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v0.4.7 — A stopped sync is no longer a failed one

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@github-actions github-actions released this 02 Sep 15:17

When you start a game, the plugin holds it for a moment and looks at your cloud save. If
that check stopped early, the plugin recorded a failure that was not one. This release
corrects that, shuts the plugin down cleanly when it reloads, and makes the diagnostic log
much shorter.

What changed for you

Resuming a game no longer leaves a permanent failure. If you pressed resume while the
plugin held your game, or the plugin released the hold itself after its safety timeout, the
save check stopped. That is correct behaviour. But the plugin then wrote a failed restore
into that game's history, kept it after a restart, and showed an error on the status strip.
It now records a skip and reads Restore skipped — cancelled before it finished. Your
saves are treated exactly as before. Only the report changed.

The plugin stops its background work when it stops. When the plugin reloads, updates, or
is turned off, its sync watchers and helper processes now stop with it. Before, some of them
kept running until you restarted the Deck. Refreshing the game list also no longer leaves an
abandoned save-tool process behind.

Quitting an untracked game does less work. If you quit a game that has no backup set up,
the plugin used to start a sync watch and three network checks, then throw the results away.
It no longer starts them.

The diagnostic log is far shorter and easier to read. About one line in seven carried no
information at all — one line per game every time the list refreshed, repeated messages about
the same update check, and lines that did not say which half of the plugin wrote them. If you
ever send a log for help, it is now readable.

Installing an update is quieter. The plugin used to write several identical notes to the
log during an install, and repeat the same background request each time. Both are fixed.

Known limits

The stopped-restore fix was checked on a Steam Deck far enough to confirm that no errors
appear in normal use. The exact case — pressing resume while a game is held — was not
reproduced on hardware before this release. It is covered by automated tests.