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bazinga
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@@ -803,6 +803,125 @@ own copy of a delivery, and steps are anchored natively so the same walk
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is never delivered twice. Without the permission, `sync` and `poll` raise
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an error naming it.
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## Background HTTP
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`mod.fetch` is how a mod does work off the main thread. It is behind the
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`network` permission in `manifest.json`, the same one that gates
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`require("socket")`, and the player sees it in the mod manager.
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```lua
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-- somewhere once
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local job = mod.fetch:get("https://example.com/data.json")
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-- in a hook or update, every frame -- poll never blocks
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if job then
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local r = mod.fetch:poll(job)
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if r.status ~= "pending" then
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if r.status == "ok" then use(r.body) else warn(r.err) end
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mod.fetch:release(job)
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job = nil
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end
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end
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```
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`get(url, opts)` returns an opaque handle, or `nil` plus a reason. `opts`
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takes `accept` (a request Accept header) and `maxSeconds` (clamped to 30).
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`poll(handle)` returns `{ status, body, err, progress }` where `status` is
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`"pending"`, `"ok"`, `"error"` or `"cancelled"`; it is a copy, and it never
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blocks, so calling it every frame is the intended use. `release(handle)`
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frees a finished job — do it, or you will hit the ceiling. `cancel(handle)`
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drops a result you no longer want. `available()` is `false` when the build
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has no transport and for mods without the permission, so a probe is safe.
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The rules worth knowing before you design around it:
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- **http and https only.** The underlying transport also speaks `file://`,
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`ftp://` and `scp://`; those are refused, on the initial URL and on any
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redirect. `mod.fetch` is not a way to read a local file.
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- **Four requests in flight per mod.** The worker pool is shared with the
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launcher's own downloads, so one mod cannot fill it. Over the ceiling,
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`get` returns `nil` and a reason until you release something.
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- **Handles are yours alone.** A handle from another mod, a fabricated
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table, or a guessed number all poll as `"error"`.
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- **Your mod id is in the User-Agent**, so a server operator can see who is
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calling and a mod cannot pose as the launcher.
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- Jobs are released when your mod unloads.
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This is deliberately not `love.thread`. A LÖVE thread is a fresh Lua state
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with a full standard library that the sandbox cannot reach, so handing one
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to a mod would undo every other rule; `mod.fetch`'s workers run engine
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code, so a mod gets asynchrony without gaining any new reach.
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## Background jobs
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`mod.fetch` covers work waiting on a server. `mod.job` covers work waiting on
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the CPU — generating a map, crunching a table, anything that would otherwise
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stall a frame. It is behind the `background` permission in `manifest.json`.
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Ship the job as its own file inside your mod:
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```lua
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-- mods/your_mod/jobs/crunch.lua
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local arg = ...
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local total = 0
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for i = 1, arg.n do total = total + i end
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return { total = total }
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```
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```lua
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-- in your entry file
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local job = mod.job:run("jobs/crunch.lua", { n = 1e6 })
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-- later, in a hook -- poll never blocks
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local r = mod.job:poll(job)
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if r.status == "ok" then
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use(r.result.total)
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mod.job:release(job)
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end
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```
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`run(script, arg, opts)` returns an opaque handle, or `nil` plus a reason.
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`opts.maxSeconds` sets the job's time budget (default 5, clamped to 30).
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`poll(handle)` returns `{ status, result, err }` with `status` one of
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`"pending"`, `"ok"`, `"error"` or `"cancelled"`. `release(handle)` frees it.
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`available()` is `false` on a host without threads and for mods without the
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permission, so a probe is always safe.
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**A job is pure compute.** This is the part to design around, not a detail:
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- **Plain data in, plain data out.** Numbers, strings, booleans and tables of
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them. A function, userdata, a cycle or a table key that is not a string or
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number is refused at your `run` call with a reason. Nothing is shared —
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your argument is snapshotted, and mutating the original afterwards does not
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reach the job.
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- **No engine API, no game state, no storage.** `require` is refused inside a
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job, and there is no `mod` object. A job cannot read the party, write
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`mod.storage`, or touch a registry. Get what it needs into the argument and
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act on the result back on the main thread.
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- **Your script is a file in your mod folder.** The path goes through the same
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rules as `mod:read`; `..`, absolute paths and drive letters are refused.
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- **Two jobs per mod, four on the machine.** Over the limit, `run` returns
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`nil` and a reason until you release one.
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- **The budget bounds how long YOU wait, not how long the work runs.** Past
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`maxSeconds`, `poll` reports an error and the result is dropped if it ever
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arrives — but the thread runs to its own end. There is no way to stop a
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LÖVE thread from outside, and every attempt to stop one from inside was
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worse than the disease (a debug hook does not reliably interrupt LuaJIT,
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and raising from one wedged the whole process). `cancel(handle)` is the
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same deal: it drops the result, it does not stop the work.
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So **write jobs that terminate.** A job with an infinite loop will keep one
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core busy until the game closes. It will not freeze the game — the main
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thread stays responsive and quitting still works — but nothing will reclaim
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that core in the meantime.
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Your job script runs in the same sandbox your entry file does, so `io`, `os`,
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`debug`, `ffi`, `package` and `love.filesystem` are absent there too. That is
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the whole reason this exists rather than `love.thread`: a raw LÖVE thread is a
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fresh Lua state with a full standard library that the sandbox cannot reach, so
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handing one to a mod would undo every other rule. Here the worker builds your
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sandbox first and loads your chunk into it.
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## Pre-sandbox globals (compat)
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A mod written before the sandbox landed does not have to be updated to
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@@ -835,4 +954,5 @@ with the full standard library, which the sandbox in this state cannot
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reach, so a stand-in would be a hole rather than a reroute. The same goes
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for `ffi`, `debug`, `setfenv`, `os.execute`, `io.popen`, `love.run` and
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`love.errorhandler`. A mod that needs real background work needs an
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engine-owned facility, not a compat shim.
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engine-owned facility, not a compat shim -- for HTTP that facility is
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[`mod.fetch`](#modfetch), which runs on the engine's own worker pool.
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@@ -19,7 +19,7 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
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* **Soft reset button combination**
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* **Keyboard and controller rebinding**
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* **Mod profiles** with separate mod settings and save slots
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* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage, so it cannot reach the rest of your device
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* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage, so it cannot reach the rest of your device, and mods that need the internet or heavy background work do it through permissions the mod manager shows you, without freezing the game
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* **Improved launcher and save editor UI**, including background downloads and update checks
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* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
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* **Custom boot branding**
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