# RFC 0012: Read-only imported dataset views ## Status Proposed. ## Motivation A cross-version content mod can read only the active merged dataset through `mod.content`. Even when the player has already imported another supported game, a mod cannot inspect that version's semantic species, moves, items, type chart, or generated asset namespace. The available alternatives are private: mutating `CacheFs.prefix`, mounting another cache over the active one, loading generated Lua directly, or asking for a second raw-ROM import. They compose poorly with the active game, expose unstable import layout, and make safe read-only use impossible from the sandbox. The immediate example is an optional content pack derived from an already verified Gold import while Red, Blue, or Yellow remains active. The capability is generic and useful to randomizers, compatibility inspectors, dex tools, and other cross-version content mods. ## Decision and plan extended This implements **D-AT-004: optional Kanto+ content consumes an active-independent semantic dataset view**. The consuming design is tracked in the Adaptive Trainers implementation plan, [`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md), Task 8. The delta is a generic, additive public API and contains no trainer pools, scaling, boss identities, version-mixing rules, or Adaptive Trainers policy. ## Exact API delta Every sandboxed mod receives: ```lua local view, reason = mod.datasets:open("gold") ``` A known version with the current completed import marker returns a read-only view: ```lua view = { version = "gold", generation = 2, content = { pokemon = { get = function(self, id) end, has = function(self, id) end, each = function(self) end, }, -- every public registry name and alias }, assets = { path = function(self, generatedPath) end, info = function(self, generatedPath) end, }, } ``` `get` returns a detached copy or nil. `has` reports semantic presence. `each` returns ids in lexical order and detached values. The registries use the selected version's generation routing and the engine's existing `Schemas`, `Registry`, and `Builtins` normalization, so structured sources such as type matchups retain the same public ids used by the active `mod.content` facade. No register, patch, override, or remove verb is exposed. Each call returns an independent facade over the cached internal dataset, so facade mutation cannot cross mod boundaries. `assets:path` returns the selected cache-prefixed virtual path. `assets:info` returns sanitized `type` and optional `size` metadata. Both accept only relative paths below `assets/generated/`, reject control characters, absolute paths, backslashes, and traversal, and expose no byte reader. An unknown version returns `nil, "unknown_version"`. A missing or stale completion marker returns `nil, "not_imported"`. Generated tables are parsed under an empty environment and cached per version; the API never exposes raw ROM bytes, generated source, host paths, or a cache mount. ## Migration and compatibility Existing mods change nothing. `mod.datasets` is additive and requires no permission. The service is allocated lazily on the first explicit `mod.datasets:open` call. A boot with no mods, or with mods that do not call it, performs no cross-version cache reads. Opening a view does not change `GameVersion`, `CacheFs.prefix`, the active `Data` table, PhysFS mounts, save state, or the selected game's behavior. Red, Blue, Yellow, Gold, and Silver keep their existing active data paths. The completion-marker format moves to the pure `CacheFormat` helper shared by the importer and dataset service. The literal marker and import readiness behavior are unchanged. ## Verification - `tests/modkit/cases/dataset_views.lua` loads a sandboxed fixture mod through the public API and covers Red, Blue, Yellow, and Gold independently. - The test proves semantic registry normalization, deterministic iteration, detached records, read-only facades, cross-mod facade isolation, version-prefixed generated assets, traversal rejection, stable failure reasons, and stale-marker rejection. - The same test proves that cross-version reads do not change the active data, active game, or cache prefix, and that a no-mod boot performs zero cross-version cache reads. - The existing importer and engine/modkit suites prove unchanged marker readiness and no-mod behavior. ## Deprecation etiquette Nothing is removed, renamed, superseded, or deprecated.