Changes between Version 3 and Version 4 of Ticket #11399, comment 8


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Timestamp:
Apr 20, 2020, 1:50:16 AM (5 years ago)
Author:
macca8

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  • Ticket #11399, comment 8

    v3 v4  
    1212Would repositioning ''saveAutosaveIfEnabled()'' from its current position to inside an ''if hasGameEnded()'' statement placed immediately after ''processInput()'' in the ''doFrame()'' method - completing the autosave call before ''doFrame()'' continues, as was the case previously -  possibly fix the problem?
    1313
    14 It may be completely irrelevant, but I thought it worth asking the question.
     14For the record, when exiting during a cutscene, the game state transitions from non-interactive (when the player makes the exit call) to interactive (enabling the exit to complete), before exiting.
     15Confirmation of this can be observed by the disabled Save/Load buttons in the GMM, and the brief flash of the next fully-interactive frame before the game exits.
     16
     17Understanding this exit behaviour makes predicting autosave-on-exit performance reliable, regardless of game state… if non-interactive, no save is performed, and if interactive, a save is performed (except where autosaving is disabled by default, such as the Start Menu).
     18
     19The role of autosaving is to track the player’s progress. Progress stops when the player elects to exit the game, so autosaving should test against the prevailing game state when that call is made.
     20
     21Current autosave behaviour confirms that this game state transition completes before exiting ''doFrame()''. This behaviour is therefore officially a bug, and should be corrected, since it skips gameplay not experienced by the player prior to exit.