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SaveData: a fresh skeleton must not overwrite an existing playthrough binding
ensurePlaythroughId() treats a fresh New Game skeleton as having no id, mints one, and persists it into opts.playthroughIds[version][scope] -- even when that slot already names a playthrough. newGame() marks the skeleton on the boot frame, before any save is loaded, and mods initialise inside that window: Storage:selected needs TitleState, which does not exist yet, so Storage:context -> _scope -> ensurePlaythroughId is the only path open to them. A mod touching mod.storage at init therefore replaces the real save's id with a throwaway, stranding that save's mod storage, and it repeats on every launch. Observed on an RG35XXSP (engine 0.2.1, PotatoVoxel 1.7.11): a new playthrough id in options.lua after every launch, 32 orphaned mod_storage directories, and the mod's ~400MB prebuilt mesh cache abandoned under the id options.lua used to name -- so every map rebuilt from scratch. Keep both existing behaviours: a fresh skeleton still gets its own id, so two unsaved New Games sharing a slot stay distinct, and it is still persisted when the slot has no binding yet -- the contract tests/modkit/cases/ title_playthrough_context.lua pins, where a tool persists before the first normal SAVE and the title must resolve it after a restart. Only the overwrite of an EXISTING binding is dropped. ./scripts/test.sh: ALL TIERS PASSED (44/44 title_playthrough_context, 18/18 playthrough_identity).
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+18
-5
@@ -1250,13 +1250,26 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
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local isFresh = save == freshPlaythrough
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local isFresh = save == freshPlaythrough
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if isFresh then freshPlaythrough = nil end
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if isFresh then freshPlaythrough = nil end
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local byVersion = opts.playthroughIds and opts.playthroughIds[version]
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local byVersion = opts.playthroughIds and opts.playthroughIds[version]
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id = not isFresh and byVersion and byVersion[scope] or nil
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local existing = byVersion and byVersion[scope]
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id = not isFresh and existing or nil
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if type(id) ~= "string" or id == "" then
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if type(id) ~= "string" or id == "" then
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id = SaveData.newPlaythroughId()
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id = SaveData.newPlaythroughId()
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opts.playthroughIds = opts.playthroughIds or {}
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-- A fresh skeleton still gets its own id (two unsaved New Games sharing a
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opts.playthroughIds[version] = opts.playthroughIds[version] or {}
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-- slot must stay distinct), and it is still persisted when the slot has no
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opts.playthroughIds[version][scope] = id
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-- binding yet -- that is the contract a tool relies on to resolve
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SaveData.saveOptions(opts, injectedFs)
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-- `selected` at the title after a restart, before any normal SAVE.
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--
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-- What it must NOT do is OVERWRITE a binding that already exists. newGame()
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-- marks a skeleton on the boot frame, before any save is loaded, and mods
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-- initialise inside that window -- so a mod touching storage at init
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-- replaced the real save's id with a throwaway, stranding that save's mod
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-- storage and repeating on every launch.
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if not (isFresh and type(existing) == "string" and existing ~= "") then
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opts.playthroughIds = opts.playthroughIds or {}
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opts.playthroughIds[version] = opts.playthroughIds[version] or {}
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opts.playthroughIds[version][scope] = id
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SaveData.saveOptions(opts, injectedFs)
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end
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end
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end
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save.meta.playthroughId = id
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save.meta.playthroughId = id
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return id
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return id
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