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Merge pull request #1076 from MaxTomahawk/feat/mod-title-checkpoint-resume
feat(mods): resume selected checkpoints from title
This commit is contained in:
+81
-3
@@ -766,6 +766,15 @@ local function tryMigrateLegacy(version, fs)
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local opts = SaveData.loadOptions(fs)
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opts.saveSlots = opts.saveSlots or {}
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opts.saveSlots[version] = { list = { id }, active = id }
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-- A tool may have allocated the legacy scope before the player made their
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-- first ordinary SAVE. Promoting that flat save into slot1 must preserve the
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-- same opaque identity; otherwise title-selected mod storage becomes
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-- unreachable after the migration even though every durable record exists.
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local ids = opts.playthroughIds and opts.playthroughIds[version]
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if type(ids) == "table" and type(ids.legacy) == "string" and ids.legacy ~= "" then
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if type(ids[id]) ~= "string" or ids[id] == "" then ids[id] = ids.legacy end
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ids.legacy = nil
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end
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SaveData.saveOptions(opts, fs)
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return id
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end
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@@ -791,9 +800,9 @@ end
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-- (body for the forward-declared saveNames.) Resolves the ACTIVE slot for
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-- the version, falling back to the flat legacy names when no slot is in use.
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function saveNames(version)
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function saveNames(version, injectedFs)
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version = version or GameVersion.get()
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local fs = persistFs(nil)
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local fs = persistFs(injectedFs)
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ensureVersionSlots(version, fs)
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local slot = activeSlotCache[version]
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if slot then return slotNames(version, slot) end
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@@ -1081,7 +1090,17 @@ local function rememberPlaythroughId(save, opts, injectedFs)
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if type(id) ~= "string" or id == "" then return opts, false end
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local version = save.version or GameVersion.get()
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local scope = playthroughScope(version, injectedFs)
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opts = opts or SaveData.loadOptions(injectedFs)
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local persisted = SaveData.loadOptions(injectedFs)
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if opts then
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-- Slot selection and opaque playthrough routing are engine-owned launcher
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-- state. A live game may carry an options snapshot from before a legacy
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-- save was promoted to slot1; writing that stale snapshot must not erase
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-- the freshly persisted routing and strand tool storage on next boot.
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opts.saveSlots = deepCopy(persisted.saveSlots)
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opts.playthroughIds = deepCopy(persisted.playthroughIds)
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else
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opts = persisted
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end
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opts.playthroughIds = opts.playthroughIds or {}
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opts.playthroughIds[version] = opts.playthroughIds[version] or {}
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local changed = opts.playthroughIds[version][scope] ~= id
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@@ -1116,6 +1135,65 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
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return id
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end
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-- Resolve the already-selected playthrough without changing the supplied save
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-- or allocating a replacement id. Title tools use this before a normal SAVE:
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-- Game:load intentionally owns a fresh skeleton there, while the selected
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-- launcher slot's durable tool data remains bound by the engine-owned mapping.
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-- This does not make arbitrary identities addressable; callers still need a
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-- higher-level engine capability that decides when selected resolution is safe.
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function SaveData.selectedPlaythroughId(save, injectedFs)
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if type(save) ~= "table" then
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return nil, "not_in_playthrough", "No selected playthrough is available."
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end
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local version = save.version or GameVersion.get()
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if not knownVersion(version) then
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return nil, "unknown_game", "The selected game version is unavailable."
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end
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local id = save.meta and save.meta.playthroughId
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if type(id) == "string" and id ~= "" then return id end
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-- Resolve the selected scope first. That may perform the one-time legacy
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-- save-to-slot migration, which also moves the opaque identity mapping; only
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-- then read options so this lookup never observes the pre-migration table.
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local scope = playthroughScope(version, injectedFs)
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local opts = SaveData.loadOptions(injectedFs)
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local byVersion = opts.playthroughIds and opts.playthroughIds[version]
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id = byVersion and byVersion[scope] or nil
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if type(id) ~= "string" or id == "" then
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return nil, "no_selected_playthrough",
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"The selected playthrough has no durable tool state."
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end
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return id
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end
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-- Read only the chronology of the ordinary selected save for title tools.
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-- This intentionally returns no canonical progress, slot id, path, or raw
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-- save handle. A legacy pre-id normal save is valid when the selected scope's
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-- engine-owned mapping identifies it; a stamped id must match exactly.
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function SaveData.selectedNormalSaveInfo(save, injectedFs)
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local playthroughId, code, message = SaveData.selectedPlaythroughId(save, injectedFs)
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if not playthroughId then return nil, code, message end
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local version = save and (save.version or GameVersion.get())
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local fs = persistFs(injectedFs)
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local main, backup, staged = saveNames(version, injectedFs)
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local normal = readTable(fs, main)
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or readTable(fs, staged)
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or readTable(fs, backup)
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if type(normal) ~= "table" or normal.version ~= version then
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return { exists = false, savedAt = nil }
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end
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local normalId = normal.meta and normal.meta.playthroughId
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if type(normalId) == "string" and normalId ~= "" and normalId ~= playthroughId then
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return { exists = false, savedAt = nil }
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end
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local savedAt = normal.meta and normal.meta.savedAt
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if type(savedAt) ~= "number" or savedAt < 0 or savedAt ~= savedAt
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or savedAt == math.huge or savedAt == -math.huge then
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savedAt = nil
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end
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return { exists = true, savedAt = savedAt }
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end
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-- ------- meta
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-- the version/engine/mod-set stamp every v2 save carries; mods is the
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