Btw, this autosave-thing you observed was a (I think even relatively recently 
introduced and somewhat dirty) error handling attempt by someone. When the 
wl_autosave_00.wgf couldn't be renamed (for backup purposes) then there was 
some "let's just try other filenames" approach, and the game would just find 
the next autosave filename (up to 09) where there didn't exist any file. At 09 
it would just stop and not check any further, but use this as the target name, 
so from this point on wl_autosave_09.wgf would just have been overwritten with 
every autosave. (Which worked in your case, because this one wasn't 
file-locked.)

My latest branch is stricter in this regard. If some relevant renaming or 
deletion fails, then the autosaving is simply aborted, and there is a little 
message. I don't think the game needs to handle this in some special way. The 
player gets a message and can try to fix a problem (if there's a file lock for 
example) or has to save manually.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1753230-working-with-tempfiles/+merge/357656
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1753230-working-with-tempfiles into 
lp:widelands.

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