Egis Reversible Game Save |top| -
In this game, the save system for the DLC is mostly independent from the base game, but there are specific "deep post" or "reversible" interactions to keep in mind: Save File Independence
3.2 Reversibility Guarantees
- Forward save: ( \textsave() ) creates ( D_N+1 ) from current state, appends to log, advances N.
- Reverse operation: ( \textrevert(t) ) applies inverse deltas from N down to t+1.
- Reversible revert: Calling revert again (to original N) reapplies forward deltas—no data loss.
4. Implementation Architecture
4.1 Integration with Game Engine (Unity Example)
- GameStateManager – singleton intercepting all state-modifying actions (player position, inventory, quest flags).
- StateDeltaGenerator – uses reflection or serialization callbacks to compute minimal diff.
- Storage backend – file-based (binary + checksum) or SQLite for large logs.
Egis systems often use checksums—a digital fingerprint of the data. Before the game loads or saves, it checks this fingerprint. If the data doesn't match the fingerpint, it identifies the file as "corrupted" and automatically reverts to the previous "clean" reversible save. 3. Cloud-Local Synchronization egis reversible game save