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SDH-Ludusavi v0.4.6-dev.g1cc5592 — Safer autosync timeouts

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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

  1. Launch a game whose backup is already current. The game should continue normally and show GAME SAVE UP TO DATE.
  2. Launch a game with a newer backup. Confirm the restore completes before the game resumes.
  3. Exit after changing a save. Confirm the backup completes and normal Syncthing status still follows.
  4. 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.
  5. 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.