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test(mods): document and cover streamed import access
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# RFC 0008 — Streamed mod imports and installation-scoped generated cache
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## Motivation
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`required_imports`/`optional_imports` can now describe files up to 2 GiB, but
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the existing launcher and public mod API still assume imported bytes are small:
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* the Windows desktop picker stages a selected required import through a fixed
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`%TEMP%/pokeport_required_import.bin` path before validation;
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* the fallback import path materializes the selected file as one Lua string;
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* after validation a mod can only use `mod:read("baseroms/...")`, which also
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materializes the whole file;
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* `mod.storage` is intentionally scoped to one Pokémon playthrough, so it is
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not an appropriate home for a one-time generated asset cache shared by every
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save using the same installed mod.
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This makes optical-disc-sized user sources impractical even though the manifest
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schema already accepts them. A failed temporary staging copy can also turn a
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valid large source into a smaller temporary file and produce a misleading
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"wrong file size" rejection.
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A mod should be able to consume its own already-validated source incrementally
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and compile derived runtime data once, without receiving a host path or general
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filesystem access.
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## Decision being extended
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This extends the same legal/sandbox direction as **D11 asset transforms**
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(`src/mods/AssetTransform.lua`): mods distribute recipes and derive bytes from
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user-owned sources rather than shipping ROM-derived data. It also follows the
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**D14 parity-gate** contract referenced by `tests/harness.lua` and
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`tests/engine/gate_meta_coverage.lua` (the `21-testing-and-ci` plan): additive
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extension points ship public-API coverage, no-mod parity coverage, and docs in
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the same change.
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The historical D11 plan document is referenced by source comments but is not
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present in the current repository tree; this RFC is the checked-in design
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record for the new surface.
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## Exact API delta
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No manifest field changes. Existing `required_imports` and `optional_imports`
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remain the declaration/validation authority.
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Two additive facades are added to the `mod` object.
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### `mod.imports`
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```lua
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local info, err = mod.imports:info("source_id")
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local bytes, err = mod.imports:read("source_id", offset, length)
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```
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* `source_id` must name an import declared by the calling mod.
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* the import is rechecked through `RequiredImports.validateStored` before it is
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exposed, so missing, replaced, or invalid optional imports are not readable;
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* `offset` and `length` are zero-based byte coordinates;
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* one read is capped at 8 MiB;
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* no host path or file handle is returned;
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* production reads seek into the engine-owned stored copy instead of reading
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the whole source.
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`info()` returns declaration metadata plus stored size. It does not expose a
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host path.
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### `mod.cache`
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```lua
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mod.cache:write("extract/v1/model.bin", bytes)
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local bytes = mod.cache:read("extract/v1/model.bin")
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local info = mod.cache:info("extract/v1/model.bin")
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mod.cache:delete("extract/v1/model.bin")
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```
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The cache is rooted at `mod_cache/<mod-id>/`, follows the engine persistence
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backend, and is independent of game version, launcher slot, and playthrough.
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Paths are checked with `SafePath`; `..`, absolute paths, drive paths, and other
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escapes remain unavailable. A single cache write is capped at 64 MiB so large
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generated datasets are naturally split into independently replaceable files.
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The engine does not interpret cache bytes. Mods own generated-format versioning,
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fingerprints, transactional completion markers, and rebuild policy.
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## Launcher/import transport delta
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For large raw required imports:
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1. desktop pickers return the original selected path instead of staging it
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through a fixed temporary file;
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2. the engine opens that source itself;
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3. bytes are copied directly to the existing engine-owned
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`mods/<id>/baseroms/<file>` destination in 4 MiB chunks;
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4. MD5 is updated incrementally during the copy;
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5. the normal size/MD5 validation receipt is written only after the complete
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destination passes validation;
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6. partial destinations are removed on short reads, write failure, size
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mismatch, or digest mismatch.
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N64 imports stay on the existing canonicalization path because byte-order and
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copier-header normalization require transformation rather than a raw copy.
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If a validation receipt for an already-stored large raw import is missing, the
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engine rebuilds it with streaming MD5 rather than a whole-file read.
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## Backward compatibility / migration
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**Existing mods do nothing.** This is additive.
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* manifest v1/v2 fields are unchanged;
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* `mod:read`, `mod.storage`, registries, events, hooks, and legacy compatibility
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retain their existing behavior;
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* small required imports retain the existing in-memory validation path;
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* N64 imports retain canonicalization and existing accepted byte orders;
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* a mod that never touches `mod.imports` or `mod.cache` creates no new cache
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files and observes no new behavior.
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The mod API integer is not bumped because no existing member changes meaning or
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shape.
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## Security and legal posture
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The launcher remains the authority that validates user-supplied bytes. The new
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facade narrows access rather than widening it: a mod can read only ids declared
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in its own manifest, only after validation, and only in bounded ranges. It does
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not receive host paths, `io`, or a raw filesystem handle.
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`mod.cache` is writable only beneath the calling mod's generated-cache root.
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Nothing in this RFC permits packaged ROM-derived bytes; `modkit lint/pack`
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continue to enforce the existing legal posture.
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## Parity guarantee
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The change ships with:
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* a no-mod/API-v1 parity test proving an empty load and an existing v1-style
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`mod:read` load do not create cache data or change the old surface;
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* a public mod-API test that reaches `mod.imports` and `mod.cache` through a
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real `Loader` load, including bounded reads, undeclared/missing imports,
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cache isolation, and traversal rejection;
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* incremental MD5 vectors and a large-import streaming regression test;
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* the existing engine suite, required-import suite, and mod lint gates.
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