Save Data Patterns
DevelopmentThis skill should be used when the user asks about "save game", "save data", "load game", "save slot", "persistent storage", "game progress", "save state", "bytemuck serialization", "save corruption", "auto-save", "high scores", "settings persistence", "save file", "load data", "game save", or implements save/load functionality for Nethercore ZX games.
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Save Data Patterns
Implementation patterns for persistent game data on Nethercore ZX. Covers the save/load FFI, data structure design, serialization, and rollback-safe save timing.
FFI Reference
/// Save data to a slot.
/// - slot: 0-7 (8 slots available)
/// - data_ptr: Pointer to data in WASM memory
/// - data_len: Length in bytes (max 64KB = 65,536 bytes)
/// Returns: 0 = success, 1 = invalid slot, 2 = data too large
fn save(slot: u32, data_ptr: *const u8, data_len: u32) -> u32;
/// Load data from a slot.
/// - slot: 0-7
/// - data_ptr: Buffer in WASM memory
/// - max_len: Maximum bytes to read
/// Returns: Bytes read (0 if empty or error)
fn load(slot: u32, data_ptr: *mut u8, max_len: u32) -> u32;
/// Delete a save slot.
/// Returns: 0 = success, 1 = invalid slot
fn delete(slot: u32) -> u32;
Checking if save exists: No save_exists() function. Call load() with a small buffer and check if return > 0.
fn save_exists(slot: u32) -> bool {
let mut buf = [0u8; 4];
unsafe { load(slot, buf.as_mut_ptr(), 4) > 0 }
}
Rollback Safety Rule
CRITICAL: Save operations must ONLY occur in render(), NEVER in update().
| Function | update() | render() |
|---|---|---|
save() | NEVER | SAFE |
load() | On init only | SAFE |
delete() | NEVER | SAFE |
Why? During rollback, update() may execute multiple times for the same frame. Saving in update() causes:
- Corrupted saves (partial state)
- Duplicate save operations
- Desynced state between clients
Safe pattern—save on explicit user action in render:
static mut PENDING_SAVE: bool = false;
#[no_mangle]
pub extern "C" fn update() {
// Flag save request, don't actually save
if button_pressed(0, button::START) && in_pause_menu() {
unsafe { PENDING_SAVE = true; }
}
}
#[no_mangle]
pub extern "C" fn render() {
unsafe {
if PENDING_SAVE {
PENDING_SAVE = false;
perform_save(0); // Actually save here
}
}
// ... render
}
What to Save
Organize save data into categories:
| Category | Examples | Slot Strategy |
|---|---|---|
| Progress | Level, checkpoints, unlocks | Slots 0-5 (6 save files) |
| Settings | Volume, controls, display | Slot 6 (shared) |
| High Scores | Leaderboards, best times | Slot 7 (shared) |
Progress data (per-playthrough):
- Current level/stage
- Player stats (health, lives, items)
- World state (enemies defeated, doors opened)
- Playtime in frames
Settings (global, one slot):
- Audio volume (0-100)
- Control mappings
- Accessibility options
High scores (global, one slot):
- Top 10 scores with initials
- Best completion times
- Achievement flags
Save Data Structure
Use a versioned header for forward compatibility:
use bytemuck::{Pod, Zeroable};
const SAVE_MAGIC: u32 = 0x5A585356; // "ZXSV"
const SAVE_VERSION: u32 = 1;
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct SaveHeader {
magic: u32, // Identifies valid save
version: u32, // For migration
checksum: u32, // CRC32 of data
data_len: u32, // Actual data length
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct GameSave {
header: SaveHeader,
// Progress
level: u8,
checkpoint: u8,
health: u8,
lives: u8,
items: [u8; 16],
// Stats
playtime_frames: u32,
enemies_defeated: u16,
secrets_found: u8,
_padding: u8,
}
Key requirements for bytemuck:
#[repr(C)]for consistent layout- All fields must be
Pod(plain old data) - Explicit padding for alignment
Saving and Loading
fn perform_save(slot: u32) -> bool {
let save = create_save_data();
let bytes = bytemuck::bytes_of(&save);
let result = unsafe { save(slot, bytes.as_ptr(), bytes.len() as u32) };
result == 0
}
fn perform_load(slot: u32) -> Option<GameSave> {
let mut save = GameSave::zeroed();
let bytes = bytemuck::bytes_of_mut(&mut save);
let read = unsafe { load(slot, bytes.as_mut_ptr(), bytes.len() as u32) };
if read == 0 { return None; }
// Validate
if save.header.magic != SAVE_MAGIC { return None; }
if !verify_checksum(&save) { return None; }
// Version migration if needed
if save.header.version < SAVE_VERSION {
migrate_save(&mut save);
}
Some(save)
}
Error Handling
enum SaveError {
Success,
InvalidSlot, // slot > 7
DataTooLarge, // > 64KB
}
fn save_with_error(slot: u32, data: &[u8]) -> Result<(), SaveError> {
match unsafe { save(slot, data.as_ptr(), data.len() as u32) } {
0 => Ok(()),
1 => Err(SaveError::InvalidSlot),
2 => Err(SaveError::DataTooLarge),
_ => Err(SaveError::InvalidSlot),
}
}
Budget check before saving:
fn can_save(data_len: usize) -> bool {
data_len <= 65536 // 64KB limit
}
Auto-Save Pattern
Auto-save at safe points (level transitions, checkpoints):
static mut AUTO_SAVE_PENDING: bool = false;
fn on_checkpoint_reached() {
unsafe { AUTO_SAVE_PENDING = true; }
}
fn on_level_complete() {
unsafe { AUTO_SAVE_PENDING = true; }
}
#[no_mangle]
pub extern "C" fn render() {
unsafe {
if AUTO_SAVE_PENDING && !in_gameplay() {
// Only auto-save when not actively playing
AUTO_SAVE_PENDING = false;
perform_auto_save();
}
}
}
Safe auto-save timing:
- After level complete screen
- On pause menu open
- After cutscene ends
- NEVER during active gameplay
Slot Management UI
struct SaveSlotInfo {
occupied: bool,
level: u8,
playtime: u32,
}
fn get_slot_info(slot: u32) -> SaveSlotInfo {
let mut buf = [0u8; size_of::<GameSave>()];
let read = unsafe { load(slot, buf.as_mut_ptr(), buf.len() as u32) };
if read == 0 {
return SaveSlotInfo { occupied: false, level: 0, playtime: 0 };
}
let save: GameSave = *bytemuck::from_bytes(&buf);
SaveSlotInfo {
occupied: true,
level: save.level,
playtime: save.playtime_frames,
}
}
fn format_playtime(frames: u32) -> (u32, u32, u32) {
let seconds = frames / 60;
let minutes = seconds / 60;
let hours = minutes / 60;
(hours, minutes % 60, seconds % 60)
}
Additional Resources
Reference Files
For detailed serialization and migration patterns:
references/serialization-patterns.md— bytemuck usage, CRC32 checksums, version migration strategies, complex data structures