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Strategies for game patches which alter savegame class structure
Hey folks,
My current data-saving solution is a simple XML de/serializer which writes a single file based on a single PlayerAccount object. The save file is a literal 1:1 serialization of that type, and becomes an instance thereof when loaded.
I comprehend how this works, and it works just fine. The problem is, if I make any change to the PlayerAccount class in a future patch, everyone's save files will be invalidated. This feels unacceptable, but I'm drawing a total blank when I imagine solving the problem elegantly.
Can anyone suggest a way around this which doesn't require a tremendous degree of effort?
Many thanks,
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