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Add opaque byte storage to mod API
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@@ -26,8 +26,8 @@ wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
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## The exact API delta
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Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
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facade to the calling mod id. Mods receive logical keys and decoded values, never
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filesystem handles or physical paths.
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facade to the calling mod id. Mods receive logical keys and either decoded table
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values or exact opaque byte strings, never filesystem handles or physical paths.
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### Lazy opaque playthrough identity
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@@ -75,6 +75,25 @@ Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
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then backup data. A valid staged/backup value is returned and promoted
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best-effort; corrupt bytes are never executed.
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### `mod.storage:writeBytes(game, key, bytes)`
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Accepts a Lua string containing opaque bytes and returns `true`, or
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`false, code, message`. Empty strings are valid. Payloads are limited to 512
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MiB per key. The engine writes the supplied bytes exactly as received, without
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decoding, compression, checksums, or an engine-defined envelope. The consuming
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mod owns semantic validation of its format.
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Byte records use private `.bin`, `.bin.tmp`, and `.bin.bak` witnesses. A staged
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and replacement write is read back and compared byte-for-byte before it is
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committed. A failed write leaves the previous verified generation readable.
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Byte storage never passes its payload to the Lua serializer, loader, or module
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resolver.
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Table and byte records share one logical key namespace and a key has one type.
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Writing one type over the other returns `type_conflict`; callers must delete the
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key before changing its type. `mod.storage:selected(game)` exposes the same
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`readBytes` and `writeBytes` operations for the selected playthrough facade.
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### `mod.storage:list(game[, prefix])`
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Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
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@@ -92,9 +111,9 @@ Physical records are scoped as:
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`persistence root / mod_storage / game version / playthrough id / mod id`
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Stable error codes are `not_in_playthrough`, `storage_unavailable`,
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`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and
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`not_found`. Ordinary data and I/O failures are return values, not callback-
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terminating errors.
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`invalid_key`, `encode_failed`, `invalid_bytes`, `size_limit`, `type_conflict`,
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`type_mismatch`, `write_failed`, `verify_failed`, and `not_found`. Ordinary
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data and I/O failures are return values, not callback-terminating errors.
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The restricted serializer's recursive writer runs outside LuaJIT traces. A
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1,000-process GC stress regression found compiled recursion could intermittently
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@@ -107,6 +126,8 @@ boundary.
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**Nothing.** No API is removed, no manifest field changes, and no storage path or
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playthrough id is created unless a mod invokes `mod.storage` or
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`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
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Existing files outside the scoped storage contract are not imported; a caller
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must rebuild them through `writeBytes`.
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## Parity tests
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@@ -115,8 +136,10 @@ playthrough id is created unless a mod invokes `mod.storage` or
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- **Engine identity:** lazy allocation, save/load preservation, stable legacy
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mapping, fresh-playthrough replacement, and version/slot isolation.
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- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
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opaque byte roundtrip including NUL bytes, no execution, size/type rejection,
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deterministic listing, key rejection, mod/game/playthrough isolation,
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corrupt-main recovery, failure retention, exact delete, and no-mod no-write.
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corrupt-main recovery, failure retention, selected-playthrough access, exact
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delete, and no-mod no-write.
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## Deprecation etiquette
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