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Roadmap
Status: Implemented and tested (48 strategy tests + 34 Phase 3 regression tests).
- Manifest lifecycle (create, free, load, save) with key-value text format
- Identity resolution with tiered fallback: serial extraction → checksum → pluggable hash-DB
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sv_register_with_manifest()for auto-detecting game_id at registration time - Integration with existing save/pull/retention pipeline
- Graceful degradation: missing manifest, malformed header, pattern mismatch, hash-DB failure all fall back to DEFAULT behavior without crashing
The manifest format (key-value text) is implemented but the schema for per-platform/emulator configs is not yet formalized. Real emulator strategies (RetroArch, PPSSPP, Dolphin) need concrete manifest files ported from Freegosy's existing logic.
The pluggable callback API exists (sv_hash_db_lookup_fn) but no concrete DAT-format parser is shipped. The core remains database-free by design.
Whether SAVE_SHAPE_DIRECTORY/ARCHIVE entries need per-file hash lists for finer diffing, or whether whole-container hashing is sufficient for v1. Current behavior: whole-container hashing.
Deliberately left as an implementation detail. The current binary TLV format works but could be optimized for larger datasets.
sv_update_register()'s relocation logic for live_path — the poke check against destination path and copy-verify-then-delete-source flow needs more thorough testing.
sv_pull_external() currently uses a fixed 4KB buffer for pulled data. A streaming or callback-based model would handle larger saves.
A standalone binary exposing the same operations over an IPC protocol. Not yet implemented — the C ABI is the primary interface.
No mutexes or thread-local storage. The library is not thread-safe. Callers must serialize access.
Currently uses POSIX APIs (/dev/urandom, mkdir, rename, unlink). A Windows port would need _mktemp_s, MoveFileEx, etc.
See also: Architecture-Overview | Layer-2-Registration-and-Identity
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