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[GH-ISSUE #65] Cloud save implementation #31
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Originally created by @DecDuck on GitHub (Jun 1, 2025).
Original GitHub issue: https://github.com/Drop-OSS/drop/issues/65
Originally assigned to: @DecDuck on GitHub.
Essentially, the server is responsible for downloading and parsing the Ludusavi manifest. It will then send the specific part of the manifest that the client requires.
@DecDuck commented on GitHub (Aug 15, 2025):
We're gonna use a script-based system to do cloud saves instead. Admins can write scripts in Rhai/Lua/JS that find and select files to backup, and then restore them later. Ludusavi will just be an example script/easy-of-use abstraction over the script system (basically we'll just use a default script of something like
ludusaviBackup(...)).@elyashivhazan commented on GitHub (Dec 13, 2025):
how will it work syncing between windows and linux? the windows system is different and might ludusavi needs to set redirects for that to work
isnt a system more like how syncthing works would be a better implementation then using ludusavi?
@DecDuck commented on GitHub (Dec 13, 2025):
Ludusavi uses templated strings, like "%GAMEFOLDER%/saves/", so it works cross platform okay. For games that don't work with that system, admins will have to write a custom script, and we'll likely have a community repo of scripts.
@elyashivhazan commented on GitHub (Dec 14, 2025):
by using ludusavi its more like using its manifest? or the bin its self?
if its using the bin look at redirects
@DecDuck commented on GitHub (Dec 14, 2025):
We're using the manifests directly.
Cloud save implementationto [GH-ISSUE #65] Cloud save implementation