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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:
+36
-2
@@ -231,7 +231,18 @@ local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
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`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
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version is compatibility metadata; physical launcher-slot and path identity stays
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private.
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private. A title-selected context may additionally contain `normalSavedAt`, the
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validated matching ordinary-save chronology only; it never exposes normal-save
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progress or a slot/path handle.
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At the title screen only, `mod.storage:selected(game)` returns a bound storage
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facade for the launcher-selected existing playthrough, or `nil, code, message`.
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Resolving this facade is read-only: it never allocates an identity, adopts a
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fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
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`write(key, value)`, `list(prefix)`, and `delete(key)` methods have the same
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data-only and transaction contract as `mod.storage`, but remain restricted to
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the calling mod's selected existing namespace. It is intended for title tools
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that need to browse or manage durable history before the first normal SAVE.
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Values must be tables containing serializable data only. Keys are conservative
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slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
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@@ -250,6 +261,11 @@ if capability.canCapture then
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end
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local ok, code, message = mod.checkpoints:restore(game, checkpoint)
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-- After the tool has durably committed its first checkpoint, make a
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-- never-saved playthrough reachable through ordinary title boot exactly once.
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local anchored, anchorCode, anchorMessage =
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mod.checkpoints:ensureNormalSave(game, checkpoint)
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```
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Checkpoint format 1 supports settled overworld control and proven battle
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@@ -296,7 +312,25 @@ private state. A mod that deliberately stores progress-coupled truth in
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cannot distinguish it safely from independent history, configuration, or cache
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data.
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See RFC 0003, RFC 0004, and RFC 0005 for exact contracts and error codes.
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`mod.checkpoints:resume(game, checkpoint)` is the title-session counterpart to
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live `restore`. It validates the same data-only checkpoint against the
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engine-selected existing playthrough, reconstructs only after all validation
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passes, preserves current options, and verifies by recapture. A title session
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has no live gameplay rollback state: if reconstruction or verification fails,
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the engine rebuilds a usable title session and returns `false, code, message`.
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It never rewrites a normal Pokémon save. It is unavailable outside title and does
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not broaden capture or arbitrary-frame support.
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`mod.checkpoints:ensureNormalSave(game, checkpoint)` is a separate live-runtime
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operation for durable checkpoint tools. It creates ordinary progress only when
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none exists, only after validating that the supplied checkpoint is the exact
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current safe runtime, and through the normal atomic save lifecycle. Once an
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ordinary save exists it returns `true, "already_exists"` without writing, so
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subsequent checkpoints and the player's later SAVE commands remain independent.
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Call it only after the tool's own checkpoint/index commit; treat an anchoring
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failure as a failed first checkpoint rather than claiming restart safety.
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See RFC 0003, RFC 0004, RFC 0005, and RFC 0006 for exact contracts and error
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codes.
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## Developer console
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@@ -0,0 +1,92 @@
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# RFC 0006 — Selected title playthrough storage and checkpoint resume
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## Status
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Proposed. Engine: `SaveData.lua`, `Storage.lua`, `Checkpoint.lua`, and
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`Loader.lua`. Tests: `title_playthrough_context.lua`, existing storage,
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checkpoint, title, save-slot, and no-mod parity suites.
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## Motivation
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A tool checkpoint may be the first durable record of a new playthrough. The
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engine intentionally keeps normal Pokémon SAVE independent: before the first
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normal write, identity is retained by the engine-owned selected-slot mapping,
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while title starts with a fresh New Game skeleton. A durable checkpoint tool may
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explicitly create one ordinary progress anchor after its first checkpoint has
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committed; later tool writes must remain independent. Calling ordinary active
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`mod.storage` there would allocate/adopt an identity, and live
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`mod.checkpoints:restore` correctly refuses title because it has no gameplay
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rollback state. Generic public capabilities are required; a tool must not use
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private storage paths, slot ids, or simulate the player's SAVE menu flow.
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## Additive public API
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### `mod.storage:selected(game)`
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Available only while the engine is in a title session. Returns an opaque bound
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facade or `nil, code, message`:
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```lua
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local selected = mod.storage:selected(game)
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local context = selected:context()
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local history = selected:read("history/index")
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```
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The facade exposes `context()`, `read(key)`, `write(key, value)`,
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`list(prefix)`, and `delete(key)`. It is bound internally to the launcher-
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selected existing game-version/playthrough and the calling mod id. It neither
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accepts an arbitrary playthrough id nor reveals a slot id, filesystem path, or
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another mod namespace. Resolution is read-only; no selected mapping means
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`no_selected_playthrough`, and opening a title browser never mints an identity.
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Its detached context can include only `normalSavedAt` from a matching ordinary
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save, so title tools can apply their own resume policy without receiving the
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canonical normal-save record.
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### `mod.checkpoints:ensureNormalSave(game, checkpoint)`
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Available only at a live checkpoint-safe boundary. After a tool has durably
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committed the supplied current checkpoint, it may request an ordinary progress
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anchor for a playthrough that has never had one. The engine validates the
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checkpoint, proves it exactly matches a fresh capture of the live runtime, and
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uses the normal atomic save path including `save.write` lifecycle/veto hooks.
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The operation is idempotent. It returns `true, "already_exists"` without writing
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when matching normal progress already exists, so later checkpoints never move
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the vanilla CONTINUE target. A stale/non-current checkpoint, unsafe runtime,
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write veto/failure, or failed readback returns a structured failure. A tool
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should call it only after its own checkpoint and index are durable and must not
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report that first checkpoint as successful if the required anchor fails.
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### `mod.checkpoints:resume(game, checkpoint)`
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Available only from title. It validates format, data-only structure, selected
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game/playthrough identity, canonical save/content, overworld/battle runtime, and
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RNG exactly as `restore` does. It then reconstructs semantic overworld or a
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supported battle continuation, preserves current options, and differentially
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recaptures before committing. On success it emits `checkpoint.restored` once.
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Title has no live runtime rollback. A reconstruction or verification failure
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therefore rebuilds a clean title session from the pre-operation title save and
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RNG; it emits no success event and never rewrites normal progress. Validation
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failure leaves the existing title session untouched. Stable errors include
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`not_at_title`, `no_selected_playthrough`, normal checkpoint validation codes,
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`resume_failed`, and `title_recovery_failed`.
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## Isolation and migration
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Explicit NEW GAME retains its existing fresh-identity rule. It does not reuse a
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previous selected mapping and cannot see old tool history. Existing mods change
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nothing: no identity, storage, title reconstruction, or event is created unless
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the new methods are called. `mod.storage` remains independent durable data and
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does not rewind with a checkpoint; canonical `game.save` / `mod.save` does.
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## Verification
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The public SDK test starts a fresh playthrough, stores tool history, creates and
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readback-verifies exactly one normal anchor, proves subsequent calls do not
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rewrite it, simulates title/restart, reads the selected binding without
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allocating title identity, resumes an overworld checkpoint, preserves options,
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differentially recaptures, and confirms a later explicit NEW GAME receives
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another identity. A separate two-process disk test proves cold-start routing and
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reconstruction. Existing no-mod, storage, checkpoint, battle, and title suites
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prove additive parity.
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@@ -77,6 +77,8 @@ run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_
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run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
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run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
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run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
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run_tier "T4 title checkpoint cold restart" \
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bash tests/integration/title_checkpoint_cold_start.sh
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# The modded-link desync suite (symmetric mod, handshake fail-closed,
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# extra-bag round trip) is ROM-free and runs inside the T4 tier above, as
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+130
-9
@@ -257,7 +257,7 @@ end
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local FACINGS = { up = true, down = true, left = true, right = true }
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local function validate(game, checkpoint)
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local function validate(game, checkpoint, expectedIdentity)
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if type(checkpoint) ~= "table" then
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return nil, "invalid_checkpoint", "Checkpoint root must be a table."
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end
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@@ -275,13 +275,16 @@ local function validate(game, checkpoint)
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end
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local identity = copy.identity
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local current = game and game.save
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local currentId = current and current.meta and current.meta.playthroughId
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local currentId = expectedIdentity and expectedIdentity.playthroughId
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or (current and current.meta and current.meta.playthroughId)
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local currentVersion = expectedIdentity and expectedIdentity.gameVersion
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or (current and current.version)
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if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
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or type(identity.gameVersion) ~= "string"
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or type(identity.playthroughId) ~= "string" then
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return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
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end
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if identity.gameVersion ~= current.version then
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if identity.gameVersion ~= currentVersion then
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return nil, "wrong_game", "Checkpoint belongs to another game version."
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end
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if identity.playthroughId ~= currentId then
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@@ -394,6 +397,49 @@ local function firstDifference(a, b, path)
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return nil
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end
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local emitRestored
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-- Persist the current verified checkpoint as the ordinary progress anchor only
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-- when this playthrough has never had one. This is intentionally idempotent:
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-- durable checkpoint tools can make a first session resumable without turning
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-- every later checkpoint into a hidden normal SAVE. The live runtime must still
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-- match the supplied checkpoint, and the ordinary save.write veto/lifecycle
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-- remains authoritative through Game:writeSave().
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function Checkpoint.ensureNormalSave(game, checkpoint, injectedFs)
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local capability = Checkpoint.inspect(game)
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if not capability.canCapture then
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return false, capability.reason, capability.message
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end
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local validated, code, message = validate(game, checkpoint)
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if not validated then return false, code, message end
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local info, infoCode, infoMessage =
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SaveData.selectedNormalSaveInfo(game.save, injectedFs)
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if not info then return false, infoCode, infoMessage end
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if info.exists then return true, "already_exists" end
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local current, captureCode, captureMessage = Checkpoint.capture(game)
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if not current then return false, captureCode, captureMessage end
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if not equalData(current, validated) then
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return false, "checkpoint_not_current",
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"The active runtime changed after this checkpoint was captured."
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end
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if type(game.writeSave) ~= "function" then
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return false, "save_unavailable",
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"The active runtime cannot persist ordinary progress."
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end
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local ok, saved = pcall(game.writeSave, game)
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if not ok or saved == false then
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return false, "save_failed", "Could not create the first ordinary progress save."
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end
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local verified = SaveData.selectedNormalSaveInfo(game.save, injectedFs)
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if type(verified) ~= "table" or not verified.exists then
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return false, "save_verify_failed",
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"The first ordinary progress save could not be verified."
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end
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return true
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end
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function Checkpoint.restore(game, checkpoint)
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local capability = Checkpoint.inspect(game)
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if not capability.canRestore then
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@@ -411,12 +457,7 @@ function Checkpoint.restore(game, checkpoint)
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local restored, verifyCode = Checkpoint.capture(game)
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if restored and validated.rng == nil then restored.rng = nil end
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if restored and equalData(restored, validated) then
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if ModRuntime.wants("checkpoint.restored") then
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ModRuntime.emit("checkpoint.restored", {
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game = game,
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kind = validated.kind,
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})
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end
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emitRestored(game, validated)
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return true
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end
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err = restored and ("restored state differed at "
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@@ -432,4 +473,84 @@ function Checkpoint.restore(game, checkpoint)
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return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
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end
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emitRestored = function(game, checkpoint)
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if ModRuntime.wants("checkpoint.restored") then
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ModRuntime.emit("checkpoint.restored", {
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game = game,
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kind = checkpoint.kind,
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})
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end
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end
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local function isTitleSession(game)
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local states = game and game.stack and game.stack.states
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if type(states) ~= "table" then return false end
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for _, state in ipairs(states) do
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if type(state) == "table" and state.screenId == "TitleState" then return true end
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end
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return false
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end
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local function rebuildTitle(game, savedTitle, rng)
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local save, err = dataCopy(savedTitle)
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if not save then error("title rollback decode failed: " .. tostring(err), 0) end
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game.save = save
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if type(game.adoptSave) == "function" then game:adoptSave(save) end
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restoreRng(rng)
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if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
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and type(game.makeTitleState) == "function") then
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error("title recovery is unavailable", 0)
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end
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while game.stack:top() do game.stack:pop() end
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game.stack:push(game:makeTitleState())
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end
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-- Reconstruct a validated persistent checkpoint from the title session. This
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-- is intentionally separate from restore(): title has no live gameplay state
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-- to capture for rollback. Validation happens before any mutation; a failed
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-- reconstruction rebuilds a fresh usable title session instead of exposing a
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-- half-installed overworld or battle.
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function Checkpoint.resume(game, checkpoint)
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if not isTitleSession(game) then
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return false, "not_at_title",
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"Checkpoint resume is available only from the title session."
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end
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local save = game and game.save
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local playthroughId, identityCode, identityMessage =
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SaveData.selectedPlaythroughId(save)
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if type(playthroughId) ~= "string" or playthroughId == "" then
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return false, identityCode, identityMessage
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end
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local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
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local validated, code, message = validate(game, checkpoint, expected)
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if not validated then return false, code, message end
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local titleSave, titleErr = dataCopy(save)
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if not titleSave then
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return false, "title_recovery_unavailable",
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"Could not preserve the title session: " .. tostring(titleErr)
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end
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local titleRng = captureRng()
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local currentOptions = save.options
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local ok, err = pcall(apply, game, validated, currentOptions)
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if ok then
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local restored, verifyCode = Checkpoint.capture(game)
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if restored and validated.rng == nil then restored.rng = nil end
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if restored and equalData(restored, validated) then
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emitRestored(game, validated)
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return true
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end
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err = restored and ("resumed state differed at "
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.. tostring(firstDifference(validated, restored) or "canonical encoding"))
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or ("resumed state could not be captured: " .. tostring(verifyCode))
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end
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local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
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if not recovered then
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return false, "title_recovery_failed",
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"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
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end
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return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
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end
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return Checkpoint
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+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
|
||||
-- then read options so this lookup never observes the pre-migration table.
|
||||
local scope = playthroughScope(version, injectedFs)
|
||||
local opts = SaveData.loadOptions(injectedFs)
|
||||
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
|
||||
id = byVersion and byVersion[scope] or nil
|
||||
if type(id) ~= "string" or id == "" then
|
||||
return nil, "no_selected_playthrough",
|
||||
"The selected playthrough has no durable tool state."
|
||||
end
|
||||
return id
|
||||
end
|
||||
|
||||
-- Read only the chronology of the ordinary selected save for title tools.
|
||||
-- This intentionally returns no canonical progress, slot id, path, or raw
|
||||
-- save handle. A legacy pre-id normal save is valid when the selected scope's
|
||||
-- engine-owned mapping identifies it; a stamped id must match exactly.
|
||||
function SaveData.selectedNormalSaveInfo(save, injectedFs)
|
||||
local playthroughId, code, message = SaveData.selectedPlaythroughId(save, injectedFs)
|
||||
if not playthroughId then return nil, code, message end
|
||||
local version = save and (save.version or GameVersion.get())
|
||||
local fs = persistFs(injectedFs)
|
||||
local main, backup, staged = saveNames(version, injectedFs)
|
||||
local normal = readTable(fs, main)
|
||||
or readTable(fs, staged)
|
||||
or readTable(fs, backup)
|
||||
if type(normal) ~= "table" or normal.version ~= version then
|
||||
return { exists = false, savedAt = nil }
|
||||
end
|
||||
local normalId = normal.meta and normal.meta.playthroughId
|
||||
if type(normalId) == "string" and normalId ~= "" and normalId ~= playthroughId then
|
||||
return { exists = false, savedAt = nil }
|
||||
end
|
||||
local savedAt = normal.meta and normal.meta.savedAt
|
||||
if type(savedAt) ~= "number" or savedAt < 0 or savedAt ~= savedAt
|
||||
or savedAt == math.huge or savedAt == -math.huge then
|
||||
savedAt = nil
|
||||
end
|
||||
return { exists = true, savedAt = savedAt }
|
||||
end
|
||||
|
||||
-- ------- meta
|
||||
|
||||
-- the version/engine/mod-set stamp every v2 save carries; mods is the
|
||||
|
||||
@@ -951,6 +951,7 @@ function Loader:_api(mod)
|
||||
-- callers never receive paths or a raw filesystem handle.
|
||||
storage = {
|
||||
context = function(_, game) return storage:context(game) end,
|
||||
selected = function(_, game) return storage:selected(game) end,
|
||||
write = function(_, game, key, value) return storage:write(game, key, value) end,
|
||||
read = function(_, game, key) return storage:read(game, key) end,
|
||||
list = function(_, game, prefix) return storage:list(game, prefix) end,
|
||||
@@ -964,6 +965,12 @@ function Loader:_api(mod)
|
||||
restore = function(_, game, checkpoint)
|
||||
return Checkpoint.restore(game, checkpoint)
|
||||
end,
|
||||
resume = function(_, game, checkpoint)
|
||||
return Checkpoint.resume(game, checkpoint)
|
||||
end,
|
||||
ensureNormalSave = function(_, game, checkpoint)
|
||||
return Checkpoint.ensureNormalSave(game, checkpoint, loader.fs)
|
||||
end,
|
||||
},
|
||||
options = {
|
||||
define = function(_, schema)
|
||||
|
||||
@@ -79,6 +79,64 @@ function Storage:_scope(game)
|
||||
base = base, fs = fs }
|
||||
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
|
||||
|
||||
-- Bind this mod only to the engine-selected existing playthrough while the
|
||||
-- title session is active. Unlike _scope this must never allocate an identity:
|
||||
-- browsing history before the first normal SAVE is a read of durable state,
|
||||
-- not the start of a New Game. The returned facade closes over its private
|
||||
-- proxy game, so callers cannot substitute another playthrough id or path.
|
||||
function Storage:selected(game)
|
||||
if not isTitleSession(game) then
|
||||
return failure("not_at_title",
|
||||
"Selected playthrough storage is available only from the title session.")
|
||||
end
|
||||
local save = game and game.save
|
||||
local version = save and save.version
|
||||
if not validSegment(version) then
|
||||
return failure("not_in_playthrough",
|
||||
"The title session has no selected game version.")
|
||||
end
|
||||
local playthroughId, code, message =
|
||||
SaveData.selectedPlaythroughId(save, self.injectedFs)
|
||||
if not validSegment(playthroughId) then return failure(code, message) end
|
||||
|
||||
local selectedGame = {
|
||||
save = { version = version, meta = { playthroughId = playthroughId } },
|
||||
}
|
||||
local context = {
|
||||
engineVersion = Version.engine,
|
||||
gameVersion = version,
|
||||
playthroughId = playthroughId,
|
||||
}
|
||||
local normal = SaveData.selectedNormalSaveInfo(save, self.injectedFs)
|
||||
if type(normal) == "table" and normal.savedAt ~= nil then
|
||||
context.normalSavedAt = normal.savedAt
|
||||
end
|
||||
return {
|
||||
context = function()
|
||||
local copy = {
|
||||
engineVersion = context.engineVersion,
|
||||
gameVersion = context.gameVersion,
|
||||
playthroughId = context.playthroughId,
|
||||
}
|
||||
if context.normalSavedAt ~= nil then copy.normalSavedAt = context.normalSavedAt end
|
||||
return copy
|
||||
end,
|
||||
read = function(_, key) return self:read(selectedGame, key) end,
|
||||
write = function(_, key, value) return self:write(selectedGame, key, value) end,
|
||||
list = function(_, prefix) return self:list(selectedGame, prefix) end,
|
||||
delete = function(_, key) return self:delete(selectedGame, key) end,
|
||||
}
|
||||
end
|
||||
|
||||
function Storage:context(game)
|
||||
local scope, code, message = self:_scope(game)
|
||||
if not scope then return nil, code, message end
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local phase, root = arg[1], arg[2]
|
||||
assert(phase == "capture" or phase == "resume", "phase must be capture or resume")
|
||||
assert(type(root) == "string" and root ~= "", "test needs a persistence root")
|
||||
|
||||
local function quote(value)
|
||||
return "'" .. tostring(value):gsub("'", "'\\''") .. "'"
|
||||
end
|
||||
|
||||
local function full(path) return root .. "/" .. path end
|
||||
|
||||
local fs = {}
|
||||
function fs.createDirectory(path)
|
||||
return os.execute("mkdir -p " .. quote(full(path))) == 0
|
||||
end
|
||||
function fs.write(path, body)
|
||||
local parent = path:match("^(.*)/[^/]+$")
|
||||
if parent then assert(fs.createDirectory(parent)) end
|
||||
local handle = assert(io.open(full(path), "wb"))
|
||||
handle:write(body)
|
||||
handle:close()
|
||||
return true
|
||||
end
|
||||
function fs.read(path)
|
||||
local handle = io.open(full(path), "rb")
|
||||
if not handle then return nil end
|
||||
local body = handle:read("*a")
|
||||
handle:close()
|
||||
return body
|
||||
end
|
||||
function fs.remove(path)
|
||||
os.remove(full(path))
|
||||
return true
|
||||
end
|
||||
function fs.getInfo(path)
|
||||
if os.execute("test -d " .. quote(full(path))) == 0 then
|
||||
return { type = "directory" }
|
||||
end
|
||||
local handle = io.open(full(path), "rb")
|
||||
if handle then handle:close(); return { type = "file" } end
|
||||
return nil
|
||||
end
|
||||
function fs.load(path)
|
||||
local body = fs.read(path)
|
||||
if not body then return nil, "no file: " .. path end
|
||||
return load(body, "@" .. path)
|
||||
end
|
||||
function fs.getDirectoryItems(path)
|
||||
local items = {}
|
||||
local pipe = io.popen("find " .. quote(full(path))
|
||||
.. " -mindepth 1 -maxdepth 1 -printf '%f\\n' 2>/dev/null")
|
||||
if pipe then
|
||||
for item in pipe:lines() do items[#items + 1] = item end
|
||||
pipe:close()
|
||||
end
|
||||
table.sort(items)
|
||||
return items
|
||||
end
|
||||
function fs.getSaveDirectory() return root end
|
||||
|
||||
love = require("tests.love_stub")
|
||||
love.filesystem = fs
|
||||
|
||||
local Loader = require("src.mods.Loader")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local SaveSerializer = require("src.core.SaveSerializer")
|
||||
local GameMethods = require("src.core.Game")
|
||||
local StateStack = require("src.core.StateStack")
|
||||
|
||||
local function writeProbe()
|
||||
fs.write("mods/cold_start_probe/manifest.json",
|
||||
'{"id":"cold_start_probe","name":"cold start probe","version":"1.0.0",'
|
||||
.. '"entry":"main.lua","api":2,"profile":"content"}')
|
||||
fs.write("mods/cold_start_probe/main.lua", [[
|
||||
return function(mod)
|
||||
_G.COLD_STORAGE = mod.storage
|
||||
_G.COLD_CHECKPOINTS = mod.checkpoints
|
||||
end
|
||||
]])
|
||||
end
|
||||
|
||||
local function runtime(save, title)
|
||||
local stack = setmetatable({ states = {} }, { __index = StateStack })
|
||||
local game
|
||||
local overworld = {
|
||||
map = { id = "PALLET_TOWN" },
|
||||
player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
|
||||
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
|
||||
runner = { isRunning = function() return false end },
|
||||
}
|
||||
function overworld:captureSave(target)
|
||||
target.player.map, target.player.x, target.player.y = self.map.id,
|
||||
self.player.cellX, self.player.cellY
|
||||
target.player.facing, target.player.surfing = self.player.facing,
|
||||
self.player.surfing and true or false
|
||||
end
|
||||
function overworld:enter(mapId, x, y, facing)
|
||||
self.map = { id = mapId }
|
||||
self.player = { cellX = x, cellY = y, facing = facing,
|
||||
surfing = game.save.player.surfing and true or false }
|
||||
self.scriptMoves, self.pendingScripts = {}, {}
|
||||
self.parallelRunners, self.parallelQueue = {}, {}
|
||||
self.runner = { isRunning = function() return false end }
|
||||
end
|
||||
game = setmetatable({
|
||||
save = save, stack = stack, overworld = overworld,
|
||||
data = {
|
||||
pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
|
||||
constants = { fallbackMove = "TACKLE" },
|
||||
field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
|
||||
maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
|
||||
},
|
||||
}, { __index = GameMethods })
|
||||
stack.states[1] = title and { screenId = "TitleState" } or overworld
|
||||
if title then function game:makeTitleState() return { screenId = "TitleState" } end end
|
||||
return game
|
||||
end
|
||||
|
||||
writeProbe()
|
||||
SaveData.resetSlotState()
|
||||
local loader = Loader.new({ fs = fs })
|
||||
|
||||
if phase == "capture" then
|
||||
local game = runtime(SaveData.newGame({ version = "red" }), false)
|
||||
loader.game = game
|
||||
assert(loader:load({}) == true)
|
||||
assert(_G.COLD_STORAGE:write(game, "history/index", { newest = "q0001" }))
|
||||
local checkpoint = assert(_G.COLD_CHECKPOINTS:capture(game))
|
||||
assert(_G.COLD_STORAGE:write(game, "history/q0001", checkpoint))
|
||||
local id = assert(game.save.meta.playthroughId)
|
||||
assert(_G.COLD_CHECKPOINTS:ensureNormalSave(game, checkpoint))
|
||||
local normal = assert(SaveData.load("red"))
|
||||
assert(normal.meta.playthroughId == id)
|
||||
fs.write("cold-start-witness.lua", SaveSerializer.encode({ playthroughId = id }))
|
||||
print("cold-start capture persisted")
|
||||
else
|
||||
local title = runtime(SaveData.newGame({ version = "red" }), true)
|
||||
title.save.options = { volume = 7, bindings = {} }
|
||||
loader.game = title
|
||||
assert(loader:load({}) == true)
|
||||
local selected = assert(_G.COLD_STORAGE:selected(title))
|
||||
local witness = assert(SaveSerializer.decode(assert(fs.read("cold-start-witness.lua"))))
|
||||
assert(selected:context().playthroughId == witness.playthroughId)
|
||||
assert(selected:read("history/index").newest == "q0001")
|
||||
local checkpoint = assert(selected:read("history/q0001"))
|
||||
assert(_G.COLD_CHECKPOINTS:resume(title, checkpoint))
|
||||
assert(title.save.meta.playthroughId == witness.playthroughId)
|
||||
assert(title.save.options.volume == 7)
|
||||
assert(SaveSerializer.encode(_G.COLD_CHECKPOINTS:capture(title))
|
||||
== SaveSerializer.encode(checkpoint))
|
||||
local normal = assert(SaveData.load("red"))
|
||||
assert(normal.meta.playthroughId == witness.playthroughId)
|
||||
print("cold-start resume reconstructed")
|
||||
end
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
#!/usr/bin/env bash
|
||||
set -euo pipefail
|
||||
|
||||
cd "$(dirname "$0")/../.."
|
||||
test_root="$(mktemp -d)"
|
||||
trap 'rm -rf "$test_root"' EXIT
|
||||
|
||||
"${LUA:-luajit}" tests/integration/title_checkpoint_cold_start.lua capture "$test_root"
|
||||
"${LUA:-luajit}" tests/integration/title_checkpoint_cold_start.lua resume "$test_root"
|
||||
|
||||
@@ -0,0 +1,301 @@
|
||||
-- A tool can persist a checkpoint before the first normal Pokémon save. After
|
||||
-- a restart the title runtime is deliberately a fresh save skeleton, so it
|
||||
-- needs a non-allocating binding to the already-selected playthrough -- not a
|
||||
-- call to the normal active-playthrough storage methods, which would mint an id.
|
||||
--
|
||||
-- This is a public SDK contract test. The fixture never reaches into storage
|
||||
-- paths or launcher slot internals.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
love = love or require("tests.love_stub")
|
||||
|
||||
local T = require("tests.harness").suite("mod title playthrough context")
|
||||
local Loader = require("src.mods.Loader")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local SaveData = require("src.core.SaveData")
|
||||
local SaveSerializer = require("src.core.SaveSerializer")
|
||||
local Version = require("src.core.Version")
|
||||
local GameMethods = require("src.core.Game")
|
||||
local StateStack = require("src.core.StateStack")
|
||||
|
||||
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
|
||||
local realFs = love.filesystem
|
||||
|
||||
local function memfs(files)
|
||||
return {
|
||||
read = function(path) return files[path] end,
|
||||
write = function(path, body) files[path] = body return true end,
|
||||
remove = function(path) files[path] = nil return true end,
|
||||
createDirectory = function() return true end,
|
||||
getInfo = function(path)
|
||||
if files[path] then return { type = "file" } end
|
||||
local prefix = path .. "/"
|
||||
for key in pairs(files) do
|
||||
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
|
||||
end
|
||||
return nil
|
||||
end,
|
||||
load = function(path)
|
||||
if not files[path] then return nil, "no file: " .. path end
|
||||
return load(files[path], path)
|
||||
end,
|
||||
getDirectoryItems = function(path)
|
||||
local prefix, seen, out = path .. "/", {}, {}
|
||||
for key in pairs(files) do
|
||||
if key:sub(1, #prefix) == prefix then
|
||||
local child = key:sub(#prefix + 1):match("^[^/]+")
|
||||
if child and not seen[child] then seen[child] = true; out[#out + 1] = child end
|
||||
end
|
||||
end
|
||||
table.sort(out)
|
||||
return out
|
||||
end,
|
||||
}
|
||||
end
|
||||
|
||||
local files = {
|
||||
["mods/probe/manifest.json"] =
|
||||
'{"id":"probe","name":"probe","version":"1.0.0",'
|
||||
.. '"entry":"main.lua","api":2,"profile":"content"}',
|
||||
["mods/probe/main.lua"] = [[
|
||||
return function(mod)
|
||||
_G.MOD_TITLE_STORAGE = mod.storage
|
||||
_G.MOD_TITLE_CHECKPOINTS = mod.checkpoints
|
||||
mod.events:on("checkpoint.restored", function(ev)
|
||||
_G.MOD_TITLE_RESTORE_COUNT = (_G.MOD_TITLE_RESTORE_COUNT or 0) + 1
|
||||
_G.MOD_TITLE_RESTORE_KIND = ev.kind
|
||||
end)
|
||||
end
|
||||
]],
|
||||
}
|
||||
local fs = memfs(files)
|
||||
love.filesystem = fs
|
||||
-- Production storage and checkpoint resume share the same engine persistence
|
||||
-- backend. Route the test's default SaveData lookup to this fixture backend so
|
||||
-- the restart path exercises that shared mapping rather than host test files.
|
||||
local originalLoadOptions = SaveData.loadOptions
|
||||
SaveData.loadOptions = function(injectedFs)
|
||||
return originalLoadOptions(injectedFs or fs)
|
||||
end
|
||||
local active = { save = SaveData.newGame({ version = "red" }) }
|
||||
local loader = Loader.new({ fs = fs })
|
||||
loader.game = active
|
||||
T.check(loader:load({}) == true, "title-context fixture mod loads")
|
||||
|
||||
local storage = _G.MOD_TITLE_STORAGE
|
||||
T.check(type(storage) == "table", "loader exposes the public storage facade")
|
||||
if type(storage) == "table" then
|
||||
local written, writeCode, writeMessage = storage:write(active, "history/index", {
|
||||
format = 1, newest = "q0001",
|
||||
})
|
||||
T.check(written == true,
|
||||
"a fresh playthrough can durably store tool history: "
|
||||
.. tostring(writeCode or writeMessage))
|
||||
local originalId = active.save.meta and active.save.meta.playthroughId
|
||||
T.check(type(originalId) == "string" and originalId ~= "",
|
||||
"first tool persistence allocates the opaque active playthrough identity")
|
||||
local nonTitleSelected, nonTitleCode = storage:selected(active)
|
||||
T.check(nonTitleSelected == nil and nonTitleCode == "not_at_title",
|
||||
"selected-playthrough storage cannot be used from active gameplay")
|
||||
|
||||
-- Simulate a fresh process/title session. The normal save was never written:
|
||||
-- only the engine-owned slot/playthrough mapping and this mod's durable data
|
||||
-- exist. The title skeleton must remain unmodified by browsing.
|
||||
SaveData.resetSlotState()
|
||||
local title = {
|
||||
save = SaveData.newGame({ version = "red" }),
|
||||
stack = {
|
||||
states = { { screenId = "TitleState" } },
|
||||
top = function(self) return self.states[#self.states] end,
|
||||
},
|
||||
}
|
||||
T.check(title.save.meta.playthroughId == nil,
|
||||
"title starts from an unbound fresh skeleton before normal SAVE")
|
||||
T.check(type(storage.selected) == "function",
|
||||
"public storage exposes a read-only selected-playthrough binding at title")
|
||||
|
||||
if type(storage.selected) == "function" then
|
||||
local selected, selectedCode, selectedMessage = storage:selected(title)
|
||||
T.check(type(selected) == "table",
|
||||
"title resolves the selected existing playthrough: "
|
||||
.. tostring(selectedCode or selectedMessage))
|
||||
if type(selected) == "table" then
|
||||
T.same(selected:context(), {
|
||||
engineVersion = Version.engine,
|
||||
gameVersion = "red",
|
||||
playthroughId = originalId,
|
||||
}, "selected binding reports the durable playthrough without exposing a slot path")
|
||||
T.same(selected:read("history/index"), { format = 1, newest = "q0001" },
|
||||
"title reads only this mod's selected-playthrough durable history")
|
||||
T.check(selected:write("history/title-operation", { allowed = true }) == true,
|
||||
"title binding supports safe same-namespace durable operations")
|
||||
T.same(selected:read("history/title-operation"), { allowed = true },
|
||||
"title durable operation remains scoped to the selected playthrough")
|
||||
end
|
||||
T.check(title.save.meta.playthroughId == nil,
|
||||
"opening title history never allocates or adopts a playthrough identity")
|
||||
end
|
||||
|
||||
local function makeRuntime(save, title)
|
||||
local stack = setmetatable({ states = {} }, { __index = StateStack })
|
||||
local game
|
||||
local overworld = {
|
||||
map = { id = "PALLET_TOWN" },
|
||||
player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
|
||||
scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
|
||||
runner = { isRunning = function() return false end },
|
||||
}
|
||||
function overworld:captureSave(target)
|
||||
target.player.map, target.player.x, target.player.y = self.map.id,
|
||||
self.player.cellX, self.player.cellY
|
||||
target.player.facing, target.player.surfing = self.player.facing,
|
||||
self.player.surfing and true or false
|
||||
end
|
||||
function overworld:enter(mapId, x, y, facing)
|
||||
self.map = { id = mapId }
|
||||
self.player = { cellX = x, cellY = y, facing = facing,
|
||||
surfing = game.save.player.surfing and true or false }
|
||||
self.scriptMoves, self.pendingScripts = {}, {}
|
||||
self.parallelRunners, self.parallelQueue = {}, {}
|
||||
self.runner = { isRunning = function() return false end }
|
||||
end
|
||||
game = setmetatable({
|
||||
save = save, stack = stack, overworld = overworld,
|
||||
data = {
|
||||
pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
|
||||
constants = { fallbackMove = "TACKLE" },
|
||||
field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
|
||||
maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
|
||||
},
|
||||
}, { __index = GameMethods })
|
||||
stack.states[1] = title and { screenId = "TitleState" } or overworld
|
||||
if title then
|
||||
-- The failure-injection path needs the same title recovery contract as a
|
||||
-- real Game without constructing renderer-owned title content.
|
||||
function game:makeTitleState() return { screenId = "TitleState" } end
|
||||
end
|
||||
return game
|
||||
end
|
||||
|
||||
local runtime = makeRuntime(active.save, false)
|
||||
local checkpoints = _G.MOD_TITLE_CHECKPOINTS
|
||||
T.check(type(checkpoints) == "table", "loader exposes the public checkpoint facade")
|
||||
local checkpoint = checkpoints and checkpoints:capture(runtime)
|
||||
T.check(type(checkpoint) == "table",
|
||||
"a fresh playthrough can capture a stable overworld checkpoint")
|
||||
T.check(type(checkpoints and checkpoints.ensureNormalSave) == "function",
|
||||
"public checkpoints expose an idempotent first-save anchor")
|
||||
local normalWrites = 0
|
||||
local writeSave = runtime.writeSave
|
||||
function runtime:writeSave()
|
||||
normalWrites = normalWrites + 1
|
||||
return writeSave(self)
|
||||
end
|
||||
local anchored, anchorCode, anchorMessage =
|
||||
checkpoints:ensureNormalSave(runtime, checkpoint)
|
||||
T.check(anchored == true,
|
||||
"first persisted checkpoint can anchor normal progress: "
|
||||
.. tostring(anchorCode or anchorMessage))
|
||||
T.eq(normalWrites, 1,
|
||||
"first checkpoint creates exactly one normal Pokemon save")
|
||||
local anchoredAgain, againCode = checkpoints:ensureNormalSave(runtime, checkpoint)
|
||||
T.check(anchoredAgain == true and againCode == "already_exists",
|
||||
"later checkpoints leave the established normal save independent")
|
||||
T.eq(normalWrites, 1,
|
||||
"idempotent anchor never rewrites the established normal save")
|
||||
local normalBytes = files["save.lua"]
|
||||
T.check(type(normalBytes) == "string" and normalBytes ~= "",
|
||||
"first checkpoint anchor is durably represented before restart")
|
||||
local anchoredAt = SaveSerializer.decode(normalBytes).meta.savedAt
|
||||
SaveData.resetSlotState()
|
||||
local titleRuntime = makeRuntime(SaveData.newGame({ version = "red" }), true)
|
||||
titleRuntime.save.options = { volume = 9, bindings = {} }
|
||||
T.check(type(checkpoints and checkpoints.resume) == "function",
|
||||
"public checkpoints expose validated title-session resume")
|
||||
if type(checkpoints and checkpoints.resume) == "function" and checkpoint then
|
||||
local resumed, resumeCode, resumeMessage = checkpoints:resume(titleRuntime, checkpoint)
|
||||
T.check(resumed == true,
|
||||
"title resumes the durable checkpoint: " .. tostring(resumeCode or resumeMessage))
|
||||
T.eq(titleRuntime.save.meta.playthroughId, originalId,
|
||||
"title bootstrap retains the checkpoint's original playthrough identity")
|
||||
T.eq(titleRuntime.save.options.volume, 9,
|
||||
"title bootstrap preserves current options rather than rewinding them")
|
||||
T.eq(SaveData.selectedNormalSaveInfo({
|
||||
version = "red", meta = { playthroughId = originalId },
|
||||
}, fs).savedAt, anchoredAt,
|
||||
"title bootstrap never rewrites the first normal save")
|
||||
T.same(checkpoints:capture(titleRuntime), checkpoint,
|
||||
"bootstrapped overworld differentially recaptures the selected checkpoint")
|
||||
T.eq(_G.MOD_TITLE_RESTORE_COUNT, 1,
|
||||
"a successfully verified title resume emits checkpoint.restored exactly once")
|
||||
T.eq(_G.MOD_TITLE_RESTORE_KIND, "overworld",
|
||||
"title resume lifecycle reports the reconstructed checkpoint kind")
|
||||
|
||||
-- Force a failure after restoreCheckpointSave has already installed the
|
||||
-- checkpoint's canonical save and overworld. Title has no live checkpoint
|
||||
-- rollback, so it must rebuild a clean title session.
|
||||
SaveData.resetSlotState()
|
||||
local failingTitle = makeRuntime(SaveData.newGame({ version = "red" }), true)
|
||||
failingTitle.save.options = { volume = 7, bindings = {} }
|
||||
local restoreCheckpointSave = failingTitle.restoreCheckpointSave
|
||||
function failingTitle:restoreCheckpointSave(loaded)
|
||||
restoreCheckpointSave(self, loaded)
|
||||
error("forced title reconstruction failure")
|
||||
end
|
||||
local failed, failureCode = checkpoints:resume(failingTitle, checkpoint)
|
||||
T.check(failed == false and failureCode == "resume_failed",
|
||||
"failed title reconstruction reports a recoverable bootstrap failure")
|
||||
T.eq(failingTitle.stack:top().screenId, "TitleState",
|
||||
"failed title reconstruction returns to a usable title session")
|
||||
T.check(failingTitle.save.meta.playthroughId == nil,
|
||||
"failed title reconstruction restores the unbound title skeleton")
|
||||
T.eq(failingTitle.save.options.volume, 7,
|
||||
"failed title reconstruction retains current title options")
|
||||
T.eq(SaveData.selectedNormalSaveInfo({
|
||||
version = "red", meta = { playthroughId = originalId },
|
||||
}, fs).savedAt, anchoredAt,
|
||||
"failed title reconstruction never rewrites the normal Pokémon save")
|
||||
T.eq(_G.MOD_TITLE_RESTORE_COUNT, 1,
|
||||
"failed title reconstruction emits no additional restored lifecycle event")
|
||||
end
|
||||
|
||||
-- A title policy may compare its own durable checkpoint chronology with the
|
||||
-- ordinary CONTINUE target, but it must never receive that save's contents,
|
||||
-- slot path, or a way to open another playthrough. This fixture writes the
|
||||
-- canonical normal save directly to model an already-completed vanilla SAVE.
|
||||
active.save.meta.savedAt = 4321
|
||||
T.check(SaveData.save(active.save) == true,
|
||||
"fixture updates the selected normal save chronology")
|
||||
SaveData.resetSlotState()
|
||||
local titleWithNormalSave = {
|
||||
save = SaveData.newGame({ version = "red" }),
|
||||
stack = { states = { { screenId = "TitleState" } } },
|
||||
}
|
||||
local selectedWithNormal, normalCode, normalMessage = storage:selected(titleWithNormalSave)
|
||||
T.check(type(selectedWithNormal) == "table",
|
||||
"legacy-to-slot migration keeps the selected playthrough identity: "
|
||||
.. tostring(normalCode or normalMessage))
|
||||
if type(selectedWithNormal) == "table" then
|
||||
T.eq(selectedWithNormal:context().normalSavedAt, 4321,
|
||||
"title selected context exposes only matching normal-save chronology")
|
||||
end
|
||||
T.check(titleWithNormalSave.save.meta.playthroughId == nil,
|
||||
"normal-save chronology lookup does not bind the fresh title skeleton")
|
||||
|
||||
local explicitNewGame = SaveData.newGame({ version = "red" })
|
||||
local freshContext = storage:context({ save = explicitNewGame })
|
||||
T.check(freshContext and freshContext.playthroughId ~= originalId,
|
||||
"an explicit New Game receives a distinct identity and cannot inherit old history")
|
||||
end
|
||||
|
||||
Runtime.events, Runtime.hooks = savedEvents, savedHooks
|
||||
Runtime.currentMod = nil
|
||||
_G.MOD_TITLE_STORAGE = nil
|
||||
_G.MOD_TITLE_CHECKPOINTS = nil
|
||||
_G.MOD_TITLE_RESTORE_COUNT = nil
|
||||
_G.MOD_TITLE_RESTORE_KIND = nil
|
||||
SaveData.resetSlotState()
|
||||
SaveData.loadOptions = originalLoadOptions
|
||||
love.filesystem = realFs
|
||||
|
||||
T.finish()
|
||||
Reference in New Issue
Block a user