mirror of
https://github.com/bryanthaboi/gen1recomp.git
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507 lines
19 KiB
Lua
507 lines
19 KiB
Lua
-- Public runtime checkpoint implementation. Loader exposes bound forwarding
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-- methods; mods never receive controller or state-stack internals from here.
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local SaveSerializer = require("src.core.SaveSerializer")
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local SaveData = require("src.core.SaveData")
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local Version = require("src.core.Version")
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local BattleState = require("src.battle.BattleState")
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local BattleCheckpoint = require("src.core.BattleCheckpoint")
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local ModRuntime = require("src.mods.Runtime")
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local BattleSafety = require("src.battle.BattleSafety")
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local Checkpoint = {}
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Checkpoint.FORMAT = 1
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local function refusal(kind, reason, message)
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return {
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canCapture = false,
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canRestore = false,
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kind = kind or "unknown",
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reason = reason,
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message = message,
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}
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end
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local function running(runner)
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return runner and runner.isRunning and runner:isRunning()
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end
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local function nonempty(value)
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return type(value) == "table" and next(value) ~= nil
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end
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local function scriptsBusy(ow)
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return running(ow.runner) or nonempty(ow.parallelRunners)
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or nonempty(ow.pendingScripts) or nonempty(ow.parallelQueue)
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or nonempty(ow.scriptMoves)
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end
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local function inspectBattle(game, battle)
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local allowed, reason, message = BattleSafety.inspect(game, battle)
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if not allowed then return refusal("battle", reason, message) end
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return { canCapture = true, canRestore = true, kind = "battle" }
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end
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function Checkpoint.inspect(game)
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local save = game and game.save
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if type(save) ~= "table" or type(save.version) ~= "string" then
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return refusal("unknown", "not_in_playthrough",
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"A checkpoint requires an identified active playthrough.")
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end
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local ow = game.overworld
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if type(ow) ~= "table" or type(ow.map) ~= "table"
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or type(ow.map.id) ~= "string" or type(ow.player) ~= "table" then
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return refusal("unknown", "not_overworld",
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"Only a settled overworld can be checkpointed.")
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end
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local top = game.stack and game.stack.top and game.stack:top()
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if getmetatable(top) == BattleState then
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return inspectBattle(game, top)
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end
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if top ~= ow then
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return refusal("overworld", "screen_busy",
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"Close the active menu or screen before creating a checkpoint.")
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end
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local identity = save.meta and save.meta.playthroughId
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if type(identity) ~= "string" or identity == "" then
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identity = SaveData.ensurePlaythroughId(save)
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end
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if type(identity) ~= "string" or identity == "" then
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return refusal("overworld", "not_in_playthrough",
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"The active playthrough could not be identified.")
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end
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if ow.transitioning then
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return refusal("overworld", "transition_busy",
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"Wait for the map transition to finish.")
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end
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if scriptsBusy(ow) then
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return refusal("overworld", "script_busy",
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"Wait for the active or queued script to finish.")
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end
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local animationFields = {
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"engaging", "emote", "teleportOut", "dustAnim", "cutAnim", "fishPose",
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"pikaHop", "healAnim", "flyAnim", "flyArrive",
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}
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for _, field in ipairs(animationFields) do
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if ow[field] then
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return refusal("overworld", "animation_busy",
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"Wait for the overworld animation to finish.")
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end
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end
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if ow.player.moving or ow.player.targetX ~= nil or ow.player.targetY ~= nil then
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return refusal("overworld", "movement_busy",
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"Wait for movement to settle on a tile.")
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end
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return { canCapture = true, canRestore = true, kind = "overworld" }
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end
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local function dataCopy(value)
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local ok, encoded = pcall(SaveSerializer.encode, value)
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if not ok then return nil, tostring(encoded) end
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local decoded, err = SaveSerializer.decode(encoded)
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if not decoded then return nil, err end
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return decoded
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end
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local function captureRng()
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local getState = love and love.math and love.math.getRandomState
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local setState = love and love.math and love.math.setRandomState
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if type(getState) ~= "function" or type(setState) ~= "function" then return nil end
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local ok, state = pcall(getState)
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if ok and type(state) == "string" and state ~= "" then
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return { love = state }
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end
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return nil
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end
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local function restoreRng(rng)
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if rng == nil then return end -- legacy format-1 overworld checkpoint
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local setState = love and love.math and love.math.setRandomState
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if type(rng) ~= "table" or type(rng.love) ~= "string"
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or type(setState) ~= "function" then
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error("checkpoint RNG restore is unavailable", 0)
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end
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setState(rng.love)
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end
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function Checkpoint.capture(game)
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local capability = Checkpoint.inspect(game)
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if not capability.canCapture then
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return nil, capability.reason, capability.message
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end
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local progress = {}
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for key, value in pairs(game.save) do
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if key ~= "options" then progress[key] = value end
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end
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progress = dataCopy(progress)
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if not progress then
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return nil, "capture_failed", "Progress contains non-serializable runtime data."
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end
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local ok, err = pcall(game.overworld.captureSave, game.overworld, progress)
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if not ok then
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return nil, "capture_failed", "Could not synchronize overworld progress: "
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.. tostring(err)
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end
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progress, err = dataCopy(progress)
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if not progress then
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return nil, "capture_failed", "Synchronized progress is not data-only: "
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.. tostring(err)
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end
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if capability.kind == "battle" then
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local battle = game.stack:top()
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local runtime, rngOrCode, battleMessage =
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BattleCheckpoint.capture(game, battle, progress, dataCopy)
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if not runtime then return nil, rngOrCode, battleMessage end
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return {
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format = Checkpoint.FORMAT,
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kind = "battle",
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identity = {
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engineVersion = Version.engine,
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gameVersion = game.save.version,
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playthroughId = game.save.meta.playthroughId,
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},
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save = progress,
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runtime = runtime,
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rng = rngOrCode,
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}
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end
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local player = game.overworld.player
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return {
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format = Checkpoint.FORMAT,
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kind = "overworld",
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identity = {
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engineVersion = Version.engine,
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gameVersion = game.save.version,
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playthroughId = game.save.meta.playthroughId,
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},
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save = progress,
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runtime = { overworld = {
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map = game.overworld.map.id,
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x = player.cellX,
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y = player.cellY,
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facing = player.facing,
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surfing = player.surfing and true or false,
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} },
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rng = captureRng(),
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}
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end
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local FACINGS = { up = true, down = true, left = true, right = true }
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local function validate(game, checkpoint, expectedIdentity)
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if type(checkpoint) ~= "table" then
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return nil, "invalid_checkpoint", "Checkpoint root must be a table."
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end
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if checkpoint.format ~= Checkpoint.FORMAT then
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return nil, "unsupported_format", "This checkpoint format is not supported."
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end
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if checkpoint.kind ~= "overworld" and checkpoint.kind ~= "battle" then
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return nil, "unsupported_runtime_kind", "This checkpoint runtime kind is not supported."
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end
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local copy, copyErr = dataCopy(checkpoint)
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if not copy then
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return nil, "invalid_checkpoint", "Checkpoint is not data-only: "
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.. tostring(copyErr)
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end
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local identity = copy.identity
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local current = game and game.save
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local currentId = expectedIdentity and expectedIdentity.playthroughId
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or (current and current.meta and current.meta.playthroughId)
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local currentVersion = expectedIdentity and expectedIdentity.gameVersion
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or (current and current.version)
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if type(identity) ~= "table" or type(identity.engineVersion) ~= "string"
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or type(identity.gameVersion) ~= "string"
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or type(identity.playthroughId) ~= "string" then
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return nil, "invalid_checkpoint", "Checkpoint identity is missing or corrupt."
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end
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if identity.gameVersion ~= currentVersion then
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return nil, "wrong_game", "Checkpoint belongs to another game version."
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end
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if identity.playthroughId ~= currentId then
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return nil, "wrong_playthrough", "Checkpoint belongs to another playthrough."
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end
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local save = copy.save
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local runtime = copy.runtime and copy.runtime.overworld
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if type(save) ~= "table" or type(save.player) ~= "table"
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or type(runtime) ~= "table" then
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return nil, "invalid_checkpoint", "Checkpoint progress or runtime data is missing."
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end
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if save.version ~= identity.gameVersion
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or not save.meta or save.meta.playthroughId ~= identity.playthroughId then
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return nil, "invalid_checkpoint", "Checkpoint progress identity is inconsistent."
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end
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if copy.rng ~= nil and (type(copy.rng) ~= "table"
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or type(copy.rng.love) ~= "string" or copy.rng.love == "") then
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return nil, "invalid_checkpoint", "Checkpoint RNG state is corrupt."
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end
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if type(runtime.map) ~= "string" or type(runtime.x) ~= "number"
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or type(runtime.y) ~= "number" or runtime.x % 1 ~= 0 or runtime.y % 1 ~= 0
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or not FACINGS[runtime.facing] or type(runtime.surfing) ~= "boolean" then
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return nil, "invalid_checkpoint", "Overworld position is missing or corrupt."
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end
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if save.player.map ~= runtime.map or save.player.x ~= runtime.x
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or save.player.y ~= runtime.y or save.player.facing ~= runtime.facing
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or (save.player.surfing and true or false) ~= runtime.surfing then
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return nil, "invalid_checkpoint", "Progress and runtime position disagree."
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end
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local map = game.data and game.data.maps and game.data.maps[runtime.map]
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if type(map) ~= "table" then
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return nil, "invalid_map", "Checkpoint references a map that is unavailable."
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end
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local width, height = tonumber(map.width), tonumber(map.height)
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if not width or not height or runtime.x < 0 or runtime.y < 0
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or runtime.x >= width * 2 or runtime.y >= height * 2 then
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return nil, "invalid_position", "Checkpoint position is outside the map."
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end
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-- A checkpoint is a strict restoration record, not an ordinary CONTINUE
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-- migration. Reuse the canonical save validator on the detached copy, but
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-- reject any quarantine, remap, reclaim, clamp, or content repair it would
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-- perform instead of silently changing the state the caller selected.
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local beforeContent = SaveSerializer.encode(copy.save)
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local validOk, report = pcall(SaveData.validate, copy.save, game.data)
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local afterOk, afterContent = pcall(SaveSerializer.encode, copy.save)
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if not validOk or not afterOk or not SaveData.emptyReport(report)
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or afterContent ~= beforeContent then
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return nil, "invalid_content",
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"Checkpoint references unavailable or invalid game content."
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end
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if copy.kind == "battle" then
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local battleOk, battleCode, battleMessage = BattleCheckpoint.validate(game, copy)
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if not battleOk then return nil, battleCode, battleMessage end
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elseif copy.runtime.battle ~= nil then
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return nil, "invalid_checkpoint",
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"Overworld checkpoint contains unexpected battle state."
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end
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return copy
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end
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local function apply(game, checkpoint, options)
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local save, err = dataCopy(checkpoint.save)
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if not save then error("checkpoint progress decode failed: " .. tostring(err), 0) end
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local runtime = checkpoint.runtime.overworld
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save.options = options
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save.player.map = runtime.map
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save.player.x = runtime.x
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save.player.y = runtime.y
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save.player.facing = runtime.facing
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save.player.surfing = runtime.surfing
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if type(game.restoreCheckpointSave) ~= "function" then
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error("game has no checkpoint reconstruction path", 0)
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end
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game:restoreCheckpointSave(save)
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if checkpoint.kind == "battle" then
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BattleCheckpoint.restore(game, checkpoint, dataCopy)
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else
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restoreRng(checkpoint.rng)
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end
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end
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local function equalData(a, b)
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local okA, encodedA = pcall(SaveSerializer.encode, a)
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local okB, encodedB = pcall(SaveSerializer.encode, b)
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return okA and okB and encodedA == encodedB
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end
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local function normalizeVerificationMetadata(actual, expected)
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if type(actual) == "table" and type(actual.identity) == "table"
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and type(expected) == "table" and type(expected.identity) == "table" then
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-- RFC 0004 treats engineVersion as compatibility metadata, not runtime
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-- state. A fresh recapture stamps the running engine, so normalize only
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-- that metadata before differential verification.
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actual.identity.engineVersion = expected.identity.engineVersion
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end
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end
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local function firstDifference(a, b, path)
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path = path or "$"
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if type(a) ~= type(b) then return path .. " (type)" end
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if type(a) ~= "table" then
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if a ~= b then return path end
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return nil
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end
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for key, value in pairs(a) do
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if b[key] == nil and value ~= nil then
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return path .. "." .. tostring(key) .. " (missing)"
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end
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local found = firstDifference(value, b[key], path .. "." .. tostring(key))
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if found then return found end
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end
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for key, value in pairs(b) do
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if a[key] == nil and value ~= nil then
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return path .. "." .. tostring(key) .. " (unexpected)"
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end
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end
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return nil
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end
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local emitRestored
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-- Persist the current verified checkpoint as the ordinary progress anchor only
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-- when this playthrough has never had one. This is intentionally idempotent:
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-- durable checkpoint tools can make a first session resumable without turning
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-- every later checkpoint into a hidden normal SAVE. The live runtime must still
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-- match the supplied checkpoint, and the ordinary save.write veto/lifecycle
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-- remains authoritative through Game:writeSave().
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function Checkpoint.ensureNormalSave(game, checkpoint, injectedFs)
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local capability = Checkpoint.inspect(game)
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if not capability.canCapture then
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return false, capability.reason, capability.message
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end
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local validated, code, message = validate(game, checkpoint)
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if not validated then return false, code, message end
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local info, infoCode, infoMessage =
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SaveData.selectedNormalSaveInfo(game.save, injectedFs)
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if not info then return false, infoCode, infoMessage end
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if info.exists then return true, "already_exists" end
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local current, captureCode, captureMessage = Checkpoint.capture(game)
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if not current then return false, captureCode, captureMessage end
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if not equalData(current, validated) then
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return false, "checkpoint_not_current",
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"The active runtime changed after this checkpoint was captured."
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end
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if type(game.writeSave) ~= "function" then
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return false, "save_unavailable",
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"The active runtime cannot persist ordinary progress."
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end
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local ok, saved = pcall(game.writeSave, game)
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if not ok or saved == false then
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return false, "save_failed", "Could not create the first ordinary progress save."
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end
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local verified = SaveData.selectedNormalSaveInfo(game.save, injectedFs)
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if type(verified) ~= "table" or not verified.exists then
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return false, "save_verify_failed",
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"The first ordinary progress save could not be verified."
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end
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return true
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end
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function Checkpoint.restore(game, checkpoint)
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local capability = Checkpoint.inspect(game)
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if not capability.canRestore then
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return false, capability.reason, capability.message
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end
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local validated, code, message = validate(game, checkpoint)
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if not validated then return false, code, message end
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local rollback, captureCode, captureMessage = Checkpoint.capture(game)
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if not rollback then return false, captureCode, captureMessage end
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local options = game.save.options
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local ok, err = pcall(apply, game, validated, options)
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if ok then
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local restored, verifyCode = Checkpoint.capture(game)
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if restored and validated.rng == nil then restored.rng = nil end
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normalizeVerificationMetadata(restored, validated)
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if restored and equalData(restored, validated) then
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emitRestored(game, validated)
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return true
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end
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err = restored and ("restored state differed at "
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.. tostring(firstDifference(validated, restored) or "canonical encoding"))
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or ("restored state could not be captured: " .. tostring(verifyCode))
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end
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local rolledBack, rollbackErr = pcall(apply, game, rollback, options)
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if not rolledBack then
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return false, "rollback_failed",
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"Checkpoint restore and rollback both failed: " .. tostring(rollbackErr)
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end
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return false, "restore_failed", "Checkpoint restoration failed: " .. tostring(err)
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end
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emitRestored = function(game, checkpoint)
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if ModRuntime.wants("checkpoint.restored") then
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ModRuntime.emit("checkpoint.restored", {
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game = game,
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kind = checkpoint.kind,
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})
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end
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end
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local function isTitleSession(game)
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local states = game and game.stack and game.stack.states
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if type(states) ~= "table" then return false end
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for _, state in ipairs(states) do
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if type(state) == "table" and state.screenId == "TitleState" then return true end
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end
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return false
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end
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local function rebuildTitle(game, savedTitle, rng)
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local save, err = dataCopy(savedTitle)
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if not save then error("title rollback decode failed: " .. tostring(err), 0) end
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game.save = save
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if type(game.adoptSave) == "function" then game:adoptSave(save) end
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restoreRng(rng)
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if not (game.stack and game.stack.top and game.stack.pop and game.stack.push
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and type(game.makeTitleState) == "function") then
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error("title recovery is unavailable", 0)
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end
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while game.stack:top() do game.stack:pop() end
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game.stack:push(game:makeTitleState())
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end
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-- Reconstruct a validated persistent checkpoint from the title session. This
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-- is intentionally separate from restore(): title has no live gameplay state
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-- to capture for rollback. Validation happens before any mutation; a failed
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-- reconstruction rebuilds a fresh usable title session instead of exposing a
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-- half-installed overworld or battle.
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function Checkpoint.resume(game, checkpoint)
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if not isTitleSession(game) then
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return false, "not_at_title",
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"Checkpoint resume is available only from the title session."
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end
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local save = game and game.save
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local playthroughId, identityCode, identityMessage =
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SaveData.selectedPlaythroughId(save)
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if type(playthroughId) ~= "string" or playthroughId == "" then
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return false, identityCode, identityMessage
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end
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local expected = { gameVersion = save and save.version, playthroughId = playthroughId }
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local validated, code, message = validate(game, checkpoint, expected)
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if not validated then return false, code, message end
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local titleSave, titleErr = dataCopy(save)
|
|
if not titleSave then
|
|
return false, "title_recovery_unavailable",
|
|
"Could not preserve the title session: " .. tostring(titleErr)
|
|
end
|
|
local titleRng = captureRng()
|
|
local currentOptions = save.options
|
|
local ok, err = pcall(apply, game, validated, currentOptions)
|
|
if ok then
|
|
local restored, verifyCode = Checkpoint.capture(game)
|
|
if restored and validated.rng == nil then restored.rng = nil end
|
|
normalizeVerificationMetadata(restored, validated)
|
|
if restored and equalData(restored, validated) then
|
|
emitRestored(game, validated)
|
|
return true
|
|
end
|
|
err = restored and ("resumed state differed at "
|
|
.. tostring(firstDifference(validated, restored) or "canonical encoding"))
|
|
or ("resumed state could not be captured: " .. tostring(verifyCode))
|
|
end
|
|
|
|
local recovered, recoveryErr = pcall(rebuildTitle, game, titleSave, titleRng)
|
|
if not recovered then
|
|
return false, "title_recovery_failed",
|
|
"Checkpoint resume failed and title recovery failed: " .. tostring(recoveryErr)
|
|
end
|
|
return false, "resume_failed", "Checkpoint resume failed: " .. tostring(err)
|
|
end
|
|
|
|
return Checkpoint
|