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https://github.com/bryanthaboi/gen1recomp.git
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skin studio updates, save sync CLOSES #1533
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+36
-2
@@ -34,6 +34,7 @@ end
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function Game:load()
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self.data = Data
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self.sessionStartedAt = os.time()
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Data:load()
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-- Mods are a native engine subsystem. They load after the verified ROM
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@@ -155,6 +156,7 @@ function Game:makeTitleState()
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onNewGame = function()
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while self.stack:top() do self.stack:pop() end
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-- New Game keeps the standalone options.lua preferences
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self.sessionStartedAt = os.time()
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self.save = SaveData.newGame(self:bootConfig())
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-- no bucket carry-over: mod state from an abandoned session must
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-- not leak into a fresh slot; mods seed via save.created instead
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@@ -356,6 +358,7 @@ function Game:update(dt)
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-- reason: they are presentational, so fast-forward must not speed them up
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require("src.render.Pipelines").update(dt)
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pcall(function() require("src.core.DiscordPresence").update(dt) end)
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self:updateSync(dt)
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-- Steady-state memory backstop: advance the incremental collector one
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-- small step every rendered frame. The heavy GPU objects are now freed
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-- explicitly (map eviction, battle exit, canvas/renderer swaps), so this
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@@ -1178,11 +1181,41 @@ function Game:writeSave()
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-- stamp here so the save.writing payload carries the exact meta the
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-- file gets; mods snapshot runtime state into their namespace now
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self.save.meta = SaveData.buildMeta(
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self.modStatus and self.modStatus.loaded, self.save.meta)
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self.modStatus and self.modStatus.loaded, self.save.meta,
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self.sessionStartedAt)
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if ModRuntime.wants("save.writing") then
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ModRuntime.emit("save.writing", { save = self.save, meta = self.save.meta })
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end
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return SaveData.save(self.save)
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local written = SaveData.save(self.save)
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if written then
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local eng = self:syncEngine()
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if eng then pcall(eng.noteSaveWritten, eng) end
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end
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return written
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end
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function Game:syncEngine()
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if self._syncOff then return nil end
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if self._syncEngineRef then return self._syncEngineRef end
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local ok, SyncEngine = pcall(require, "src.sync.SyncEngine")
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if not ok or type(SyncEngine) ~= "table" then
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self._syncOff = true
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return nil
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end
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local eng = SyncEngine.shared()
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if not eng then
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self._syncOff = true
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return nil
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end
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self._syncEngineRef = eng
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return eng
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end
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function Game:updateSync(dt)
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local eng = self:syncEngine()
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if not eng then return end
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if not (eng.state.enabled and eng:linked()) and not eng:busy() then return end
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pcall(eng.update, eng, dt)
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end
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-- Persist options.lua only (Options menu / hotkeys 2-5). Keeps settings
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@@ -1241,6 +1274,7 @@ function Game:applyOptions(opts)
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end
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function Game:restoreSave(loaded, recovered, opts)
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self.sessionStartedAt = os.time()
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if ModRuntime.wants("save.loading") then
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ModRuntime.emit("save.loading", { raw = loaded })
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end
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