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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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@ -52,6 +52,7 @@ bool MakeShortcutIcoPath(const u64 program_id,
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void OpenEdenFolder(const Common::FS::EdenPath &path);
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void OpenRootDataFolder();
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void OpenNANDFolder();
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void OpenSaveFolder();
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void OpenSDMCFolder();
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void OpenModFolder();
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void OpenLogFolder();
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@ -67,7 +68,7 @@ void RemoveCustomConfiguration(u64 program_id, const std::string& game_path);
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void RemoveCacheStorage(u64 program_id);
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// Metadata //
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void ResetMetadata();
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void ResetMetadata(bool show_message = true);
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// Shortcuts //
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void CreateShortcut(const std::string& game_path,
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