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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
fix: allocate playthrough identity only on demand
This commit is contained in:
+10
-3
@@ -2,6 +2,7 @@
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-- methods; mods never receive controller or state-stack internals from here.
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local SaveSerializer = require("src.core.SaveSerializer")
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local SaveData = require("src.core.SaveData")
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local Checkpoint = {}
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@@ -27,9 +28,7 @@ end
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function Checkpoint.inspect(game)
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local save = game and game.save
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local identity = save and save.meta and save.meta.playthroughId
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if type(save) ~= "table" or type(save.version) ~= "string"
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or type(identity) ~= "string" or identity == "" then
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if type(save) ~= "table" or type(save.version) ~= "string" then
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return refusal("unknown", "not_in_playthrough",
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"A checkpoint requires an identified active playthrough.")
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end
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@@ -45,6 +44,14 @@ function Checkpoint.inspect(game)
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return refusal("overworld", "screen_busy",
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"Close the active menu or screen before creating a checkpoint.")
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end
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local identity = save.meta and save.meta.playthroughId
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if type(identity) ~= "string" or identity == "" then
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identity = SaveData.ensurePlaythroughId(save)
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end
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if type(identity) ~= "string" or identity == "" then
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return refusal("overworld", "not_in_playthrough",
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"The active playthrough could not be identified.")
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end
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if ow.transitioning then
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return refusal("overworld", "transition_busy",
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"Wait for the map transition to finish.")
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@@ -1079,7 +1079,6 @@ function Game:restoreSave(loaded, recovered)
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if ModRuntime.wants("save.loading") then
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ModRuntime.emit("save.loading", { raw = loaded })
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end
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SaveData.ensurePlaythroughId(loaded)
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-- mod chains replay before validation so a mod repairs its own data
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-- instead of watching it get quarantined; core steps already ran in
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-- SaveData.load and skip on the format guard
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+29
-21
@@ -486,6 +486,10 @@ end
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-- working unchanged.
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local activeSlotCache = {} -- version -> slotId in use, or false when none
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local slotsChecked = {} -- version -> true once resolved this process
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-- At most one New Game can be the live candidate for a first public tool
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-- request. A single strong reference models that runtime fact without adding
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-- marker data to the save or retaining abandoned playthrough tables.
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local freshPlaythrough
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local function slotDir(version) return "saves/" .. version end
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@@ -822,6 +826,7 @@ end
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function SaveData.resetSlotState()
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for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
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for k in pairs(slotsChecked) do slotsChecked[k] = nil end
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freshPlaythrough = nil
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end
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-- ------- opaque playthrough identity
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@@ -846,20 +851,20 @@ function SaveData.newPlaythroughId()
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word(os.time()), word(clock), word(addressLo), word(playthroughSeq))
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end
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local function playthroughScope(version)
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local function playthroughScope(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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return activeSlotCache[version] or "legacy"
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end
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local function rememberPlaythroughId(save, opts)
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local function rememberPlaythroughId(save, opts, injectedFs)
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local meta = type(save) == "table" and save.meta
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local id = type(meta) == "table" and meta.playthroughId
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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)
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opts = opts or SaveData.loadOptions()
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local scope = playthroughScope(version, injectedFs)
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opts = opts or SaveData.loadOptions(injectedFs)
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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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@@ -870,23 +875,25 @@ end
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-- Return an existing save identity or give a pre-identity save a stable one.
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-- Legacy backfill lives in options.lua until the next normal SAVE stamps the id
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-- into progress, so installing a tool mod never rewrites the player's checkpoint.
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function SaveData.ensurePlaythroughId(save)
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function SaveData.ensurePlaythroughId(save, injectedFs)
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if type(save) ~= "table" then return nil end
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save.meta = type(save.meta) == "table" and save.meta or {}
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local id = save.meta.playthroughId
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if type(id) == "string" and id ~= "" then return id end
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local version = save.version or GameVersion.get()
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local scope = playthroughScope(version)
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local opts = SaveData.loadOptions()
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local scope = playthroughScope(version, injectedFs)
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local opts = SaveData.loadOptions(injectedFs)
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local isFresh = save == freshPlaythrough
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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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id = byVersion and byVersion[scope]
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id = not isFresh and byVersion and byVersion[scope] or nil
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if type(id) ~= "string" or id == "" then
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id = SaveData.newPlaythroughId()
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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)
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SaveData.saveOptions(opts, injectedFs)
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end
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save.meta.playthroughId = id
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return id
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@@ -1123,12 +1130,14 @@ function SaveData.save(data, mods)
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-- write to the file matching this save's own version, not just the active
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-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
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local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
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SaveData.ensurePlaythroughId(data)
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if data.options then
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local opts = rememberPlaythroughId(data, data.options)
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local opts = data.options
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if data.meta and data.meta.playthroughId then
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opts = rememberPlaythroughId(data, data.options)
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end
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data.options = opts
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SaveData.saveOptions(opts)
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else
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elseif data.meta and data.meta.playthroughId then
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local opts, changed = rememberPlaythroughId(data)
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if changed then SaveData.saveOptions(opts) end
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end
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@@ -1199,7 +1208,6 @@ function SaveData.load(version)
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return nil
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end
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SaveData.runMigrations(data)
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SaveData.ensurePlaythroughId(data)
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data.options = SaveData.loadOptions()
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Logger.info("loaded save")
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return data, recovered
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@@ -1510,11 +1518,7 @@ function SaveData.newGame(boot)
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local x, y = boot.startX or 3, boot.startY or 6
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local heal = SaveData.defaultHeal(boot)
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local save = {
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meta = {
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format = Version.saveFormat,
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mods = {},
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playthroughId = SaveData.newPlaythroughId(),
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},
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meta = { format = Version.saveFormat, mods = {} },
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-- which game this playthrough is (Red vs Blue). Only Red ships today;
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-- boot carries the choice once Blue support lands.
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version = boot.version or "red",
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@@ -1557,8 +1561,12 @@ function SaveData.newGame(boot)
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options = SaveData.loadOptions(),
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}
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-- a total conversion reshapes the skeleton (spawn, party, money)
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-- before anything reads it; unhooked this returns save unchanged
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return Runtime.call("save.new_game", function(s) return s end, save)
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-- before anything reads it; unhooked this returns save unchanged. Keep the
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-- "fresh playthrough" marker outside the serialized table so a later tool
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-- request can distinguish two unsaved New Games sharing one vanilla slot.
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save = Runtime.call("save.new_game", function(s) return s end, save)
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freshPlaythrough = save
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return save
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end
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return SaveData
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@@ -41,6 +41,13 @@ local function serialize(v, indent)
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error("cannot serialize " .. t)
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end
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-- LuaJIT 2.1 can lose a just-added nested table entry when a GC step lands
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-- inside a compiled recursive serialization trace. The symptom is valid input
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-- becoming `{" followed by only the trailing comma, which then cannot be read
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-- back. Save encoding is infrequent and I/O-bound, so keep this correctness-
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-- critical recursion in the interpreter while leaving the game JIT enabled.
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if jit and jit.off then jit.off(serialize, true) end
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function SaveSerializer.encode(data)
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return "return " .. serialize(data) .. "\n"
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end
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