Merge pull request #952 from MaxTomahawk/feat/mod-state-checkpoints

Add playthrough-scoped storage and stable overworld checkpoints
This commit is contained in:
bryanthaboi
2026-08-07 12:39:32 -04:00
committed by GitHub
13 changed files with 1593 additions and 18 deletions
+266
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@@ -0,0 +1,266 @@
-- Public runtime checkpoint implementation. Loader exposes bound forwarding
-- methods; mods never receive controller or state-stack internals from here.
local SaveSerializer = require("src.core.SaveSerializer")
local SaveData = require("src.core.SaveData")
local Version = require("src.core.Version")
local Checkpoint = {}
Checkpoint.FORMAT = 1
local function refusal(kind, reason, message)
return {
canCapture = false,
canRestore = false,
kind = kind or "unknown",
reason = reason,
message = message,
}
end
local function running(runner)
return runner and runner.isRunning and runner:isRunning()
end
local function nonempty(value)
return type(value) == "table" and next(value) ~= nil
end
function Checkpoint.inspect(game)
local save = game and game.save
if type(save) ~= "table" or type(save.version) ~= "string" then
return refusal("unknown", "not_in_playthrough",
"A checkpoint requires an identified active playthrough.")
end
local ow = game.overworld
if type(ow) ~= "table" or type(ow.map) ~= "table"
or type(ow.map.id) ~= "string" or type(ow.player) ~= "table" then
return refusal("unknown", "not_overworld",
"Only a settled overworld can be checkpointed.")
end
local top = game.stack and game.stack.top and game.stack:top()
if top ~= ow then
return refusal("overworld", "screen_busy",
"Close the active menu or screen before creating a checkpoint.")
end
local identity = save.meta and save.meta.playthroughId
if type(identity) ~= "string" or identity == "" then
identity = SaveData.ensurePlaythroughId(save)
end
if type(identity) ~= "string" or identity == "" then
return refusal("overworld", "not_in_playthrough",
"The active playthrough could not be identified.")
end
if ow.transitioning then
return refusal("overworld", "transition_busy",
"Wait for the map transition to finish.")
end
if running(ow.runner) or nonempty(ow.parallelRunners)
or nonempty(ow.pendingScripts) or nonempty(ow.parallelQueue)
or nonempty(ow.scriptMoves) then
return refusal("overworld", "script_busy",
"Wait for the active or queued script to finish.")
end
local animationFields = {
"engaging", "emote", "teleportOut", "dustAnim", "cutAnim", "fishPose",
"pikaHop", "healAnim", "flyAnim", "flyArrive",
}
for _, field in ipairs(animationFields) do
if ow[field] then
return refusal("overworld", "animation_busy",
"Wait for the overworld animation to finish.")
end
end
if ow.player.moving or ow.player.targetX ~= nil or ow.player.targetY ~= nil then
return refusal("overworld", "movement_busy",
"Wait for movement to settle on a tile.")
end
return { canCapture = true, canRestore = true, kind = "overworld" }
end
local function dataCopy(value)
local ok, encoded = pcall(SaveSerializer.encode, value)
if not ok then return nil, tostring(encoded) end
local decoded, err = SaveSerializer.decode(encoded)
if not decoded then return nil, err end
return decoded
end
function Checkpoint.capture(game)
local capability = Checkpoint.inspect(game)
if not capability.canCapture then
return nil, capability.reason, capability.message
end
local progress = {}
for key, value in pairs(game.save) do
if key ~= "options" then progress[key] = value end
end
progress = dataCopy(progress)
if not progress then
return nil, "capture_failed", "Progress contains non-serializable runtime data."
end
local ok, err = pcall(game.overworld.captureSave, game.overworld, progress)
if not ok then
return nil, "capture_failed", "Could not synchronize overworld progress: "
.. tostring(err)
end
progress, err = dataCopy(progress)
if not progress then
return nil, "capture_failed", "Synchronized progress is not data-only: "
.. tostring(err)
end
local player = game.overworld.player
return {
format = Checkpoint.FORMAT,
kind = "overworld",
identity = {
engineVersion = Version.engine,
gameVersion = game.save.version,
playthroughId = game.save.meta.playthroughId,
},
save = progress,
runtime = { overworld = {
map = game.overworld.map.id,
x = player.cellX,
y = player.cellY,
facing = player.facing,
surfing = player.surfing and true or false,
} },
}
end
local FACINGS = { up = true, down = true, left = true, right = true }
local function validate(game, checkpoint)
if type(checkpoint) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint root must be a table."
end
if checkpoint.format ~= Checkpoint.FORMAT then
return nil, "unsupported_format", "This checkpoint format is not supported."
end
if checkpoint.kind ~= "overworld" then
return nil, "unsupported_runtime_kind", "Only overworld checkpoints are supported."
end
local copy, copyErr = dataCopy(checkpoint)
if not copy then
return nil, "invalid_checkpoint", "Checkpoint is not data-only: "
.. tostring(copyErr)
end
local identity = copy.identity
local current = game and game.save
local currentId = current and current.meta and current.meta.playthroughId
if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
or type(identity.gameVersion) ~= "string"
or type(identity.playthroughId) ~= "string" then
return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
end
if identity.gameVersion ~= current.version then
return nil, "wrong_game", "Checkpoint belongs to another game version."
end
if identity.playthroughId ~= currentId then
return nil, "wrong_playthrough", "Checkpoint belongs to another playthrough."
end
local save = copy.save
local runtime = copy.runtime and copy.runtime.overworld
if type(save) ~= "table" or type(save.player) ~= "table"
or type(runtime) ~= "table" then
return nil, "invalid_checkpoint", "Checkpoint progress or runtime data is missing."
end
if save.version ~= identity.gameVersion
or not save.meta or save.meta.playthroughId ~= identity.playthroughId then
return nil, "invalid_checkpoint", "Checkpoint progress identity is inconsistent."
end
if type(runtime.map) ~= "string" or type(runtime.x) ~= "number"
or type(runtime.y) ~= "number" or runtime.x % 1 ~= 0 or runtime.y % 1 ~= 0
or not FACINGS[runtime.facing] or type(runtime.surfing) ~= "boolean" then
return nil, "invalid_checkpoint", "Overworld position is missing or corrupt."
end
if save.player.map ~= runtime.map or save.player.x ~= runtime.x
or save.player.y ~= runtime.y or save.player.facing ~= runtime.facing
or (save.player.surfing and true or false) ~= runtime.surfing then
return nil, "invalid_checkpoint", "Progress and runtime position disagree."
end
local map = game.data and game.data.maps and game.data.maps[runtime.map]
if type(map) ~= "table" then
return nil, "invalid_map", "Checkpoint references a map that is unavailable."
end
local width, height = tonumber(map.width), tonumber(map.height)
if not width or not height or runtime.x < 0 or runtime.y < 0
or runtime.x >= width * 2 or runtime.y >= height * 2 then
return nil, "invalid_position", "Checkpoint position is outside the map."
end
-- A checkpoint is a strict restoration record, not an ordinary CONTINUE
-- migration. Reuse the canonical save validator on the detached copy, but
-- reject any quarantine, remap, reclaim, clamp, or content repair it would
-- perform instead of silently changing the state the caller selected.
local beforeContent = SaveSerializer.encode(copy.save)
local validOk, report = pcall(SaveData.validate, copy.save, game.data)
local afterOk, afterContent = pcall(SaveSerializer.encode, copy.save)
if not validOk or not afterOk or not SaveData.emptyReport(report)
or afterContent ~= beforeContent then
return nil, "invalid_content",
"Checkpoint references unavailable or invalid game content."
end
return copy
end
local function apply(game, checkpoint, options)
local save, err = dataCopy(checkpoint.save)
if not save then error("checkpoint progress decode failed: " .. tostring(err), 0) end
local runtime = checkpoint.runtime.overworld
save.options = options
save.player.map = runtime.map
save.player.x = runtime.x
save.player.y = runtime.y
save.player.facing = runtime.facing
save.player.surfing = runtime.surfing
if type(game.restoreCheckpointSave) ~= "function" then
error("game has no checkpoint reconstruction path", 0)
end
game:restoreCheckpointSave(save)
end
local function equalData(a, b)
local okA, encodedA = pcall(SaveSerializer.encode, a)
local okB, encodedB = pcall(SaveSerializer.encode, b)
return okA and okB and encodedA == encodedB
end
function Checkpoint.restore(game, checkpoint)
local capability = Checkpoint.inspect(game)
if not capability.canRestore then
return false, capability.reason, capability.message
end
local validated, code, message = validate(game, checkpoint)
if not validated then return false, code, message end
local rollback, captureCode, captureMessage = Checkpoint.capture(game)
if not rollback then return false, captureCode, captureMessage end
local options = game.save.options
local ok, err = pcall(apply, game, validated, options)
if ok then
local restored, verifyCode = Checkpoint.capture(game)
if restored and equalData(restored, validated) then return true end
err = "restored state did not match checkpoint: " .. tostring(verifyCode)
end
local rolledBack, rollbackErr = pcall(apply, game, rollback, options)
if not rolledBack then
return false, "rollback_failed",
"Checkpoint restore and rollback both failed: " .. tostring(rollbackErr)
end
return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
end
return Checkpoint
+13
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@@ -1130,4 +1130,17 @@ function Game:restoreSave(loaded, recovered)
end
end
-- Reconstruct a previously validated runtime checkpoint without replaying the
-- ordinary CONTINUE lifecycle. In particular, map onEnter scripts and
-- save.loading/save.loaded events must not run a second time. Validation,
-- identity checks and transactional rollback live in Checkpoint.lua.
function Game:restoreCheckpointSave(loaded)
self.save = loaded
self:adoptSave(loaded)
while self.stack:top() do self.stack:pop() end
self.stack:push(self.overworld, loaded.player.map,
loaded.player.x, loaded.player.y, loaded.player.facing,
{ via = "checkpoint", checkpoint = true })
end
return Game
+98 -3
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@@ -216,6 +216,13 @@ local function persistFs(fs)
return SaveData.portableFs() or fs or (love and love.filesystem)
end
-- Engine-owned persistence routing for subsystems that must follow the same
-- standard/portable root as saves without exposing raw filesystem access to a
-- mod. An explicitly injected headless filesystem still wins for tests.
function SaveData.persistenceFs(fs)
return persistFs(fs)
end
-- Port + original Options menu defaults. Missing keys on load are filled
-- from this table so old options.lua files stay compatible.
function SaveData.defaultOptions()
@@ -479,6 +486,10 @@ end
-- working unchanged.
local activeSlotCache = {} -- version -> slotId in use, or false when none
local slotsChecked = {} -- version -> true once resolved this process
-- At most one New Game can be the live candidate for a first public tool
-- request. A single strong reference models that runtime fact without adding
-- marker data to the save or retaining abandoned playthrough tables.
local freshPlaythrough
local function slotDir(version) return "saves/" .. version end
@@ -815,6 +826,77 @@ end
function SaveData.resetSlotState()
for k in pairs(activeSlotCache) do activeSlotCache[k] = nil end
for k in pairs(slotsChecked) do slotsChecked[k] = nil end
freshPlaythrough = nil
end
-- ------- opaque playthrough identity
-- An id must never perturb the engine's gameplay RNG: savestate tools need
-- repeatable random outcomes, and allocating persistence scope is not gameplay.
-- Combine wall/process time, a process-local sequence and a fresh table address
-- into four hex words. This is an opaque collision-resistant identifier, not a
-- secret or a player-visible value.
local playthroughSeq = 0
local function word(n)
return math.floor(tonumber(n) or 0) % 4294967296
end
function SaveData.newPlaythroughId()
playthroughSeq = playthroughSeq + 1
local address = tostring({}):match("0x(%x+)") or "0"
local addressLo = tonumber(address:sub(-8), 16) or 0
local clock = math.floor((os.clock() or 0) * 1000000)
return ("%08x%08x%08x%08x"):format(
word(os.time()), word(clock), word(addressLo), word(playthroughSeq))
end
local function playthroughScope(version, injectedFs)
version = version or GameVersion.get()
local fs = persistFs(injectedFs)
ensureVersionSlots(version, fs)
return activeSlotCache[version] or "legacy"
end
local function rememberPlaythroughId(save, opts, injectedFs)
local meta = type(save) == "table" and save.meta
local id = type(meta) == "table" and meta.playthroughId
if type(id) ~= "string" or id == "" then return opts, false end
local version = save.version or GameVersion.get()
local scope = playthroughScope(version, injectedFs)
opts = opts or SaveData.loadOptions(injectedFs)
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
local changed = opts.playthroughIds[version][scope] ~= id
opts.playthroughIds[version][scope] = id
return opts, changed
end
-- Return an existing save identity or give a pre-identity save a stable one.
-- Legacy backfill lives in options.lua until the next normal SAVE stamps the id
-- into progress, so installing a tool mod never rewrites the player's checkpoint.
function SaveData.ensurePlaythroughId(save, injectedFs)
if type(save) ~= "table" then return nil end
save.meta = type(save.meta) == "table" and save.meta or {}
local id = save.meta.playthroughId
if type(id) == "string" and id ~= "" then return id end
local version = save.version or GameVersion.get()
local scope = playthroughScope(version, injectedFs)
local opts = SaveData.loadOptions(injectedFs)
local isFresh = save == freshPlaythrough
if isFresh then freshPlaythrough = nil end
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
id = not isFresh and byVersion and byVersion[scope] or nil
if type(id) ~= "string" or id == "" then
id = SaveData.newPlaythroughId()
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
opts.playthroughIds[version][scope] = id
SaveData.saveOptions(opts, injectedFs)
end
save.meta.playthroughId = id
return id
end
-- ------- meta
@@ -838,6 +920,7 @@ function SaveData.buildMeta(mods, previous)
format = Version.saveFormat,
engine = Version.engine,
savedAt = os.time(),
playthroughId = type(previous) == "table" and previous.playthroughId or nil,
mods = list,
}
end
@@ -1048,7 +1131,15 @@ function SaveData.save(data, mods)
-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
if data.options then
SaveData.saveOptions(data.options)
local opts = data.options
if data.meta and data.meta.playthroughId then
opts = rememberPlaythroughId(data, data.options)
end
data.options = opts
SaveData.saveOptions(opts)
elseif data.meta and data.meta.playthroughId then
local opts, changed = rememberPlaythroughId(data)
if changed then SaveData.saveOptions(opts) end
end
if mods ~= nil or data.meta == nil then
data.meta = SaveData.buildMeta(mods, data.meta)
@@ -1470,8 +1561,12 @@ function SaveData.newGame(boot)
options = SaveData.loadOptions(),
}
-- a total conversion reshapes the skeleton (spawn, party, money)
-- before anything reads it; unhooked this returns save unchanged
return Runtime.call("save.new_game", function(s) return s end, save)
-- before anything reads it; unhooked this returns save unchanged. Keep the
-- "fresh playthrough" marker outside the serialized table so a later tool
-- request can distinguish two unsaved New Games sharing one vanilla slot.
save = Runtime.call("save.new_game", function(s) return s end, save)
freshPlaythrough = save
return save
end
return SaveData
+7
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@@ -41,6 +41,13 @@ local function serialize(v, indent)
error("cannot serialize " .. t)
end
-- LuaJIT 2.1 can lose a just-added nested table entry when a GC step lands
-- inside a compiled recursive serialization trace. The symptom is valid input
-- becoming `{" followed by only the trailing comma, which then cannot be read
-- back. Save encoding is infrequent and I/O-bound, so keep this correctness-
-- critical recursion in the interpreter while leaving the game JIT enabled.
if jit and jit.off then jit.off(serialize, true) end
function SaveSerializer.encode(data)
return "return " .. serialize(data) .. "\n"
end