mirror of
https://github.com/bryanthaboi/gen1recomp.git
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302 lines
14 KiB
Lua
302 lines
14 KiB
Lua
-- A tool can persist a checkpoint before the first normal Pokémon save. After
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-- a restart the title runtime is deliberately a fresh save skeleton, so it
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-- needs a non-allocating binding to the already-selected playthrough -- not a
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-- call to the normal active-playthrough storage methods, which would mint an id.
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--
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-- This is a public SDK contract test. The fixture never reaches into storage
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-- paths or launcher slot internals.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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love = love or require("tests.love_stub")
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local T = require("tests.harness").suite("mod title playthrough context")
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local Loader = require("src.mods.Loader")
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local Runtime = require("src.mods.Runtime")
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local SaveData = require("src.core.SaveData")
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local SaveSerializer = require("src.core.SaveSerializer")
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local Version = require("src.core.Version")
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local GameMethods = require("src.core.Game")
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local StateStack = require("src.core.StateStack")
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local savedEvents, savedHooks = Runtime.events, Runtime.hooks
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local realFs = love.filesystem
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local function memfs(files)
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return {
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read = function(path) return files[path] end,
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write = function(path, body) files[path] = body return true end,
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remove = function(path) files[path] = nil return true end,
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createDirectory = function() return true end,
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getInfo = function(path)
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if files[path] then return { type = "file" } end
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local prefix = path .. "/"
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for key in pairs(files) do
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if key:sub(1, #prefix) == prefix then return { type = "directory" } end
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end
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return nil
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end,
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load = function(path)
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if not files[path] then return nil, "no file: " .. path end
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return load(files[path], path)
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end,
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getDirectoryItems = function(path)
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local prefix, seen, out = path .. "/", {}, {}
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for key in pairs(files) do
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if key:sub(1, #prefix) == prefix then
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local child = key:sub(#prefix + 1):match("^[^/]+")
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if child and not seen[child] then seen[child] = true; out[#out + 1] = child end
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end
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end
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table.sort(out)
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return out
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end,
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}
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end
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local files = {
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["mods/probe/manifest.json"] =
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'{"id":"probe","name":"probe","version":"1.0.0",'
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.. '"entry":"main.lua","api":2,"profile":"content"}',
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["mods/probe/main.lua"] = [[
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return function(mod)
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_G.MOD_TITLE_STORAGE = mod.storage
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_G.MOD_TITLE_CHECKPOINTS = mod.checkpoints
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mod.events:on("checkpoint.restored", function(ev)
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_G.MOD_TITLE_RESTORE_COUNT = (_G.MOD_TITLE_RESTORE_COUNT or 0) + 1
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_G.MOD_TITLE_RESTORE_KIND = ev.kind
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end)
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end
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]],
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}
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local fs = memfs(files)
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love.filesystem = fs
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-- Production storage and checkpoint resume share the same engine persistence
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-- backend. Route the test's default SaveData lookup to this fixture backend so
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-- the restart path exercises that shared mapping rather than host test files.
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local originalLoadOptions = SaveData.loadOptions
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SaveData.loadOptions = function(injectedFs)
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return originalLoadOptions(injectedFs or fs)
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end
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local active = { save = SaveData.newGame({ version = "red" }) }
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local loader = Loader.new({ fs = fs })
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loader.game = active
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T.check(loader:load({}) == true, "title-context fixture mod loads")
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local storage = _G.MOD_TITLE_STORAGE
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T.check(type(storage) == "table", "loader exposes the public storage facade")
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if type(storage) == "table" then
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local written, writeCode, writeMessage = storage:write(active, "history/index", {
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format = 1, newest = "q0001",
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})
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T.check(written == true,
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"a fresh playthrough can durably store tool history: "
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.. tostring(writeCode or writeMessage))
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local originalId = active.save.meta and active.save.meta.playthroughId
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T.check(type(originalId) == "string" and originalId ~= "",
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"first tool persistence allocates the opaque active playthrough identity")
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local nonTitleSelected, nonTitleCode = storage:selected(active)
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T.check(nonTitleSelected == nil and nonTitleCode == "not_at_title",
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"selected-playthrough storage cannot be used from active gameplay")
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-- Simulate a fresh process/title session. The normal save was never written:
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-- only the engine-owned slot/playthrough mapping and this mod's durable data
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-- exist. The title skeleton must remain unmodified by browsing.
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SaveData.resetSlotState()
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local title = {
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save = SaveData.newGame({ version = "red" }),
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stack = {
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states = { { screenId = "TitleState" } },
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top = function(self) return self.states[#self.states] end,
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},
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}
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T.check(title.save.meta.playthroughId == nil,
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"title starts from an unbound fresh skeleton before normal SAVE")
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T.check(type(storage.selected) == "function",
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"public storage exposes a read-only selected-playthrough binding at title")
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if type(storage.selected) == "function" then
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local selected, selectedCode, selectedMessage = storage:selected(title)
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T.check(type(selected) == "table",
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"title resolves the selected existing playthrough: "
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.. tostring(selectedCode or selectedMessage))
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if type(selected) == "table" then
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T.same(selected:context(), {
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engineVersion = Version.engine,
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gameVersion = "red",
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playthroughId = originalId,
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}, "selected binding reports the durable playthrough without exposing a slot path")
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T.same(selected:read("history/index"), { format = 1, newest = "q0001" },
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"title reads only this mod's selected-playthrough durable history")
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T.check(selected:write("history/title-operation", { allowed = true }) == true,
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"title binding supports safe same-namespace durable operations")
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T.same(selected:read("history/title-operation"), { allowed = true },
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"title durable operation remains scoped to the selected playthrough")
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end
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T.check(title.save.meta.playthroughId == nil,
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"opening title history never allocates or adopts a playthrough identity")
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end
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local function makeRuntime(save, title)
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local stack = setmetatable({ states = {} }, { __index = StateStack })
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local game
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local overworld = {
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map = { id = "PALLET_TOWN" },
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player = { cellX = 3, cellY = 6, facing = "down", surfing = false },
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scriptMoves = {}, pendingScripts = {}, parallelRunners = {}, parallelQueue = {},
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runner = { isRunning = function() return false end },
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}
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function overworld:captureSave(target)
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target.player.map, target.player.x, target.player.y = self.map.id,
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self.player.cellX, self.player.cellY
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target.player.facing, target.player.surfing = self.player.facing,
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self.player.surfing and true or false
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end
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function overworld:enter(mapId, x, y, facing)
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self.map = { id = mapId }
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self.player = { cellX = x, cellY = y, facing = facing,
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surfing = game.save.player.surfing and true or false }
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self.scriptMoves, self.pendingScripts = {}, {}
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self.parallelRunners, self.parallelQueue = {}, {}
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self.runner = { isRunning = function() return false end }
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end
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game = setmetatable({
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save = save, stack = stack, overworld = overworld,
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data = {
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pokemon = {}, moves = { TACKLE = { pp = 35 } }, items = { POTION = {} },
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constants = { fallbackMove = "TACKLE" },
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field = { boot = { startMap = "PALLET_TOWN", startX = 3, startY = 6 } },
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maps = { PALLET_TOWN = { id = "PALLET_TOWN", width = 10, height = 9 } },
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},
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}, { __index = GameMethods })
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stack.states[1] = title and { screenId = "TitleState" } or overworld
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if title then
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-- The failure-injection path needs the same title recovery contract as a
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-- real Game without constructing renderer-owned title content.
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function game:makeTitleState() return { screenId = "TitleState" } end
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end
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return game
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end
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local runtime = makeRuntime(active.save, false)
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local checkpoints = _G.MOD_TITLE_CHECKPOINTS
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T.check(type(checkpoints) == "table", "loader exposes the public checkpoint facade")
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local checkpoint = checkpoints and checkpoints:capture(runtime)
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T.check(type(checkpoint) == "table",
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"a fresh playthrough can capture a stable overworld checkpoint")
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T.check(type(checkpoints and checkpoints.ensureNormalSave) == "function",
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"public checkpoints expose an idempotent first-save anchor")
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local normalWrites = 0
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local writeSave = runtime.writeSave
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function runtime:writeSave()
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normalWrites = normalWrites + 1
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return writeSave(self)
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end
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local anchored, anchorCode, anchorMessage =
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checkpoints:ensureNormalSave(runtime, checkpoint)
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T.check(anchored == true,
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"first persisted checkpoint can anchor normal progress: "
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.. tostring(anchorCode or anchorMessage))
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T.eq(normalWrites, 1,
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"first checkpoint creates exactly one normal Pokemon save")
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local anchoredAgain, againCode = checkpoints:ensureNormalSave(runtime, checkpoint)
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T.check(anchoredAgain == true and againCode == "already_exists",
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"later checkpoints leave the established normal save independent")
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T.eq(normalWrites, 1,
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"idempotent anchor never rewrites the established normal save")
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local normalBytes = files["save.lua"]
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T.check(type(normalBytes) == "string" and normalBytes ~= "",
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"first checkpoint anchor is durably represented before restart")
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local anchoredAt = SaveSerializer.decode(normalBytes).meta.savedAt
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SaveData.resetSlotState()
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local titleRuntime = makeRuntime(SaveData.newGame({ version = "red" }), true)
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titleRuntime.save.options = { volume = 9, bindings = {} }
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T.check(type(checkpoints and checkpoints.resume) == "function",
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"public checkpoints expose validated title-session resume")
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if type(checkpoints and checkpoints.resume) == "function" and checkpoint then
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local resumed, resumeCode, resumeMessage = checkpoints:resume(titleRuntime, checkpoint)
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T.check(resumed == true,
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"title resumes the durable checkpoint: " .. tostring(resumeCode or resumeMessage))
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T.eq(titleRuntime.save.meta.playthroughId, originalId,
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"title bootstrap retains the checkpoint's original playthrough identity")
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T.eq(titleRuntime.save.options.volume, 9,
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"title bootstrap preserves current options rather than rewinding them")
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T.eq(SaveData.selectedNormalSaveInfo({
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version = "red", meta = { playthroughId = originalId },
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}, fs).savedAt, anchoredAt,
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"title bootstrap never rewrites the first normal save")
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T.same(checkpoints:capture(titleRuntime), checkpoint,
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"bootstrapped overworld differentially recaptures the selected checkpoint")
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T.eq(_G.MOD_TITLE_RESTORE_COUNT, 1,
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"a successfully verified title resume emits checkpoint.restored exactly once")
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T.eq(_G.MOD_TITLE_RESTORE_KIND, "overworld",
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"title resume lifecycle reports the reconstructed checkpoint kind")
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-- Force a failure after restoreCheckpointSave has already installed the
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-- checkpoint's canonical save and overworld. Title has no live checkpoint
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-- rollback, so it must rebuild a clean title session.
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SaveData.resetSlotState()
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local failingTitle = makeRuntime(SaveData.newGame({ version = "red" }), true)
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failingTitle.save.options = { volume = 7, bindings = {} }
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local restoreCheckpointSave = failingTitle.restoreCheckpointSave
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function failingTitle:restoreCheckpointSave(loaded)
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restoreCheckpointSave(self, loaded)
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error("forced title reconstruction failure")
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end
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local failed, failureCode = checkpoints:resume(failingTitle, checkpoint)
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T.check(failed == false and failureCode == "resume_failed",
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"failed title reconstruction reports a recoverable bootstrap failure")
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T.eq(failingTitle.stack:top().screenId, "TitleState",
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"failed title reconstruction returns to a usable title session")
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T.check(failingTitle.save.meta.playthroughId == nil,
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"failed title reconstruction restores the unbound title skeleton")
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T.eq(failingTitle.save.options.volume, 7,
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"failed title reconstruction retains current title options")
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T.eq(SaveData.selectedNormalSaveInfo({
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version = "red", meta = { playthroughId = originalId },
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}, fs).savedAt, anchoredAt,
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"failed title reconstruction never rewrites the normal Pokémon save")
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T.eq(_G.MOD_TITLE_RESTORE_COUNT, 1,
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"failed title reconstruction emits no additional restored lifecycle event")
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end
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-- A title policy may compare its own durable checkpoint chronology with the
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-- ordinary CONTINUE target, but it must never receive that save's contents,
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-- slot path, or a way to open another playthrough. This fixture writes the
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-- canonical normal save directly to model an already-completed vanilla SAVE.
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active.save.meta.savedAt = 4321
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T.check(SaveData.save(active.save) == true,
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"fixture updates the selected normal save chronology")
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SaveData.resetSlotState()
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local titleWithNormalSave = {
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save = SaveData.newGame({ version = "red" }),
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stack = { states = { { screenId = "TitleState" } } },
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}
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local selectedWithNormal, normalCode, normalMessage = storage:selected(titleWithNormalSave)
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T.check(type(selectedWithNormal) == "table",
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"legacy-to-slot migration keeps the selected playthrough identity: "
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.. tostring(normalCode or normalMessage))
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if type(selectedWithNormal) == "table" then
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T.eq(selectedWithNormal:context().normalSavedAt, 4321,
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"title selected context exposes only matching normal-save chronology")
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end
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T.check(titleWithNormalSave.save.meta.playthroughId == nil,
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"normal-save chronology lookup does not bind the fresh title skeleton")
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local explicitNewGame = SaveData.newGame({ version = "red" })
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local freshContext = storage:context({ save = explicitNewGame })
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T.check(freshContext and freshContext.playthroughId ~= originalId,
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"an explicit New Game receives a distinct identity and cannot inherit old history")
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end
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Runtime.events, Runtime.hooks = savedEvents, savedHooks
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Runtime.currentMod = nil
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_G.MOD_TITLE_STORAGE = nil
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_G.MOD_TITLE_CHECKPOINTS = nil
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_G.MOD_TITLE_RESTORE_COUNT = nil
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_G.MOD_TITLE_RESTORE_KIND = nil
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SaveData.resetSlotState()
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SaveData.loadOptions = originalLoadOptions
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love.filesystem = realFs
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T.finish()
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