Commit Graph
3 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 26d9e54059 SaveState: Don't fold a save into one from before a load
A save to a path with a save still being written counted as a repeated
key press, even with a load applied in between, so save, load, save
didn't save the loaded state. Now a repeat only joins the earlier save if
no load has been applied or queued since its snapshot.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 20:18:47 +02:00
Henrik RydgårdandClaude Opus 5.5 5bbeb6254b Debugger: Savestate slots in game.state.save/load, and async savestate docs
game.state.save and game.state.load take a slot of the running game
instead of a path, going through the same code as the save and load keys
(undo rotation, load undo, repeats), so that can be tested headless.

docs/async-savestates.md now describes what was built, with the results.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 18:43:27 +02:00
Henrik RydgårdandClaude Opus 5.5 d8df483fc4 docs: Design for async savestates
Move compression and file I/O off the emu thread, leaving it only the
snapshot and the apply, without wasting memory along the way. Not
implemented yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 18:17:52 +02:00