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new launcher and save converts and pipeline
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# Updater
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A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
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baked into the executable, but that bundled copy is only ever the *fallback*.
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On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
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looks in the save directory's `updates/` folder for a downloaded
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`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
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engine version and runnable on this shell. If one qualifies, it is mounted
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over `/` (so its files win over the fused source for every subsequent
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`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
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run as if they had shipped in the executable. A dev/source checkout is never
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fused, so `Boot.run` no-ops there and the working tree always runs itself.
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The pieces are deliberately layered so the risky part is small. `Boot.select`
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is a pure function (no `love.*` calls) that, given probed candidates and the
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bundled `engine`/`shell`, decides what to run and what stale payloads to
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delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
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reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
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never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
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orchestrates the crash guard, enumeration, selection, and the mount +
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chainload, with full rollback on any failure. Checking for and fetching a
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new payload is a separate, slower path: `src/update/Check.lua` is a thin
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main-thread state machine the launcher screen polls, while the curl calls,
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JSON parsing, and sha256 verification run on a background `love.thread`
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(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
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## Version.lua fields
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`src/core/Version.lua` carries three fields the updater reads directly (the
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existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
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untouched):
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- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
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`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
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`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
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reports itself up to date (it never chases a release, and it never counts
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as a valid payload to chainload).
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- `shell` - the native-shell contract this build's fused executable
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implements.
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- `minShell` - the lowest shell contract required to *run* this payload.
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Bump `minShell` only when a payload needs something the currently-shipped
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native shell cannot provide, for example a LOVE version bump, a new required
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system binary, or a change to `love.run` itself (see Known limitations
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below). An older shell refuses to chainload a payload whose `minShell`
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exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
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rather than deleting it, in case a future shell upgrade can run it, and
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`Check`'s worker reports `needs_full` so the player is pointed at a full
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installer instead. Do not bump `minShell` for an ordinary Lua/data release;
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that is exactly the case the updater exists to avoid a reinstall for.
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## Release assets
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Each tagged release `vX.Y.Z` carries the existing per-platform archives
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(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
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`-android.apk`) plus two assets the updater itself consumes:
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- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
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`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
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`Check.parseRelease`).
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- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
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filenames) covering at least the `.love` payload. `Check.parseSums`
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tolerates a leading `*` binary marker and a `./` prefix but expects the
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filename otherwise to match the asset name exactly.
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A release missing either asset is treated as "no in-place update available":
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`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
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(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
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## Save-directory layout
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Under the save directory (identity `pokemon-love2d`):
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```
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updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
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updates/pending.txt crash-guard marker
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```
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`pending.txt` holds the filename of the payload currently being chainloaded.
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`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
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on both a successful handoff and a clean rollback. If it is still present the
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*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
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named payload is distrusted: it and the marker are deleted before candidates
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are enumerated. Boot may still fall back to an older valid payload, or to the
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bundled game, in that case.
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## Update flow
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1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
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and probe every `updates/*.love`, pick the highest engine that is
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strictly newer than the bundled one and whose `minShell` this shell
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satisfies, delete stale payloads, chainload the winner (or run the
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bundled game if none qualifies).
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2. **Check** (launcher screen): `Check.start()` kicks off an async check
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against the GitHub releases API; safe to call every frame, it is a no-op
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once a check is in flight or has reached a terminal state. `Check.state()`
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reports `idle | checking | uptodate | available | downloading | ready |
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needs_full | error` plus the latest version and download progress.
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3. **Download + verify**: on `available`, `Check.download()` tells the
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worker to fetch the payload, polling the growing `.part` file for
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progress. On completion the worker re-fetches `sha256sums.txt`, verifies
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the payload's sha256, and probes it with `Boot.probePayload` to gate its
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`minShell` against this shell's `shell`. A verified, runnable payload is
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renamed into place and reported as `ready`; anything else reports
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`error` or `needs_full` and leaves `updates/` clean.
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4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
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player relaunches; the next launch's Boot step (1) is what actually
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mounts and runs it. There is no in-session hot-swap.
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## Known limitations
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- **`love.run` persists across handoff.** By the time `chainload` runs, the
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bundled `love.run` has already returned its stepper to LOVE; redefining the
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global `love.run` from the payload's `main.lua` does not affect the loop
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already driving the frame. A payload that must change `love.run` itself
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needs a `minShell` bump so an older shell refuses to chainload it rather
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than running with half its intended behavior.
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- **Android has no in-app download transport yet.** `check_worker.lua`
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shells out to curl for both the release check and the download; curl is
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absent on Android, so `Check` degrades to `status = "error"` there (the
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launcher UI hides on that status) and the player is directed to the
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releases page via `Check.releaseUrl()` instead.
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- **Dev/source runs never self-update.** `Boot.run` returns immediately when
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`love.filesystem.isFused()` is false, and a working tree's `engine` is the
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`"0.0.0-dev"` placeholder that always reports up to date, so a source
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checkout is always "the game" itself; updating it means pulling the repo.
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