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api upgrades, windows dev tools, and android fixes (#299)
* pop up a fake save * add CI to dev branch * Make ROM-free test tiers actually run on Windows (#267) Suite discovery, the extension-point catalog scan, mod test-dir pickup, and the meta-coverage corpus all shelled out to ls/find/test -d, which do not exist in cmd.exe. Every listing came back empty on Windows, so tiers ran 0 suites and still reported ALL TESTS PASSED. Add portable probes to tests/fs_io.lua (same Unix commands on Linux/macOS; dir /b and a shell-free rename-self existence check on Windows) and rewire the four call sites to them. 15/15 engine suites and 2/2 modkit suites now genuinely run and pass on Windows. Fixes #266 Co-authored-by: johnjohto <johnjohto@users.noreply.github.com> * intro api upgrade (#294) * intro api upgrade * api updates * fix tests * updated templates * android fixes for mods and saves (#297) * Android SCALING fixes (#298) * android fixes for mods and saves * perhaps this is the true scaling android issue fix --------- Co-authored-by: johnjohto <johtoboy@atomicmail.io> Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
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@@ -5,19 +5,39 @@ that runs before `Game:load`. Besides ROM import (see the file's own header)
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it hosts a tabbed shell covering per-game save slots and a mod manager. This
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file documents the runtime model; the visual spec lives separately.
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## Android multi-ROM import
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## Android multi-ROM / mod / save import
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On Android, `love.system.pickFile()` opens the Storage Access Framework
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picker (`GameActivity.showRomFilePicker`); the chosen file is copied to
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`picked_rom.gb` in the app save directory. `RomImporter` then imports on
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refocus / Choose via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps
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to a version that is **not** yet ready counts as pending. A leftover
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`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
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After a successful import the consumed save-dir `.gb` is removed.
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On Android, `love.system.pickFile([kind])` opens the Storage Access Framework
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picker (`GameActivity.showFilePicker`); the chosen file is copied into the app
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save directory as:
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| `kind` | Destination |
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| --- | --- |
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| nil / `"rom"` | `picked_rom.gb` (open) |
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| `"mod"` | `picked_mod.zip` (open) |
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| `"sav"` / `"save"` | `picked_save.sav` (open) |
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Export uses a separate API: `love.system.createFile(suggestedName)` →
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`GameActivity.showCreateDocument` (`ACTION_CREATE_DOCUMENT`), which copies
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staged `pending_export.sav` to the user-chosen URI and writes `export_done.flag`
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for the launcher to acknowledge on refocus.
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`RomImporter` then imports on refocus / Choose:
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- **ROMs** via `findPendingRom`: only a 1 MiB `.gb` whose SHA-1 maps to a
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version that is **not** yet ready counts as pending. A leftover
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`picked_rom.gb` from Red therefore cannot block Blue's Choose (issue #167).
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- **Mods** via `findPendingMod`: Prefer `picked_mod.zip`, or (on Choose) any
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other `.zip` at the save-dir root (USB copy).
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- **Saves** via `findPendingSav`: Prefer `picked_save.sav`, or (on Choose) any
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other `.sav` at the save-dir root.
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After a successful import the consumed save-dir file is removed.
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**Manual check (device/emulator):** import Red → switch to Blue → Choose →
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system file picker must appear (not a silent Red re-extract) → pick Blue →
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Blue becomes ready beside Red.
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Blue becomes ready beside Red. On the MODS tab, Import mod .zip must open the
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same system picker and install the chosen archive on return.
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## Tab structure
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@@ -78,6 +98,10 @@ The launcher-facing API:
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- `SaveData.createSlot(version)` -> new slot id, registered but with **no
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save file written**. An empty slot means the title screen offers NEW GAME
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only, which needs no further changes.
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- `SaveData.deleteSlot(version, slotId)` removes the slot's
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main/`.bak`/`.tmp` files, drops it from the registry, and if it was active
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points active at another remaining slot (or clears active when the list is
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empty). The launcher's SAVE SLOT panel Delete control calls this.
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## Launcher mod manager
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@@ -114,6 +138,9 @@ before `Game:load`, so **it never loads a mod's entry chunk**; only
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temp first (mount only reaches save-dir-relative paths), the same way
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`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
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back, and every path unmounts and clears the staged temp file.
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- `LauncherMods.uninstall(id)` removes `mods/<id>/` and clears
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`options.mods[id]` so a later reinstall starts from the loader's default
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(enabled). The mods panel Delete control calls this and re-derives the list.
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## Import / Export save
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@@ -122,9 +149,10 @@ through `src/import/SaveFileIO.lua`, which sits on top of
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`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
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- **Import save** is live once the game's ROM is imported (playable). It opens
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a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
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Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
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reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
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a native `.sav` picker (`chooseSav` on desktop; on Android,
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`love.system.pickFile("sav")` → `picked_save.sav`, same SAF path as ROMs).
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`SaveFileIO.importToSlot` reads the bytes (an absolute path, a save-dir
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relative name, a dropped LOVE file, or raw bytes),
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guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
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a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
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writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
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@@ -136,9 +164,13 @@ through `src/import/SaveFileIO.lua`, which sits on top of
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slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
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`rawImport`, so this is a zero-filled template export, which is valid), and
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writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
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(`love.filesystem.createDirectory("exports")`). It returns the absolute path
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(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
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desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
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(`love.filesystem.createDirectory("exports")`). On desktop it returns the
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absolute path (`love.filesystem.getSaveDirectory()`), which the notice line
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shows with an "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
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On Android the bytes are also staged as `pending_export.sav` and
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`love.system.createFile(suggestedName)` opens `ACTION_CREATE_DOCUMENT` so the
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player can save to Downloads / Drive / etc.; on return `export_done.flag`
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makes focus show "Save exported."
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- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
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currently active game tab; when a non-game tab (mods, or the locked yellow
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placeholder) is showing it defaults to red, the always-present first game
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