forked from eden-emu/eden
124 lines
4.2 KiB
C++
124 lines
4.2 KiB
C++
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#include "migration_worker.h"
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#include <filesystem>
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#include "common/fs/path_util.h"
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MigrationWorker::MigrationWorker(const LegacyEmu selected_legacy_emu_,
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const bool clear_shader_cache_,
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const MigrationStrategy strategy_)
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: QObject()
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, selected_legacy_emu(selected_legacy_emu_)
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, clear_shader_cache(clear_shader_cache_)
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, strategy(strategy_)
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{}
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void MigrationWorker::process()
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{
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namespace fs = std::filesystem;
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const auto copy_options = fs::copy_options::update_existing | fs::copy_options::recursive;
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std::string legacy_user_dir;
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std::string legacy_config_dir;
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std::string legacy_cache_dir;
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#define LEGACY_EMU(emu) \
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case LegacyEmu::emu: \
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legacy_user_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##Dir).string(); \
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legacy_config_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##ConfigDir) \
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.string(); \
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legacy_cache_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##CacheDir) \
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.string(); \
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break;
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switch (selected_legacy_emu) {
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LEGACY_EMU(Citron)
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LEGACY_EMU(Sudachi)
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LEGACY_EMU(Yuzu)
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LEGACY_EMU(Suyu)
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}
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#undef LEGACY_EMU
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fs::path eden_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::EdenDir);
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fs::path config_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ConfigDir);
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fs::path cache_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir);
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fs::path shader_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ShaderDir);
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try {
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fs::remove_all(eden_dir);
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} catch (fs::filesystem_error &_) {
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// ignore because linux does stupid crap sometimes.
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}
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switch (strategy) {
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case MigrationStrategy::Link:
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// Create symlinks/directory junctions if requested
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// Windows 11 has random permission nonsense to deal with.
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try {
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fs::create_directory_symlink(legacy_user_dir, eden_dir);
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} catch (const fs::filesystem_error &e) {
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emit error(tr("Linking the old directory failed. You may need to re-run with "
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"administrative privileges on Windows.\nOS gave error: %1")
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.arg(tr(e.what())));
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return;
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}
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// Windows doesn't need any more links, because cache and config
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// are already children of the root directory
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#ifndef WIN32
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if (fs::is_directory(legacy_config_dir)) {
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fs::create_directory_symlink(legacy_config_dir, config_dir);
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}
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if (fs::is_directory(legacy_cache_dir)) {
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fs::create_directory_symlink(legacy_cache_dir, cache_dir);
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}
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#endif
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break;
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case MigrationStrategy::Move:
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// Rename directories if deletion is requested (achieves the same result)
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fs::rename(legacy_user_dir, eden_dir);
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// Windows doesn't need any more renames, because cache and config
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// are already children of the root directory
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#ifndef WIN32
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if (fs::is_directory(legacy_config_dir)) {
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fs::rename(legacy_config_dir, config_dir);
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}
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if (fs::is_directory(legacy_cache_dir)) {
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fs::rename(legacy_cache_dir, cache_dir);
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}
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#endif
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break;
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case MigrationStrategy::Copy:
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default:
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// Default behavior: copy
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fs::copy(legacy_user_dir, eden_dir, copy_options);
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if (fs::is_directory(legacy_config_dir)) {
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fs::copy(legacy_config_dir, config_dir, copy_options);
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}
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if (fs::is_directory(legacy_cache_dir)) {
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fs::copy(legacy_cache_dir, cache_dir, copy_options);
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}
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success_text.append(tr("\n\nIf you wish to clean up the files which were left in the old "
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"data location, you can do so by deleting the following directory:\n"
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"%1")
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.arg(QString::fromStdString(legacy_user_dir)));
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break;
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}
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// Delete and re-create shader dir
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if (clear_shader_cache) {
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fs::remove_all(shader_dir);
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fs::create_directory(shader_dir);
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}
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emit finished(success_text);
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}
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