// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #include "migration_worker.h" #include #include #include #include #include "common/fs/path_util.h" MigrationWorker::MigrationWorker(const Emulator selected_legacy_emu_, const bool clear_shader_cache_, const MigrationStrategy strategy_) : QObject() , selected_legacy_emu(selected_legacy_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_legacy_emu.get_user_dir(); const fs::path legacy_config_dir = selected_legacy_emu.get_config_dir(); const fs::path legacy_cache_dir = selected_legacy_emu.get_cache_dir(); // TODO(crueter): Make these constexpr since they're defaulted const fs::path eden_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::EdenDir); const fs::path config_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ConfigDir); const fs::path cache_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir); const fs::path shader_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ShaderDir); 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 { fs::create_directory_symlink(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)) { fs::create_directory_symlink(legacy_config_dir, config_dir); } if (fs::is_directory(legacy_cache_dir)) { fs::create_directory_symlink(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(tr(selected_legacy_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()); }