-- Launcher save Import/Export glue (src/import/SaveFileIO.lua): the end-to-end -- importToSlot -> listSlots roundtrip and the exportActiveSlot output-byte -- sanity check, driven love-free through the same in-memory filesystem stub -- tests/engine/save_slots.lua uses. A synthetic 32KB SRAM image is built via -- GenSave.encode (no real save checked in); a fixture-gated case exercises the -- real .sav when POKEPORT_SAV_FIXTURE points at one. -- luajit tests/engine/save_file_io_tests.lua package.path = "./?.lua;./?/init.lua;" .. package.path local T = require("tests.harness") local check, eq = T.check, T.eq love = love or require("tests.love_stub") local GenSave = require("src.save_convert.GenSave") local SaveConvert = require("src.save_convert.SaveConvert") local SaveData = require("src.core.SaveData") local GameVersion = require("src.core.GameVersion") local SaveFileIO = require("src.import.SaveFileIO") local realFS = love.filesystem -- A love.filesystem stub keyed by full path, extended past save_slots' memfs -- with the export surface SaveFileIO reaches for (createDirectory / -- getSaveDirectory). A directory key is implied by any file under it. local function memfs(files) return { files = files, write = function(path, content) files[path] = content return true end, read = function(path) return files[path] end, remove = function(path) files[path] = nil 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, createDirectory = function() return true end, getSaveDirectory = function() return "/fake/save" end, } end local function fresh() local files = {} love.filesystem = memfs(files) SaveData.resetSlotState() GameVersion.set("red") return files end -- ---- crosswalk data + synthetic 32KB save (built the way the codec tests do) -- Gen1 encode/decode needs Red species/item indices from data/generated/, -- which CI never has. Skip cleanly so the ROM-free T1/T2 tier stays green. local loadPokemon = loadfile("data/generated/pokemon.lua") if not loadPokemon then print("save_file_io skipped (needs data/generated/ for Gen1 save codec)") os.exit(0) end GenSave.setCharmap(loadfile("src/save_convert/data/charmap.lua")()) local data = { pokemon = loadPokemon(), moves = loadfile("data/generated/moves.lua")(), items = loadfile("data/generated/items.lua")(), maps = loadfile("data/generated/maps.lua")(), eventFlags = loadfile("src/save_convert/data/event_flags.lua")(), } -- independent checksum re-derivation (complement of the additive byte sum) so -- the export sanity check does not trust the encoder that wrote it local bit = require("bit") local OFF = GenSave.OFFSETS local function rawChecksum(bytes, from, to) local sum = 0 for i = from, to - 1 do sum = bit.band(sum + bytes:byte(i + 1), 0xFF) end return bit.band(bit.bnot(sum), 0xFF) end local function mainChecksumValid(bytes) return rawChecksum(bytes, OFF.checksumStart, OFF.checksumEnd) == bytes:byte(OFF.mainChecksum + 1) end local function syntheticSave(name) local seed = SaveData.newGame({ playerName = name, rivalName = "BLUE" }) seed.money = 4321 seed.inventory = { POTION = 2, POKE_BALL = 7, BOULDERBADGE = 1 } seed.bagOrder = { "POTION", "POKE_BALL" } seed.party = { { species = "SQUIRTLE", level = 6, exp = 200, dvs = { hp = 1, attack = 2, defense = 3, speed = 4, special = 5 }, statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 }, stats = { hp = 22, attack = 12, defense = 13, speed = 11, special = 12 }, hp = 22, status = nil, moves = { { id = "TACKLE", pp = 35, ppUps = 0 } }, nickname = "SQ", ot = name, otId = seed.player.id, catchRate = 45, } } -- The current-map view pointer is part of wMainData's map cache, not a -- modeled save field. Pokémon Red restores that cache before Continue, -- so it is a useful canary for the import -> slot -> export path. local raw = GenSave.encode(seed, data, nil) local cacheOff = OFF.mainData + 104 local cacheTemplate = raw:sub(1, cacheOff) .. string.char(0xA5) .. raw:sub(cacheOff + 2) return GenSave.encode(seed, data, cacheTemplate) end -- ---------------------------------------------- importToSlot -> listSlots do fresh() local bytes = syntheticSave("IMP") eq(#bytes, GenSave.SAVE_SIZE, "the synthetic save is 32768 bytes") local ok, slotId = SaveFileIO.importToSlot(bytes, "red") eq(ok, true, "importToSlot succeeds on a valid 32KB save") eq(slotId, "slot1", "the first import registers slot1") local slots = SaveData.listSlots("red") eq(#slots, 1, "the imported save shows up as exactly one slot") eq(slots[1].id, "slot1", "the listed slot is slot1") eq(slots[1].exists, true, "the imported slot reports a save present") eq(slots[1].name, "IMP", "the imported slot surfaces the decoded player name") eq(SaveData.activeSlot("red"), "slot1", "the imported slot is made active") -- the slot loads cleanly (meta re-stamped from gen1_import to the numeric -- format, so runMigrations does not choke) local loaded = SaveData.load("red") check(loaded ~= nil, "the imported slot loads back") eq(loaded and loaded.player.name, "IMP", "loaded save keeps the player name") eq(loaded and loaded.money, 4321, "loaded save keeps the money") eq(loaded and #loaded.party, 1, "loaded save keeps the party") -- a second import allocates a fresh slot and makes it active local ok2, slot2 = SaveFileIO.importToSlot(syntheticSave("TWO"), "red") eq(ok2, true, "a second import succeeds") eq(slot2, "slot2", "the second import allocates slot2") eq(#SaveData.listSlots("red"), 2, "both imported slots are listed") eq(SaveData.activeSlot("red"), "slot2", "the newest import becomes active") end -- ---------------------------------------------- exportActiveSlot byte sanity do local files = fresh() SaveFileIO.importToSlot(syntheticSave("EXP"), "red") local ok, path = SaveFileIO.exportActiveSlot("red") eq(ok, true, "exportActiveSlot succeeds for an active slot with a save") eq(path, "/fake/save/exports/red/gen1recomp-red-slot1.sav", "the export path is absolute under exports//") local outBytes = files["exports/red/gen1recomp-red-slot1.sav"] check(outBytes ~= nil, "the export file lands in the per-game exports/ folder") eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "the export is exactly 32768 bytes") check(outBytes and mainChecksumValid(outBytes), "the export carries a valid main-data checksum") eq(outBytes and outBytes:byte(OFF.mainData + 105), 0xA5, "the export keeps the saved current-map cache") -- the export re-imports to an equivalent save local re = SaveConvert.importSav(outBytes, "red") check(re ~= nil, "the export re-imports through SaveConvert") eq(re and re.player and re.player.name, "EXP", "the export round-trips the player name") eq(re and re.party[1] and re.party[1].species, "SQUIRTLE", "the export round-trips the party") eq(re and re.inventory and re.inventory.BOULDERBADGE, 1, "the export round-trips a badge") end -- ---------------------------------------------- failure UX (never raises) do fresh() -- wrong size via a DroppedFile-shaped source (100 bytes) local shortFile = { _bytes = string.rep("\0", 100), open = function() return true end, getSize = function(self) return #self._bytes end, read = function(self) return self._bytes end, close = function() return true end, } local ok, err = SaveFileIO.importToSlot(shortFile, "red") eq(ok, false, "a wrong-size save is rejected, not imported") check(type(err) == "string" and err:find("32", 1, true) ~= nil, "the wrong-size error names the required size") eq(#SaveData.listSlots("red"), 0, "a rejected import creates no slot") -- bad checksum: flip a modeled byte in an otherwise valid image local good = syntheticSave("BAD") local corrupt = good:sub(1, OFF.money) .. string.char((good:byte(OFF.money + 1) + 1) % 256) .. good:sub(OFF.money + 2) local okc, errc = SaveFileIO.importToSlot(corrupt, "red") eq(okc, false, "a bad-checksum save is rejected") check(type(errc) == "string" and errc:find("checksum", 1, true) ~= nil, "the bad-checksum error mentions the checksum") eq(#SaveData.listSlots("red"), 0, "a rejected checksum creates no slot") -- export with nothing to export local oke, erre = SaveFileIO.exportActiveSlot("red") eq(oke, false, "exportActiveSlot fails cleanly when there is no save") check(type(erre) == "string", "the empty-export failure carries a message") end -- ---------------------------------------------- oversize / truncated policy -- A .sav LARGER than 32768 bytes whose first 32768 bytes carry a valid -- main-data checksum is a cartridge save with a trailing emulator RTC footer -- (VBA appends 44/48 bytes -- bgb.bircd.org/rtcsave.html). Without force the -- import must NOT happen silently: it returns (false, nil, {needsConfirm}) -- so the launcher can ask. With force the surplus is dropped. A file -- SHORTER than 32768 is refused unless its checksum region is intact, in -- which case it imports zero-padded (a truncated box region, not a loss). -- DroppedFile-shaped source for arbitrary bytes (readSource disambiguates a -- raw string of length != 32768 as a path, so tests hand a file object). local function fileSource(bytes) return { _bytes = bytes, open = function() return true end, getSize = function(self) return #self._bytes end, read = function(self) return self._bytes end, close = function() return true end, } end -- A realistic 44-byte VBA MBC3 RTC footer (4 dwords, 16-byte latched copies, -- 8-byte unix timestamp, 4-byte unix timestamp -- bgb.bircd.org/rtcsave.html). local function rtcFooter() local parts = {} local function pushLe(v) parts[#parts + 1] = string.char(v % 256, math.floor(v / 256) % 256, math.floor(v / 65536) % 256, math.floor(v / 16777216) % 256) end pushLe(27) -- days pushLe(29) -- hours pushLe(11) -- minutes pushLe(200) -- seconds parts[#parts + 1] = string.rep("\0", 16) -- latched RTC copies parts[#parts + 1] = string.rep("\0", 8) -- 64-bit unix timestamp pushLe(0x669A00BF) -- 32-bit unix timestamp (2024-07-09) return table.concat(parts) end do local oversize = syntheticSave("OVS") .. rtcFooter() eq(#oversize, 32768 + 44, "the oversize fixture is 32812 bytes like the real VBA save") local files = fresh() local ok, res, info = SaveFileIO.importToSlot(fileSource(oversize), "red") eq(ok, false, "an oversize valid save is not imported without confirmation") eq(res, nil, "the oversize result carries no error string") check(info ~= nil and info.needsConfirm == true, "the oversize result requests confirmation") eq(info and info.size, #oversize, "the confirmation carries the actual file size") eq(#SaveData.listSlots("red"), 0, "no slot is created before confirmation") -- forcing the import truncates the footer away local fok, slotId = SaveFileIO.importToSlot(fileSource(oversize), "red", true) eq(fok, true, "force imports the truncated save") local loaded = SaveData.load("red") eq(loaded and loaded.player.name, "OVS", "the forced import keeps the player name") eq(SaveData.activeSlot("red"), slotId, "the forced import becomes active") local eok, path = SaveFileIO.exportActiveSlot("red") eq(eok, true, "the forced import exports") local rel = path:gsub("^/fake/save/", "") local outBytes = files[rel] eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "the export of a forced import is exactly 32768 bytes (footer dropped)") check(outBytes and mainChecksumValid(outBytes), "the forced-import export carries a valid main-data checksum") end do -- oversize but corrupt: flip a byte inside the checksummed region local bad = syntheticSave("BAD") .. rtcFooter() bad = bad:sub(1, OFF.money) .. string.char((bad:byte(OFF.money + 1) + 1) % 256) .. bad:sub(OFF.money + 2) fresh() local ok, res = SaveFileIO.importToSlot(fileSource(bad), "red") eq(ok, false, "an oversize file with a bad checksum is rejected") check(type(res) == "string" and res:find("checksum", 1, true) ~= nil, "the oversize bad-checksum error mentions the checksum") eq(#SaveData.listSlots("red"), 0, "no slot is created for a bad oversize file") end do -- truncated to 14000 bytes: >= 13572 keeps the whole checksum region and the -- stored checksum byte intact, so the checksum validates and the save imports -- with the missing tail (box banks) zero-filled. local truncated = syntheticSave("SHORT"):sub(1, 14000) check(truncated:len() >= OFF.mainChecksum + 1, "the truncated fixture still carries the stored checksum byte") fresh() local ok, slotId = SaveFileIO.importToSlot(fileSource(truncated), "red") eq(ok, true, "a truncated file with a valid checksum imports zero-padded") local loaded = SaveData.load("red") eq(loaded and loaded.player.name, "SHORT", "the truncated import keeps the player name") eq(#SaveData.listSlots("red"), 1, "the truncated import creates a slot") eq(SaveData.activeSlot("red"), slotId, "the truncated import becomes active") -- truncated but too short to even carry the checksum byte -> refused local short = truncated:sub(1, OFF.mainChecksum) local sok, serr = SaveFileIO.importToSlot(fileSource(short), "red") eq(sok, false, "a file too short to hold a checksum byte is refused") check(type(serr) == "string" and serr:find("32", 1, true) ~= nil, "the too-short error names the required size") eq(#SaveData.listSlots("red"), 1, "the too-short refusal creates no new slot") end -- ---------------------------------------------- fixture-gated real save do local fixturePath = os.getenv("POKEPORT_SAV_FIXTURE") local fixtureBytes if fixturePath then local ff = io.open(fixturePath, "rb") if ff then fixtureBytes = ff:read("*a") ff:close() if #fixtureBytes ~= GenSave.SAVE_SIZE then fixtureBytes = nil end end end if not fixtureBytes then print("save_file_io fixture case skipped (set POKEPORT_SAV_FIXTURE to a 32KB .sav)") else local files = fresh() local ok, slotId = SaveFileIO.importToSlot(fixtureBytes, "red") eq(ok, true, "fixture: a real .sav imports to a slot") check(slotId ~= nil, "fixture: the import returns a slot id") local slots = SaveData.listSlots("red") eq(#slots, 1, "fixture: the real save shows as one slot") check(slots[1].exists and type(slots[1].name) == "string" and #slots[1].name > 0, "fixture: the imported slot has a non-empty player name") local loaded = SaveData.load("red") check(loaded ~= nil and #loaded.party >= 1 and #loaded.party <= 6, "fixture: the imported slot loads with a 1..6 party") local eok, path = SaveFileIO.exportActiveSlot("red") eq(eok, true, "fixture: the imported real save exports") local rel = path:gsub("^/fake/save/", "") local outBytes = files[rel] eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "fixture: the export is 32768 bytes") check(outBytes and mainChecksumValid(outBytes), "fixture: the export has a valid main-data checksum") end end -- ---------------------------------------------- #206: exported map + position -- Regression guard for issue #206 ("exported .sav loads as a glitch map / -- crashes in an emulator"). The Gen1 continue path rebuilds the entire -- overworld from the saved current-map byte and the player's tile coords -- (engine/menus/main_menu.asm SpecialEnterMap -> ResetPlayerSpriteData -> -- EnterMap -> LoadMapHeader), so the two ways a real cartridge glitches on -- Continue are (a) wCurMap not resolving to a real map header, and (b) the -- player's wYCoord/wXCoord falling outside the map's walk grid. A cell is 2x2 -- background tiles (home/overworld.asm), so a WxH-block map is 2W x 2H cells -- and valid coords are 0..2W-1 / 0..2H-1. Drive the launcher's real export -- path (import -> SaveData.load -> exportActiveSlot) and assert the emitted -- bytes land a loadable player across interior/outdoor/cave maps, including -- each map's far corner, so this class of corruption cannot slip back in. do local mapsByIndex = {} for id, def in pairs(data.maps) do if def.index then mapsByIndex[def.index] = id end end -- One export cycle through the exact glue the SAVE FILES card uses. Returns -- the raw exported image, or nil if any stage refused (checked by callers). local function exportedThrough(mapId, x, y) local files = fresh() local seed = SaveData.newGame({ playerName = "JOHN", rivalName = "BLUE" }) seed.player.map, seed.player.x, seed.player.y = mapId, x, y -- a plausible mid-game party so the slot is not a blank new game seed.party = { { species = "SQUIRTLE", level = 16, exp = 4000, dvs = { hp = 1, attack = 2, defense = 3, speed = 4, special = 5 }, statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 }, stats = { hp = 44, attack = 28, defense = 31, speed = 26, special = 30 }, hp = 44, moves = { { id = "TACKLE", pp = 35, ppUps = 0 } }, nickname = "SQ", ot = "JOHN", otId = seed.player.id, catchRate = 45, } } if not SaveFileIO.importToSlot(GenSave.encode(seed, data, nil), "red") then return nil end if not SaveData.load("red") then return nil end if not SaveFileIO.exportActiveSlot("red") then return nil end return files["exports/red/gen1recomp-red-slot1.sav"] end local function assertLoadable(label, mapId, x, y) local def = data.maps[mapId] if not def then return end -- this data set lacks the map; skip silently local out = exportedThrough(mapId, x, y) check(out ~= nil and #out == GenSave.SAVE_SIZE, label .. ": exports a 32768-byte image through the launcher path") if not out then return end -- (a) wCurMap resolves: an unresolved index loads a garbage header, the -- #206 glitch/crash itself eq(mapsByIndex[out:byte(OFF.curMap + 1)], mapId, label .. ": exported wCurMap resolves to the saved map") -- (b) tile coords inside the 2W x 2H cell grid, and unchanged by the round trip local cx, cy = out:byte(OFF.xCoord + 1), out:byte(OFF.yCoord + 1) check(cx <= 2 * def.width - 1 and cy <= 2 * def.height - 1, ("%s: player cell (%d,%d) is in-bounds for the %dx%d-block map") :format(label, cx, cy, def.width, def.height)) eq(cx, x, label .. ": wXCoord survives load -> export unchanged") eq(cy, y, label .. ": wYCoord survives load -> export unchanged") check(mainChecksumValid(out), label .. ": exported main-data checksum is valid") end assertLoadable("bedroom interior", "REDS_HOUSE_2F", 3, 6) assertLoadable("outdoor town", "PALLET_TOWN", 5, 6) assertLoadable("outdoor city", "CERULEAN_CITY", 27, 15) assertLoadable("cave floor", "MT_MOON_1F", 5, 5) -- the map's far corner (2W-1, 2H-1): proves the boundary coord writes and -- survives without truncation or an off-by-one out-of-bounds if data.maps.VIRIDIAN_CITY then local d = data.maps.VIRIDIAN_CITY assertLoadable("far corner", "VIRIDIAN_CITY", 2 * d.width - 1, 2 * d.height - 1) end end love.filesystem = realFS T.finish("save_file_io")