eden-miror/src/yuzu/migration_worker.cpp
crueter 08f3639c80
[desktop, fs] main_window separation; fix Ryujinx save data link issues (#2929)
Some genius decided to put the entire MainWindow class into main.h and
main.cpp, which is not only horrific practice but also completely
destroys clangd beyond repair. Please, just don't do this.

(this will probably merge conflict to hell and back)

Also, fixes a bunch of issues with Ryujinx save data link:
- Paths with spaces would cause mklink to fail
- Add support for portable directories
- Symlink detection was incorrect sometimes(????)
- Some other stuff I'm forgetting

Furthermore, when selecting "From Eden" and attempting to save in Ryujinx, Ryujinx would destroy the link for... some reason? So to get around this we just copy the Eden data to Ryujinx then treat it like a "From Ryujinx" op

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2929
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2025-11-09 18:07:38 +01:00

130 lines
4.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include "migration_worker.h"
#include "common/fs/symlink.h"
#include <QMap>
#include <boost/algorithm/string/predicate.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <filesystem>
#include "common/fs/path_util.h"
MigrationWorker::MigrationWorker(const Emulator selected_emu_,
const bool clear_shader_cache_,
const MigrationStrategy strategy_)
: QObject()
, selected_emu(selected_emu_)
, clear_shader_cache(clear_shader_cache_)
, strategy(strategy_)
{}
void MigrationWorker::process()
{
namespace fs = std::filesystem;
constexpr auto copy_options = fs::copy_options::update_existing | fs::copy_options::recursive;
const fs::path legacy_user_dir = selected_emu.get_user_dir();
const fs::path legacy_config_dir = selected_emu.get_config_dir();
const fs::path legacy_cache_dir = selected_emu.get_cache_dir();
// TODO(crueter): Make these constexpr since they're defaulted
fs::path eden_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::EdenDir);
fs::path config_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ConfigDir);
fs::path cache_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir);
fs::path shader_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ShaderDir);
eden_dir.make_preferred();
config_dir.make_preferred();
cache_dir.make_preferred();
shader_dir.make_preferred();
try {
fs::remove_all(eden_dir);
} catch (fs::filesystem_error &_) {
// ignore because linux does stupid crap sometimes
}
switch (strategy) {
case MigrationStrategy::Link:
// Create symlinks/directory junctions if requested
// Windows 11 has random permission nonsense to deal with.
try {
Common::FS::CreateSymlink(legacy_user_dir, eden_dir);
} catch (const fs::filesystem_error &e) {
emit error(tr("Linking the old directory failed. You may need to re-run with "
"administrative privileges on Windows.\nOS gave error: %1")
.arg(tr(e.what())));
std::exit(-1);
}
// Windows doesn't need any more links, because cache and config
// are already children of the root directory
#ifndef WIN32
if (fs::is_directory(legacy_config_dir)) {
Common::FS::CreateSymlink(legacy_config_dir, config_dir);
}
if (fs::is_directory(legacy_cache_dir)) {
Common::FS::CreateSymlink(legacy_cache_dir, cache_dir);
}
#endif
success_text.append(tr("\n\nNote that your configuration and data will be shared with %1.\n"
"If this is not desirable, delete the following files:\n%2\n%3\n%4")
.arg(selected_emu.name(),
QString::fromStdString(eden_dir.string()),
QString::fromStdString(config_dir.string()),
QString::fromStdString(cache_dir.string())));
break;
case MigrationStrategy::Move:
// Rename directories if deletion is requested (achieves the same result)
fs::rename(legacy_user_dir, eden_dir);
// Windows doesn't need any more renames, because cache and config
// are already children of the root directory
#ifndef WIN32
if (fs::is_directory(legacy_config_dir)) {
fs::rename(legacy_config_dir, config_dir);
}
if (fs::is_directory(legacy_cache_dir)) {
fs::rename(legacy_cache_dir, cache_dir);
}
#endif
break;
case MigrationStrategy::Copy:
default:
// Default behavior: copy
fs::copy(legacy_user_dir, eden_dir, copy_options);
// Windows doesn't need any more copies, because cache and config
// are already children of the root directory
#ifndef WIN32
if (fs::is_directory(legacy_config_dir)) {
fs::copy(legacy_config_dir, config_dir, copy_options);
}
if (fs::is_directory(legacy_cache_dir)) {
fs::copy(legacy_cache_dir, cache_dir, copy_options);
}
#endif
success_text.append(tr("\n\nIf you wish to clean up the files which were left in the old "
"data location, you can do so by deleting the following directory:\n"
"%1")
.arg(QString::fromStdString(legacy_user_dir.string())));
break;
}
// Delete and re-create shader dir
if (clear_shader_cache) {
fs::remove_all(shader_dir);
fs::create_directory(shader_dir);
}
emit finished(success_text, legacy_user_dir.string());
}