save-system-patterns

save-system-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,961 once invoked), scanned A, original, MIT.

A Godot game save system pattern for managing save files, versions, backups, and save-slot details.

In plain words
What is it for?
Use it when building save and load features, multiple save slots, save-file backups, or migrations between save-data versions.
Why use it?
It helps prevent corrupted saves and gives older save data a way to be updated when the game's data format changes.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/save-system-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill save-system-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for save-system-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/save-system-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/save-system-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/save-system-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/save-system-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,961 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.01961
Opus 5 $0.00000 $0.00981
Sonnet 5 $0.00000 $0.00392
Haiku 4.5 $0.00000 $0.00196

Measured 3d ago against content hash 9c61ee082f31, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

save-system-patterns scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/save-systems/skills/save-system-patterns/SKILL.md · 221 lines

How it starts

The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Save System Patterns

Core Save Manager

# Save system with versioning, atomic writes, and migration
class_name SaveManager extends Node

const SAVE_DIR := "user://"
const SAVE_VERSION := 2  # Increment when save schema changes

func save_game(slot: int, data: Dictionary) -> Error:
    var path := _get_save_path(slot)
    var tmp_path := path + ".tmp"

    # Add metadata
    data["version"] = SAVE_VERSION
    data["timestamp"] = Time.get_unix_time_from_system()

    var file := FileAccess.open(tmp_path, FileAccess.WRITE)
    if not file:
        return FileAccess.get_open_error()

    file.store_string(JSON.stringify(data, "\t"))
    file.close()

    # Backup existing save before replacing
    if FileAccess.file_exists(path):
        DirAccess.copy_absolute(path, path + ".bak")

    # Atomic rename: if crash happens before this, .tmp exists but save is intact
    var dir := DirAccess.open(SAVE_DIR)
    return dir.rename(tmp_path.get_file(), path.get_file())

func load_game(slot: int) -> Dictionary:
    var path := _get_save_path(slot)
    if not FileAccess.file_exists(path):
        return {}

    var file := FileAccess.open(path, FileAccess.READ)
    if not file:
        return {}

    var parsed := JSON.parse_string(file.get_as_text())
    if not parsed is Dictionary:
        push_error("Save file corrupt at slot %d, trying backup" % slot)
        return _load_backup(slot)

    return _migrate(parsed)

func _migrate(data: Dictionary) -> Dictionary:
    var version: int = data.get("version", 0)
    if version < 1:
        data = _migrate_v0_to_v1(data)
    if version < 2:
        data = _migrate_v1_to_v2(data)
    return data

func _migrate_v0_to_v1(data: Dictionary) -> Dictionary:
    # Example: v0 stored health as "hp", v1 uses "health"
    if "hp" in data:
        data["health"] = data["hp"]
        data.erase("hp")
    data["version"] = 1
    return data

func _migrate_v1_to_v2(data: Dictionary) -> Dictionary:
    # Example: v1 had no settings section
    if "settings" not in data:
        data["settings"] = {"volume_master": 1.0, "fullscreen": false}
    data["version"] = 2
    return data

func _load_backup(slot: int) -> Dictionary:
    var backup_path := _get_save_path(slot) + ".bak"
    if not FileAccess.file_exists(backup_path):
        return {}
    var file := FileAccess.open(backup_path, FileAccess.READ)
    if not file:
        return {}
    var parsed := JSON.parse_string(file.get_as_text())
    return parsed if parsed is Dictionary else {}

func _get_save_path(slot: int) -> String:
    return "user://save_%d.json" % slot

func delete_save(slot: int) -> void:
    var path := _get_save_path(slot)
    if FileAccess.file_exists(path):
        DirAccess.remove_absolute(path)
    if FileAccess.file_exists(path + ".bak"):
        DirAccess.remove_absolute(path + ".bak")

Read the full file on GitHub · 221 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 221 lines · 0 tokens per session scan A 9c61ee082f31

Subscribe to this mod's changes

save-system-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,961 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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