A local savegame manager for Ubisoft Games
| external | ||
| src | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| compile_commands.json | ||
| README.md | ||
SaveManager
A local alternative to Ubisoft's Cloudsync for their savegames.
Motivation
Ubisoft's cloud sync in my opinion, sucks. I've had tons of save corruptions, entire wipe-outs you name it. The project began around June 2024, but I never managed to actually finish it properly. The original C# CLI version, which I wanted to replace with a GUI version in avalonia but I've come to love C++, ImGui and OpenGL and decided that I should do it properly.
Features
- Local save backup and restore for Ubisoft games
- Cloud sync (ironic, but we use rsync like gigachads)
- Automatic detection of save directories
- Dated backups
- Minimal dependencies
- Simple & customizable GUI
Building
Requirements
- C++ 17+ compatible compiler (MSVC, GCC, or Clang)
- CMake 3.20 or higher
Building
git clone --recurse-submodules https://github.com/msh31/SaveManager.git
cd SaveManager
git submodule update --init --recursive
cmake -S . -B build
cmake --build build
# optional, built as release:
cmake --build build --config Release
Dependencies
- ImGui | Bloat-free Graphical User interface for C++ with minimal dependencies
- GLFW | A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
- Sentinel | A security SDK with modular architecture, built by me. It's mainly for Windows but the logger is cross-platform since it's just files.
Note: After cloning, run:
git submodule update --init --recursive