feat(journal): QJ1/QJ2 — the journal's pages and their file
The Journal tab is not a quest feature: it is a per-character notebook with no wire, no server and no dat content. The player writes it, and it persists to a tagged text file recovered whole from LoadPages/SavePages. Retail refuses a journal file that does not OPEN with <NEWP>, with its own message. That strictness is ported rather than softened — accepting such a file would scatter the first page's text into no page at all. An ABSENT or empty file is the opposite case and must not error: that is simply a character who has never written a page. Three things the format does not say out loud, each with a test: <PNUM> is written but page order IS file order, so a reader that trusted the number would reshuffle a hand-edited file. A recorded location of (0, 0) is a real place, so the location tags are written on a HasLocation flag rather than on the numbers being non-zero. And the notes box is multi-line while the file is line-oriented — an embedded newline would read back as a tagless line and silently truncate the notes, so they are folded to spaces at the write. The countdown belongs to the page it was started on, and what belongs in the file is what is LEFT rather than what it started at — saving the start value would resurrect the full duration on every reload. Deleting the last remaining page empties the journal instead of leaving a blank one behind; inventing a replacement would make the journal impossible to empty. An out-of-range page is refused rather than clamped, because clamping moves the player somewhere they did not ask to go. Campaign QJ slices 1 and 2 of 5. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -244,6 +244,7 @@ public sealed class GameRuntimeTests
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// its three sibling J-owners, before the identity and entity
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// foundations.
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GameRuntimeTeardownStage.ContractsDisposed,
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GameRuntimeTeardownStage.JournalDisposed,
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GameRuntimeTeardownStage.IdentityDisposed,
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GameRuntimeTeardownStage.EntityObjectsDisposed,
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];
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