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[desktop] fix save data location, orphaned profiles finder (#2678)
Previously, if the user had their NAND in a nonstandard location, profiles.dat would be read from the standard Eden path and thus return effectively garbage data. What this would result in is: - The Qt profile manager would be completely nonfunctional - "Open Save Data Location" would put you into the completely wrong place - Games would read from incorrect locations for their saves To solve this, I made it so that profiles.dat is re-read *after* QtConfig initializes. It's not the perfect solution, but it works. Additionally, this adds an orphaned profiles finder: - walks through the save folders in nand/user/save/000.../ - for each subdirectory, checks to see if profiles.dat contains a corresponding UUID - If not, the profile is "orphaned". It may contain legit save data, so let the user decide how to handle it (famous last words) - Empty profiles are just removed. If they really matter, they're instantly recreated anyways. The orphaned profiles check runs right *after* the decryption keys check, but before the game list ever gets populated Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2678 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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11 changed files with 156 additions and 17 deletions
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@ -1,8 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "qt_common/qt_game_util.h"
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#include "qt_content_util.h"
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#include "common/fs/fs.h"
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#include "core/hle/service/acc/profile_manager.h"
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#include "frontend_common/content_manager.h"
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#include "frontend_common/firmware_manager.h"
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#include "qt_common/qt_common.h"
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@ -310,4 +312,40 @@ void VerifyInstalledContents() {
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}
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}
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void FixProfiles()
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{
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// Reset user save files after config is initialized and migration is done.
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// Doing it at init time causes profiles to read from the wrong place entirely if NAND dir is not default
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// TODO: better solution
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system->GetProfileManager().ResetUserSaveFile();
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std::vector<std::string> orphaned = system->GetProfileManager().FindOrphanedProfiles();
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// no orphaned dirs--all good :)
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if (orphaned.empty())
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return;
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// otherwise, let the user know
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QString qorphaned;
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// max. of 8 orphaned profiles is fair, I think
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// 33 = 32 (UUID) + 1 (\n)
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qorphaned.reserve(8 * 33);
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for (const std::string& s : orphaned) {
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qorphaned += "\n" + QString::fromStdString(s);
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}
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QtCommon::Frontend::Critical(
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tr("Orphaned Profiles Detected!"),
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tr("UNEXPECTED BAD THINGS MAY HAPPEN IF YOU DON'T READ THIS!\n"
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"Eden has detected the following save directories with no attached profile:\n"
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"%1\n\n"
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"Click \"OK\" to open your save folder and fix up your profiles.\n"
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"Hint: copy the contents of the largest or last-modified folder elsewhere, "
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"delete all orphaned profiles, and move your copied contents to the good profile.")
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.arg(qorphaned));
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QtCommon::Game::OpenSaveFolder();
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}
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} // namespace QtCommon::Content
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