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Share authored checkpoint JSON envelopes and resource loading - #266
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This was referenced Nov 8, 2026
dayfine
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November 8, 2026 23:59
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Base:
nav/story-steps(#122). This diff contains only the common authored-checkpoint layer; FRLG #260 and BDSP #263 now consume this exact prerequisite on their draft branches. Merge this PR into #122 first, propagate #122 through their parent chains, then merge the game pilots. Until propagation, those consumer diffs temporarily include the shared prerequisite files.FRLG and BDSP currently duplicate authored-envelope validation and embedded JSON lookup. Add a shared reader/writer for
pokesim-authored-checkpoint/1, delegating poses/events to the existing common codec. The reader checks the expected game and returns an owned execution object; each game must validate its own execution settings before use. No game policy, legacy FRLG export, controller or map behavior moves here.How to review
Read
Pokemon_AuthoredCheckpointJson.h, then its implementation and adjacent table-driven tests. The implementation extracts the two games' common loading responsibilities; it adds the matching authored-envelope writer. Existing shared pose/action/checkpoint codecs are unchanged. Inspect withgit diff --color-moved=dimmed-zebra --color-moved-ws=allow-indentation-change origin/nav/story-steps...nav/authored-checkpoint-json.The 14 new native cases cover both game shapes, event order, execution preservation including zero/false/null, embedded lookup, wrong games/formats, missing/extra fields, malformed actions and missing resources. They are registered in the native suite and the Qt/controller-free CTest target used by the existing three-platform Story data codec workflow.
Local syntax and intended-base code health pass. The portable codec CI passes on Linux and Windows (both existing shared-codec tests and the 14 authored-envelope cases); macOS is queued. Fork Code Health also passes. No console, application, profile or save is used.