduled autosave from occurring.
What’s needed is an appropriate name test to be included in
/engines/myst3/myst3.cpp/Myst3Engine::saveGameState(desc, thumbnail,
isAutosave) to reset the isAutosave variable to true, before it’s passed
on to _state->save().
I’d suggest something similar to the following (it’s only needed if the
parameter is false), placing it immediately after the removal of any
suffix from saveName (line 1594)...
if !isAutosave && saveName.equalsIgnoreCase(_(“Autosave”)) {
isAutosave = true;
}
With regard to the name test comparison, I’m not sure if case is an issue
or not, because all save names (including AUTOSAVE) appear in uppercase in
the Myst3 Save dialog, and all save file names (except Autosave.m3s) are
also in uppercase. Alternatively, if case isn't considered an issue, then
the name test could be simplified to: saveName == _("Autosave").
Current daily build: 2.3.0git14891-gb5804e1257 (Apr 3 2021)
Platform: macOS (10.6.8 & 10.11.6)
Game Version: 4-CD English
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Ticket URL: <https://bugs.scummvm.org/ticket/12363#comment:1>
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