4.7 KiB
RFC 0006 — Selected title playthrough storage and checkpoint resume
Status
Proposed. Engine: SaveData.lua, Storage.lua, Checkpoint.lua, and
Loader.lua. Tests: title_playthrough_context.lua, existing storage,
checkpoint, title, save-slot, and no-mod parity suites.
Motivation
A tool checkpoint may be the first durable record of a new playthrough. The
engine intentionally keeps normal Pokémon SAVE independent: before the first
normal write, identity is retained by the engine-owned selected-slot mapping,
while title starts with a fresh New Game skeleton. A durable checkpoint tool may
explicitly create one ordinary progress anchor after its first checkpoint has
committed; later tool writes must remain independent. Calling ordinary active
mod.storage there would allocate/adopt an identity, and live
mod.checkpoints:restore correctly refuses title because it has no gameplay
rollback state. Generic public capabilities are required; a tool must not use
private storage paths, slot ids, or simulate the player's SAVE menu flow.
Additive public API
mod.storage:selected(game)
Available only while the engine is in a title session. Returns an opaque bound
facade or nil, code, message:
local selected = mod.storage:selected(game)
local context = selected:context()
local history = selected:read("history/index")
The facade exposes context(), read(key), write(key, value),
list(prefix), and delete(key). It is bound internally to the launcher-
selected existing game-version/playthrough and the calling mod id. It neither
accepts an arbitrary playthrough id nor reveals a slot id, filesystem path, or
another mod namespace. Resolution is read-only; no selected mapping means
no_selected_playthrough, and opening a title browser never mints an identity.
Its detached context can include only normalSavedAt from a matching ordinary
save, so title tools can apply their own resume policy without receiving the
canonical normal-save record.
mod.checkpoints:ensureNormalSave(game, checkpoint)
Available only at a live checkpoint-safe boundary. After a tool has durably
committed the supplied current checkpoint, it may request an ordinary progress
anchor for a playthrough that has never had one. The engine validates the
checkpoint, proves it exactly matches a fresh capture of the live runtime, and
uses the normal atomic save path including save.write lifecycle/veto hooks.
The operation is idempotent. It returns true, "already_exists" without writing
when matching normal progress already exists, so later checkpoints never move
the vanilla CONTINUE target. A stale/non-current checkpoint, unsafe runtime,
write veto/failure, or failed readback returns a structured failure. A tool
should call it only after its own checkpoint and index are durable and must not
report that first checkpoint as successful if the required anchor fails.
mod.checkpoints:resume(game, checkpoint)
Available only from title. It validates format, data-only structure, selected
game/playthrough identity, canonical save/content, overworld/battle runtime, and
RNG exactly as restore does. It then reconstructs semantic overworld or a
supported battle continuation, preserves current options, and differentially
recaptures before committing. On success it emits checkpoint.restored once.
Title has no live runtime rollback. A reconstruction or verification failure
therefore rebuilds a clean title session from the pre-operation title save and
RNG; it emits no success event and never rewrites normal progress. Validation
failure leaves the existing title session untouched. Stable errors include
not_at_title, no_selected_playthrough, normal checkpoint validation codes,
resume_failed, and title_recovery_failed.
Isolation and migration
Explicit NEW GAME retains its existing fresh-identity rule. It does not reuse a
previous selected mapping and cannot see old tool history. Existing mods change
nothing: no identity, storage, title reconstruction, or event is created unless
the new methods are called. mod.storage remains independent durable data and
does not rewind with a checkpoint; canonical game.save / mod.save does.
Verification
The public SDK test starts a fresh playthrough, stores tool history, creates and readback-verifies exactly one normal anchor, proves subsequent calls do not rewrite it, simulates title/restart, reads the selected binding without allocating title identity, resumes an overworld checkpoint, preserves options, differentially recaptures, and confirms a later explicit NEW GAME receives another identity. A separate two-process disk test proves cold-start routing and reconstruction. Existing no-mod, storage, checkpoint, battle, and title suites prove additive parity.