mirror of
https://github.com/ARMSX2/ARMSX2.git
synced 2026-08-24 16:50:16 -07:00
Toggling PINE from the in-game menu wrote it nowhere, so the setting was gone at the next launch while the switch still read as enabled -- saveSettings had already updated the in-memory Settings, and only a process restart exposed that the store never agreed. PINE is one server for the whole process, so "this game runs with PINE on" is not a thing that can be true. Settings.merge therefore pins pineEnabled and pineSlot to the global value, and Settings.diff never emits either key, so a per-game file can never acquire them. Both are deliberate and both are right. What was missing is the other half: a Game-scope save writes ONLY the override file. So for these two fields the write had no destination at all -- the override file structurally refuses them, and global was never touched. Every other field is fine, because every other field is one the override file accepts. The in-game menu saves in Game scope whenever a game is running, which is exactly when someone reaches for PINE, so the toggle looked simply broken. So promote those fields to global on a Game-scope save. Copied onto the loaded global rather than saving `updated` wholesale: `updated` is the game's RESOLVED settings, so writing all of it to global would push every per-game value into the global layer. The diff below is unaffected -- it reads the pre-promotion `global`, and the keys involved are precisely the ones it never emits. Pairs with the core fix that makes a commit act on the value; without this the value never survived to be acted on a second time.