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Use FTimerDelegate in delayed save game to avoid thread-race issues #374

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May 5, 2025
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Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
#include "GameFramework/SaveGame/GBFSaveGameSubsystem.h"

#include "Async/Async.h"
#include "GBFTags.h"
#include "GameFramework/GBFWorldSettings.h"
#include "GameFramework/SaveGame/GBFSaveGame.h"
Expand Down Expand Up @@ -147,19 +148,21 @@ bool UGBFSaveGameSubsystem::Save( FGBFOnSaveGameSaved on_save_game_saved )

void UGBFSaveGameSubsystem::SaveNextTick( FGBFOnSaveGameSaved on_save_game_saved )
{
GetWorld()->GetTimerManager().SetTimerForNextTick( FTimerDelegate::CreateLambda( [ & ]() {
Save( on_save_game_saved );
} ) );
// :NOTE: Using FTimerDelegate to avoid thread-race issues
FTimerDelegate delegate;
delegate.BindUFunction( this, "Save", on_save_game_saved );

GetWorld()->GetTimerManager().SetTimerForNextTick( delegate );
}

void UGBFSaveGameSubsystem::SaveWithDelay( float delay, FGBFOnSaveGameSaved on_save_game_saved )
{
// :NOTE: Using FTimerDelegate to avoid thread-race issues
FTimerHandle handle;
GetWorld()->GetTimerManager().SetTimer( handle, FTimerDelegate::CreateLambda( [ & ]() {
Save( on_save_game_saved );
} ),
delay,
false );
FTimerDelegate delegate;
delegate.BindUFunction( this, "Save", on_save_game_saved );

GetWorld()->GetTimerManager().SetTimer( handle, delegate, delay, false );
}

void UGBFSaveGameSubsystem::Reset()
Expand Down