-- Public mod.checkpoints contract over a semantic Game/StateStack fixture. -- The mod entry chunk sees no private module; the harness builds the engine side. package.path = "./?.lua;./?/init.lua;" .. package.path love = love or require("tests.love_stub") local T = require("tests.harness").suite("mod checkpoints") local Loader = require("src.mods.Loader") local Runtime = require("src.mods.Runtime") local GameMethods = require("src.core.Game") local StateStack = require("src.core.StateStack") local Version = require("src.core.Version") local savedEvents, savedHooks = Runtime.events, Runtime.hooks local function memfs(files) return { read = function(path) return files[path] end, write = function(path, body) files[path] = body return true end, remove = function(path) files[path] = nil return true end, createDirectory = function() return true end, getInfo = function(path) if files[path] then return { type = "file" } end local prefix = path .. "/" for key in pairs(files) do if key:sub(1, #prefix) == prefix then return { type = "directory" } end end return nil end, load = function(path) if not files[path] then return nil, "no file: " .. path end return load(files[path], path) end, getDirectoryItems = function(path) local prefix, seen, out = path .. "/", {}, {} for key in pairs(files) do if key:sub(1, #prefix) == prefix then local child = key:sub(#prefix + 1):match("^[^/]+") if child and not seen[child] then seen[child] = true out[#out + 1] = child end end end table.sort(out) return out end, } end local function baseSave() return { version = "red", meta = { format = 4, mods = {}, playthroughId = "play-a" }, player = { map = "PALLET_TOWN", x = 5, y = 6, facing = "down", surfing = false, name = "RED", rival = "BLUE", id = 7, }, money = 3000, party = { { species = "BULBASAUR", level = 5, hp = 19, moves = { "TACKLE" } } }, flags = { GOT_STARTER = true }, inventory = { POTION = 1 }, pcItems = {}, box = {}, boxes = {}, defeatedTrainers = {}, pokedex = { seen = { BULBASAUR = true }, owned = { BULBASAUR = true } }, modData = {}, options = { volume = 4, bindings = {} }, } end local function makeGame() local stack = setmetatable({ states = {} }, { __index = StateStack }) local game local ow = { map = { id = "PALLET_TOWN" }, player = { cellX = 5, cellY = 6, facing = "down", surfing = false }, scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {}, runner = { isRunning = function() return false end }, } function ow:captureSave(save) save.player.map = self.map.id save.player.x = self.player.cellX save.player.y = self.player.cellY save.player.facing = self.player.facing save.player.surfing = self.player.surfing and true or false end function ow:enter(mapId, x, y, facing, opts) game.lastEnterOpts = opts if game.failNextEnter then game.failNextEnter = false error("injected reconstruction failure") end self.map = { id = mapId } self.player = { cellX = x, cellY = y, facing = facing, surfing = game.save.player.surfing and true or false, } self.scriptMoves, self.pendingScripts = {}, {} self.parallelRunners, self.parallelQueue = {}, {} self.runner = { isRunning = function() return false end } end game = setmetatable({ save = baseSave(), stack = stack, overworld = ow, data = { pokemon = { BULBASAUR = { dex = 1 } }, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} }, constants = { fallbackMove = "TACKLE" }, field = { boot = { startMap = "PALLET_TOWN", startX = 5, startY = 6 } }, maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 }, ROUTE_1 = { id = "ROUTE_1", width = 10, height = 18 }, BROKEN = { id = "BROKEN", width = 10, height = 9 }, }, }, }, { __index = GameMethods }) stack.states[1] = ow return game, ow end local files = { ["mods/probe/manifest.json"] = '{"id":"probe","name":"probe","version":"1.0.0",' .. '"entry":"main.lua","api":2,"profile":"content"}', ["mods/probe/main.lua"] = [[ return function(mod) _G.MOD_CHECKPOINTS = mod.checkpoints end ]], } local game, ow = makeGame() local loader = Loader.new({ fs = memfs(files) }) loader.game = game T.check(loader:load({}) == true, "checkpoint fixture mod loads") local checkpoints = _G.MOD_CHECKPOINTS T.check(type(checkpoints) == "table", "Loader exposes mod.checkpoints through the public mod object") if type(checkpoints) ~= "table" then Runtime.events, Runtime.hooks = savedEvents, savedHooks _G.MOD_CHECKPOINTS = nil T.finish() end local capability = checkpoints:inspect(game) T.same(capability, { canCapture = true, canRestore = true, kind = "overworld" }, "plain overworld control is a stable checkpoint boundary") local function refused(mutator, expectedCode, message) local undo = mutator() local result = checkpoints:inspect(game) T.check(result.canCapture == false and result.reason == expectedCode, message) undo() end refused(function() ow.transitioning = true return function() ow.transitioning = nil end end, "transition_busy", "transition frames are rejected") refused(function() ow.runner = { isRunning = function() return true end } return function() ow.runner = { isRunning = function() return false end } end end, "script_busy", "foreground suspended scripts are rejected") refused(function() ow.parallelRunners = { { isRunning = function() return true end } } return function() ow.parallelRunners = {} end end, "script_busy", "parallel suspended scripts are rejected") refused(function() ow.pendingScripts = { { rows = {} } } return function() ow.pendingScripts = {} end end, "script_busy", "queued scripts are rejected") refused(function() ow.scriptMoves = { { entity = ow.player } } return function() ow.scriptMoves = {} end end, "script_busy", "scripted movement is rejected") refused(function() game.stack.states[2] = { screenId = "StartMenu" } return function() game.stack.states[2] = nil end end, "screen_busy", "modal screens over the overworld are rejected") refused(function() ow.emote = { frames = 1 } return function() ow.emote = nil end end, "animation_busy", "partial overworld animations are rejected") refused(function() ow.player.moving = true return function() ow.player.moving = nil end end, "movement_busy", "partial player movement is rejected") local titleGame = { save = game.save, stack = { top = function() return { screenId = "TitleState" } end, } } local titleCapability = checkpoints:inspect(titleGame) T.check(titleCapability.canCapture == false and titleCapability.reason == "not_overworld", "title and non-playthrough runtime is rejected") -- Capture synchronizes semantic position into a detached data-only record. ow.map.id, ow.player.cellX, ow.player.cellY = "ROUTE_1", 7, 8 ow.player.facing, ow.player.surfing = "left", true local snapshot, code, message = checkpoints:capture(game) T.check(snapshot ~= nil, "stable overworld captures: " .. tostring(code or message)) T.eq(snapshot.format, 1, "checkpoint format is explicit") T.eq(snapshot.kind, "overworld", "checkpoint runtime kind is explicit") T.same(snapshot.identity, { engineVersion = Version.engine, gameVersion = "red", playthroughId = "play-a", }, "checkpoint carries compatibility identity") T.same(snapshot.runtime.overworld, { map = "ROUTE_1", x = 7, y = 8, facing = "left", surfing = true }, "checkpoint carries exact semantic overworld position") T.eq(snapshot.save.player.map, "ROUTE_1", "captured progress is synchronized from the live controller") T.eq(snapshot.save.options, nil, "global settings are excluded from progress rewind") snapshot.save.money = 1 snapshot.runtime.overworld.x = 1 T.eq(game.save.money, 3000, "mutating a checkpoint cannot mutate live progress") T.eq(ow.player.cellX, 7, "mutating a checkpoint cannot move the live player") -- Recapture the unmodified canonical A used for the differential roundtrip. snapshot = checkpoints:capture(game) local original = snapshot game.save.money = 999999 game.save.flags.GOT_STARTER = nil game.save.party[1].hp = 1 game.save.options.volume = 9 ow.map.id, ow.player.cellX, ow.player.cellY = "PALLET_TOWN", 2, 3 ow.player.facing, ow.player.surfing = "up", false local restored, restoreCode, restoreMessage = checkpoints:restore(game, original) T.check(restored == true, "valid checkpoint restores: " .. tostring(restoreCode or restoreMessage)) local recaptured = checkpoints:capture(game) T.same(recaptured, original, "capture A, mutate B, restore A, capture A2 yields normalized A == A2") T.eq(game.save.options.volume, 9, "checkpoint restoration preserves current global settings") T.check(game.lastEnterOpts and game.lastEnterOpts.checkpoint == true, "engine reconstruction is marked to suppress map-entry side effects") -- Compatibility and schema failures occur before any mutation. local beforeRejected = checkpoints:capture(game) local wrongFormat = checkpoints:capture(game) wrongFormat.format = 99 restored, restoreCode = checkpoints:restore(game, wrongFormat) T.check(not restored and restoreCode == "unsupported_format", "unknown checkpoint format is rejected") local wrongGame = checkpoints:capture(game) wrongGame.identity.gameVersion = "blue" restored, restoreCode = checkpoints:restore(game, wrongGame) T.check(not restored and restoreCode == "wrong_game", "another game version is rejected") local wrongProfile = checkpoints:capture(game) wrongProfile.identity.playthroughId = "play-b" restored, restoreCode = checkpoints:restore(game, wrongProfile) T.check(not restored and restoreCode == "wrong_playthrough", "another playthrough is rejected") local badMap = checkpoints:capture(game) badMap.runtime.overworld.map = "MISSING_MAP" badMap.save.player.map = "MISSING_MAP" restored, restoreCode = checkpoints:restore(game, badMap) T.check(not restored and restoreCode == "invalid_map", "unknown content reference is rejected") T.same(checkpoints:capture(game), beforeRejected, "validation failures leave the live state unchanged") local invalidGame = makeGame() local badSpecies = checkpoints:capture(invalidGame) badSpecies.save.party[1].species = "MISSING_SPECIES" restored, restoreCode = checkpoints:restore(invalidGame, badSpecies) T.check(not restored and restoreCode == "invalid_content", "unknown Pokemon content is rejected before reconstruction") T.eq(invalidGame.save.party[1].species, "BULBASAUR", "invalid Pokemon content leaves the live party unchanged") -- A reconstruction exception rolls back to the exact pre-operation state. local target = checkpoints:capture(game) target.runtime.overworld.map = "BROKEN" target.runtime.overworld.x, target.runtime.overworld.y = 1, 1 target.save.player.map = "BROKEN" target.save.player.x, target.save.player.y = 1, 1 target.save.money = 42 local beforeFailure = checkpoints:capture(game) game.failNextEnter = true restored, restoreCode = checkpoints:restore(game, target) T.check(not restored and restoreCode == "restore_failed", "reconstruction exception is returned as a structured failure") T.same(checkpoints:capture(game), beforeFailure, "failed reconstruction rolls back the complete pre-operation checkpoint") Runtime.events, Runtime.hooks = savedEvents, savedHooks Runtime.currentMod = nil _G.MOD_CHECKPOINTS = nil T.finish()