Determinism & replay

Roguelike run

roguelike-run · an adoption of State persistence scope, version 2

Tests included

Use in your package

The first button opens the authoring tool with these answers and numbers already filled in. You still add the rules and tuning of your own game.

What is in the zip file

The zip file holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this zip file. If you edit your package outside the authoring tool, unpack the zip file in your package folder. The files of the zip file go into contracts/.

The contract that this adoption uses

This contract covers which state is kept after the end of a run or session, a quit, a crash, death, the deletion of saved data, and a move to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. This contract does not cover time that passes while the game is closed, replay guarantees, file formats, or the shape of saved numbers. The Suspension and catch-up contract covers time while the game is closed. The Replay scope contract covers replay guarantees.

Read the full State persistence scope contract →

Questions

The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the zip file and the authoring tool use the supplied answers.

By default, what happens when saved state cannot be read?

Asked when
the copy kinds list has at least one row.
If not asked
No saved copy can be opened later, so unreadable saved state never reaches a load attempt.
Choices for By default, what happens when saved state cannot be read?
Supplied answer The unreadable copy stays closed. A city slot remains listed, but none of its progress becomes active.

Loading stops before any state from that copy becomes active. The copy is neither replaced nor repaired by this response.

Play starts from the normal starting state. A damaged puzzle slot opens with its first board instead of the old board.

The starting state becomes active instead of state from the unreadable copy. The response does not by itself delete or overwrite that copy.

An earlier copy can replace the unreadable copy through a route that the game supports. Restoring a file by hand is one such route. A factory game continues after the player chooses the backup that was made before the damaged autosave.

A declared manual, in-game, or automatic recovery route can activate an earlier copy. The newest usable earlier copy under the matching backup rule becomes active.

Readable progress returns and damaged parts reset. A dungeon keeps cleared floors but rebuilds one broken room record.

Readable state becomes active as one repaired result. Every unreadable part takes the starting value named by the cited repair rule.

The player can cancel or try the unreadable copy. A colony save opens only after its damage warning is accepted.

No state from the copy becomes active before the explicit choice. Accepting the warning permits an attempt but does not promise success.

Why this is asked

Lost progress is the most visible failure of a save system. This answer is the default answer. A save kind can choose another answer in its own row.

By default, what happens when an older game build wrote the copy?

Asked when
the copy kinds list has at least one row.
If not asked
No loadable copy exists, so an older build has no saved state to open.
Choices for By default, what happens when an older game build wrote the copy?
Supplied answer The older copy stays closed. A world from last year's rules cannot open in the current build.

Loading stops before state written by the older build becomes active.

The game updates the old state and opens it. A factory save gains the current recipe records before play resumes.

A declared conversion produces current-build state before activation.

The old copy is tried only after a warning. A racing career from an earlier patch opens after the player accepts the risk.

The player accepts a compatibility warning before old-build state becomes active. Acceptance permits an attempt but does not promise success.

Why this is asked

An update can make a player's progress impossible to load, or change it permanently. Choose how the current build protects that progress.

By default, what happens when a newer game build wrote the copy?

Asked when
the copy kinds list has at least one row.
If not asked
No loadable copy exists, so a newer build has no saved state to open.
Choices for By default, what happens when a newer game build wrote the copy?
Supplied answer The newer copy stays closed. A world from a later patch remains unavailable in this build.

Loading stops before state written by the newer build becomes active.

The newer copy is tried only after a warning. A sandbox world opens after the player accepts that newer content may be lost.

The player accepts a compatibility warning before newer-build state becomes active. Acceptance permits an attempt but does not promise success.

Why this is asked

Going back to an older build can erase newer content. Choose whether the player may take that risk.

Numbersno numbers

This contract has no numbers to set.

Rulesno rules

A rule is a check between the numbers. Validation reports a rule that fails.

This contract has no rules between its numbers.

Lists5 lists

Each list holds the rows this adoption supplies. A list can be empty.

State families

state-families

IdState declared inLifetimeScope starts inScope ends inLifetime event declared inSaved inAfter normal quitAfter crashAfter deathAfter slot deleteAfter local profile deleteOn another device
run-inventoryrun.inventory-fieldsrunrun.character-createdrun.death-victory-or-abandonment—run-resume-copyreturns-last-commitreturns-last-commitclears-valueno-slotno-profiledoes-not-return
character-unlocksprofile.unlock-fieldsprofile—profile.delete-or-reset—unlock-profilereturns-last-commitreturns-last-commitkeeps-valueno-slotclears-valuedoes-not-return

Copy kinds

copy-kinds

IdContains declared inWrite triggerWrite rule declared inResidenceLayoutStorage rule declared inUnreadable copyOlder build copyNewer build copyMode gatedMode rule declared inRemoved atRemoval rule declared in
run-resume-copyrun.resume-contentsplayer-saverun.save-and-exitlocal-deviceone-currentrun.resume-storageuse-game-defaultuse-game-defaultuse-game-defaultonly-in-named-modesmodes.run-savesdeathrun.permadeath-removal
unlock-profileprofile.unlock-contentscheckpointprofile.unlock-commitlocal-deviceone-currentprofile.local-storageuse-game-defaultuse-game-defaultuse-game-default————

Backup copies

backup-copies

This adoption declares no backup copies.

Copy conflicts

copy-conflicts

This adoption declares no copy conflicts.

Earlier point returns

earlier-point-returns

IdCopy kindAfter loadReturn rule declared inMode gatedMode rule declared in
current-run-returnrun-resume-copyplayer-mode-decidesrun.return-after-loadonly-in-named-modesmodes.run-saves
Test inputsscope and seeds

Some tests need a scope or seeds from the adoption before they can run.

This adoption supplies no test inputs. Every test uses its default inputs.

Acceptance tests69 tests apply

The contract comes with 85 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.

run-scope-uses-cited-events · run-inventory

run-inventory begins and ends its run only at the cited events

scenarioper state-families row

Applies to the run-inventory row.

The run for run-inventory begins at run.character-created and ends at run.death-victory-or-abandonment. Each save, automatic write, timer tick, load, close, or relaunch the adoption can construct does not create either boundary. For an event that the adoption cannot construct, this test checks nothing. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

a distinguishable run-inventory value before, during, and after its run

When
  • play crosses the attempt start at run.character-created, the run ending at run.death-victory-or-abandonment, and each save, automatic write, timer tick, load, process close, and relaunch to the same context that the adoption can construct
Then
  • the run identity begins only at run.character-created and ends only at run.death-victory-or-abandonment
  • each constructed save, automatic write, timer tick, load, close, and relaunch does not by itself begin or end the run; for an event that the adoption cannot construct, this test checks nothing
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-run-identity

session-scope-uses-cited-events

Row.id keeps one session through returns to the same context

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime session.

copy-carries-complete-identity · run-resume-copy

run-resume-copy copies carry their complete identity and their complete state-family set

scenarioper copy-kinds row

Applies to the run-resume-copy row.

A copy of save kind run-resume-copy is one coherent accepted commit with save-kind, copy, slot when present, build, and commit identities and the complete family set at run.resume-contents. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

one accepted commit of the save kind named run-resume-copy

When
  • the copy is recorded and later considered as a candidate
Then
  • the copy record carries save-kind id, copy identity, any slot identity, build identity, commit identity, and the complete state-family set named at run.resume-contents
  • the commit record identifies one coherent accepted write rather than a collection of separately accepted fields
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-candidate-set

copy-carries-complete-identity · unlock-profile

unlock-profile copies carry their complete identity and their complete state-family set

scenarioper copy-kinds row

Applies to the unlock-profile row.

A copy of save kind unlock-profile is one coherent accepted commit with save-kind, copy, slot when present, build, and commit identities and the complete family set at profile.unlock-contents. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

one accepted commit of the save kind named unlock-profile

When
  • the copy is recorded and later considered as a candidate
Then
  • the copy record carries save-kind id, copy identity, any slot identity, build identity, commit identity, and the complete state-family set named at profile.unlock-contents
  • the commit record identifies one coherent accepted write rather than a collection of separately accepted fields
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-candidate-set

conflict-has-two-unreplaced-accepted-copies

Row.id is a conflict only for two accepted unreplaced copies

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

state-family-follows-maximum-lifetime · run-inventory

run-inventory follows its declared maximum lifetime

scenarioper state-families row

Applies to the run-inventory row.

run-inventory has a maximum lifetime of one run. Each boundary before the end of that lifetime follows the row's result, and the trace distinguishes a restored value from an equal value derived later. The family definition is at run.inventory-fields; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

run-inventory changes from an earlier value to a distinguishable value

When
  • the value is read immediately before and after every declared persistence boundary that roguelike-run can construct
Then
  • the earlier value affects play for no longer than one run
  • a boundary before the end of that lifetime clears it exactly when run-inventory's selected boundary result says so
  • the trace identifies restoration of the earlier value separately from a later derivation of an equal value
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

state-family-follows-maximum-lifetime · character-unlocks

character-unlocks follows its declared maximum lifetime

scenarioper state-families row

Applies to the character-unlocks row.

character-unlocks has a maximum lifetime of one local player profile. Each boundary before the end of that lifetime follows the row's result, and the trace distinguishes a restored value from an equal value derived later. The family definition is at profile.unlock-fields; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

character-unlocks changes from an earlier value to a distinguishable value

When
  • the value is read immediately before and after every declared persistence boundary that roguelike-run can construct
Then
  • the earlier value affects play for no longer than one local player profile
  • a boundary before the end of that lifetime clears it exactly when character-unlocks's selected boundary result says so
  • the trace identifies restoration of the earlier value separately from a later derivation of an equal value
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

until-event-value-ends-at-cited-event

Row.id ends at its cited event

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime until event.

not-kept-value-never-returns

Row.id never returns after its named interruption

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime not kept.

slot-and-profile-end-at-cited-event · character-unlocks

character-unlocks ends at its cited profile boundary

scenarioper state-families row

Applies to the character-unlocks row.

The maximum lifetime of character-unlocks ends at profile.delete-or-reset. An equal value derived later is new state. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable character-unlocks value before profile.delete-or-reset

When
  • play crosses the cited lifetime ending
Then
  • the earlier value reaches the end of its maximum lifetime at profile.delete-or-reset and cannot affect later play
  • the source record distinguishes an equal value derived later as new state
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

commit-starts-only-at-selected-trigger · run-resume-copy

run-resume-copy starts a commit only at its selected trigger

scenarioper copy-kinds row

Applies to the run-resume-copy row.

A commit for run-resume-copy begins only at the cited player save action under run.save-and-exit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

events around the write rule at run.save-and-exit

When
  • the events occur before, at, and after the cited player save action
Then
  • one run-resume-copy commit starts at the cited player save action and no commit starts at the test events before or after it
  • the commit log records which cited event started it
Diagnostics
  • roguelike-run-commit-log

commit-starts-only-at-selected-trigger · unlock-profile

unlock-profile starts a commit only at its selected trigger

scenarioper copy-kinds row

Applies to the unlock-profile row.

A commit for unlock-profile begins only at the cited checkpoint event under profile.unlock-commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

events around the write rule at profile.unlock-commit

When
  • the events occur before, at, and after the cited checkpoint event
Then
  • one unlock-profile commit starts at the cited checkpoint event and no commit starts at the test events before or after it
  • the commit log records which cited event started it
Diagnostics
  • roguelike-run-commit-log

commit-loadable-only-after-complete-success · run-resume-copy

run-resume-copy replaces its last commit only after complete success

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy becomes loadable only when run.save-and-exit reports success for the complete family set at run.resume-contents. A failed or partial write leaves the last successful commit in place. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

a last successful run-resume-copy commit and later complete-success, failed, and partial write attempts under run.save-and-exit

When
  • each attempt is followed by a return that requests run-resume-copy
Then
  • only the attempt reported successful for the complete set at run.resume-contents becomes loadable
  • a failed or partial attempt never replaces the last successful commit
  • the commit and load records distinguish the retained last commit from the attempts that did not succeed
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

commit-loadable-only-after-complete-success · unlock-profile

unlock-profile replaces its last commit only after complete success

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile becomes loadable only when profile.unlock-commit reports success for the complete family set at profile.unlock-contents. A failed or partial write leaves the last successful commit in place. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

a last successful unlock-profile commit and later complete-success, failed, and partial write attempts under profile.unlock-commit

When
  • each attempt is followed by a return that requests unlock-profile
Then
  • only the attempt reported successful for the complete set at profile.unlock-contents becomes loadable
  • a failed or partial attempt never replaces the last successful commit
  • the commit and load records distinguish the retained last commit from the attempts that did not succeed
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

normal-quit-final-commit-follows-write-rule · run-resume-copy

run-resume-copy makes a final quit commit only when its rule requires one

scenarioper copy-kinds row

Applies to the run-resume-copy row.

On a normal quit, run-resume-copy makes a final commit only when run.save-and-exit requires one. Otherwise the earlier successful commit remains the last commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

each normal-quit case the adoption can construct for changed run-resume-copy state under run.save-and-exit

When
  • each normal quit completes
Then
  • where run.save-and-exit requires a final commit, exactly one starts
  • where the rule does not require one, no final commit starts and the previous last successful commit remains; for a case that the adoption cannot construct, this test checks nothing
Diagnostics
  • roguelike-run-commit-log

normal-quit-final-commit-follows-write-rule · unlock-profile

unlock-profile makes a final quit commit only when its rule requires one

scenarioper copy-kinds row

Applies to the unlock-profile row.

On a normal quit, unlock-profile makes a final commit only when profile.unlock-commit requires one. Otherwise the earlier successful commit remains the last commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

each normal-quit case the adoption can construct for changed unlock-profile state under profile.unlock-commit

When
  • each normal quit completes
Then
  • where profile.unlock-commit requires a final commit, exactly one starts
  • where the rule does not require one, no final commit starts and the previous last successful commit remains; for a case that the adoption cannot construct, this test checks nothing
Diagnostics
  • roguelike-run-commit-log

normal-quit-returns-last-commit · run-inventory

run-inventory returns its last commit after a normal quit

scenarioper state-families row

Applies to the run-inventory row.

After a normal quit, run-inventory returns from the latest successful commit of the save kind named by saved-in; its uncommitted change does not return. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed run-inventory value followed by a distinguishable uncommitted change

When
  • the game quits normally and returns through the same context
Then
  • where this family names a save kind at saved-in, the latest successful commit of that kind restores run-inventory and the uncommitted change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

normal-quit-returns-last-commit · character-unlocks

character-unlocks returns its last commit after a normal quit

scenarioper state-families row

Applies to the character-unlocks row.

After a normal quit, character-unlocks returns from the latest successful commit of the save kind named by saved-in; its uncommitted change does not return. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed character-unlocks value followed by a distinguishable uncommitted change

When
  • the game quits normally and returns through the same context
Then
  • where this family names a save kind at saved-in, the latest successful commit of that kind restores character-unlocks and the uncommitted change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

normal-quit-does-not-return

Row.id does not return after a normal quit

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches after-normal-quit does not return.

crash-returns-last-commit · run-inventory

run-inventory returns its last completed commit after a crash

scenarioper state-families row

Applies to the run-inventory row.

After a crash, no unfinished commit succeeds. run-inventory returns from the last successful commit of the save kind named by saved-in, without later changes. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed run-inventory value, then a distinguishable change and an unfinished commit

When
  • the game crashes and returns through the same context
Then
  • the unfinished commit does not succeed
  • where this family names a save kind at saved-in, the last commit completed before the crash restores run-inventory and the later change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

crash-returns-last-commit · character-unlocks

character-unlocks returns its last completed commit after a crash

scenarioper state-families row

Applies to the character-unlocks row.

After a crash, no unfinished commit succeeds. character-unlocks returns from the last successful commit of the save kind named by saved-in, without later changes. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed character-unlocks value, then a distinguishable change and an unfinished commit

When
  • the game crashes and returns through the same context
Then
  • the unfinished commit does not succeed
  • where this family names a save kind at saved-in, the last commit completed before the crash restores character-unlocks and the later change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-load-result
  • roguelike-run-active-state-source

crash-does-not-return

Row.id does not return after a crash

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches after-crash does not return.

timer-and-checkpoint-have-crash-loss-window · unlock-profile

unlock-profile reports its possible crash loss window

scenarioper copy-kinds row

Applies to the unlock-profile row.

profile.unlock-commit states which later changes of unlock-profile a crash can lose. These changes are the possible loss window. The interrupted commit fails, and the report identifies the last successful commit and the lost interval. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a successful unlock-profile commit, later changes inside the possible loss window at profile.unlock-commit, and a commit interrupted by a crash

When
  • the game returns after the crash
Then
  • the interrupted commit does not succeed
  • the settlement report identifies the last successful commit and the changes in the cited possible loss window that did not return
Diagnostics
  • roguelike-run-commit-log
  • roguelike-run-settlement-report

layout-selects-requested-copy · run-resume-copy

run-resume-copy selects its requested copy before activation

scenarioper copy-kinds row

Applies to the run-resume-copy row.

Before activation, run-resume-copy selects its current copy and presents no player-selected slot under run.resume-storage. Where an earlier commit is retained, it is not another layout. Where none is retained, this test checks nothing about earlier commits. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the player requests run-resume-copy through the selection route at run.resume-storage and, where the adoption retains one, an earlier commit is also available

When
  • selection completes before any state activation
Then
  • run-resume-copy selects its current copy and presents no player-selected slot
  • where an earlier commit is retained, it is not treated as another layout choice and remains available only through its matching backup and damage routes; where none is retained, this test checks nothing about earlier commits
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-active-state-source

layout-selects-requested-copy · unlock-profile

unlock-profile selects its requested copy before activation

scenarioper copy-kinds row

Applies to the unlock-profile row.

Before activation, unlock-profile selects its current copy and presents no player-selected slot under profile.local-storage. Where an earlier commit is retained, it is not another layout. Where none is retained, this test checks nothing about earlier commits. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the player requests unlock-profile through the selection route at profile.local-storage and, where the adoption retains one, an earlier commit is also available

When
  • selection completes before any state activation
Then
  • unlock-profile selects its current copy and presents no player-selected slot
  • where an earlier commit is retained, it is not treated as another layout choice and remains available only through its matching backup and damage routes; where none is retained, this test checks nothing about earlier commits
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-active-state-source

residence-controls-authoritative-candidates · run-resume-copy

run-resume-copy obtains candidates from its declared residence

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy is available only on that device unless a transfer cited outside this adoption supplies it under run.resume-storage. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the candidate sources the adoption can construct for run-resume-copy as governed at run.resume-storage

When
  • the game builds the candidate set before conflict handling
Then
  • run-resume-copy is available only on that device unless a transfer cited outside this adoption supplies it
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-authority-trace

residence-controls-authoritative-candidates · unlock-profile

unlock-profile obtains candidates from its declared residence

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile is available only on that device unless a transfer cited outside this adoption supplies it under profile.local-storage. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the candidate sources the adoption can construct for unlock-profile as governed at profile.local-storage

When
  • the game builds the candidate set before conflict handling
Then
  • unlock-profile is available only on that device unless a transfer cited outside this adoption supplies it
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-authority-trace

candidate-identity-precedes-settlement · run-resume-copy

run-resume-copy reads candidate identity before settlement

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy reads candidate identity first. A candidate with an unreadable identity cannot enter conflict handling. When no candidate remains, the effective damage response runs immediately. A readable header with an unreadable body reaches the damage response only after conflict and build comparison.

Test steps and diagnostics
Given

run-resume-copy candidates with readable identity, unreadable identity, and a readable header with an unreadable gameplay body

When
  • the game reads candidate identity before conflict, build, or damage settlement
Then
  • save-kind, slot when present, build, and commit identity are read before gameplay state
  • an unreadable identity is not a conflict candidate; if no candidate remains, the effective damage response runs immediately without conflict or build comparison
  • a readable header with an unreadable body remains a candidate through conflict and build comparison before reaching damage settlement
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-settlement-trace
  • roguelike-run-damage-report

candidate-identity-precedes-settlement · unlock-profile

unlock-profile reads candidate identity before settlement

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile reads candidate identity first. A candidate with an unreadable identity cannot enter conflict handling. When no candidate remains, the effective damage response runs immediately. A readable header with an unreadable body reaches the damage response only after conflict and build comparison.

Test steps and diagnostics
Given

unlock-profile candidates with readable identity, unreadable identity, and a readable header with an unreadable gameplay body

When
  • the game reads candidate identity before conflict, build, or damage settlement
Then
  • save-kind, slot when present, build, and commit identity are read before gameplay state
  • an unreadable identity is not a conflict candidate; if no candidate remains, the effective damage response runs immediately without conflict or build comparison
  • a readable header with an unreadable body remains a candidate through conflict and build comparison before reaching damage settlement
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-settlement-trace
  • roguelike-run-damage-report

missing-conflict-row-runs-no-conflict-response · run-resume-copy

run-resume-copy has no conflict response without a matching row

scenarioper copy-kinds row

Applies to the run-resume-copy row.

If run-resume-copy has no matching conflict row, this contract performs no conflict response for it. If it has one, this test checks nothing.

Test steps and diagnostics
Given

a candidate set for run-resume-copy

When
  • the game looks for a matching copy-conflicts row before build comparison
Then
  • where no matching conflict row exists, no candidate is selected, refused, or replaced by a conflict response from this contract
  • where a matching row exists, this test checks nothing
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-settlement-trace

missing-conflict-row-runs-no-conflict-response · unlock-profile

unlock-profile has no conflict response without a matching row

scenarioper copy-kinds row

Applies to the unlock-profile row.

If unlock-profile has no matching conflict row, this contract performs no conflict response for it. If it has one, this test checks nothing.

Test steps and diagnostics
Given

a candidate set for unlock-profile

When
  • the game looks for a matching copy-conflicts row before build comparison
Then
  • where no matching conflict row exists, no candidate is selected, refused, or replaced by a conflict response from this contract
  • where a matching row exists, this test checks nothing
Diagnostics
  • roguelike-run-candidate-set
  • roguelike-run-settlement-trace

one-kind-conflict-settles-only-named-kind

Row.id settles only Row.copy kind

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

all-synced-conflict-settles-whole-set

Row.id settles every synced save kind together

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

conflict-select-by-rule

Row.id applies select-by-rule

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

conflict-player-chooses-copy

Row.id applies player-chooses-copy

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

conflict-refuse-until-resolved

Row.id applies refuse-until-resolved

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

older-build-override-refuse-load

Row.id applies its older-build refuse-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches older-build-copy refuse load.

older-build-default-refuse-load · run-resume-copy

run-resume-copy applies the default answer refuse-load for an older build

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy uses the default answer for an older build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind run-resume-copy written by an older build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal by build mismatch from an absent or unreadable copy
Diagnostics
  • roguelike-run-writer-and-reader-builds
  • roguelike-run-load-result
  • roguelike-run-active-state-source

older-build-default-refuse-load · unlock-profile

unlock-profile applies the default answer refuse-load for an older build

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile uses the default answer for an older build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind unlock-profile written by an older build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal by build mismatch from an absent or unreadable copy
Diagnostics
  • roguelike-run-writer-and-reader-builds
  • roguelike-run-load-result
  • roguelike-run-active-state-source

older-build-override-convert-and-load

Row.id applies its older-build convert-and-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches older-build-copy convert and load.

older-build-default-convert-and-load

Row.id applies the default answer convert-and-load for an older build

scenarioper copy-kinds row

Does not apply to roguelike-run: older build default is refuse load, not convert and load.

older-build-override-warn-and-load

Row.id applies its older-build warn-and-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches older-build-copy warn and load.

older-build-default-warn-and-load

Row.id applies the default answer warn-and-load for an older build

scenarioper copy-kinds row

Does not apply to roguelike-run: older build default is refuse load, not warn and load.

newer-build-override-refuse-load

Row.id applies its newer-build refuse-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches newer-build-copy refuse load.

newer-build-default-refuse-load · run-resume-copy

run-resume-copy applies the default answer refuse-load for a newer build

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy uses the default answer for a newer build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind run-resume-copy written by a newer build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal from an absent or unreadable copy
Diagnostics
  • roguelike-run-writer-and-reader-builds
  • roguelike-run-load-result
  • roguelike-run-active-state-source

newer-build-default-refuse-load · unlock-profile

unlock-profile applies the default answer refuse-load for a newer build

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile uses the default answer for a newer build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind unlock-profile written by a newer build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal from an absent or unreadable copy
Diagnostics
  • roguelike-run-writer-and-reader-builds
  • roguelike-run-load-result
  • roguelike-run-active-state-source

newer-build-override-warn-and-load

Row.id applies its newer-build warn-and-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches newer-build-copy warn and load.

newer-build-default-warn-and-load

Row.id applies the default answer warn-and-load for a newer build

scenarioper copy-kinds row

Does not apply to roguelike-run: newer build default is refuse load, not warn and load.

unreadable-copy-override-refuse-load

Row.id applies its unreadable-copy refuse-load override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy refuse load.

unreadable-copy-default-refuse-load · run-resume-copy

run-resume-copy applies the default answer refuse-load for an unreadable copy

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy uses the default answer for an unreadable copy and refuses the load without activating, replacing, or repairing unreadable state. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected copy of save kind run-resume-copy whose gameplay body is unreadable after conflict and build settlement

When
  • the player requests the unreadable copy
Then
  • no state from the unreadable copy becomes active
  • the unreadable copy is neither replaced nor repaired by this response
  • the load result distinguishes refusal from an absent copy
Diagnostics
  • roguelike-run-damage-report
  • roguelike-run-load-result
  • roguelike-run-active-state-source
  • roguelike-run-removal-log

unreadable-copy-default-refuse-load · unlock-profile

unlock-profile applies the default answer refuse-load for an unreadable copy

scenarioper copy-kinds row

Applies to the unlock-profile row.

unlock-profile uses the default answer for an unreadable copy and refuses the load without activating, replacing, or repairing unreadable state. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected copy of save kind unlock-profile whose gameplay body is unreadable after conflict and build settlement

When
  • the player requests the unreadable copy
Then
  • no state from the unreadable copy becomes active
  • the unreadable copy is neither replaced nor repaired by this response
  • the load result distinguishes refusal from an absent copy
Diagnostics
  • roguelike-run-damage-report
  • roguelike-run-load-result
  • roguelike-run-active-state-source
  • roguelike-run-removal-log

unreadable-copy-override-start-fresh

Row.id applies its unreadable-copy start-fresh override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy start fresh.

unreadable-copy-default-start-fresh

Row.id applies the default answer start-fresh for an unreadable copy

scenarioper copy-kinds row

Does not apply to roguelike-run: unreadable copy default is refuse load, not start fresh.

unreadable-copy-override-restore-earlier-copy

Row.id applies its unreadable-copy restore-earlier-copy override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy restore earlier copy.

unreadable-copy-default-restore-earlier-copy

Row.id applies the default answer restore-earlier-copy for an unreadable copy

scenarioper copy-kinds row

Does not apply to roguelike-run: unreadable copy default is refuse load, not restore earlier copy.

unreadable-copy-override-repair-readable-state

Row.id applies its unreadable-copy repair-readable-state override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy repair readable state.

unreadable-copy-default-repair-readable-state

Row.id applies the default answer repair-readable-state for an unreadable copy

scenarioper copy-kinds row

Does not apply to roguelike-run: unreadable copy default is refuse load, not repair readable state.

unreadable-copy-override-warn-and-try

Row.id applies its unreadable-copy warn-and-try override

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy warn and try.

unreadable-copy-default-warn-and-try

Row.id applies the default answer warn-and-try for an unreadable copy

scenarioper copy-kinds row

Does not apply to roguelike-run: unreadable copy default is refuse load, not warn and try.

backup-retains-orders-and-restores-earlier-copies

Row.id retains and restores earlier copies

scenarioper backup-copies row

Does not apply to roguelike-run: backup-copies has no rows.

readable-compatible-copy-activates-together · run-resume-copy

run-resume-copy loads a readable compatible conflict-free copy

scenarioper copy-kinds row

Applies to the run-resume-copy row.

A readable, same-build, conflict-free copy of save kind run-resume-copy loads successfully and activates every family at run.resume-contents together from one commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a selected readable copy of save kind run-resume-copy from the running build with no conflict, carrying distinguishable values for every family at run.resume-contents

When
  • the game loads the copy
Then
  • the load is accepted rather than refused
  • every carried state family activates together from one commit
  • no partial copy is visible at any point
Diagnostics
  • roguelike-run-load-result
  • roguelike-run-active-state-source
  • roguelike-run-activation-trace

readable-compatible-copy-activates-together · unlock-profile

unlock-profile loads a readable compatible conflict-free copy

scenarioper copy-kinds row

Applies to the unlock-profile row.

A readable, same-build, conflict-free copy of save kind unlock-profile loads successfully and activates every family at profile.unlock-contents together from one commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a selected readable copy of save kind unlock-profile from the running build with no conflict, carrying distinguishable values for every family at profile.unlock-contents

When
  • the game loads the copy
Then
  • the load is accepted rather than refused
  • every carried state family activates together from one commit
  • no partial copy is visible at any point
Diagnostics
  • roguelike-run-load-result
  • roguelike-run-active-state-source
  • roguelike-run-activation-trace

load-preserves-families-from-other-kinds · run-resume-copy

loading run-resume-copy preserves state from other save kinds

scenarioper copy-kinds row

Applies to the run-resume-copy row.

Loading run-resume-copy activates its carried families together and preserves the active value of every family saved in another save kind. If no other save kind exists, this test checks nothing about other save kinds.

Test steps and diagnostics
Given

active distinguishable state from run-resume-copy and, where the adoption declares one, another save kind

When
  • a readable compatible conflict-free copy of save kind run-resume-copy loads successfully
Then
  • families carried by run-resume-copy activate together from its selected commit
  • families saved in another save kind keep that kind's already active value
  • where no other save kind exists, this test checks nothing about other save kinds
Diagnostics
  • roguelike-run-activation-trace
  • roguelike-run-active-state-source

load-preserves-families-from-other-kinds · unlock-profile

loading unlock-profile preserves state from other save kinds

scenarioper copy-kinds row

Applies to the unlock-profile row.

Loading unlock-profile activates its carried families together and preserves the active value of every family saved in another save kind. If no other save kind exists, this test checks nothing about other save kinds.

Test steps and diagnostics
Given

active distinguishable state from unlock-profile and, where the adoption declares one, another save kind

When
  • a readable compatible conflict-free copy of save kind unlock-profile loads successfully
Then
  • families carried by unlock-profile activate together from its selected commit
  • families saved in another save kind keep that kind's already active value
  • where no other save kind exists, this test checks nothing about other save kinds
Diagnostics
  • roguelike-run-activation-trace
  • roguelike-run-active-state-source

family-without-saved-in-is-never-restored · run-inventory

run-inventory is never restored when it names no save kind

scenarioper state-families row

Applies to the run-inventory row.

For run-inventory, when it has no saved-in, no return path restores its earlier value. For run-inventory, when it names saved-in, only an accepted load of that save kind restores its earlier value; no other return path does.

Test steps and diagnostics
Given

a distinguishable earlier run-inventory value and every return path the adoption can construct

When
  • the return paths complete
Then
  • where run-inventory has no saved-in, none of the return paths restores its earlier value
  • where run-inventory names saved-in, its earlier value is restored only by an accepted load of that save kind and by no other return path
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

family-without-saved-in-is-never-restored · character-unlocks

character-unlocks is never restored when it names no save kind

scenarioper state-families row

Applies to the character-unlocks row.

For character-unlocks, when it has no saved-in, no return path restores its earlier value. For character-unlocks, when it names saved-in, only an accepted load of that save kind restores its earlier value; no other return path does.

Test steps and diagnostics
Given

a distinguishable earlier character-unlocks value and every return path the adoption can construct

When
  • the return paths complete
Then
  • where character-unlocks has no saved-in, none of the return paths restores its earlier value
  • where character-unlocks names saved-in, its earlier value is restored only by an accepted load of that save kind and by no other return path
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

earlier-point-follows-after-load · current-run-return

current-run-return follows its after-load result

scenarioper earlier-point-returns row

Applies to the current-run-return row.

After successful activation, current-run-return returns play to run.return-after-load and keeps the run identity when the point is inside a run. Then each return that the mode set before the load permits goes to the earlier point; each named mode follows its cited result. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

an accepted copy of the save kind run-resume-copy and an earlier point at run.return-after-load

When
  • activation succeeds and the player attempts the return twice
Then
  • continuous play returns to the cited earlier point only after successful activation
  • each return the row's after-load result permits retains the same run identity when the point is inside a run
  • each return that the mode set before the load permits goes to the earlier point; each named mode follows its cited result
Diagnostics
  • roguelike-run-load-result
  • roguelike-run-return-point
  • roguelike-run-run-identity
  • roguelike-run-save-availability-after-load

missing-earlier-point-row-returns-nowhere · run-resume-copy

run-resume-copy returns to no earlier point without an earlier-point row

scenarioper copy-kinds row

Applies to the run-resume-copy row.

A successful run-resume-copy load returns continuous play to no earlier point under this contract when no earlier-point row names it. When a row names it, this test checks nothing.

Test steps and diagnostics
Given

a successful run-resume-copy load

When
  • the game checks for an earlier-point-returns row after activation
Then
  • where no row names run-resume-copy, this contract returns continuous play to no earlier point
  • where a row names run-resume-copy, this test checks nothing
Diagnostics
  • roguelike-run-load-result
  • roguelike-run-return-point

missing-earlier-point-row-returns-nowhere · unlock-profile

unlock-profile returns to no earlier point without an earlier-point row

scenarioper copy-kinds row

Applies to the unlock-profile row.

A successful unlock-profile load returns continuous play to no earlier point under this contract when no earlier-point row names it. When a row names it, this test checks nothing.

Test steps and diagnostics
Given

a successful unlock-profile load

When
  • the game checks for an earlier-point-returns row after activation
Then
  • where no row names unlock-profile, this contract returns continuous play to no earlier point
  • where a row names unlock-profile, this test checks nothing
Diagnostics
  • roguelike-run-load-result
  • roguelike-run-return-point

earlier-point-mode-gate-controls-existence · current-run-return

current-run-return exists only in its named modes

scenarioper earlier-point-returns row

Applies to the current-run-return row.

current-run-return exists only while modes.run-saves permits it. This test checks nothing about a mode change during an existing profile. It names the address and restates nothing from it.

Test steps and diagnostics
Given

modes allowed and excluded by modes.run-saves

When
  • the player looks for current-run-return in each mode before loading
Then
  • current-run-return exists in every allowed mode and is absent in every excluded mode
  • a mode change during an existing profile is outside this declaration and this test checks nothing about that change
Diagnostics
  • roguelike-run-mode-trace
  • roguelike-run-return-point

death-follows-family-result · run-inventory

run-inventory follows its death result

scenarioper state-families row

Applies to the run-inventory row.

On death, run-inventory follows its selected result: the earlier value is removed before later play and an equal later value is recorded only as new state.

Test steps and diagnostics
Given

a distinguishable run-inventory value immediately before death

When
  • death settles before any death-triggered copy removal the adoption declares
Then
  • the earlier value is removed before later play and an equal later value is recorded only as new state
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

death-follows-family-result · character-unlocks

character-unlocks follows its death result

scenarioper state-families row

Applies to the character-unlocks row.

On death, character-unlocks follows its selected result: the earlier value remains available to later play.

Test steps and diagnostics
Given

a distinguishable character-unlocks value immediately before death

When
  • death settles before any death-triggered copy removal the adoption declares
Then
  • the earlier value remains available to later play
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

death-at-run-end-clears-run-family · run-inventory

run-inventory clears when death is its run end

scenarioper state-families row

Applies to the run-inventory row.

If death is the run end at run.death-victory-or-abandonment, run-inventory clears even without a save action. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable run-inventory value before a death, where the run ending at run.death-victory-or-abandonment is death

When
  • death occurs without another save action
Then
  • if the cited end at run.death-victory-or-abandonment is death, the earlier run-lifetime value clears before later play even without a save action; if the cited end is not death, this test checks nothing
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-run-identity

death-at-until-event-clears-family

Row.id clears when death is its cited event

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime until event.

slot-deletion-follows-family-result · run-inventory

run-inventory follows its slot-deletion result

scenarioper state-families row

Applies to the run-inventory row.

On slot deletion, run-inventory follows its selected result: the settlement records that this family has no related player-selected slot.

Test steps and diagnostics
Given

a distinguishable family value when it has no related player-selected slot

When
  • a slot-deletion boundary is considered
Then
  • the settlement records that this family has no related player-selected slot
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-settlement-report

slot-deletion-follows-family-result · character-unlocks

character-unlocks follows its slot-deletion result

scenarioper state-families row

Applies to the character-unlocks row.

On slot deletion, character-unlocks follows its selected result: the settlement records that this family has no related player-selected slot.

Test steps and diagnostics
Given

a distinguishable family value when it has no related player-selected slot

When
  • a slot-deletion boundary is considered
Then
  • the settlement records that this family has no related player-selected slot
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-settlement-report

local-profile-deletion-follows-family-result · run-inventory

run-inventory follows its local-profile-deletion result

scenarioper state-families row

Applies to the run-inventory row.

On local-profile deletion, run-inventory follows its selected result: the settlement records that this family has no related local player profile. Where a related profile exists, child slots are included only as the adoption's cited rule provides. Where no related profile exists, this test checks nothing about child slots. The test restates nothing from the cited rule.

Test steps and diagnostics
Given

a distinguishable family value when it has no related local player profile

When
  • a local-profile-deletion boundary is considered
Then
  • the settlement records that this family has no related local player profile
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-settlement-report
  • roguelike-run-removal-log

local-profile-deletion-follows-family-result · character-unlocks

character-unlocks follows its local-profile-deletion result

scenarioper state-families row

Applies to the character-unlocks row.

On local-profile deletion, character-unlocks follows its selected result: the earlier value tied to that local profile clears before later play. Where a related profile exists, child slots are included only as the adoption's cited rule provides. Where no related profile exists, this test checks nothing about child slots. The test restates nothing from the cited rule.

Test steps and diagnostics
Given

a distinguishable family value before deletion of its related local profile

When
  • the related local profile is deleted with every child slot named by the adoption's cited rule
Then
  • the earlier value tied to that local profile clears before later play
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-settlement-report
  • roguelike-run-removal-log

device-lifetime-ends-at-device-data-deletion

Row.id ends when device data is deleted

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime device.

account-lifetime-ends-at-account-deletion

Row.id ends when its account is deleted or reset

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime account.

another-device-returns-family

Row.id returns on another eligible device

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches on-another-device returns.

another-device-does-not-return-family · run-inventory

run-inventory does not return on another device

scenarioper state-families row

Applies to the run-inventory row.

On another eligible device, the earlier run-inventory value does not return. Its new-device value follows run.inventory-fields. The device change does not delete any source-device copy; if none exists, this test checks nothing about a source-device copy. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable run-inventory value on one device before the same eligible player continues on another

When
  • the new device settles available state
Then
  • the earlier value does not activate and the family starts from the new-device value governed at run.inventory-fields
  • any source-device copy is not deleted by the device change; where none exists, this test checks nothing about a source-device copy
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source
  • roguelike-run-removal-log

another-device-does-not-return-family · character-unlocks

character-unlocks does not return on another device

scenarioper state-families row

Applies to the character-unlocks row.

On another eligible device, the earlier character-unlocks value does not return. Its new-device value follows profile.unlock-fields. The device change does not delete any source-device copy; if none exists, this test checks nothing about a source-device copy. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable character-unlocks value on one device before the same eligible player continues on another

When
  • the new device settles available state
Then
  • the earlier value does not activate and the family starts from the new-device value governed at profile.unlock-fields
  • any source-device copy is not deleted by the device change; where none exists, this test checks nothing about a source-device copy
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source
  • roguelike-run-removal-log

removed-copy-disappears-at-selected-event · run-resume-copy

run-resume-copy disappears at its removal event

scenarioper copy-kinds row

Applies to the run-resume-copy row.

At death, run-resume-copy disappears from later load choices after every state-family death result has settled under run.permadeath-removal. The record distinguishes removal from refusal or failure. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a visible run-resume-copy load choice before death

When
  • death occurs under run.permadeath-removal
Then
  • the affected copy disappears from later load choices after every state-family death result has settled
  • the removal log records the event and distinguishes removal from a refused or failed load
Diagnostics
  • roguelike-run-removal-log
  • roguelike-run-load-result

copy-kind-mode-gate-controls-existence · run-resume-copy

run-resume-copy exists only in its named modes

scenarioper copy-kinds row

Applies to the run-resume-copy row.

run-resume-copy exists only while modes.run-saves permits it. This test checks nothing about a mode change during an existing profile. It names the address and restates nothing from it.

Test steps and diagnostics
Given

modes allowed and excluded by modes.run-saves

When
  • the player looks for run-resume-copy in each mode
Then
  • run-resume-copy exists in every allowed mode and is absent in every excluded mode
  • a mode change during an existing profile is outside this declaration and this test checks nothing about that change
Diagnostics
  • roguelike-run-mode-trace
  • roguelike-run-candidate-set

cleared-or-ended-value-never-affects-later-play

ended and cleared values stay absent

scenarioonce

Applies to roguelike-run.

After a lifetime ends or a boundary result clears a value, that earlier value never affects later play. An equal value derived later is new state. If no such case can be constructed, this test checks nothing.

Test steps and diagnostics
Given

every event the roguelike-run adoption can construct where a lifetime ends or a boundary result clears an earlier value

When
  • later play reaches points where an equal value can be derived
Then
  • the earlier value never affects later play after the end or clearing event
  • any equal value derived later is recorded as new state rather than restoration
  • where the adoption can construct no such event, this test checks nothing
Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-active-state-source

settlement-report-is-complete

every settlement report records its complete result

scenarioonce

Applies to roguelike-run.

Every settlement report carries the mechanism's full identity, boundary, commit, selection, response, result, and loss fields. Conflict and damage reports add their required facts and never claim an unattempted success. For a case that the adoption cannot construct, this test checks nothing.

Test steps and diagnostics
Given

each persistence settlement the roguelike-run adoption can construct

When
  • the settlement completes or refuses
Then
  • the report identifies state-family id, save-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default answer used, state result, and any lost interval
  • a conflict report also identifies both candidate commits and the selected response
  • a damage report identifies refusal, starting state, earlier-copy recovery, repaired parts, or warning choice and never claims an unattempted load succeeded
  • where a conflict, damage case, load, or answered question does not arise, this test checks nothing about it
Diagnostics
  • roguelike-run-settlement-report
  • roguelike-run-conflict-report
  • roguelike-run-damage-report

state-family-citation-states-its-duty · run-inventory

declaration check: run-inventory's state citation states its duty

scenarioper state-families row

Applies to the run-inventory row.

This declaration check reads the adoption and cited prose, not the running game. run.inventory-fields must name every field in run-inventory and every point where it can affect later play. For a family that answers does-not-return after a quit, a crash, or on another device, it must also name the value the family starts from; otherwise this test checks nothing about a starting value. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at run.inventory-fields, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • run.inventory-fields names every field in this state family and every point where it can affect later play
  • where the row answers does-not-return after a quit, a crash, or on another device, run.inventory-fields also names the value the family starts from; where it never gives that answer for those cases, this test checks nothing about a starting value
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

state-family-citation-states-its-duty · character-unlocks

declaration check: character-unlocks's state citation states its duty

scenarioper state-families row

Applies to the character-unlocks row.

This declaration check reads the adoption and cited prose, not the running game. profile.unlock-fields must name every field in character-unlocks and every point where it can affect later play. For a family that answers does-not-return after a quit, a crash, or on another device, it must also name the value the family starts from; otherwise this test checks nothing about a starting value. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at profile.unlock-fields, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • profile.unlock-fields names every field in this state family and every point where it can affect later play
  • where the row answers does-not-return after a quit, a crash, or on another device, profile.unlock-fields also names the value the family starts from; where it never gives that answer for those cases, this test checks nothing about a starting value
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

saved-in-joins-a-copy-kind · run-inventory

declaration check: run-inventory names an existing save kind when saved

scenarioper state-families row

Applies to the run-inventory row.

This declaration check reads the adoption, not the running game. When run-inventory has saved-in, it must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails. With no saved-in, this test checks nothing. It says nothing about a family held in two places at once; one family names one restoring save kind.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer reads run-inventory's saved-in field
Then
  • where saved-in is present, it names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
  • where saved-in is absent, this test checks nothing
Diagnostics
  • roguelike-run-declaration-record

saved-in-joins-a-copy-kind · character-unlocks

declaration check: character-unlocks names an existing save kind when saved

scenarioper state-families row

Applies to the character-unlocks row.

This declaration check reads the adoption, not the running game. When character-unlocks has saved-in, it must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails. With no saved-in, this test checks nothing. It says nothing about a family held in two places at once; one family names one restoring save kind.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer reads character-unlocks's saved-in field
Then
  • where saved-in is present, it names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
  • where saved-in is absent, this test checks nothing
Diagnostics
  • roguelike-run-declaration-record

backup-copy-kind-joins

declaration check: Row.id names an existing save kind

scenarioper backup-copies row

Does not apply to roguelike-run: backup-copies has no rows.

conflict-copy-kind-joins

declaration check: Row.id names an existing shared save kind

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

earlier-point-copy-kind-joins · current-run-return

declaration check: current-run-return names an existing save kind

scenarioper earlier-point-returns row

Applies to the current-run-return row.

This declaration check reads the adoption, not the running game. run-resume-copy must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer compares run-resume-copy with copy-kinds ids
Then
  • run-resume-copy names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

account-family-names-account-ending

declaration check: Row.id names account deletion or reset as its end

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches lifetime account.

restore-earlier-override-has-backup

declaration check: Row.id's restore-earlier-copy override has a backup row

scenarioper copy-kinds row

Does not apply to roguelike-run: no row in copy-kinds matches unreadable-copy restore earlier copy.

restore-earlier-default-has-backup

declaration check: the default answer restore-earlier-copy for Row.id has a backup row

scenarioper copy-kinds row

Does not apply to roguelike-run: unreadable copy default is refuse load, not restore earlier copy.

returning-family-uses-shared-authority

declaration check: Row.id returns from a cloud-synced or server-authoritative save kind

scenarioper state-families row

Does not apply to roguelike-run: no row in state-families matches on-another-device returns.

one-conflict-row-per-scope

declaration check: each conflict scope has at most one row

scenarioonce

Applies to roguelike-run.

This declaration check reads the adoption, not the running game. Each represented conflict scope has at most one row. When a scope has more than one row, the adoption is invalid, and this test fails. With no conflict rows, this test checks nothing.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer groups copy-conflicts rows by a this-copy-kind name or the all-synced-kinds scope
Then
  • no declared scope has more than one conflict row; when a scope has more than one row, the adoption is invalid, and this test fails; with no conflict rows, this test checks nothing
Diagnostics
  • roguelike-run-declaration-record

one-earlier-point-row-per-copy-kind

declaration check: each save kind has at most one earlier-point row

scenarioonce

Applies to roguelike-run.

This declaration check reads the adoption, not the running game. Each save kind has at most one earlier-point row. When more than one row names a save kind, the adoption is invalid, and this test fails. With no such rows, this test checks nothing.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer groups earlier-point-returns rows by copy-kind
Then
  • no save kind is named by more than one earlier-point-returns row; when more than one row names a save kind, the adoption is invalid, and this test fails; with no such rows, this test checks nothing
Diagnostics
  • roguelike-run-declaration-record

copy-citations-state-their-duties · run-resume-copy

declaration check: run-resume-copy's required citations state their duties

scenarioper copy-kinds row

Applies to the run-resume-copy row.

This declaration check reads the adoption and cited prose, not the running game. run.resume-contents must state the state-family set. run.save-and-exit must state when a write succeeds and what the loss window is. run.resume-storage must state the residence, the authority, the identities, and the player selection that apply. When a duty is missing, the adoption is invalid, and this test fails. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at run.resume-contents, run.save-and-exit, and run.resume-storage, not the running game

When
  • a reviewer checks each citation's meaning
Then
  • run.resume-contents names the complete family set written and restored together
  • run.save-and-exit names the trigger, success condition, final-write behavior, and quit or crash loss window
  • run.resume-storage names residence, applicable sync or service acceptance and authority, layout, identities, and player selection
  • when a citation does not state its duty, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

copy-citations-state-their-duties · unlock-profile

declaration check: unlock-profile's required citations state their duties

scenarioper copy-kinds row

Applies to the unlock-profile row.

This declaration check reads the adoption and cited prose, not the running game. profile.unlock-contents must state the state-family set. profile.unlock-commit must state when a write succeeds and what the loss window is. profile.local-storage must state the residence, the authority, the identities, and the player selection that apply. When a duty is missing, the adoption is invalid, and this test fails. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at profile.unlock-contents, profile.unlock-commit, and profile.local-storage, not the running game

When
  • a reviewer checks each citation's meaning
Then
  • profile.unlock-contents names the complete family set written and restored together
  • profile.unlock-commit names the trigger, success condition, final-write behavior, and quit or crash loss window
  • profile.local-storage names residence, applicable sync or service acceptance and authority, layout, identities, and player selection
  • when a citation does not state its duty, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

backup-citations-state-their-duties

declaration check: Row.id's backup citations state their duties

scenarioper backup-copies row

Does not apply to roguelike-run: backup-copies has no rows.

conflict-citation-states-its-duties

declaration check: Row.id's resolution citation states its duties

scenarioper copy-conflicts row

Does not apply to roguelike-run: copy-conflicts has no rows.

earlier-return-citation-states-its-duties · current-run-return

declaration check: current-run-return's return citation states its duties

scenarioper earlier-point-returns row

Applies to the current-run-return row.

This declaration check reads the adoption and cited prose, not the running game. run.return-after-load must state the earlier point, when activation is successful, the run identity when the point is inside a run, and whether another load remains possible. When a duty is missing, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at run.return-after-load, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • run.return-after-load names the earlier point, successful activation, run identity when applicable, and whether another load remains possible
  • when the citation does not state a duty, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

copy-removal-citation-states-its-duty · run-resume-copy

declaration check: run-resume-copy's removal citation states its duty

scenarioper copy-kinds row

Applies to the run-resume-copy row.

This declaration check reads the adoption and cited prose, not the running game. run.permadeath-removal must state the exact removal event and visible result. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at run.permadeath-removal, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • run.permadeath-removal names the exact removal event and what the player sees afterward
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

copy-mode-citation-states-its-duty · run-resume-copy

declaration check: run-resume-copy's mode citation states its duty

scenarioper copy-kinds row

Applies to the run-resume-copy row.

This declaration check reads the adoption and cited prose, not the running game. modes.run-saves must name all allowed modes and confirm absence elsewhere. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at modes.run-saves, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • modes.run-saves names every mode where the save kind exists and confirms absence elsewhere
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

player-mode-return-is-mode-gated · current-run-return

declaration check: current-run-return's player-mode return is mode-gated

scenarioper earlier-point-returns row

Applies to the current-run-return row.

This declaration check reads the adoption, not the running game. current-run-return must be mode-gated: only-in-named-modes and cite its mode rule. When a player-mode-decides row has no mode gate, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the roguelike-run adoption document, not the running game

When
  • a reviewer checks the player-mode return's mode gate and mode-rule citation
Then
  • current-run-return is mode-gated: only-in-named-modes and cites its mode rule; when a player-mode-decides row has no mode gate, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

earlier-point-mode-citation-states-its-duty · current-run-return

declaration check: current-run-return's mode citation states its duty

scenarioper earlier-point-returns row

Applies to the current-run-return row.

This declaration check reads the adoption and cited prose, not the running game. modes.run-saves must name all allowed modes and confirm absence elsewhere. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the roguelike-run adoption and the prose at modes.run-saves, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • modes.run-saves names every mode where the earlier point exists and confirms absence elsewhere
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • roguelike-run-declaration-record

persistence-holds

the persistence mechanism holds for the whole run

generalonce

Applies to roguelike-run.

Across each of quit, crash, death, slot deletion, profile deletion, and device change that the adoption can construct, plus each constructible damage and build-mismatch case, each family's value on both sides of every constructed boundary matches its row and the numbered settlement order holds. Every load the adoption can construct refuses partial state and activates all carried families together only when accepted. For a case that the adoption cannot construct, this test checks nothing. The pack's default audit seeds apply unless the adoption supplies its own.

Test steps and diagnostics
Holds

every state family's distinguishable value on both sides of every constructed boundary matched its row; every commit, candidate, conflict, build comparison, damage response, activation, earlier return, deletion, device return, and settlement report that the adoption constructed followed the mechanism's numbered order; every constructed load that was partial or refused activated no state; every accepted load activated all carried families together; where the adoption can construct no load, conflict, damage, build mismatch, or earlier return, this test checks nothing about that case

Seeds

["audit-a","audit-b"]

Scope

each of quit, crash, death, slot deletion, profile deletion, and device change that the adoption can construct, plus each constructible damage and build-mismatch case

Diagnostics
  • roguelike-run-state-boundary-trace
  • roguelike-run-commit-log
  • roguelike-run-candidate-set
  • roguelike-run-settlement-trace
  • roguelike-run-load-result
  • roguelike-run-active-state-source
  • roguelike-run-settlement-report
  • roguelike-run-first-ordering-violation
JSONthe adoption as one file

Answers you try on this page do not change this file. To change an adoption, open it in the authoring tool.

{
  "contract": "state-persistence-scope",
  "version": 2,
  "summary": "This contract covers which state is kept after the end of a run or session, a quit, a crash, death, the deletion of saved data, and a move to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. This contract does not cover time that passes while the game is closed, replay guarantees, file formats, or the shape of saved numbers. The Suspension and catch-up contract covers time while the game is closed. The Replay scope contract covers replay guarantees.",
  "questions": {
    "unreadable-copy-default": {
      "asks": "By default, what happens when saved state cannot be read?",
      "rationale": "Lost progress is the most visible failure of a save system. This answer is the default answer. A save kind can choose another answer in its own row.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No saved copy can be opened later, so unreadable saved state never reaches a load attempt.",
      "options": {
        "refuse-load": {
          "meaning": "The unreadable copy stays closed. A city slot remains listed, but none of its progress becomes active.",
          "semantics": "Loading stops before any state from that copy becomes active. The copy is neither replaced nor repaired by this response."
        },
        "start-fresh": {
          "meaning": "Play starts from the normal starting state. A damaged puzzle slot opens with its first board instead of the old board.",
          "semantics": "The starting state becomes active instead of state from the unreadable copy. The response does not by itself delete or overwrite that copy."
        },
        "restore-earlier-copy": {
          "meaning": "An earlier copy can replace the unreadable copy through a route that the game supports. Restoring a file by hand is one such route. A factory game continues after the player chooses the backup that was made before the damaged autosave.",
          "semantics": "A declared manual, in-game, or automatic recovery route can activate an earlier copy. The newest usable earlier copy under the matching backup rule becomes active."
        },
        "repair-readable-state": {
          "meaning": "Readable progress returns and damaged parts reset. A dungeon keeps cleared floors but rebuilds one broken room record.",
          "semantics": "Readable state becomes active as one repaired result. Every unreadable part takes the starting value named by the cited repair rule."
        },
        "warn-and-try": {
          "meaning": "The player can cancel or try the unreadable copy. A colony save opens only after its damage warning is accepted.",
          "semantics": "No state from the copy becomes active before the explicit choice. Accepting the warning permits an attempt but does not promise success."
        }
      }
    },
    "older-build-default": {
      "asks": "By default, what happens when an older game build wrote the copy?",
      "rationale": "An update can make a player's progress impossible to load, or change it permanently. Choose how the current build protects that progress.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No loadable copy exists, so an older build has no saved state to open.",
      "options": {
        "refuse-load": {
          "meaning": "The older copy stays closed. A world from last year's rules cannot open in the current build.",
          "semantics": "Loading stops before state written by the older build becomes active."
        },
        "convert-and-load": {
          "meaning": "The game updates the old state and opens it. A factory save gains the current recipe records before play resumes.",
          "semantics": "A declared conversion produces current-build state before activation."
        },
        "warn-and-load": {
          "meaning": "The old copy is tried only after a warning. A racing career from an earlier patch opens after the player accepts the risk.",
          "semantics": "The player accepts a compatibility warning before old-build state becomes active. Acceptance permits an attempt but does not promise success."
        }
      }
    },
    "newer-build-default": {
      "asks": "By default, what happens when a newer game build wrote the copy?",
      "rationale": "Going back to an older build can erase newer content. Choose whether the player may take that risk.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No loadable copy exists, so a newer build has no saved state to open.",
      "options": {
        "refuse-load": {
          "meaning": "The newer copy stays closed. A world from a later patch remains unavailable in this build.",
          "semantics": "Loading stops before state written by the newer build becomes active."
        },
        "warn-and-load": {
          "meaning": "The newer copy is tried only after a warning. A sandbox world opens after the player accepts that newer content may be lost.",
          "semantics": "The player accepts a compatibility warning before newer-build state becomes active. Acceptance permits an attempt but does not promise success."
        }
      }
    }
  },
  "declares": {
    "values": {},
    "rows": {
      "state-families": {
        "description": "List each state family. A state family is a group of state that can change later play. For each state family, give how long it lasts and what happens to it at a quit, a crash, death, a deletion, and a move to another device.",
        "when-empty": "No changing game state is covered, so this adoption makes no persistence promise.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the state family in your game's words, such as campaign-progress, run-inventory, unlocks, or settings."
          },
          "state-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which fields belong to this family and at which points the family can affect later play. For a family that does not return after a quit, after a crash, or on another device, the rules also name the value that the family starts from."
          },
          "lifetime": {
            "type": "string",
            "required": true,
            "options": [
              "run",
              "session",
              "slot",
              "profile",
              "device",
              "account",
              "until-event",
              "not-kept"
            ],
            "description": "How long this state lasts. Run: the state belongs to one attempt; a roguelike's carried items are lost when that attempt ends. Session: the state belongs to one continuous visit; a co-op lobby choice is lost when the party leaves that lobby. Slot: the state belongs to one player-selected save; campaign progress is lost when that slot is deleted. Profile: the state belongs to one local player profile; unlocks are lost when that profile is deleted. Device: the state belongs to one installation; local settings are lost when that device data is erased. Account: the state belongs to one account; online settings are lost when that account is deleted or reset. Until event: the state lasts to one named game event; dropped currency is lost at the next death. Not kept: the state is lost at its first named interruption; an enemy's alert meter does not return after quitting."
          },
          "scope-starts-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "run",
                  "session"
                ]
              }
            },
            "description": "Where your game's rules say when this attempt or continuous visit starts. The player can observe the start. A run may start when the character enters the dungeon; a session may start when the party joins a lobby."
          },
          "scope-ends-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "run",
                  "session",
                  "slot",
                  "profile",
                  "device",
                  "account",
                  "not-kept"
                ]
              }
            },
            "description": "Where your game's rules say when this lifetime ends. The player can observe the ending. It may be an attempt result, leaving a lobby, deleting a player-selected slot, deleting a local profile, erasing device data, deleting an account, or the first interruption that discards the value."
          },
          "lifetime-event-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "until-event"
                ]
              }
            },
            "description": "Where your game's rules say which named game event destroys the value that the family had before the event. A recovery point may last until the next death after it appears."
          },
          "saved-in": {
            "type": "string",
            "pattern": "kebab-case",
            "description": "The save kind that restores this family. When the field is absent, no copy restores the family."
          },
          "after-normal-quit": {
            "type": "string",
            "required": true,
            "options": [
              "returns-last-commit",
              "does-not-return"
            ],
            "description": "Whether this state returns after a normal quit. The answer returns-last-commit means that the state returns as it was at the last successful save. A campaign returns its last checkpoint; an unsaved match score does not."
          },
          "after-crash": {
            "type": "string",
            "required": true,
            "options": [
              "returns-last-commit",
              "does-not-return"
            ],
            "description": "Whether this state returns after a crash. The answer returns-last-commit means that the state returns as it was at the last successful save before the crash. A world that is saved on a timer may lose the changes made since its last save, and still return that save."
          },
          "after-death": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value"
            ],
            "description": "Whether death keeps this value. Roguelike unlocks may remain while the dead run's inventory clears."
          },
          "after-slot-delete": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value",
              "no-slot"
            ],
            "description": "Whether this value is kept when the related player-selected slot is deleted. The storage rule of a save kind with several player-selected slots names that slot. For a save kind with one current copy, answer no-slot."
          },
          "after-local-profile-delete": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value",
              "no-profile"
            ],
            "description": "Whether this value is kept when the related local player profile is deleted. The storage rule of the save kind that restores this family names that profile. For a family with no such profile, answer no-profile."
          },
          "on-another-device": {
            "type": "string",
            "required": true,
            "options": [
              "returns",
              "does-not-return"
            ],
            "description": "Whether the value returns when the same eligible player continues on another device. A server profile may return; local settings may not."
          }
        }
      },
      "copy-kinds": {
        "description": "List each save kind. A save kind is one kind of saved copy that is written and loaded independently, such as campaign slots, profile data, cloud settings, or a server profile.",
        "when-empty": "No saved copy can be opened later. Loading cannot restore state, compare builds, recover damage, or resolve a conflict.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for this save kind in your game's words, such as campaign-slots, unlock-profile, or account-settings."
          },
          "contains-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which state families this save kind writes and restores together. The rules list the state-family ids."
          },
          "write-trigger": {
            "type": "string",
            "required": true,
            "options": [
              "player-save",
              "checkpoint",
              "continuous",
              "timer",
              "service-owned"
            ],
            "description": "What starts a save: a save action, a named checkpoint, each accepted change, a timer, or the service's own rule."
          },
          "write-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say exactly when a save begins, what makes it successful, and which later changes a quit or a crash can lose."
          },
          "residence": {
            "type": "string",
            "required": true,
            "options": [
              "local-device",
              "cloud-synced",
              "server-authoritative"
            ],
            "description": "Where the copy that decides the restored state is kept: on this device, in copies that are synced between devices, or on a game service. Synced copies can disagree. A profile that the service controls uses the state that the service accepted."
          },
          "layout": {
            "type": "string",
            "required": true,
            "options": [
              "one-current",
              "manual-slots"
            ],
            "description": "How the save is presented: one current copy or several player-selected slots. A slot is one named load choice in the storage rule; retained earlier copies belong in the backup list."
          },
          "storage-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say where the copy is kept, which sync or service has authority over it, and how the player selects it. For a save kind with several player-selected slots, the rules also name the identity of each slot, and that identity does not change. For a save kind with one current copy, the rules name no player-selected slot."
          },
          "unreadable-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "start-fresh",
              "restore-earlier-copy",
              "repair-readable-state",
              "warn-and-try"
            ],
            "description": "What happens when a copy of this save kind cannot be read. Use the default answer, or choose another answer for this row."
          },
          "older-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "convert-and-load",
              "warn-and-load"
            ],
            "description": "What happens when an older game build wrote a copy of this save kind. Use the default answer, or choose another answer for this row."
          },
          "newer-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "warn-and-load"
            ],
            "description": "What happens when a newer game build wrote a copy of this save kind. Use the default answer, or choose another answer for this row."
          },
          "mode-gated": {
            "type": "string",
            "options": [
              "only-in-named-modes"
            ],
            "description": "This save kind exists only in named player modes. A restore point may exist in a practice mode and a standard mode but not in a challenge mode."
          },
          "mode-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "mode-gated": [
                  "only-in-named-modes"
                ]
              }
            },
            "description": "Where your game's rules say in which player modes this save kind exists. The rules name every such mode and confirm that the save kind is absent in every other mode."
          },
          "removed-at": {
            "type": "string",
            "options": [
              "normal-quit",
              "crash",
              "death",
              "slot-delete",
              "local-profile-delete",
              "device-data-delete",
              "account-delete"
            ],
            "description": "The event that removes this copy from later load choices. A permadeath save may be removed when the character dies. For a save kind with several player-selected slots, this event removes the copy of the deleted slot, not the whole save kind."
          },
          "removal-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "removed-at": [
                  "normal-quit",
                  "crash",
                  "death",
                  "slot-delete",
                  "local-profile-delete",
                  "device-data-delete",
                  "account-delete"
                ]
              }
            },
            "description": "Where your game's rules say exactly which event removes the copy and what the player sees afterward."
          }
        }
      },
      "backup-copies": {
        "description": "List save kinds that retain an earlier copy for supported recovery.",
        "when-empty": "No save kind promises an earlier usable copy, so damage cannot be answered by restoring one.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for this earlier copy in your game's words, such as previous-campaign-checkpoint."
          },
          "copy-kind": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "description": "The save kind protected by this earlier copy."
          },
          "backup-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say when an earlier copy is kept, how many earlier copies remain, and which later progress a recovery loses."
          },
          "restore-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which supported route opens an earlier copy. The rules say whether recovery is automatic, happens in the game, or is a file step outside the game."
          }
        }
      },
      "copy-conflicts": {
        "description": "List shared save kinds that can present two complete but disagreeing copies. One adoption has at most one row per conflict scope: one for each named save kind and one for all synced kinds.",
        "when-empty": "No shared save kind can present two disagreeing copies, so no conflict response runs.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the conflict in your game's words, such as campaign-slot-sync."
          },
          "scope": {
            "type": "string",
            "required": true,
            "options": [
              "this-copy-kind",
              "all-synced-kinds"
            ],
            "description": "Whether the response settles one save kind or every synced save kind together. One cloud dialog may settle campaign slots and quicksaves as a set."
          },
          "copy-kind": {
            "type": "string",
            "when": {
              "row": {
                "scope": [
                  "this-copy-kind"
                ]
              }
            },
            "pattern": "kebab-case",
            "description": "The one cloud-synced or service save kind whose copies can disagree."
          },
          "response": {
            "type": "string",
            "required": true,
            "options": [
              "select-by-rule",
              "player-chooses-copy",
              "refuse-until-resolved"
            ],
            "description": "What happens before any disagreeing state becomes active. A fixed rule may always prefer the copy the game service holds; the player may choose between dated copies; or neither copy may open until sync is repaired."
          },
          "resolution-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say how this conflict is handled. The rules say how disagreement is detected. They say how the identities of the copies are compared. They say which copies are selected or kept. They name the event that clears the conflict."
          }
        }
      },
      "earlier-point-returns": {
        "description": "List save kinds that can return to an earlier point of the same continuous play, whether or not the game names a run. One adoption has at most one row per save kind.",
        "when-empty": "No save kind can return to an earlier point of the same continuous play, so the player cannot load a save to try again.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the earlier return point in your game's words, such as dungeon-retry or quicksave."
          },
          "copy-kind": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "description": "The save kind that can return play to the earlier point."
          },
          "after-load": {
            "type": "string",
            "required": true,
            "options": [
              "resume-stays",
              "resume-is-used-once",
              "player-mode-decides"
            ],
            "description": "Whether the same earlier point remains available after a successful load. A practice mode may keep a boss checkpoint while an iron mode allows one return."
          },
          "return-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say what the earlier point is, when activation is successful, and whether another load remains possible."
          },
          "mode-gated": {
            "type": "string",
            "options": [
              "only-in-named-modes"
            ],
            "description": "This earlier return point exists only in named player modes. A quicksave may be available in a practice mode but absent in a challenge mode."
          },
          "mode-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "mode-gated": [
                  "only-in-named-modes"
                ]
              }
            },
            "description": "Where your game's rules say in which player modes this earlier return point exists. The rules name every such mode and confirm that the point is absent in every other mode."
          }
        }
      }
    }
  },
  "rules": {},
  "origin": "https://opengdd.org/contracts/state-persistence-scope-2",
  "mechanism": [
    "This text decides the order of the steps for state-family identity, scope starts and endings, commits, loads, damage, build mismatch, copy conflicts, deletion, and device change. The questions and rows supply choices and cited game rules. They do not change the order.",
    "A **run** begins at the player-observable attempt start named by `scope-starts-in` and ends at the result or exit named by `scope-ends-in`. Victory, death, and abandonment are common endings, but only the cited game rules decide. A save or load does not start or end a run. A **session** begins when play enters the world, match, lobby, or profile context named by `scope-starts-in` and ends at the exit, switch, or reset named by `scope-ends-in`. It continues through a pause, background interval, closure, or relaunch that returns to that same context; a missing commit may still prevent its earlier value from returning.",
    "A **save kind** is one row of `copy-kinds`. A **commit** is one coherent accepted write of a save kind. A **copy** is a load candidate with its save-kind id, copy identity, any slot identity, build identity, commit identity, and complete state-family set. A **conflict** exists when the cited rule finds two accepted shared copies in one declared conflict scope that disagree and neither has already replaced the other. An **earlier copy** is a retained older commit named by a backup row.",
    "### Change and commit",
    "1. When state changes, keep each `state-families` row as one family under its cited game rule. The row's lifetime is the longest time for which a value of the family is kept. An `until-event` value ends at its cited game event. A boundary result may clear a value before its lifetime ends only when the row says so.",
    "2. Evaluate run and session starts and endings from their separate cited player-observable events. A save action, automatic write, timer tick, process launch, process close, or load does not create a new run or session by itself.",
    "3. Start a commit of a save kind only at its selected write trigger. A player save follows the cited save action. A checkpoint follows its named game event. Continuous writing follows each accepted change named by its rule. A timer follows the cited interval. A service-owned copy follows its authority's cited acceptance event.",
    "4. A commit becomes loadable only when `write-rule-declared-in` reports success for the complete `contains-declared-in` set. A failed or partial write never replaces the last successful commit. Earlier copies are retained and ordered only by their backup and storage rules.",
    "### Quit, crash, and return",
    "5. On a normal quit, perform a final commit only when the cited write rule of the save kind requires one. For each state row, `returns-last-commit` restores its latest successful commit on return; `does-not-return` starts from the cited post-quit value. Uncommitted changes do not return. A copy removed at normal quit is no longer a later load choice.",
    "6. On a crash, no unfinished commit succeeds. For each state row, `returns-last-commit` restores the last commit that succeeded before the crash; `does-not-return` starts from the cited post-crash value. With a timer or a checkpoint, a crash can therefore lose the changes made since the last successful commit. These changes are the possible loss window, and the cited write rule states it. A copy removed at crash is no longer a later load choice.",
    "7. Select the requested slot or profile before activating state. A `one-current` save kind selects its current copy. `manual-slots` selects the player's named slot. A retained earlier copy is not another layout; the damage response and matching backup rule may select it later, and a backup row's cited restore route is also available to the player directly, independent of any damage response.",
    "8. A local-device copy is available only on that device unless another cited transfer exists outside this adoption. A cloud-synced save kind obtains every accepted device and cloud candidate before conflict handling. A server-authoritative save kind obtains the service's accepted copy and does not treat an unaccepted local cache as equal authority. Read each candidate's save-kind, slot, build, and commit identity now. A candidate whose identity cannot be read is not a conflict candidate. If no candidate remains, run the damage response of the requested save kind immediately, without conflict or build comparison. A readable header with an unreadable gameplay body remains a candidate for steps 9 and 10, then reaches the damage response in step 11.",
    "### Conflict, compatibility, and damage",
    "9. If readable shared candidates conflict, apply the matching row's response before reading their gameplay state. A one-kind row settles only that save kind; a whole-set row settles every synced save kind together. `select-by-rule` chooses one complete copy. `player-chooses-copy` waits for one complete-copy choice. `refuse-until-resolved` activates neither. No response merges fields.",
    "10. Compare the selected copy's writing build with the running build. Apply the save-kind override when present; otherwise apply the matching default answer for an older or a newer build. Refusal activates no state. Conversion produces one current-build copy before activation. A warning precedes the attempt and does not promise that it succeeds. If conversion fails, refuse the load and leave the source copy unchanged unless its cited rule says otherwise.",
    "11. Read the selected copy as one coherent unit. If it is unreadable, apply the save-kind override or `unreadable-copy-default`. Refusal activates nothing. `start-fresh` activates the cited starting state without silently deleting the unreadable copy. Earlier-copy recovery follows the matching backup row, selects the newest usable earlier copy, and reports the lost interval. Repair activates one coherent repaired result and resets every unreadable part under the cited rule; failure to produce a coherent result refuses the load. Warning waits for the player's choice before any attempted activation.",
    "12. Activate all state families in the accepted copy together. State families saved in another save kind keep the already active value from that kind; a state family without `saved-in` is never restored by this load.",
    "13. If the accepted copy has an `earlier-point-returns` row, return continuous play to its cited earlier point. If that point is inside a run, continue the same run identity. Apply `after-load` only after successful activation: keeping the resume leaves it available, using it once makes it unavailable, and a player-mode answer follows the mode that was set before the load.",
    "### Death, deletion, and another device",
    "14. On death, apply every state's `after-death` result. `clears-value` removes the earlier value before later play. `keeps-value` retains it. If death is also the cited run end, every run-lifetime value clears even if no save action occurs. If it is the cited event for an `until-event` value, that value clears as well. Longer-lived unlocks, settings, and profile state follow their own rows. A copy with `removed-at: death` disappears from the load choices after these state results are settled.",
    "15. On slot deletion, clear each `clears-value` row tied to that slot and keep each `keeps-value` row. `no-slot` records that the state has no related player-selected slot. Deleting a local profile applies `after-local-profile-delete` the same way and includes any slots whose cited rule makes them children of that profile. Device-data deletion ends device-lifetime state under its cited rule. Account deletion or reset ends account-lifetime state through `scope-ends-in`. At each event, remove every copy whose `removed-at` value names it.",
    "16. On another eligible device, `returns` obtains the family from its cloud-synced or server-authoritative copy before activation and still runs conflict handling. `does-not-return` starts from the cited new-device value. A device change does not by itself delete the source device's copy.",
    "17. After every event, no earlier value affects later play once its lifetime has ended or its selected boundary result cleared it. A later game rule may derive a new value, but that is new state rather than restoration of the cleared value. A mode-gated copy or earlier return point exists only while the cited player mode permits it.",
    "Every settlement report identifies the state-family id, save-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default answer used, state result, and any lost interval. Conflict reports also identify both candidate commits and the selected response. Damage reports identify refusal, starting state, earlier-copy recovery, repaired parts, or warning choice without claiming an unattempted load succeeded."
  ],
  "pack": "sha256:4ec64b865a0ade721bc27b72550f9d1d57e3e93d9a060e72b6eba5890aea75fd",
  "answers": {
    "unreadable-copy-default": "refuse-load",
    "older-build-default": "refuse-load",
    "newer-build-default": "refuse-load"
  },
  "values": {},
  "rows": {
    "state-families": [
      {
        "id": "run-inventory",
        "state-declared-in": "run.inventory-fields",
        "lifetime": "run",
        "scope-starts-in": "run.character-created",
        "scope-ends-in": "run.death-victory-or-abandonment",
        "saved-in": "run-resume-copy",
        "after-normal-quit": "returns-last-commit",
        "after-crash": "returns-last-commit",
        "after-death": "clears-value",
        "after-slot-delete": "no-slot",
        "after-local-profile-delete": "no-profile",
        "on-another-device": "does-not-return"
      },
      {
        "id": "character-unlocks",
        "state-declared-in": "profile.unlock-fields",
        "lifetime": "profile",
        "scope-ends-in": "profile.delete-or-reset",
        "saved-in": "unlock-profile",
        "after-normal-quit": "returns-last-commit",
        "after-crash": "returns-last-commit",
        "after-death": "keeps-value",
        "after-slot-delete": "no-slot",
        "after-local-profile-delete": "clears-value",
        "on-another-device": "does-not-return"
      }
    ],
    "copy-kinds": [
      {
        "id": "run-resume-copy",
        "contains-declared-in": "run.resume-contents",
        "write-trigger": "player-save",
        "write-rule-declared-in": "run.save-and-exit",
        "residence": "local-device",
        "layout": "one-current",
        "storage-rule-declared-in": "run.resume-storage",
        "unreadable-copy": "use-game-default",
        "older-build-copy": "use-game-default",
        "newer-build-copy": "use-game-default",
        "mode-gated": "only-in-named-modes",
        "mode-rule-declared-in": "modes.run-saves",
        "removed-at": "death",
        "removal-rule-declared-in": "run.permadeath-removal"
      },
      {
        "id": "unlock-profile",
        "contains-declared-in": "profile.unlock-contents",
        "write-trigger": "checkpoint",
        "write-rule-declared-in": "profile.unlock-commit",
        "residence": "local-device",
        "layout": "one-current",
        "storage-rule-declared-in": "profile.local-storage",
        "unreadable-copy": "use-game-default",
        "older-build-copy": "use-game-default",
        "newer-build-copy": "use-game-default"
      }
    ],
    "earlier-point-returns": [
      {
        "id": "current-run-return",
        "copy-kind": "run-resume-copy",
        "after-load": "player-mode-decides",
        "return-rule-declared-in": "run.return-after-load",
        "mode-gated": "only-in-named-modes",
        "mode-rule-declared-in": "modes.run-saves"
      }
    ],
    "backup-copies": [],
    "copy-conflicts": []
  }
}