naschorr / deep-rock-galactic-save-syncer Goto Github PK
View Code? Open in Web Editor NEWSyncs the latest save file between your Steam and Xbox DRG installations with a handy GUI!
License: MIT License
Syncs the latest save file between your Steam and Xbox DRG installations with a handy GUI!
License: MIT License
Some useful topics might include:
We're on 1.37.79197.0 now
Confirmed that the save file does indeed exist, but still not visible in the app. Closing out of the app, DRG, and restarting Steam fixed the issue upon opening the app once again.
The logging is pretty minimal at the moment, and it would be nice to have discrete files to aid in troubleshooting, should that be necessary.
It skips from #
to ###
, which really isn't great.
The last release included some changes to the button component styling, which has (minorly) broken the "Download" button's styling in the AppUpdate modal. The button now fills its parent, and lacks any margin leading to a cramped interface with a massive button at the bottom.
Right now, whenever a save file updates, the UI will prompt for a refresh to load the new values in to be inspected by the user. This is fine and dandy, however there can arise situations where a the app is prompting a sync, and then the save file is updated. Clicking the sync button before refreshing might not work as expected, as the files being synced won't necessarily align with what's being shown in the UI.
To address this, I think modifying the sync button to say "Refresh" or similar when the files have changed and then perform the refresh on click before returning to the normal sync button would be ideal.
At the moment it just renders a bunch of stars on the right, but that's not viable for a fully promoted dwarf. Maybe color coding, or a prestige number could be used to reduce the number of stars?
There's too much on the bottom, and not enough on the top
CssBuilder can't really handle this case, which is fine! However there's no need for the CSS file to be commited to the repo.
Users should be able to specify their save locations if needed, probably in some handy JSON file somewhere near the executable?
Right now, using the app is a bit clumsy sometimes. Having a simple GUI for it would alleviate these issues nicely:
It's already there in the build artifacts!
At the moment it just fails to start up
The main example image and all OmniButton images need to be updated
Right now, save files are compared purely on their age. If possible, checking the data contained in those save files to determine which one is the newest would be ideal.
Usually when I recommend the app to someone, I need to give a quick rundown of how to get the saves synced up. I think this could be improved by updating the sync button to be a bit more descriptive.
"Sync Steam save with Xbox Save" might be better written as "Overwrite Steam save with Xbox save", as that's more accurate to what's happening.
Right now, the omni button has several methods used to control what happens to it when it should display text, is clicked on, whether or not it should be disabled, etc. I think unifying these concepts into a single immutable status that's generated after some event would be a better way forward for safety and avoiding bugs where the text of the button doesn't align with the action done when clicked.
Right now that behavior is kinda undefined, so make sure it's handled appropriately. Add test cases too
It's a little vague how to go from an existing Xbox (for example) installation, to a freshly installed Steam installation and have everything play nice.
The platform icons should be hexagonal (css mask?), and the bar itself should have an opacity gradient to fade out the right end.
It doesn't really make sense to keep it there
Really just make sure methods are in PascalCase, private members have a _ prepended to them, and const members are capitalized. There's some inconsistencies that don't look good.
Or maybe a file watcher?
Maybe a Windows notification popup?
Maybe a subtle steam effect? It definitely has to be something that feels DRG-like.
I think it makes more sense to keep the README lean-ish, and focus more on the features and how they work.
I get that Electron isn't very efficient, but 100MB feels like a bit much.
The Xbox flavor of DRG loves to rename the save file, which breaks the OpenSaveFileInExplorer
logic, however a sensible fallback can alleviate that minor pain point.
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