mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
feat(mods): resume selected checkpoints from title
This commit is contained in:
+83
-3
@@ -246,7 +246,7 @@ end
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local FACINGS = { up = true, down = true, left = true, right = true }
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local function validate(game, checkpoint)
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local function validate(game, checkpoint, expectedIdentity)
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if type(checkpoint) ~= "table" then
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return nil, "invalid_checkpoint", "Checkpoint root must be a table."
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end
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@@ -264,13 +264,16 @@ local function validate(game, checkpoint)
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end
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local identity = copy.identity
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local current = game and game.save
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local currentId = current and current.meta and current.meta.playthroughId
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local currentId = expectedIdentity and expectedIdentity.playthroughId
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or (current and current.meta and current.meta.playthroughId)
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local currentVersion = expectedIdentity and expectedIdentity.gameVersion
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or (current and current.version)
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if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
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or type(identity.gameVersion) ~= "string"
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or type(identity.playthroughId) ~= "string" then
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return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
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end
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if identity.gameVersion ~= current.version then
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if identity.gameVersion ~= currentVersion then
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return nil, "wrong_game", "Checkpoint belongs to another game version."
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end
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if identity.playthroughId ~= currentId then
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@@ -421,4 +424,81 @@ function Checkpoint.restore(game, checkpoint)
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return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
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end
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local function isTitleSession(game)
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local states = game and game.stack and game.stack.states
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if type(states) ~= "table" then return false end
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for _, state in ipairs(states) do
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if type(state) == "table" and state.screenId == "TitleState" then return true end
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end
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return false
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end
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local function emitRestored(game, checkpoint)
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if ModRuntime.wants("checkpoint.restored") then
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ModRuntime.emit("checkpoint.restored", { game = game, kind = checkpoint.kind })
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end
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end
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local function rebuildTitle(game, savedTitle, rng)
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local save, err = dataCopy(savedTitle)
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if not save then error("title rollback decode failed: " .. tostring(err), 0) end
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game.save = save
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if type(game.adoptSave) == "function" then game:adoptSave(save) end
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restoreRng(rng)
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if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
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and type(game.makeTitleState) == "function") then
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error("title recovery is unavailable", 0)
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end
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while game.stack:top() do game.stack:pop() end
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game.stack:push(game:makeTitleState())
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end
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-- Reconstruct a validated persistent checkpoint from the title session. This
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-- is intentionally separate from restore(): title has no live gameplay state
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-- to capture for rollback. Validation happens before any mutation; a failed
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-- reconstruction rebuilds a fresh usable title session instead of exposing a
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-- half-installed overworld or battle.
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function Checkpoint.resume(game, checkpoint)
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if not isTitleSession(game) then
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return false, "not_at_title",
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"Checkpoint resume is available only from the title session."
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end
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local save = game and game.save
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local playthroughId, identityCode, identityMessage =
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SaveData.selectedPlaythroughId(save)
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if type(playthroughId) ~= "string" or playthroughId == "" then
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return false, identityCode, identityMessage
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end
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local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
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local validated, code, message = validate(game, checkpoint, expected)
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if not validated then return false, code, message end
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local titleSave, titleErr = dataCopy(save)
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if not titleSave then
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return false, "title_recovery_unavailable",
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"Could not preserve the title session: " .. tostring(titleErr)
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end
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local titleRng = captureRng()
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local currentOptions = save.options
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local ok, err = pcall(apply, game, validated, currentOptions)
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if ok then
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local restored, verifyCode = Checkpoint.capture(game)
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if restored and validated.rng == nil then restored.rng = nil end
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if restored and equalData(restored, validated) then
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emitRestored(game, validated)
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return true
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end
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err = restored and ("resumed state differed at "
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.. tostring(firstDifference(validated, restored) or "canonical encoding"))
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or ("resumed state could not be captured: " .. tostring(verifyCode))
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end
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local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
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if not recovered then
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return false, "title_recovery_failed",
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"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
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end
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return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
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end
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return Checkpoint
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@@ -967,6 +967,33 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
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return id
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end
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-- Resolve the already-selected playthrough without changing the supplied save
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-- or allocating a replacement id. Title tools use this before a normal SAVE:
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-- Game:load intentionally owns a fresh skeleton there, while the selected
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-- launcher slot's durable tool data remains bound by the engine-owned mapping.
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-- This does not make arbitrary identities addressable; callers still need a
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-- higher-level engine capability that decides when selected resolution is safe.
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function SaveData.selectedPlaythroughId(save, injectedFs)
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if type(save) ~= "table" then
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return nil, "not_in_playthrough", "No selected playthrough is available."
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end
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local version = save.version or GameVersion.get()
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if not knownVersion(version) then
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return nil, "unknown_game", "The selected game version is unavailable."
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end
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local id = save.meta and save.meta.playthroughId
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if type(id) == "string" and id ~= "" then return id end
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local opts = SaveData.loadOptions(injectedFs)
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local byVersion = opts.playthroughIds and opts.playthroughIds[version]
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id = byVersion and byVersion[playthroughScope(version, injectedFs)] or nil
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if type(id) ~= "string" or id == "" then
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return nil, "no_selected_playthrough",
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"The selected playthrough has no durable tool state."
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end
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return id
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end
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-- ------- meta
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-- the version/engine/mod-set stamp every v2 save carries; mods is the
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@@ -666,6 +666,7 @@ function Loader:_api(mod)
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-- callers never receive paths or a raw filesystem handle.
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storage = {
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context = function(_, game) return storage:context(game) end,
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selected = function(_, game) return storage:selected(game) end,
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write = function(_, game, key, value) return storage:write(game, key, value) end,
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read = function(_, game, key) return storage:read(game, key) end,
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list = function(_, game, prefix) return storage:list(game, prefix) end,
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@@ -679,6 +680,9 @@ function Loader:_api(mod)
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restore = function(_, game, checkpoint)
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return Checkpoint.restore(game, checkpoint)
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end,
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resume = function(_, game, checkpoint)
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return Checkpoint.resume(game, checkpoint)
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end,
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},
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options = {
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define = function(_, schema)
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@@ -79,6 +79,56 @@ function Storage:_scope(game)
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base = base, fs = fs }
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end
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local function isTitleSession(game)
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local states = game and game.stack and game.stack.states
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if type(states) ~= "table" then return false end
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for _, state in ipairs(states) do
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if type(state) == "table" and state.screenId == "TitleState" then return true end
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end
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return false
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end
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-- Bind this mod only to the engine-selected existing playthrough while the
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-- title session is active. Unlike _scope this must never allocate an identity:
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-- browsing history before the first normal SAVE is a read of durable state,
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-- not the start of a New Game. The returned facade closes over its private
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-- proxy game, so callers cannot substitute another playthrough id or path.
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function Storage:selected(game)
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if not isTitleSession(game) then
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return failure("not_at_title",
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"Selected playthrough storage is available only from the title session.")
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end
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local save = game and game.save
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local version = save and save.version
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if not validSegment(version) then
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return failure("not_in_playthrough",
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"The title session has no selected game version.")
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end
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local playthroughId, code, message =
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SaveData.selectedPlaythroughId(save, self.injectedFs)
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if not validSegment(playthroughId) then return failure(code, message) end
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local selectedGame = {
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save = { version = version, meta = { playthroughId = playthroughId } },
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}
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local context = {
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engineVersion = Version.engine,
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gameVersion = version,
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playthroughId = playthroughId,
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}
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return {
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context = function() return {
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engineVersion = context.engineVersion,
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gameVersion = context.gameVersion,
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playthroughId = context.playthroughId,
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} end,
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read = function(_, key) return self:read(selectedGame, key) end,
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write = function(_, key, value) return self:write(selectedGame, key, value) end,
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list = function(_, prefix) return self:list(selectedGame, prefix) end,
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delete = function(_, key) return self:delete(selectedGame, key) end,
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}
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end
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function Storage:context(game)
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local scope, code, message = self:_scope(game)
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if not scope then return nil, code, message end
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