love.filesystem looks for "mods/" in two places: the save directory, and
-- portable installs only -- the game folder, which CacheFs mounts. So a
player who unzips a mod next to the executable of an ordinary install,
which is where very nearly every other game would want it, gets no error
and no mod. The panel just comes up empty, with nothing on screen to
suggest the files are sitting in the wrong folder twenty centimetres away.
That is a hard failure to self-diagnose, and it is worse behind a
launcher: the install lives somewhere the player never opens, so "the
game's mods folder" is a guess to begin with.
The mods panel now looks in those folders before its first listing and
copies what it finds into the tree the game really reads, reporting what
it took in the notice line. It happens on open rather than behind a
button because the failure being fixed is one where nothing suggests
there is anything to press.
Looking is scoped: CacheFs.withMounted puts the folder on the read path
at its own mount point, runs the scan, and takes it straight back off.
Nothing a stray folder contains can shadow a game file or change what the
running game resolves, which is what makes it safe to point at a folder
whose contents nobody has validated. Adoption skips ids the game can
already see, so it is idempotent and never nags twice, and it leaves the
loose folder alone -- deleting files outside the save directory on the
player's behalf is not this code's call to make.
Which strays are worth taking is pure (LauncherMods.pickStrays), matching
how deriveList and locateRoot are already split out, so the engine tier
covers the rules without needing love. SaveData.gameFolders is the old
detectPortable candidate list lifted out unchanged -- portable mode is
just the case where one of those folders holds the marker.
Claude-Session: https://claude.ai/code/session_01JvEthuoNBPfxpvHUD9Pd4N
The reporter labels runs by abusing the in-game player name; give slots
a real label instead. SaveData.renameSlot persists a trimmed label in
the options registry (options.saveSlots[version].names) -- never in the
save file, so renaming needs no save rewrite and an empty slot can be
labeled too -- listSlots rows carry it as `label`, and deleteSlot
drops it with the slot.
In the launcher, right-clicking a slot row opens an inline rename modal
(Enter commits, Esc cancels, empty clears; 24 whole-codepoint cap via
local UTF-8 helpers, since plain luajit has no utf8 library). The row
title shows the label over the player name; badges/time/caught stay on
the meta line. Desktop-only: touch has no secondary button. main.lua
now forwards love.textinput to the importer while it is up.
Backend covered by a new renameSlot block in tests/engine/save_slots.lua
(78/78); docs/launcher.md's registry section documents the label.
The Windows pickers shell out to PowerShell, which writes the chosen
path in the console's OEM codepage (CP437 on en-US): a file named
"Pokémon ...zip" came back as Pok\x82mon. The import then failed and
the error notice carrying those bytes hard-crashed the mods panel's
UTF-8-validating text draw.
- All three Windows picker scripts (ROM, mod, save) now force
[Console]::OutputEncoding to UTF-8, so returned paths and any notice
built from them are valid.
- The mod picker also copies the pick to a plain-ASCII temp name and
returns that, so a non-ASCII filename actually imports instead of
failing the io.open (Windows io.open needs ANSI bytes).
Suite discovery, the extension-point catalog scan, mod test-dir pickup,
and the meta-coverage corpus all shelled out to ls/find/test -d, which do
not exist in cmd.exe. Every listing came back empty on Windows, so tiers
ran 0 suites and still reported ALL TESTS PASSED.
Add portable probes to tests/fs_io.lua (same Unix commands on
Linux/macOS; dir /b and a shell-free rename-self existence check on
Windows) and rewire the four call sites to them. 15/15 engine suites and
2/2 modkit suites now genuinely run and pass on Windows.
Fixes#266
Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>