diff --git a/docs/modding.md b/docs/modding.md index 31721d9c..fbff19f9 100644 --- a/docs/modding.md +++ b/docs/modding.md @@ -140,6 +140,55 @@ default** (1x front, 2x back). ball-to-pic grow multiplies your scale through each stage, so a rescaled mon still grows into place from the ball, grounded the whole way. +## Durable tool storage and runtime checkpoints + +`mod.save` remains the right place for state that should travel with the next +normal Pokémon SAVE. Tools that need independently written, larger data-only +records can use `mod.storage`; the engine scopes every logical key by game +version, opaque playthrough identity, and mod id, and routes it through the same +standard or portable persistence backend as saves: + +```lua +local context, code, message = mod.storage:context(game) +local ok, code, message = mod.storage:write(game, "history/quick/q0001", { + format = 1, createdAt = os.time(), payload = { money = 3000 }, +}) +local value, code, message = mod.storage:read(game, "history/quick/q0001") +local keys, code, message = mod.storage:list(game, "history/quick") +local deleted, code, message = mod.storage:delete(game, "history/quick/q0001") +``` + +Values must be tables containing serializable data only. Keys are conservative +slash-separated segments (letters, digits, `_`, `-`); paths and filesystem +handles are never exposed. Writes are staged and decode-verified, reads recover +from a valid staged/backup generation, and methods return structured errors for +normal data or I/O failures. The playthrough identity is allocated lazily on the +first storage/checkpoint call, so an unused API changes no save bytes. + +`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state: + +```lua +local capability = mod.checkpoints:inspect(game) +if capability.canCapture then + local checkpoint, code, message = mod.checkpoints:capture(game) + -- Store the detached data-only checkpoint through mod.storage. +end + +local ok, code, message = mod.checkpoints:restore(game, checkpoint) +``` + +Checkpoint format 1 supports settled overworld control only: the overworld must +be topmost, the player stationary on a tile, and no transition, menu, script, +queued script movement, or partial field animation may be active. Refusals carry +a stable `reason` and readable `message`. Capture excludes global options and +runtime objects. Restore validates format, game/playthrough identity, content, +and coordinates before mutation; preserves current options; suppresses normal +map-entry/save-load side effects; verifies a recapture; and rolls back in memory +if reconstruction fails. Callers that need crash recovery should durably capture +their own recovery checkpoint before restore. + +See RFC 0003 and RFC 0004 for exact contracts and error codes. + ## Developer console Boot with developer mode on to unlock the in-game console and hot-reload diff --git a/docs/rfcs/0003-playthrough-storage.md b/docs/rfcs/0003-playthrough-storage.md new file mode 100644 index 00000000..d95fddb2 --- /dev/null +++ b/docs/rfcs/0003-playthrough-storage.md @@ -0,0 +1,123 @@ +# RFC 0003 — Playthrough-scoped mod storage + +## Status + +Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`, +`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing +save-slot and mod-save suites. + +## Motivation + +`mod.save` intentionally lives inside the normal progress record. That is the +right home for quest state, but not for independent tool data such as replay +captures, checkpoint histories, or recovery records: writing it would require a +normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would +recursively embed the save that contains them. + +Mods also cannot safely infer which launcher slot or portable filesystem backs +the active playthrough. Direct filesystem access would expose private paths and +make isolation dependent on engine implementation details. + +## The decision it extends + +Extends the per-mod persistence contract documented in `docs/modding.md` and the +wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior. + +## The exact API delta + +Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage` +facade to the calling mod id. Mods receive logical keys and decoded values, never +filesystem handles or physical paths. + +### Lazy opaque playthrough identity + +`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque +32-hex-character identity without consuming gameplay RNG. It is called only when +`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE, +and ordinary load remain byte-compatible when no caller uses either API. + +The id is stored in `save.meta.playthroughId` after allocation. Until the next +ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy +saves stable by game version and active launcher slot (or the legacy flat-save +scope). A newly created playthrough never adopts the previous playthrough's +mapping for that slot. + +`SaveData.persistenceFs([fs])` is engine-only routing used by the storage +implementation. It follows the same standard/portable backend as progress and +honors injected test filesystems; it is not exposed on the mod object. + +### `mod.storage:context(game)` + +Returns: + +```lua +{ gameVersion = "red", playthroughId = "..." } +``` + +or `nil, code, message`. It intentionally omits launcher slot ids and paths. + +### `mod.storage:write(game, key, value)` + +Accepts a data-only table and returns `true`, or +`false, code, message`. Keys are nonempty slash-separated segments containing +letters, digits, underscore, or dash. Empty segments, leading/trailing slash, +`.`/`..`, and other characters are rejected. + +The engine encodes deterministically, stages and decodes a `.tmp` witness, +preserves the previous valid generation, writes and decodes the main record, +then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a +verified prior generation readable. + +### `mod.storage:read(game, key)` + +Returns a freshly decoded table, or `nil, code, message`. It tries main, staged, +then backup data. A valid staged/backup value is returned and promoted +best-effort; corrupt bytes are never executed. + +### `mod.storage:list(game[, prefix])` + +Returns sorted logical keys beneath a valid prefix, an exact key when the prefix +names one, or `nil, code, message`. Physical witness filenames are hidden. + +### `mod.storage:delete(game, key)` + +Deletes only that key's main, backup, and staged witnesses. Returns `true`, or +`false, code, message`. + +### Scope and errors + +Physical records are scoped as: + +`persistence root / mod_storage / game version / playthrough id / mod id` + +Stable error codes are `not_in_playthrough`, `storage_unavailable`, +`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and +`not_found`. Ordinary data and I/O failures are return values, not callback- +terminating errors. + +The restricted serializer's recursive writer runs outside LuaJIT traces. A +1,000-process GC stress regression found compiled recursion could intermittently +drop a newly inserted nested identity entry and produce undecodable bytes; save +encoding is infrequent and I/O-bound, so interpreter execution is the safe +boundary. + +## Migration note for existing mods + +**Nothing.** No API is removed, no manifest field changes, and no storage path or +playthrough id is created unless a mod invokes `mod.storage` or +`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path. + +## Parity tests + +- **No-mod:** New Game plus ordinary save/load creates no identity or storage + file; the existing save-slot and mod-save suites remain green. +- **Engine identity:** lazy allocation, save/load preservation, stable legacy + mapping, fresh-playthrough replacement, and version/slot isolation. +- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip, + deterministic listing, key rejection, mod/game/playthrough isolation, + corrupt-main recovery, failure retention, exact delete, and no-mod no-write. + +## Deprecation etiquette + +Nothing deprecated. The additions are one bound public facade and engine-private +persistence/identity helpers. diff --git a/docs/rfcs/0004-runtime-checkpoints.md b/docs/rfcs/0004-runtime-checkpoints.md new file mode 100644 index 00000000..9d3bc175 --- /dev/null +++ b/docs/rfcs/0004-runtime-checkpoints.md @@ -0,0 +1,124 @@ +# RFC 0004 — Stable runtime checkpoints for mods + +## Status + +Proposed. Engine: `Checkpoint.lua`, `Game.lua`, `OverworldController.lua`, +`Loader.lua`. Tests: `checkpoints.lua`, existing world and engine suites. + +## Motivation + +Mods can observe world events and request semantic actions, but no supported API +can capture canonical progress at a proven-safe runtime boundary or reconstruct +the overworld without replaying map-entry scripts. Reaching into the state stack, +controller, ScriptRunner, or save restore internals would bind distributable mods +to private objects and can duplicate story side effects. + +The engine is the only component that can authoritatively decide whether the +runtime is settled and rebuild its controller objects. A generic checkpoint seam +lets tools store data-only records while keeping those responsibilities private. + +## The decision it extends + +Extends the public world/tool surfaces in `docs/modding.md`. It does not change +`mod.world`, normal CONTINUE, vanilla SAVE, or save lifecycle hooks/events. + +## The exact API delta + +Backward-compatible, additive-only. `Loader:_api` binds `mod.checkpoints`; mods +never receive `Game`, StateStack, controller, coroutine, renderer, or filesystem +internals inside a checkpoint. + +### `mod.checkpoints:inspect(game)` + +Returns a capability record. Stable overworld control returns: + +```lua +{ canCapture = true, canRestore = true, kind = "overworld" } +``` + +A refusal returns the same booleans as `false` plus `kind`, `reason`, and a +player-readable `message`. Format-1 supports only an overworld whose controller +is topmost, player movement has settled on a tile, and no transition, foreground +or parallel ScriptRunner, queued script, scripted move, engagement, emote, +teleport, field animation, or similar partial controller mutation is active. + +Refusal reasons are `not_in_playthrough`, `not_overworld`, `screen_busy`, +`transition_busy`, `script_busy`, `animation_busy`, and `movement_busy`. +Identity allocation is lazy and happens only after an active topmost overworld +has been established. + +### `mod.checkpoints:capture(game)` + +Returns a detached data-only format-1 checkpoint, or +`nil, code, message`: + +```lua +{ + format = 1, + kind = "overworld", + identity = { gameVersion = "red", playthroughId = "..." }, + save = { -- canonical dynamic progress, excluding global options }, + runtime = { overworld = { + map = "PALLET_TOWN", x = 5, y = 6, + facing = "down", surfing = false, + } }, +} +``` + +Capture deep-copies through the restricted serializer before and after +`OverworldController:captureSave` synchronizes live map, tile, facing, and surf +state. It excludes `save.options`, functions, userdata, threads, metatables as +behavior, controller instances, and static content registries. Failure code +`capture_failed` covers non-data progress and synchronization errors. + +### `mod.checkpoints:restore(game, checkpoint)` + +Returns `true`, or `false, code, message`. Before mutation it requires the current +runtime to be capturable and validates a detached copy of the complete record: +format, kind, internal identity consistency, current game/playthrough identity, +map availability, integral in-bounds tile, facing, surfing, and synchronized save +position. + +Validation codes are `invalid_checkpoint`, `unsupported_format`, +`unsupported_runtime_kind`, `wrong_game`, `wrong_playthrough`, `invalid_map`, and +`invalid_position`, in addition to the capability refusal reasons. + +The engine captures an in-memory rollback checkpoint, preserves current global +options, then reconstructs semantic overworld state through +`Game:restoreCheckpointSave`. Checkpoint entry suppresses normal map exit/entry +events, `onEnter` scripts, forced-movement/current checks, and last-map rewrites; +it does not emit normal `save.loading`/`save.loaded` lifecycle events. After +reconstruction, the engine recaptures and byte-compares normalized data. A failed +apply rolls back and returns `restore_failed`; failure of that rollback returns +`rollback_failed`. + +Durable recovery remains a caller responsibility: in-memory rollback handles a +runtime exception, not process termination. + +## Runtime boundary and future kinds + +Format 1 intentionally rejects battles, menus, transitions, animations, and +suspended/queued scripts. Future battle or explicit script-checkpoint kinds must +have separate inventories, validation, reconstruction, deterministic RNG, and +differential tests; they are not implied by this RFC. + +## Migration note for existing mods + +**Nothing.** No existing hook, event, save, controller, or world action changes +when `mod.checkpoints` is unused. The reconstruction path is called only by a +successful public restore after validation. + +## Parity tests + +- **No-mod:** the complete ROM-free engine suite and existing world behavior stay + green; ordinary New Game/save/load allocates no checkpoint identity. +- **Public Mod API:** a real API-2 entry chunk proves stable inspection and every + unsafe refusal, detached data-only capture, exact map/tile/facing/surf sync, + `A -> mutate B -> restore A -> recapture A2` equality across representative + progress, settings preservation, compatibility rejection without mutation, + map-side-effect suppression, and injected reconstruction rollback. + +## Deprecation etiquette + +Nothing deprecated. This adds one public facade and a checkpoint-only semantic +reconstruction route.