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Update Steamback to 1.1.2 #556
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* fix message for unscanned files to say "scanning, please wait..." * add a "backup gameX now" button which is enabled only while the game is running. * fix bug where games which are installed on multiple SD cards might not be properly backedup * update DFL lib to latest
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Changes LGTM, happy to merge once it's been tested.
(although perhaps you did not mean to commit ssh -i /home/kevinh/.ssh/deck_from_thinkpad [email protected] in the ssh-deck.sh file)
build failed because the lockfile version is 6.1 and it should be 6.0. |
Ooh thanks! will fix the lockfile thing tomorrow my (Asia) time.
(Sent from a phone - please ignore typos)
…On Fri, Mar 8, 2024, 04:25 Party Wumpus ***@***.***> wrote:
build failed because the lockfile version is 6.1 and it should be 6.0.
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@PartyWumpus ok - changed to 6.0 I guess I must have run something that implicitly upgraded it. Once in the testing store I can ping the person who originally requested the new feature in this build to test and report per your document. woot! |
dear reviewers if anyone can bless for "testing_env needs approval to start deploying changes" so that this ends up in the testing store I can find a user to go and test it and report back with what they find. |
@SteamDeckHomebrew/decky-testers please give this a whirl when possible. |
FWIW I've heard from a few steamback users who downloaded this version from the testing store and they are pretty happy with it. |
Not trying to be a pest but if someone could test it (officially) that would be great. I asked a few steamback users to try it (after switching to the testing store) and they were happy. IMO it is much better than the old 1.0 version in the stable store. |
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Changes since last review LGTM, @SteamDeckHomebrew/decky-testers please give this a try
@geeksville, looking for confirmation from you that this is working on latest SteamOS Stable, once you can confirm that I can mark the plugin as ready for testing and will then try to summon testers as best I can. Thanks. |
Hi @TrainDoctor, still works great on Stable and steam OS beta. I use it often and occasionally get notes from reddit users saying they are still happy (I've been pointing them at the testing store). |
Well go ahead and tell them that if they don't submit a testing report the plugin will likely be pulled (not your fault I know)! I'm working to wrangle some testers for you rn. |
yeah - I keep asking. I'll try again.
…On Wed, Jul 31, 2024 at 6:26 PM TrainDoctor ***@***.***> wrote:
Hi @TrainDoctor <https://github.com/TrainDoctor>, still works great on
Stable and steam OS beta. I use it often and occasionally get notes from
reddit users saying they are still happy (I've been pointing them at the
testing store).
Well go ahead and tell them that if they don't submit a testing report the
plugin will likely be pulled (not your fault I know)!
I'm working to wrangle some testers for you rn.
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If the plugin needs to be pulled thats fine also. alas my health is kinda crummy so I need to be choosy in how I spend my dev time. |
Unfortunate but it makes sense. I'm sure someone would be interested enough and could take over the plugin etc. |
I'm okay with developing it - alas I've had bad luck wrangling folks to come in and be testers for this project. If anyone wants to develop it and find testers thats fine with me also. As far as I'm concerned the plugin is 'mature' and doesn't need further development unless some breakage happens. |
With global DFL a lot of the usual maintenance has been reduced so if this plugin doesn't already use Global DFL (aka Decky Frontend Library provided by Loader rather than being bundled by the plugin itself) then I would recommend updating the plugin to use that and we can get that tested and approved so it's maintenance will be minimal from there I imagine. |
Sounds good. I think I'm already using the global DFL, I updated to 3.24.5
a while back (which I think was after the client library had been updated
to use that?). Do you happen to know if I should update the glue lib to
something newer?
…On Thu, Aug 1, 2024 at 2:50 PM TrainDoctor ***@***.***> wrote:
I'm sure someone would be interested enough and could take over the plugin
etc.
I'm okay with developing it - alas I've had bad luck wrangling folks to
come in and be testers for this project. If anyone wants to develop it and
find testers thats fine with me also. As far as I'm concerned the plugin is
'mature' and doesn't need further development unless some breakage happens.
With global DFL a lot of the usual maintenance has been reduced so if this
plugin doesn't already use Global DFL (aka Decky Frontend Library provided
by Loader rather than being bundled by the plugin itself) then I would
recommend updating the plugin to use that and we can get that tested and
approved so it's maintenance will be minimal from there I imagine.
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All should be good then. If you have a recommended game and configuration for me to try out I'll conduct testing for you but in future you'll want to get one of you users to do testing as I can't promise I'll be available in future. |
Most any single player game should work. I've used with with Valheim or
others. You'll need to restart your steamdeck after installing because I
don't think the python daemons are getting launched on install (or at least
they weren't last time I looked). But then in the steamback settings it
will list the games it found on your machine that it supports.
…On Mon, Aug 5, 2024 at 7:53 PM TrainDoctor ***@***.***> wrote:
Sounds good. I think I'm already using the global DFL, I updated to 3.24.5
a while back (which I think was after the client library had been updated
to use that?). Do you happen to know if I should update the glue lib to
something newer?
All should be good then. If you have a recommended game and configuration
for me to try out I'll conduct testing for you but in future you'll want to
get one of you users to do testing as I can't promise I'll be available in
future.
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The plugin appears to be taking snapshots as it claims but reverting the snapshots doesn't actually seem to change anything. Example, I made a save in half-life 1, and then reverted to when I booted up the game and the save remained when I booted the game up. |
Hi @TrainDoctor to confirm: in half-life 1:
I think I actually own halflife1 and can check this if so. |
Yes, that's the correct order of operations. |
thanks! I'll repro this in the next few days and see what's up with that
game.
…On Mon, Aug 12, 2024 at 2:58 PM TrainDoctor ***@***.***> wrote:
Hi @TrainDoctor <https://github.com/TrainDoctor> to confirm:
in half-life 1:
1. you did some stuff, exited, then steamback did a backup.
2. Then you launched the game and did some other stuff and a new snapshot was written when it exited.
3. Then (while game was not running) you clicked to revert to the older save.
4. Then launched game and rather than the smapshot 1 you asked it to revert to, the game was in the current state.
?
I think I actually own halflife1 and can check this if so.
Yes, that's the correct order of operations.
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hi @TrainDoctor ooh I see! This is an artifact of how HL1 does save games. Their load/save system is behind the scenes just a directory of save files (with no meta data file pointing to them). As you play the game (and steamback takes snapshots) it is copying that directory. When you restore to an old snapshot it is correctly copying in the contents of the old files (and replacing newer files as needed), but if you are looking to see the list of save-games inside of HL1 you'll also always see the new files also (because steamback never deletes files as part of rolling back). I'm not sure if you'd consider this a fundamental problem with steamback or just HL1 falling in not the "nearly all" cloud enabled games. |
I did find the same thing with Descenders. I can give you a copy if you don't have one to test. |
ooh sure! if you can do that at no cost, my steam username is @punkgeek.
Or if a hassle it is on sale now for only $5 I can just buy it.
…On Mon, Aug 12, 2024 at 6:57 PM TrainDoctor ***@***.***> wrote:
hi @TrainDoctor <https://github.com/TrainDoctor> ooh I see! This is an
artifact of how HL1 does save games. Their load/save system is behind the
scenes just a directory of save files (with no meta data file pointing to
them). As you play the game (and steamback takes snapshots) it is copying
that directory. When you restore to an old snapshot it is correctly copying
in the contents of the old files (and replacing newer files as needed), but
if you are looking to see the list of save-games inside of HL1 you'll also
always see the new files also (because steamback never deletes files as
part of rolling back).
I'm not sure if you'd consider this a fundamental problem with steamback
or just HL1 falling in not the "nearly all" cloud enabled games.
I did find the same thing with Descenders. I can give you a copy if you
don't have one to test.
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@TrainDoctor thanks for sending that game - I'll investigate this weekend (forgot we are out of town thur/fri)! |
Progress update: Tried Descender, seems like the game only writes to their savegame file (cloudsave.dat) when "offline mode" is enabled. Confirmed by also checking steam cloud for changes. I assume when offline mode is off they are storing their save state on their servers. I'm not a huge expert in the game but when I turned offline mode on, Steamback was properly snapshotting cloudsave.dat when the app exited. When reverting to an old save the old cloudsave was being copied into the app and the app seemed to use it (though I don't have fancy vehicle/player unlocks so hard to tell what the effect on the game was) Though unrelated bad news: I notice that the "list of supported games" inside of the Steamback UI is now empty. I had to update my decky-loader to load with the latest OS/SteamClient beta so possibly that's related. Sometime during this week I'll reattach the various JS side debugging stuff so I can see why that list isn't populating (the python side seems to still be correct according to homebrew/logs). |
@TrainDoctor hmm, when using my old DFL client library (3.24.5) the list of supported games wasn't popping up in the GUI (though I could see them getting queried from the python daemon). I updated to DFL client 3.25.0 (current version) and all was well again. I'll send in an update to this PR with only that change. Thanks for your help! |
@geeksville just as a heads up, plugins without testing reports submitted have until the end of this month to collect testing reports so the plugin can be approved to go to the production store or it will be removed from testing and the PR closed. I believe I volunteered to conduct at testing report for you. Since that's the case I will be more flexible with the timeframe for you. Just the standard message everyone who submitted a PR before august is getting. |
That's okay. Thank you for your time and efforts. Best wishes on your
cool project.
…On Tue, Sep 3, 2024 at 3:03 PM TrainDoctor ***@***.***> wrote:
@geeksville <https://github.com/geeksville> just as a heads up, plugins
without testing reports submitted have until the end of this month to
collect testing reports so the plugin can be approved to go to the
production store or it will be removed from testing and the PR closed.
A new PR or re-opening the PR can be submitted at any time at your
convenience and the plugin is not blacklisted if you can ensure you have a
tester to evaluate the plugin within 2 weeks of re-opening the PR. Thanks
for your patience and understanding.
I believe I volunteered to conduct at testing report for you. Since that's
the case I will be more flexible with the timeframe for you. Just the
standard message everyone who submitted a PR before august is getting.
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@geeksville I am extending the testing period for this plugin out to the end of October as I've failed time at your convenience and the plugin is not blacklisted if you can ensure you have to submit the testing report I said I would for you and now likely won't have time to do so again for quite a while. I'll do my best to seek out a tester for you as well. |
thanks a bunch. Your project is great, but alas I haven't been able either
to focus on finding/mentoring testers.
…On Mon, Oct 14, 2024 at 3:01 AM TrainDoctor ***@***.***> wrote:
@geeksville <https://github.com/geeksville> I am extending the testing
period for this plugin out to the end of October as I've failed time at
your convenience and the plugin is not blacklisted if you can ensure you
have to submit the testing report I said I would for you and now likely
won't have time to do so again for quite a while. I'll do my best to seek
out a tester for you as well.
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Sorry to just pop in now, but I'm volunteering to submit a test report for this. @TrainDoctor do you require a report for both stable and beta SteamOS and stable and prerelease Decky Loader? |
Thank you so much IPTN!
…On Mon, Oct 14, 2024 at 9:16 AM IPTN ***@***.***> wrote:
Sorry to just pop in now, but I'm volunteering to submit a test report for
this.
@TrainDoctor <https://github.com/TrainDoctor> do you require a report for
both stable and beta SteamOS and stable and prerelease Decky Loader?
Also, I see there were concerns with snapshots working on specific titles
mentioned above. Are there any titles that you require to be tested as part
of the report?
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Btw: if you run the plugin it will list the games you have installed that
it can backup.
…On Mon, Oct 14, 2024 at 9:17 AM Kevin Hester ***@***.***> wrote:
Thank you so much IPTN!
On Mon, Oct 14, 2024 at 9:16 AM IPTN ***@***.***> wrote:
> Sorry to just pop in now, but I'm volunteering to submit a test report
> for this.
>
> @TrainDoctor <https://github.com/TrainDoctor> do you require a report
> for both stable and beta SteamOS and stable and prerelease Decky Loader?
> Also, I see there were concerns with snapshots working on specific titles
> mentioned above. Are there any titles that you require to be tested as part
> of the report?
>
> —
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Pick a set of titles you find appropriate, if you can test on both preview and stable/beta that would be ideal but only stable or beta is needed. |
Plugin Name: Steamback
Steamdeck is a plugin that takes snapshots of save-game-state every time a (cloud backup enabled) game exits. It will also take a snapshot on entry if this game has not been seen before. It does not need a network connection to do this backup. These shapshots are primarily intended to allow users to 'roll-back' to previous game states (especially for games that don't normally have this feature).
More info here
Once this build is in the testing store I can ping a few users and have them try it.
This is an update. Summary of changes:
This update is mostly minor bug fixes. But there is one new feature: There is now a "backup now" button which takes a snapshot of the currently running game (without waiting for the game to exit). This button will only appear when the game has already saved changes to disk. Note: this particular feature is slightly risky because it would be possible to take snapshots while the game was not finished writing changes. But it is intended for advanced users who know what they are doing. Even if a corrupted snapshot was captured, the risk is low because users could always use the 'revert' button (which is guaranteed to be atomic) to return to the last good save.
Checklist:
Developer Checklist
Plugin Checklist
Plugin Backend Checklist
Testing