feat: add opaque playthrough identity

This commit is contained in:
MaxTomahawk
2026-08-07 14:43:04 +02:00
parent 112120e8fe
commit 726ed1102e
3 changed files with 224 additions and 2 deletions
+1
View File
@@ -1079,6 +1079,7 @@ function Game:restoreSave(loaded, recovered)
if ModRuntime.wants("save.loading") then
ModRuntime.emit("save.loading", { raw = loaded })
end
SaveData.ensurePlaythroughId(loaded)
-- mod chains replay before validation so a mod repairs its own data
-- instead of watching it get quarantined; core steps already ran in
-- SaveData.load and skip on the format guard
+82 -2
View File
@@ -817,6 +817,74 @@ function SaveData.resetSlotState()
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
end
-- ------- opaque playthrough identity
-- An id must never perturb the engine's gameplay RNG: savestate tools need
-- repeatable random outcomes, and allocating persistence scope is not gameplay.
-- Combine wall/process time, a process-local sequence and a fresh table address
-- into four hex words. This is an opaque collision-resistant identifier, not a
-- secret or a player-visible value.
local playthroughSeq = 0
local function word(n)
return math.floor(tonumber(n) or 0) % 4294967296
end
function SaveData.newPlaythroughId()
playthroughSeq = playthroughSeq + 1
local address = tostring({}):match("0x(%x+)") or "0"
local addressLo = tonumber(address:sub(-8), 16) or 0
local clock = math.floor((os.clock() or 0) * 1000000)
return ("%08x%08x%08x%08x"):format(
word(os.time()), word(clock), word(addressLo), word(playthroughSeq))
end
local function playthroughScope(version)
version = version or GameVersion.get()
local fs = persistFs(nil)
ensureVersionSlots(version, fs)
return activeSlotCache[version] or "legacy"
end
local function rememberPlaythroughId(save, opts)
local meta = type(save) == "table" and save.meta
local id = type(meta) == "table" and meta.playthroughId
if type(id) ~= "string" or id == "" then return opts, false end
local version = save.version or GameVersion.get()
local scope = playthroughScope(version)
opts = opts or SaveData.loadOptions()
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
local changed = opts.playthroughIds[version][scope] ~= id
opts.playthroughIds[version][scope] = id
return opts, changed
end
-- Return an existing save identity or give a pre-identity save a stable one.
-- Legacy backfill lives in options.lua until the next normal SAVE stamps the id
-- into progress, so installing a tool mod never rewrites the player's checkpoint.
function SaveData.ensurePlaythroughId(save)
if type(save) ~= "table" then return nil end
save.meta = type(save.meta) == "table" and save.meta or {}
local id = save.meta.playthroughId
if type(id) == "string" and id ~= "" then return id end
local version = save.version or GameVersion.get()
local scope = playthroughScope(version)
local opts = SaveData.loadOptions()
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
id = byVersion and byVersion[scope]
if type(id) ~= "string" or id == "" then
id = SaveData.newPlaythroughId()
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
opts.playthroughIds[version][scope] = id
SaveData.saveOptions(opts)
end
save.meta.playthroughId = id
return id
end
-- ------- meta
-- the version/engine/mod-set stamp every v2 save carries; mods is the
@@ -838,6 +906,7 @@ function SaveData.buildMeta(mods, previous)
format = Version.saveFormat,
engine = Version.engine,
savedAt = os.time(),
playthroughId = type(previous) == "table" and previous.playthroughId or nil,
mods = list,
}
end
@@ -1047,8 +1116,14 @@ function SaveData.save(data, mods)
-- write to the file matching this save's own version, not just the active
-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
SaveData.ensurePlaythroughId(data)
if data.options then
SaveData.saveOptions(data.options)
local opts = rememberPlaythroughId(data, data.options)
data.options = opts
SaveData.saveOptions(opts)
else
local opts, changed = rememberPlaythroughId(data)
if changed then SaveData.saveOptions(opts) end
end
if mods ~= nil or data.meta == nil then
data.meta = SaveData.buildMeta(mods, data.meta)
@@ -1117,6 +1192,7 @@ function SaveData.load(version)
return nil
end
SaveData.runMigrations(data)
SaveData.ensurePlaythroughId(data)
data.options = SaveData.loadOptions()
Logger.info("loaded save")
return data, recovered
@@ -1427,7 +1503,11 @@ function SaveData.newGame(boot)
local x, y = boot.startX or 3, boot.startY or 6
local heal = SaveData.defaultHeal(boot)
local save = {
meta = { format = Version.saveFormat, mods = {} },
meta = {
format = Version.saveFormat,
mods = {},
playthroughId = SaveData.newPlaythroughId(),
},
-- which game this playthrough is (Red vs Blue). Only Red ships today;
-- boot carries the choice once Blue support lands.
version = boot.version or "red",
+141
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@@ -0,0 +1,141 @@
-- Opaque playthrough identity: New Game uniqueness, save/load persistence,
-- stable legacy backfill, and version/slot isolation. No real save directory.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
love = love or require("tests.love_stub")
local SaveData = require("src.core.SaveData")
local SaveSerializer = require("src.core.SaveSerializer")
local GameVersion = require("src.core.GameVersion")
local realFS = love.filesystem
local function memfs(files)
return {
write = function(path, content) files[path] = content return true end,
read = function(path) return files[path] 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,
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 function fresh()
local files = {}
love.filesystem = memfs(files)
SaveData.resetSlotState()
GameVersion.set("red")
return files
end
local function legacy(version, name)
return {
version = version,
meta = { format = 4, mods = {} },
player = { name = name, map = "PALLET_TOWN", x = 5, y = 6 },
flags = {}, inventory = {}, pcItems = {}, party = {}, box = {}, boxes = {},
money = 3000, defeatedTrainers = {}, pokedex = { seen = {}, owned = {} },
}
end
-- Removing playthroughId generation from New Game must fail these assertions.
do
fresh()
local first = SaveData.newGame({ version = "red" })
local second = SaveData.newGame({ version = "red" })
T.check(type(first.meta.playthroughId) == "string"
and first.meta.playthroughId ~= "",
"New Game receives an opaque playthrough id")
T.neq(second.meta.playthroughId, first.meta.playthroughId,
"separate New Games receive separate playthrough ids")
end
-- Dropping the id from buildMeta or save encoding must fail the roundtrip.
do
fresh()
local save = SaveData.newGame({ version = "red" })
local expected = save.meta.playthroughId
T.check(SaveData.save(save), "identity fixture saves")
local loaded = SaveData.load("red")
T.eq(loaded and loaded.meta.playthroughId, expected,
"normal save/load preserves the playthrough id")
end
-- Legacy identity is persisted independently: the legacy progress bytes remain
-- unchanged, yet two loads resolve the same id before a normal SAVE occurs.
do
local files = fresh()
local raw = legacy("red", "LEGACY")
files["save.lua"] = SaveSerializer.encode(raw)
local first = SaveData.load("red")
local id = first and first.meta.playthroughId
T.check(type(id) == "string" and id ~= "",
"a legacy save receives a playthrough id")
local slotBytes = files["saves/red/slot1.lua"]
local onDisk = slotBytes and SaveSerializer.decode(slotBytes)
T.eq(onDisk and onDisk.meta.playthroughId, nil,
"legacy backfill does not rewrite normal progress")
SaveData.resetSlotState()
local second = SaveData.load("red")
T.eq(second and second.meta.playthroughId, id,
"legacy backfill is stable across reload before normal SAVE")
end
-- Reusing names and coordinates cannot merge identities across slots or games.
do
fresh()
local redA = SaveData.createSlot("red")
local redB = SaveData.createSlot("red")
SaveData.setActiveSlot("red", redA)
T.check(SaveData.writeSlot("red", redA, legacy("red", "SAME")),
"seed red slot A")
local idA = SaveData.load("red").meta.playthroughId
SaveData.setActiveSlot("red", redB)
T.check(SaveData.writeSlot("red", redB, legacy("red", "SAME")),
"seed red slot B")
local idB = SaveData.load("red").meta.playthroughId
GameVersion.set("blue")
local blue = SaveData.createSlot("blue")
SaveData.setActiveSlot("blue", blue)
T.check(SaveData.writeSlot("blue", blue, legacy("blue", "SAME")),
"seed blue slot")
local idBlue = SaveData.load("blue").meta.playthroughId
T.neq(idA, idB, "two active slots do not share legacy identity")
T.neq(idA, idBlue, "Red and Blue do not share legacy identity")
T.neq(idB, idBlue, "every version/slot scope is isolated")
end
love.filesystem = realFS
SaveData.resetSlotState()
GameVersion.set("red")
T.finish("playthrough_identity")