matiaszanolli

Save / Load Subsystem Audit (M45 + M45.1)

"Deep audit of the M45 save/load subsystem — full-ECS-snapshot capture, type-erased registry, format-version discipline, atomic disk write + ring, save-side refusal/validation gates, and the M45.1 live load-apply (cell reload + FormId-keyed deltas + player-pose restore)"

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SKILL.md

Save / Load Subsystem Audit (M45 + M45.1)

Audit crates/save (full-ECS-snapshot format) and its sole live caller byroredux/src/save_io.rs
(+ save_io/*_tests.rs) for data loss and save corruption. The subsystem exists to remove Bethesda's
slow-corruption tail by making the live ECS the single source of truth; verify the CODE delivers that.
A silently dropped column, a stale schema guard, a torn capture, or a botched FormId remap loses player
progress
— frame as CRITICAL/HIGH per _audit-severity.md (data loss is CRITICAL).

Architecture: Orchestrator; each dimension is a Task agent (max 3 concurrent). Read
.claude/commands/_audit-common.md (layout, methodology, dedup, finding format) and
.claude/commands/_audit-severity.md first; do not duplicate them here.

Scope

Crate crates/save/src/ (~2.9k LOC — read all): lib.rs (design intent docstring, SaveError),
snapshot.rs (Snapshot, container header, FORMAT_MAJOR doc = the bump ledger, encode/decode),
registry.rs (SaveRegistry; register_component / register_replacing_component / register_resource
/ register_form_id_component; ValidateFn; schema_fingerprint), driver.rs (save_world,
restore_world, validate_snapshot_types, restore_resources, restore_resources_subset,
build_form_id_remap, apply_deltas), disk.rs (write_slot, slots_by_recency, SaveRing),
validate.rs (validate_world + 7 sub-checks). Tests: crates/save/tests/round_trip.rs.

Engine side (byroredux/src/save_io.rs): build_save_registry (the curated type set),
MUTABLE_DELTA_COLUMNS (second hardcoded list driving the live overlay), PRE_RELOAD_RESOURCES,
SaveCommand/SaveInfoCommand/LoadCommand, PendingPlayerSaveActions (F5/F9/pause-menu ingress),
quickload_latest, execute_pending_save_loads (+ reload_interior_session/reload_exterior_session),
capture_player_pose/apply_player_pose, validate_form_ids, validate_cinematic_entity_refs.
Cross-cut: byroredux/src/boot/registries.rs (installs registry/state), app_events.rs (per-frame
order: capture_player_pose → step_player_save_actions → step_save_loads), app_step.rs,
byroredux/src/notifications.rs (PlayerNotifications: bounded, transient, unsaved; drained in
app_frame.rs::render_one_frame), byroredux/src/extensions/ (SDK extension-state capture/preflight/
restore layered around the save/reload — the extension API is /audit-tooling),
byroredux/src/cell_loader/reference_state.rs (PersistentReferenceStates, without_parked_state),
cell_loader/{transition,spawn,unload}.rs (unload.rs: purge_cinematic_retention_state, the
player_owned_entities teardown refusal), crates/core/src/{atomic_file.rs,string/mod.rs,ecs/world.rs},
crates/physics/src/sync.rs. Companion doc: docs/engine/save-load-roundtrip.md (numbers the extension preflight/restore
steps as 1b/3b).

Ownership split: this skill owns schema, atomicity, validation, and load-apply mechanics. What loot /
inventory / consumable state should persist (gameplay semantics) → /audit-gameplay; reconcile-after-
overlay code lives in gameplay files but its existence per removable column is Dim 1's.

Guard ledger (E2) — run these first; aim dimensions at what they cannot see

cargo test -p byroredux-save and cargo test -p byroredux --bin byroredux save_io (plus
app_step / boot::schedule sources named below). Only the four real-master tests in
save_io/consumable_tests.rs are #[ignore]d. Confirm each guard is live: not #[ignore]d, its scan
finds >0 items, and it fails when the invariant is broken.

Guard Pins
registry_completeness_tests::every_component_or_resource_impl_is_saved_or_explicitly_allowlisted every Component/Resource impl in any crates/*/src (roots discovered, not listed) + byroredux/src is registered XOR in NOT_SAVED_BY_DESIGN with a reason; PlayerNotifications, PickedUp etc. are classified there
serde_default_guard_tests::serde_default_on_saved_struct_requires_format_major_bump any #[serde(default)] on a save-participating type (skip-only fields exempt)
serde_default_guard_tests::saved_type_shape_changes_require_format_major_bump hash of every #[derive(..Serialize..)] struct/enum body in save_type_sources() — discovered files that carry a cfg_attr(feature = "save" derive or define a registered type, plus four explicit nested-payload files — vs BASELINE_SHAPE_FINGERPRINT/BASELINE_MAJOR
serde_default_guard_tests::set_in_chargen_renames_still_decode_v23_keys serde(alias) rename path stays decodable
round_trip_tests::delta_columns_carry_only_session_stable_fields no FixedString/EntityId/session handle in a MUTABLE_DELTA_COLUMNS type
round_trip_tests::delta_columns_removed_at_runtime_have_a_load_reconciler every delta column with a production removal site has a declared reconciler or "NoReconcilerNeeded" reason
round_trip_tests::npc_spawn_stamped_components_are_saved_or_intentionally_rederived spawn-stamped components registered or in REDERIVED_NOT_SAVED
crates/save snapshot.rs/disk.rs/registry.rs unit tests header gates (rejects_bad_magic/_truncated/_payload_truncation/detects_crc_corruption/rejects_schema_mismatch/rejects_major_version_skew), atomic write, slot parsing, ring resume, recency tie-break, form_id_column_resolves_the_flagged_entry, replacing-column semantics
tests/round_trip.rs::typed_snapshot_preflight_rejects_bad_column_without_world_mutation typed preflight precedes clear_entities
live_reload_tests::{saved_resources_are_restored_before_the_cell_reload, pre_reload_restore_must_not_install_saved_item_instance_pool_early} pre-reload resource subset, #4135
command_queue_tests::{a_save_taken_mid_cell_transition_is_refused_not_written, a_save_taken_while_chargen_disables_saving_is_refused_not_written, quicksave_ring_cursor_does_not_advance_on_validation_abort, player_save_actions_wait_for_the_quiescent_fifo_drain, quickload_empty_errors_and_corrupt_newest_falls_back} save-side refusal gates, ring, quiescent drain
app_step.rs::the_save_drain_publishes_the_transition_flag_before_draining CellTransitionInFlight published before the drain
*_survives_save_load* (round_trip_tests.rs, consumable_tests.rs) per-type round trips incl. lock/enable ledgers, fragment/provider queues, cinematic trio, Perks/timed restorations, SM node state + StoryEventAliasFill reference FormIds

Not covered by any guard (the audit's real work): the two-list drift between registry and
MUTABLE_DELTA_COLUMNS; staleness of NOT_SAVED_BY_DESIGN reasons; whether a baseline refresh
without a bump was justified; manual impl Serialize types (invisible to both serde guards);
the extension-state payload's own versioning (Dim 2); semantic correctness of load-apply ordering beyond
the two pinned pre-reload cases. (Path-qualified impl byroredux_core::ecs::Resource for X impls were
invisible to impl_target_type until #5255 6b494d002: it now parses the trait path's final segment, the nine
formerly unclassified types are allowlisted, and the guard also asserts every NOT_SAVED_BY_DESIGN row matches a
discovered production impl — a renamed/deleted type can no longer keep a stale row. Still judge the reasons.)

Parameters / Extra Fields

--focus <dims> (default all 5) · --depth shallow|deep (shallow = container/API contracts; deep =
trace capture → encode → disk → decode → reload → delta-apply). Finding fields: Dimension: Snapshot
Completeness | Format & Schema Discipline | Container & Disk | Save-Side Gates | Live Load-Apply ·
Data-Loss Class: silent-drop | corruption-on-load | irrecoverable-write | reference-break | none
(required for any finding that can lose progress).

Phase 1: Setup

mkdir -p /tmp/audit/save; dedup: gh issue list --repo matiaszanolli/ByroRedux --limit 200 --json number,title,state,labels > /tmp/audit/save/issues.json;
read the newest docs/audits/AUDIT_SAVE_*.md (fixed findings are regression checks — verify the fix is
in place); read the crates/save/src/lib.rs docstring and snapshot.rs container doc — each design claim
must be CODE-CONFIRMED or DRIFTED; run the guard ledger. Delta-first: for each dimension
git log --since=<last report> --format='%h %cs %s' -- <Paths>, skim unchanged ones.

Phase 2: Dimensions

Dimension 1: Snapshot Completeness & the Two Lists (highest risk — silent-drop)

Paths: byroredux/src/save_io.rs (build_save_registry, MUTABLE_DELTA_COLUMNS, PRE_RELOAD_RESOURCES), save_io/registry_completeness_tests.rs, crates/save/src/{registry,driver}.rs
First step: git log -p -S'register_' --since=<last report> -- byroredux/src/save_io.rs; then git log --since=<last report> --format='%h %cs %s' -- 'crates/*/src' byroredux/src | grep -i 'component\|resource\|state' to find new persistent state.

  • The registry IS the completeness contract; start from the guard's NOT_SAVED_BY_DESIGN list, not from a
    hand enumeration. A persistent, player-mutable component/resource that is neither registered nor
    allowlisted is a HIGH silent-drop; a stale allowlist reason (the guard checks a reason exists, not that
    it is true) is the auditable residue — spot-check a sample every run, and re-check any reason that names a
    "no production mutator" claim after new gameplay commits land (P3 loot/consumables/pickups, perks, timed
    restorations, hardcore mode, persistent reference state were all new saved state; PlayerNotifications
    and PickedUp are correctly transient — the durable half of a pickup is the PersistentReferenceStates
    tombstone). Recent false reasons, since fixed: StoryEventAliasFill ("quests restart
    through fresh events" — now registered, #5394 03e51dfad), EatSleepState ("resolve_destination is
    idempotent" — restated per PLDT anchor, #5391 42aab4c09), CinematicReAdoption ("the teardown handles
    them" — the purge now despawns them, #5379 203be9ed4); plus the Eat/Sleep rows' "registered Seated restore"
    (Seated is not overlaid — restore_world-only; restated and pinned by the seated_without_path check at the tail
    of the completeness guard, #5458 0aa844dbb) and StoryLocationCursor ("a load legitimately re-fires" —
    execute_pending_save_loads now resets it on every in-process load, #5435 557ead21d, pinned in
    live_reload_tests.rs).
  • Removed-from-allowlist stays registered: CharacterController (fractional breath/drowning carry),
    RigidBodyData, Material, RumbleOnActivate, FragmentExecutionQueue, the cinematic trio — verify none
    regressed out of build_save_registry, and no re-added NOT_SAVED_BY_DESIGN entry re-excludes them.
  • Two lists, one truth: the live load overlays only columns in BOTH the registry and
    MUTABLE_DELTA_COLUMNS. A registered mutable column absent from the overlay is captured but never
    replayed → HIGH silent-drop, unless deliberately excluded and documented at its register_component
    site: Material (blast radius), AnimationPlayer/AnimationStack (stale root_entity/clip_handle),
    FollowState/EscortState/Seated/cinematic pair (EntityId, registry handles), ActorVitals
    (write-once FormID key). A column with an EntityId/handle must also be covered by
    validate_saved_entity_references (Dim 4).
  • Replacing columns: Perks, TimedRestorations, Dead, ActorControlState use
    register_replacing_component (the last two since #5027/#5052 7aa1d7741 — the process-lifetime player
    outlives the reload, so an additive Dead/restraint row survived a load into an alive save; pinned by
    dead_and_restraint_cleared_on_live_player_by_saved_absence) — saved absence is
    authoritative for FormID-matched entities (empty column kept in the snapshot; a missing column is not a
    tombstone). Ordinary columns are additive-only, so every runtime removal of an overlaid component needs a
    reconciler
    (reconcile_dead_actor_runtime_state, reconcile_player_equipped_weapon); the guard enforces
    disposition, this dimension judges whether "NoReconcilerNeeded" reasons are true (carrier destroyed by
    the cell reload?) and whether a new persisted fact (disable, pickup, lock) chose the marker-plus-
    reconciler or FormID-keyed-ledger model (ReferenceEnableState, ReferenceLockState,
    PersistentReferenceStates — resources keyed by FormID survive cell unload; a component would not). A saved
    resource that needs session EntityIds takes the StoryEventAliasFill shape (#5394): StoryEventFill
    serde(skip)s its EventDataSlots and saves the R1/R2 reference FormIds, which the alias refresh re-resolves.
    The overlay emits no EquipmentEventBatch: presentation derived from an overlaid column is re-derived by
    reconcile_worn_gear (byroredux/src/npc_spawn/loot_appearance.rs, #5034 20717d5b7) — run on the player after
    apply_deltas and on NPCs from reference_state::restore; it diffs live roots against restored slots
    (reveal / hide / queue PendingGearImport) and synthesizes no event batch. A new presentation fact derived
    from an overlaid column needs the same treatment. Re-derived-not-saved player state: FactionRanks is reset
    to the record by reset_player_factions_to_record after the overlay (#5058 be3cd9468 — alias-injected
    ranks otherwise outlived the load).
  • P3/P4 runtime state (2026-09-29): player body (PlayerBodyRoot, PlayerBodyRootEntity, HiddenFirstPerson,
    PlayerCameraView), mid-life gear import (NpcSkeletonBones, ActorBodyClass, PendingGearImport,
    PendingGearRelease — both dropped together on load by clear_player_gear_handoff_scratch, #5255 6b494d002,
    PendingInventoryActions) and NPC dialogue (NpcDialogueTopic, DialogueSurfaceState) are all
    NOT_SAVED_BY_DESIGN; ObjectiveHudCache is an App field, not a Resource. Verify each reason (body subtree
    entities have no FormIdComponent: captured by save_world, never remapped — the basis of RigidBodyData's
    "NoReconcilerNeeded" row).
  • Determinism (the Snapshot doc claims reproducible CRCs at equal state): Snapshot maps are
    BTreeMap and component rows are sorted by entity id (registry.rs), but saved resources serialize
    as-is — at 2026-09-19 Globals(HashMap<u32, f32>), QuestStageState, ReferenceEnableState (HashSet),
    ReferenceLockState and PersistentReferenceStates::pair_rows all emit hash-iteration order (since joined by
    DialogueSpokenInfoForms (HashSet) and StoryEventAliasFill (HashMap)), so two saves
    of equal state can differ in bytes/CRC. #4748 is closed as a doc fix: the Snapshot doc in snapshot.rs now
    says the payload "is not guaranteed deterministic for equal logical state" (Globals is still a HashMap, by
    design of that resolution). A new claim of reproducible CRCs, or a consumer that diffs/hashes saves, reopens
    it (MEDIUM doc/contract mismatch, not data loss). Do not claim determinism at the row level without checking this.
  • next_entity is saved verbatim and replayed via set_next_entity before inserts; insert_batch's
    entity < next_entity is a debug_assert only (release inserts at an unspawned id silently — MEDIUM);
    StringPool::dump/from_dump preserves symbol order (a reordered dump = every Name wrong = CRITICAL).
    Output: /tmp/audit/save/dim_1.md

Dimension 2: Format & Schema Discipline (registry fidelity + FORMAT_MAJOR)

Paths: crates/save/src/{snapshot,registry}.rs, save_io/serde_default_guard_tests.rs, crates/save/Cargo.toml, crates/core/Cargo.toml
First step: cargo test -p byroredux --bin byroredux serde_default_guard ; git log --since=<last report> --format='%h %cs %s' -- crates/save/src/snapshot.rs

  • Bump rule (read the FORMAT_MAJOR doc comment in snapshot.rs, 49 as of 2026-10-12 — v31 #5042
    ActorValue.base_authored, v32 #5017 ActorControlState.unconscious + the parked ReferenceState control
    state, v33 #5367 14cff35ae new saved resource DialogueSpokenInfoForms (Say-Once ledger; the doc still has no
    v32→v33 entry, known-open #5459), v34 #5412 a614eb273 ActorValue.set_override, v35 #5394 03e51dfad new
    saved resource StoryEventAliasFill, v36 Wave 4 RigidBodyData.surface_material required byte, v37 #5542
    surface_material widened u8→u32 (Skyrim CRC32 materials), v38 #5300 DialogueSpokenInfoForms element
    u32→(speaker ref FormID, INFO FormID) pair — Say Once is per actor, v39 M47.2 fragment Effect::AddItem
    container ObjectRef→ActorRef + new Effect::RemoveItem (queued fragment tails are saved), v40 M47.2 new saved resource
    QuestScriptVariables (+ ActorRef::Speaker, Effect::SetQuestVariable), v41 M47.2 Effect::Conditional
    guards StageDoneGuard → FragmentGuard, v42 M47.2 new saved ScriptedFactionChanges + Effect::ChangeFaction, v43 M47.2 new saved
    LocationAliasBindings (quest location aliases), v44 M47.2 AddItem/RemoveItem count u32→ItemCount + parked
    ReferenceState.perks, v45 M47.2 new saved CreatedReferences, v46 M47.2 CharacterLevel
    column (kill XP ended #2947's exemption), v47 M47.2 new saved AliasOverrides (ForceRefTo / Clear), v48 M47.2 new saved
    ReferenceActivationBlocks (BlockActivation), v49 M47.2 new saved MapMarkers (AddToMap), v50 M47.2
    new saved LocationClearState (cleared locations), v51 M47.2 new saved
    Bleedout component (essential actors' bleedout), v52 M47.2 new saved
    ActorBaseProtectionOverrides (SetEssential / SetProtected), v53 M47.2 new
    saved LevelUpPoints component (unspent skill points / perks), v54 M47.2 new
    saved ScriptedRelationships (SetRelationshipRank);
    do not hardcode the number elsewhere): intra-type shape changes need a bump because schema_fingerprint hashes
    only column keys (+ replacing policy). A new required field, retyped field, or new Option in a saved
    type bumps; #[serde(default)] is forbidden as a compatibility mechanism (guard) — even where the default
    would be correct for every old save. Read-compatible changes move the shape baseline without a bump:
    adding an enum variant to an externally-tagged serde_json enum (keyed by variant name, never ordinal —
    #4140 corrected the old "discriminant shift" rationale), removing a field (no deny_unknown_fields on any
    saved type), renaming with serde(alias). Changing an existing variant's field shape is not compatible.
    Adding/removing a registered column changes the fingerprint and rejects old saves via SchemaMismatch
    with no bump. An audit proposing to relax the blanket rule for a "safe" default reopens #1714.
  • Baseline refresh triage (the guard cannot judge this): every BASELINE_SHAPE_FINGERPRINT change must
    carry a justification comment stating whether a registered column's shape changed. Known false-positive
    classes: (a) the guard hashes every serialized-derive type in a scanned file, including NOT_SAVED_BY_DESIGN
    types sharing it (e.g. AnimatedTextureFlip; inspect-only files such as WaterMaterial's left the scan in
    573170e1c) — those move the hash with no snapshot impact; (b) a tuple struct sweeps the following impl block into its span (VisibilityMask) — method
    edits move the hash; (c) the hash includes the file-relative path, so moving a save-participating type
    between files moves it. Verify baseline and FORMAT_MAJOR were updated in the same commit, and that a
    refresh-without-bump was not hiding a real field change to a registered type.
  • Guard blind spots: manual impl Serialize (no derive) types; a nested payload type of a plain-derive
    registered type (the byroredux/src pattern) defined in another file is outside save_type_sources() unless
    added to its explicit list (known-open #5059: LightSource.emitter, the crates/sdk payloads); a save derive
    that is not the last #[…] attribute before the declaration is skipped (known-open #5403:
    StoryManagerNodeState, SmNodeRuntime); a new Option<T> field is hashed but
    looks like a routine baseline bump — confirm it got the bump; serde(alias) must never coexist with a
    dropped value semantic change.
  • Second payload — extension state (Snapshot.resources["ByroExtensionState"], written by
    extensions::capture_extension_state, type ExtensionStateSnapshot in crates/sdk/src/component.rs):
    it is outside the registry, the completeness guard, and both serde guards (sdk types carry a plain
    derive, so save_type_sources() drops them), and follows its own policy — a format_version range
    (MIN_EXTENSION_STATE_FORMAT_VERSION..=EXTENSION_STATE_FORMAT_VERSION) with #[serde(default)] fields, which
    the blanket rule forbids for registry types. Verify: the range gate runs in preflight_extension_state
    (before teardown); every shape change to its rows bumps EXTENSION_STATE_FORMAT_VERSION (nothing enforces
    it — no shape baseline); rows without stable authored identity refuse the save rather than dropping;
    decode_saved_state treats a missing key as empty but a present-and-malformed one as an abort.
  • ValidateFn parity: every register_* variant builds a validate closure that decodes the SAME type
    load does (Vec<(u32, T)> for columns, bare T for resources) — a missing/wrong one exempts a column
    from the preflight so it fails only after teardown.
  • Feature chain: crates/save → byroredux-core features=["save"] (→ inspect) must still hold, or a
    non-default build compiles away serde impls and columns serialize to null.
  • FormId handle vs pair: register_form_id_component saves the stable FormIdPair (skips unresolvable
    handles with WARN, never panics); load re-interns to fresh handles and errors cleanly without a pool.
    form_id_column() is keyed by the explicit is_form_id flag, never "first apply: None entry".
  • FnvHasher uses canonical FNV-1a 64 constants and hashes only names/order/policy (no TypeId/address).
    Output: /tmp/audit/save/dim_2.md

Dimension 3: Container & Disk Durability

Paths: crates/save/src/{snapshot,disk}.rs, crates/core/src/atomic_file.rs, crates/save/tests/round_trip.rs
First step: cargo test -p byroredux-save disk:: snapshot::
Guarded (see ledger): header gate order (length → magic → major → schema fingerprint → payload_len
checked bounds → CRC over the payload only → serde_json::from_slice), advisory minor, slot-name strictness
(save_42.ess.tmp rejected), slots_by_recency newest-first with slot-number tie-break, ring wrap/resume.
Residual checks:

  • atomic_write (crates/core/src/atomic_file.rs; shared with crates/settings-io,
    crates/boot-request, crates/game-detect/src/overrides.rs) order is exactly: create tmp → write_all →
    flush → sync_all → byte-exact read-back → rename (all inside stage_and_rename) → parent-directory
    fsync. Any failure up to the rename removes the temp (#5163 69fd54fb2; failed_rename_removes_the_temp),
    and no caller may fall back to copying/renaming the temp over the target on error — the old "Windows rename"
    fallback clobbered good files on disk-full (#5143 2e95f0bbf). The three non-save writers pin that with
    assert_no_clobber_fallback (production text only, via core::source_scan); write_slot is pinned by
    write_slot_has_no_clobber_fallback and stages through the unique atomic_temp_path (#5247 eb08e14fd;
    the old fixed save_<slot>.ess.tmp raced two processes sharing a save dir) after create_dir_all. Rename-before-fsync, a length-only read-back, or a new fallback branch is a HIGH
    durability hole.
  • Ring never clobbers the last good save: SaveState::new must build the ring via SaveRing::resume
    (not new), and the cursor advances only after a committed write (quicksave_ring_cursor_does_not_advance_on_validation_abort).
  • Minor-version + default-fill: decode accepts newer minors and serde default-fills; that is the exact
    path #[serde(default)] would exploit — cross-check Dim 2's guard is live.
  • SAVE_DIR_ENV (BYROREDUX_SAVE_DIR) redirects the ring; smoke gates depend on the spelling.
    Output: /tmp/audit/save/dim_3.md

Dimension 4: Save-Side Gates (refusal + validation)

Paths: byroredux/src/save_io.rs (SaveCommand::execute, validate_form_ids, validate_cinematic_entity_refs), crates/save/src/validate.rs, byroredux/src/app_step.rs (step_player_save_actions)
First step: grep -n 'fn validate_\|validate_[a-z_]*(world' crates/save/src/validate.rs byroredux/src/save_io.rs

  • Order in SaveCommand::execute: refusals first (CellTransitionInFlight — a mid-transition save would be
    written and permanently unloadable; CinematicPresentationState.disable_saving — Game.SetInChargen
    abDisableSaving; plus the context-invariant refusal #5253 27562f8ae — LoadedCellIndex present but neither
    CurrentCellContext nor CurrentExteriorContext means an unloadable snapshot even when the synced flag still
    reads false, as in the console ingresses that dispatch outside the drain), then validate_world + validate_form_ids + validate_cinematic_entity_refs
    (abort, up to 20 lines, nothing written), then save_world → capture_extension_state → encode →
    write_slot; ring advance and the SaveComplete session event only after the commit. Any alternate save
    path that bypasses the gates (console, player action, SDK) is HIGH; input adapters must enqueue through
    queue_player_save_action (post-scheduler drain — save_world takes ~30 storage + resource read locks, so
    a live scheduler lane needs the ABBA analysis re-derived; /audit-concurrency). Current ingresses: the
    winit F5/F9 intercept, the pause menu, and the debug input.press quicksave|quickload, which resolves
    through ActionBindings to the same F5/F9 edges (queue_debug_action_press, byroredux/src/interaction.rs,
    bae84e54b; quicksave_press_joins_the_player_save_queue_through_the_f5_binding).
  • Coverage: validate_world currently runs hierarchy, equipment, saved-entity references (session-local
    EntityId fields of columns excluded from the overlay — grep the function for the live column list),
    animation (AnimationPlayer, AnimationStack root + layer clips, Seated.animation_restore),
    inventory instances vs ItemInstancePool, progression (CharacterLevel.xp != 0 aborts because
    CharacterLevel is unsaved; the player now carries one from its NPC_ record (#4678), so the first XP
    writer makes every save refuse until CharacterLevel is registered), and Material finiteness; the binary adds FormId resolvability and cinematic EntityId refs. Do
    not restate the list elsewhere — enumerate inter-entity reference fields in any newly registered type
    not covered
    (MEDIUM defense-in-depth gap) and any check that flags a legitimately sparse-but-spawned id
    (dangling = >= next_entity, not "no components").
  • Post-load validation is diagnostic-only (log_validation_warnings, WARN, no abort) in both
    restore_world and execute_pending_save_loads; the typed preflight aborts (before teardown).
  • Transient state: saves must not depend on transients — PlayerNotifications, pending action queues,
    CellTransitionInFlight, parked StreamStateSnapshots are unsaved by design; a save taken while one is
    non-empty must still round-trip (check new transient resources land on the allowlist, not the registry).
    Output: /tmp/audit/save/dim_4.md

Dimension 5: Live Load-Apply & Frame Boundary

Paths: byroredux/src/save_io.rs (execute_pending_save_loads, reload_*_session, apply_player_pose), crates/save/src/driver.rs, byroredux/src/{app_events,app_step,app_frame}.rs, byroredux/src/cell_loader/{transition,reference_state,unload}.rs
First step: read execute_pending_save_loads top to bottom against the sequence below; git log --since=<last report> --format='%h %cs %s' -- byroredux/src/save_io.rs

  • Strict apply sequence: drain slot → validate_snapshot_types (abort, session kept) →
    preflight_extension_state (abort) → restore_resources_subset(PRE_RELOAD_RESOURCES) (only resources
    read by spawn-time code during the reload: ReferenceEnableState, ReferenceLockState, ReferenceScriptState; never
    ItemInstancePool — teardown's release_victim_item_instances needs the live pool, #4135) →
    without_parked_state wraps the reload (outgoing session's PersistentReferenceStates and
    StreamStateSnapshots are set aside and restored on failure) → teardown + reload (validate_cell_loadable
    preflight first, so a missing ESM/cell keeps the live session; then purge_cinematic_retention_state
    drops every ActorCinematicState/HorseTetherState row so the convoy is not retained across the teardown
    as a ghost twin sharing a FormIdPair — #5056 a197e8563, both reload arms + both debug-load paths, never
    ordinary cell transitions (purge_wiring_tests) — and despawns + clears the unsaved CinematicReAdoption
    pending list, whose un-rooted entities the CellRootIndex teardown cannot enumerate (#5379 203be9ed4).
    Since #5384 that list holds parentless roots only, so the purge (now taking the VulkanContext) collects each
    root's Children closure and hands it to release_entities — subtrees no longer orphan (which made
    validate_world refuse every later save) and GPU/Rapier handles are released, #5490 99cd9fd6c. The teardown never
    despawns the player rig: unload_cell_inner refuses player_owned_entities, #5483 5a68e983e)
    → reset_story_location_cursor + discard_pending_story_events (the unsaved CLOC cursor and any straddling
    StoryEvent markers describe the outgoing session; every load behaves like a fresh boot, #5435 557ead21d)
    → restore_extension_state → wholesale
    restore_resources again (idempotent; re-asserts CurrentCellContext/PlayerPose; the second call is
    not redundant) → restore_resident (parked rows for resident placements, #4695) → drop_entity_bound_continuations on PapyrusProviderContinuationQueue (session-local
    EntityRef handles must not resume, #4139) → reseat_ambient_packages_after_restore (re-pick packages
    against the restored clock before the overlay, #4815; neither it nor restore_resident has a source-order
    pin, known-open #5060) → build_form_id_remap → park the snapshot rows
    whose FormIdPair did not resolve (unresolved_form_id_pairs → park_unresolved_snapshot_rows into
    PersistentReferenceStates, #5054 17e720430 — the exterior reload streams only radius_load, so the
    save's hysteresis-band rows were dropped and their loot duplicated; unresolved_snapshot_rows_are_parked_for_the_next_respawn)
    → apply_deltas(MUTABLE_DELTA_COLUMNS) → dead/equipped-weapon reconcilers, reconcile_worn_gear (called
    twice back-to-back, known-open #5460), reset_player_factions_to_record → diagnostic validate_world →
    apply_player_pose LAST (after the
    overlay of CharacterController, whose motion fields pose-restore then zeroes; a new field on either
    side needs an explicit decision). Any failure after the reload returns immediately, never falling through
    into pose-restore on a partial overlay. Idempotency: teardown is unconditional, so a second load of the same
    slot does not stack deltas.
  • Two restore paths: live load uses restore_resources + apply_deltas (saved ids remapped to the
    reloaded cell's fresh ids); restore_world (clear + repopulate at saved ids) is test/loose only and must
    never be reachable from execute_pending_save_loads (id collision = CRITICAL). clear_entities does not
    free GPU/physics handles — the live path's unload_current_interior/drain_streaming_state must.
  • Remap: build_form_id_remap matches saved FormIdPair → live entity; rows without a form id are
    skipped (respawned by the loader); unresolved pairs are logged (WARN, first 20) — a moved object vanishing
    must stay diagnosable; the player body carries PLAYER_FORM_ID_PAIR from spawn so it participates.
    Persistent-reference rows: resident rows arrive via the component overlay, nonresident via the resource
    restore; rows are consumed on respawn (semantics → /audit-gameplay).
  • Frame boundary: capture runs post-scheduler (step_player_save_actions drains a FIFO after
    Scheduler::run; remote console runs in the exclusive DebugDrainSystem); capture_player_pose reads
    post-propagation Transform before the drain; PlayerNotifications drain in render_one_frame is
    unconditional (bounded ring of 8, oldest dropped). The load drain lives in step_save_loads where the
    App owns &mut World + &mut VulkanContext and is skipped while an interior transition or foreign
    loading screen is active; the single PendingSaveLoadSlot is last-writer-wins and reports supersession.
  • Pose: yaw/pitch always to InputState; Character mode + live body → body Transform +
    GlobalTransform + set_kinematic_translation (returns false without a Rapier handle) and clears
    vertical_velocity/is_grounded/wants_jump; restore branches on the live mode (#2018), so
    FlyCam-saved/Character-loaded relocates the body and the reverse repositions the camera.
  • Context guards: LoadCommand accepts interior OR exterior context and rejects only neither;
    SaveInfoCommand mirrors the three arms (#3500); quickload_latest walks slots_by_recency and falls back
    past a corrupt newest slot; command_output_is_failure scans every output line.
    Output: /tmp/audit/save/dim_5.md

Phase 3: Merge

Combine /tmp/audit/save/dim_*.md into docs/audits/AUDIT_SAVE_<TODAY>.md: Executive Summary (each
lib.rs design claim CODE-CONFIRMED/DRIFTED; findings by severity and Data-Loss Class) · Data-Loss
Class Matrix
· Completeness Ledger (registry × MUTABLE_DELTA_COLUMNS: SAVED-only / SAVED+OVERLAID /
structural; cross-check against the guard's allowlist rather than re-deriving) · Findings (CRITICAL
first, deduplicated; two-list drift owned by Dim 1, GPU/physics teardown by Dim 5) · Guards
Verified
(which ledger guards were confirmed live, which reasons were spot-checked).

Phase 4: Cleanup

rm -rf /tmp/audit/save; tell the user the report is ready; suggest
/audit-publish docs/audits/AUDIT_SAVE_<TODAY>.md (domain label save-load; test-gap for coverage
findings, doc-rot for drifted save/load docs).