SDH-Ludusavi v0.4.6-dev.g1cc5592 — Safer autosync timeouts
Pre-release
Pre-release
This development build is for testing safer autosync failure handling before the next stable release.
What changed
- Backups, restores, and save checks now stop after three minutes instead of waiting much longer when Ludusavi is stuck.
- A stuck save command is stopped before the game is allowed to continue.
- Overlapping autosync work now produces a visible UNABLE TO SYNC result instead of silently disappearing.
- Every launch-time save change remains protected by the paused game launch, including choosing to keep the local save during a conflict.
- The running status strip clears after three and a half minutes, while late failures remain visible.
Suggested testing
- Launch a game whose backup is already current. The game should continue normally and show GAME SAVE UP TO DATE.
- Launch a game with a newer backup. Confirm the restore completes before the game resumes.
- Exit after changing a save. Confirm the backup completes and normal Syncthing status still follows.
- Start another Ludusavi action while autosync is checking. If they overlap too long, confirm you see one clear failure instead of an endless status or silent skip.
- Use a disposable test save for deliberate timeout testing. Never force a hang against your only copy of an important save.
Worth knowing
- Syncthing's transfer-monitoring limits are unchanged.
- If the plugin cannot prove that a stuck save command has stopped, it keeps the game paused to avoid simultaneous writes. This is intentionally safer than risking save corruption, but it may require manual recovery.
- Automated validation passed, but deliberate hangs and the rare failed-cleanup path still need real Steam Deck testing with disposable saves.