Merge pull request #1076 from MaxTomahawk/feat/mod-title-checkpoint-resume

feat(mods): resume selected checkpoints from title
This commit is contained in:
bryanthaboi
2026-08-11 21:23:08 -04:00
committed by GitHub
10 changed files with 872 additions and 14 deletions
+130 -9
View File
@@ -257,7 +257,7 @@ end
local FACINGS = { up = true, down = true, left = true, right = true }
local function validate(game, checkpoint)
local function validate(game, checkpoint, expectedIdentity)
if type(checkpoint) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end
@@ -275,13 +275,16 @@ local function validate(game, checkpoint)
end
local identity = copy.identity
local current = game and game.save
local currentId = current and current.meta and current.meta.playthroughId
local currentId = expectedIdentity and expectedIdentity.playthroughId
or (current and current.meta and current.meta.playthroughId)
local currentVersion = expectedIdentity and expectedIdentity.gameVersion
or (current and current.version)
if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end
if identity.gameVersion ~= current.version then
if identity.gameVersion ~= currentVersion then
return nil, "wrong_game", "Checkpoint belongs to another game version."
end
if identity.playthroughId ~= currentId then
@@ -394,6 +397,49 @@ local function firstDifference(a, b, path)
return nil
end
local emitRestored
-- Persist the current verified checkpoint as the ordinary progress anchor only
-- when this playthrough has never had one. This is intentionally idempotent:
-- durable checkpoint tools can make a first session resumable without turning
-- every later checkpoint into a hidden normal SAVE. The live runtime must still
-- match the supplied checkpoint, and the ordinary save.write veto/lifecycle
-- remains authoritative through Game:writeSave().
function Checkpoint.ensureNormalSave(game, checkpoint, injectedFs)
local capability = Checkpoint.inspect(game)
if not capability.canCapture then
return false, capability.reason, capability.message
end
local validated, code, message = validate(game, checkpoint)
if not validated then return false, code, message end
local info, infoCode, infoMessage =
SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if not info then return false, infoCode, infoMessage end
if info.exists then return true, "already_exists" end
local current, captureCode, captureMessage = Checkpoint.capture(game)
if not current then return false, captureCode, captureMessage end
if not equalData(current, validated) then
return false, "checkpoint_not_current",
"The active runtime changed after this checkpoint was captured."
end
if type(game.writeSave) ~= "function" then
return false, "save_unavailable",
"The active runtime cannot persist ordinary progress."
end
local ok, saved = pcall(game.writeSave, game)
if not ok or saved == false then
return false, "save_failed", "Could not create the first ordinary progress save."
end
local verified = SaveData.selectedNormalSaveInfo(game.save, injectedFs)
if type(verified) ~= "table" or not verified.exists then
return false, "save_verify_failed",
"The first ordinary progress save could not be verified."
end
return true
end
function Checkpoint.restore(game, checkpoint)
local capability = Checkpoint.inspect(game)
if not capability.canRestore then
@@ -411,12 +457,7 @@ function Checkpoint.restore(game, checkpoint)
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = validated.kind,
})
end
emitRestored(game, validated)
return true
end
err = restored and ("restored state differed at "
@@ -432,4 +473,84 @@ function Checkpoint.restore(game, checkpoint)
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
end
emitRestored = function(game, checkpoint)
if ModRuntime.wants("checkpoint.restored") then
ModRuntime.emit("checkpoint.restored", {
game = game,
kind = checkpoint.kind,
})
end
end
local function isTitleSession(game)
local states = game and game.stack and game.stack.states
if type(states) ~= "table" then return false end
for _, state in ipairs(states) do
if type(state) == "table" and state.screenId == "TitleState" then return true end
end
return false
end
local function rebuildTitle(game, savedTitle, rng)
local save, err = dataCopy(savedTitle)
if not save then error("title rollback decode failed: " .. tostring(err), 0) end
game.save = save
if type(game.adoptSave) == "function" then game:adoptSave(save) end
restoreRng(rng)
if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
and type(game.makeTitleState) == "function") then
error("title recovery is unavailable", 0)
end
while game.stack:top() do game.stack:pop() end
game.stack:push(game:makeTitleState())
end
-- Reconstruct a validated persistent checkpoint from the title session. This
-- is intentionally separate from restore(): title has no live gameplay state
-- to capture for rollback. Validation happens before any mutation; a failed
-- reconstruction rebuilds a fresh usable title session instead of exposing a
-- half-installed overworld or battle.
function Checkpoint.resume(game, checkpoint)
if not isTitleSession(game) then
return false, "not_at_title",
"Checkpoint resume is available only from the title session."
end
local save = game and game.save
local playthroughId, identityCode, identityMessage =
SaveData.selectedPlaythroughId(save)
if type(playthroughId) ~= "string" or playthroughId == "" then
return false, identityCode, identityMessage
end
local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
local validated, code, message = validate(game, checkpoint, expected)
if not validated then return false, code, message end
local titleSave, titleErr = dataCopy(save)
if not titleSave then
return false, "title_recovery_unavailable",
"Could not preserve the title session: " .. tostring(titleErr)
end
local titleRng = captureRng()
local currentOptions = save.options
local ok, err = pcall(apply, game, validated, currentOptions)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and validated.rng == nil then restored.rng = nil end
if restored and equalData(restored, validated) then
emitRestored(game, validated)
return true
end
err = restored and ("resumed state differed at "
.. tostring(firstDifference(validated, restored) or "canonical encoding"))
or ("resumed state could not be captured: " .. tostring(verifyCode))
end
local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
if not recovered then
return false, "title_recovery_failed",
"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
end
return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
end
return Checkpoint