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Merge pull request #1304 from ShaneMcGovernIE/agent/mod-storage-opaque-bytes
Add opaque byte storage to mod API
This commit is contained in:
+33
-11
@@ -322,6 +322,25 @@ local keys, code, message = mod.storage:list(game, "history/quick")
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local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
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```
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For independently generated binary data, use the opaque byte methods. They
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accept and return the exact Lua string of bytes, including NUL bytes and bytes
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that are not valid text:
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```lua
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local ok, code, message = mod.storage:writeBytes(
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game, "cache/maps/pallet/terrain", encodedMesh)
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local encodedMesh, code, message = mod.storage:readBytes(
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game, "cache/maps/pallet/terrain")
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```
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Opaque values are limited to 512 MiB per key. The engine stores them without
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decoding, compression, or an engine-defined file format, and never executes
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them. A consuming mod owns validation of its format, fingerprint, checksum,
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and compression metadata. Byte writes are staged and compared byte-for-byte
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before replacement, and reads can recover a valid backup after an interrupted
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write. Existing table values and opaque byte values use one shared logical key
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space; delete a key before changing its value from one type to the other.
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`context` returns `{ engineVersion, gameVersion, playthroughId }`. The engine
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version is compatibility metadata; physical launcher-slot and path identity stays
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private. A title-selected context may additionally contain `normalSavedAt`, the
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@@ -330,19 +349,22 @@ progress or a slot/path handle.
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At the title screen only, `mod.storage:selected(game)` returns a bound storage
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facade for the launcher-selected existing playthrough, or `nil, code, message`.
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Resolving this facade is read-only: it never allocates an identity, adopts a
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Resolving this facade is non-allocating: it never allocates an identity, adopts a
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fresh New Game, or exposes a slot id/path. Its `context()`, `read(key)`,
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`write(key, value)`, `list(prefix)`, and `delete(key)` methods have the same
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data-only and transaction contract as `mod.storage`, but remain restricted to
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the calling mod's selected existing namespace. It is intended for title tools
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that need to browse or manage durable history before the first normal SAVE.
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`write(key, value)`, `readBytes(key)`, `writeBytes(key, bytes)`,
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`list(prefix)`, and `delete(key)` methods have the same scoped and
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transactional contract as `mod.storage`, but remain restricted to the calling
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mod's selected existing namespace. It is intended for title tools that need to
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browse or manage durable history before the first normal SAVE.
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Values must be tables containing serializable data only. Keys are conservative
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slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
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handles are never exposed. Writes are staged and decode-verified, reads recover
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from a valid staged/backup generation, and methods return structured errors for
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normal data or I/O failures. The playthrough identity is allocated lazily on the
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first storage/checkpoint call, so an unused API changes no save bytes.
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Table values must contain serializable data only. Opaque values must be Lua
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strings. Keys are conservative slash-separated segments (letters, digits, `_`,
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`-`); paths and filesystem handles are never exposed. Table writes are staged
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and decode-verified; opaque writes are staged and byte-verified; reads recover
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from a valid staged/backup generation. Methods return structured errors for
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normal data, byte validation, and I/O failures. The playthrough identity is
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allocated lazily on the first storage/checkpoint call, so an unused API changes
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no save bytes.
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`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
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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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