fix(switch): centralize the NX asset fallback in a boot-time loader overlay

The scattered per-call-site prefix rewrites were a parallel track that any
future newImage("assets/generated/...") would silently bypass.  Replace
them with NxAssetOverlay: installed once from love.load on NX only, it
wraps newImage / newImageData / newSource / filesystem.read / getInfo so a
missing assets/generated path falls back to the active version's
blue|yellow copy.  Call sites return to plain love loader calls, and
Assets.resolve goes back to being the platform-free mod-override point.

Two deliberate exceptions remain: the chip-audio worker (separate Lua
state) keeps receiving the prefix explicitly via audio.programPrefix, and
data/generated module loads keep using CacheFs.readActive.

A new guard test (tests/engine/nx_generated_guard_test.lua) fails CI on
any direct love loader call with a literal assets/generated path, so the
class of bug cannot regress by accident.  scripts/test.sh --quick is
green across all tiers.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Andrew Quenehen
2026-08-03 15:42:55 -03:00
parent 17243a7d8b
commit 67e6b1fb04
15 changed files with 262 additions and 175 deletions
+1 -1
View File
@@ -136,7 +136,7 @@ local FIGHT_SCRIPT = {
local function tryImage(path)
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(path))
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
+1 -1
View File
@@ -92,7 +92,7 @@ function SurfingMinigame.new(game, onDone)
self.banner = nil -- {quad, frames}: GOOD!/YEAH-/Oh no..
local function sheet(path)
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(path))
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
self.bg = sheet("assets/generated/minigame/surf_1a.png")
+1 -1
View File
@@ -100,7 +100,7 @@ local CYCLE_FRAMES = 240 -- the original waits ~4s between picks
local function tryImage(path)
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(path))
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
+4 -5
View File
@@ -104,7 +104,7 @@ local function loadBackground(game)
local tm = (game.data.field or {}).townMap or {}
local bg = tm.background
if not (bg and bg.map and bg.tiles) then return nil end
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(bg.tiles.path))
local ok, img = pcall(love.graphics.newImage, bg.tiles.path)
if not ok then return nil end
local quads = {}
local iw, ih = img:getDimensions()
@@ -115,7 +115,7 @@ local function loadBackground(game)
end
local cursor
if bg.cursor then
local okc, c = pcall(love.graphics.newImage, require("src.render.Assets").resolve(bg.cursor.path))
local okc, c = pcall(love.graphics.newImage, bg.cursor.path)
cursor = okc and c or nil
end
return { img = img, quads = quads, map = bg.map, cursor = cursor }
@@ -192,9 +192,8 @@ function TownMap.new(game, opts)
-- field.townMap.nest lifts the icon path out of the engine
local nest = ((game.data.field or {}).townMap or {}).nest
local ok, img = pcall(love.graphics.newImage,
require("src.render.Assets").resolve(
(nest and nest.path)
or "assets/generated/townmap/nest.png"))
(nest and nest.path)
or "assets/generated/townmap/nest.png")
self.nestIcon = ok and img or nil
end
if opts.fly then
+1 -1
View File
@@ -29,7 +29,7 @@ local DEFAULT_ART = {
local function tryImage(path)
if not path then return nil end
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(path))
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
+1 -1
View File
@@ -220,7 +220,7 @@ local function bobOffset(phase)
end
local function tryImage(path)
local ok, img = pcall(love.graphics.newImage, require("src.render.Assets").resolve(path))
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end