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Merge pull request #821 from johnjohto/fix-held-direction-799
Rebuild held input after lifecycle resets
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+10
-3
@@ -793,11 +793,13 @@ function Game:joystickhat(joystick, hat, direction)
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end
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-- Window focus/visibility flips: a release due while unfocused/hidden can
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-- be swallowed by the OS. Reset on both edges -- gaining focus with a
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-- physically held key won't re-fire keypressed, so trusting leftover
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-- state is worse than asking the player to re-press.
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-- be swallowed by the OS. Reset on both edges; on the regain, reconcile
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-- re-arms only what is still physically held -- a held key won't re-fire
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-- keypressed by itself, and without the rebuild a spurious lifecycle event
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-- parked the player until every direction was re-pressed (#799).
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function Game:focus(f)
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Input:reset()
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if f then Input:reconcile() end
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TouchControls:reset()
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self:cancelPointers()
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end
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@@ -814,6 +816,7 @@ end
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function Game:onResume()
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Input:reset()
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Input:reconcile()
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TouchControls:reset()
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self:cancelPointers()
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-- Chip music may survive NX suspend as a duplicate stream; stop it and let
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@@ -830,6 +833,10 @@ end
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function Game:recoverInput(event, joystick)
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Input:reset()
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-- A hotplug can arrive with no hotplug (macOS Bluetooth re-enumeration),
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-- and the blanket reset above also drops unrelated keyboard holds; put
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-- back whatever is still physically down (#799).
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Input:reconcile()
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TouchControls:reset()
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-- reset just dropped every source, mod holds included: retire the mods'
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-- outstanding press tokens so nothing stale can be released later, and
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@@ -301,6 +301,71 @@ function Input:joystickhat(joystick, hat, direction)
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self.hatDirs[hat] = dirs
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end
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-- Lifecycle resets (focus/visibility flips, joystick add/remove, resume)
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-- wipe held state because a release can be swallowed while the OS owns the
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-- event stream. A direction the player is STILL holding never re-fires
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-- keypressed/gamepadpressed after the wipe either, so a spurious reset --
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-- macOS re-enumerating a Bluetooth pad fires joystickadded with no hotplug,
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-- and the blanket reset took unrelated keyboard holds down with it --
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-- parked the player in place until every direction was released and
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-- pressed again (#799). Rebuild holds from the devices' ground truth
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-- instead: only what is physically down right now comes back, so the
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-- swallowed-release hazards the resets guard against stay cleared.
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-- Deliberately separate from reset(): the soft-reset chord path in
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-- Game:step needs the clean slate (re-arming A there would read it as a
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-- title-menu choice).
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function Input:reconcile()
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local kb = love and love.keyboard
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if kb and kb.isDown then
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for key, btn in pairs(self.keyBindings) do
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local ok, down = pcall(kb.isDown, key)
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if ok and down then press(self, btn, "key:" .. key) end
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end
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end
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local js = love and love.joystick
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if not (js and js.getJoysticks) then return end
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local ok, joysticks = pcall(js.getJoysticks)
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if not ok or type(joysticks) ~= "table" then return end
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for _, j in ipairs(joysticks) do
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if GamepadMap.ignoreRawForJoystick(j) then
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-- SDL-recognized pad: buttons + left stick, the gamepad surfaces
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if j.isGamepadDown then
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for button, btn in pairs(self.padBindings) do
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local ok2, down = pcall(j.isGamepadDown, j, button)
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if ok2 and down then press(self, btn, "pad:" .. button) end
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end
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end
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if j.getGamepadAxis then
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for _, axis in ipairs({ "leftx", "lefty" }) do
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local ok2, v = pcall(j.getGamepadAxis, j, axis)
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if ok2 and type(v) == "number" then self:gamepadaxis(j, axis, v) end
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end
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end
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else
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-- raw stick (#620/#632): the surfaces the joystick* events feed
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if j.isDown then
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for index, btn in pairs(self.joyBindings) do
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local ok2, down = pcall(j.isDown, j, index)
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if ok2 and down then press(self, btn, "joy:" .. index) end
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end
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end
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if j.getAxis then
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for _, axis in ipairs({ 1, 2 }) do
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local ok2, v = pcall(j.getAxis, j, axis)
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if ok2 and type(v) == "number" then self:joystickaxis(j, axis, v) end
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end
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end
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if j.getHatCount and j.getHat then
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local ok2, count = pcall(j.getHatCount, j)
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for hat = 1, (ok2 and count) or 0 do
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local ok3, dir = pcall(j.getHat, j, hat)
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if ok3 and dir then self:joystickhat(j, hat, dir) end
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end
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end
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end
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end
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end
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function Input:isDown(btn)
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return self.state[btn] or false
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end
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@@ -0,0 +1,87 @@
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-- Held directions must survive lifecycle resets while physically held
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-- (#799). Input state is event-driven, so any Input:reset (focus or
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-- visibility flip, joystick add/remove, resume) wipes a hold that never
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-- re-fires keypressed afterwards -- on macOS a Bluetooth controller
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-- re-enumerating mid-walk fired joystickadded under a held key and parked
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-- the player until the direction was released and pressed again. Game's
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-- lifecycle handlers rebuild holds from device ground truth after each
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-- reset; only what is physically down comes back, so the swallowed-release
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-- hazards the resets guard against stay cleared.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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if not _G.love then _G.love = require("tests.love_stub") end
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local T = require("tests.harness")
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local check = T.check
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local Input = require("src.core.Input")
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local Game = require("src.core.Game")
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local realIsDown = love.keyboard.isDown
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local realJoystick = love.joystick
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local function restore()
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love.keyboard.isDown = realIsDown
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love.joystick = realJoystick
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end
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Input:init()
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-- Keyboard: direction still physically held across a spurious pad
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-- re-enumeration must keep walking (the #799 report).
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love.keyboard.isDown = function(key) return key == "up" end
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Input:reset()
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Input:keypressed("up")
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Input:step()
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check(Input:isDown("up"), "up held before joystick re-enumeration")
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Game:joystickadded({ getName = function() return "Wireless Controller" end })
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check(Input:isDown("up"), "held key survives a spurious joystickadded")
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-- Same hold across a focus bounce (another reset source).
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Game:focus(false)
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check(not Input:isDown("up"), "focus loss still drops the hold")
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Game:focus(true)
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check(Input:isDown("up"), "held key re-arms on focus regain")
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-- A key released while unfocused (keyup swallowed by the OS, the hazard
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-- the resets exist for) must NOT come back.
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love.keyboard.isDown = function() return false end
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Game:focus(false)
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Game:focus(true)
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check(not Input:isDown("up"), "swallowed release still clears the hold")
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-- Controller: held d-pad across a disconnect/reconnect bounce.
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local pad = {
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isGamepad = function() return true end,
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isGamepadDown = function(_, button) return button == "dpleft" end,
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getGamepadAxis = function() return 0 end,
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}
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love.joystick = { getJoysticks = function() return { pad } end }
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love.keyboard.isDown = function() return false end
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Input:reset()
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Input:gamepadpressed(pad, "dpleft")
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Input:step()
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check(Input:isDown("left"), "d-pad held before reconnect")
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Game:joystickremoved(pad)
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Game:joystickadded(pad)
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check(Input:isDown("left"), "held d-pad survives a reconnect bounce")
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-- Held stick across the same bounce (axis ground truth re-derived).
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pad.isGamepadDown = function() return false end
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pad.getGamepadAxis = function(_, axis) return axis == "leftx" and -0.9 or 0 end
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Input:reset()
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Input:gamepadaxis(pad, "leftx", -0.9)
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Input:step()
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check(Input:isDown("left"), "stick held before re-enumeration")
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Game:joystickadded(pad)
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check(Input:isDown("left"), "held stick survives re-enumeration")
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-- A pad that vanished for real reports nothing held: its stale hold must
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-- stay cleared (the stuck-flag hazard reset-on-remove guards against).
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love.joystick = { getJoysticks = function() return {} end }
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Input:reset()
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Input:gamepadpressed(pad, "dpleft")
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Input:step()
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Game:joystickremoved(pad)
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check(not Input:isDown("left"), "vanished pad's hold stays cleared")
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restore()
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T.finish()
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