eden/src/yuzu/migration_worker.cpp
crueter badd913bee
[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: #2678
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2025-10-07 01:32:09 +02:00

124 lines
4.7 KiB
C++

// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include "migration_worker.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_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());
}