Second batch of the Gen 3 review work: the review lanes closed their queues
and the test gate grew with them.
Review census: 139 routed findings -- 118 fixed, 14 invalid (the report had
Gen 4+ semantics in more than one place), 6 struck as stale after
re-verification, 1 re-routed. Every fix carries its own pret citation in
docs/game3/review-v3-triage.md; the E10 opcode closure is itemised in
docs/game3/e10-opcode-spec.md (18 ops wired, 2 reclassified to the seam class).
Representative ROM-grounded changes:
- The POKéMON start-menu entry is now gated on FLAG_SYS_POKEMON_GET the way
retail does it (pokefirered/src/start_menu.c:217-218, flag 0x828).
- Money ops read their amount raw and gate the change on the disable byte
(pokefirered/src/scrcmd.c:1798-1830, pokefirered/asm/macros/event.inc:1166-1186);
random and the warp family VarGet theirs
(pokefirered/src/scrcmd.c:455-461, :719-731).
- The HM table matches FRLG: there is no Whirlpool HM
(pokefirered/include/constants/items.h:411-418).
- The day-care party-full guard follows src/daycare.c:525, :1081.
- Knock Off keeps its battle-scoped send-out mask
(pokefirered/src/battle_script_commands.c:2730-2752, :4489), carried from
the first batch.
Structural work: the I6/I9/J1 architecture items landed as seams (profile
selector, capability flags, font provider, virtual-object layer), the adopted
footprint register keeps a KEEP verdict, the quantizer target is met, and the
30 drain items plus carves 1-4 are folded in.
Tests: T6 now runs 282 top-level suites (273 + 9 new), the re-sweep ends at
267 pass / 0 fail, the engine tier is 634 suites, modkit 37, and the full
gate ran green twice with T3 active on an imported Red cache. Documented
skips are the lua5.4 oversize-save oracle where lua5.4 is absent and the
config-partials listed in docs/game3/game3-artifact-conversions-v3.md.
Docs shipped: review-v3-triage.md, e10-opcode-spec.md, rse-seams.md,
game3-suite-sweep-v113.md, game3-artifact-conversions-v3.md,
test-baseline-v3.md (plus the first-batch docs already on the branch).
bootGame's require("src.core.Game") was resolving to Gen2Compat's Game
facade after a Gold session, so the next Gen 1 boot got an empty proxy
whose rawget(load) is nil (iOS: "src.core.Game missing load after
reload"; Android: Game:load called on a nil value).
Two independent causes, both needed:
* callerIsMod decided "not under src/" meant "a mod", and main.lua is
not under src/, so the engine's own require was gated as a mod's.
Root chunks main.lua and conf.lua are now matched exactly, which a
mod's own mods/<id>/main.lua cannot collide with.
* devShim.generation was only ever set, never cleared, so the
generation Gold declared outlived Gold's session. Loader.endSession
drops it from SessionLifecycle.endMountedSession, and the facade
gate now requires generation == 2 rather than ~= 1.
Only platforms that return to the launcher in-process (Android, and iOS
since #1808) keep the shim alive across sessions; everywhere else the
process restart cleared it.
Stop joining ChipAudio on every EXIT GAME, always rebuild the Gen1 Game
module on Play-again, and treat iOS like Android for return-to-launcher so
release/mobile LOVE restarts no longer wipe Game.load or crash on quit.
Stop fanning out arbitrary field:release() during Game/Game2 reset — shared
modules use :release as a handle API, and that teardown left the Gen1
singleton unbootable (Game:load nil) on Play-again. Harden bootGame and
endGameSession to rebuild the module if load is missing.
- Replaced `teardownMountedSession` and `flushEditorPackageLoaded` with a unified `SessionLifecycle` approach for managing session transitions and resource cleanup.
- Implemented `SessionLifecycle.endEditorSession` and `SessionLifecycle.endGameSession` to streamline the teardown process for editor and game sessions.
- Introduced `Assets.releaseSession` to handle GPU resource release at session end, ensuring efficient memory management.
- Updated `Game` and `Game2` reset methods to include world and canvas resource releases.
- Enhanced `MapLoader` with a new `releaseAll` method for eager GPU cache cleanup.
- Added tests to verify the new session lifecycle functionality and resource management.
This commit improves the stability and performance of in-process transitions, particularly during editor and game session changes.
further improves and addresses #1662 specifically around android gc pressure.