// Copyright Citra Emulator Project / Azahar Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. // SPDX-FileCopyrightText: Copyright 2025 eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #include "user_data_migration.h" #include #include #include #include #include "common/fs/path_util.h" #include "migration_dialog.h" // Needs to be included at the end due to https://bugreports.qt.io/browse/QTBUG-73263 #include #include #include #include namespace fs = std::filesystem; UserDataMigrator::UserDataMigrator( QMainWindow *main_window) { // NOTE: Logging is not initialized yet, do not produce logs here. // Check migration if config directory does not exist // TODO: ProfileManager messes with us a bit here, and force-creates the /nand/system/save/8000000000000010/su/avators/profiles.dat // file. Find a way to reorder operations and have it create after this guy runs. if (!fs::is_directory(Common::FS::GetEdenPath(Common::FS::EdenPath::ConfigDir))) { ShowMigrationPrompt(main_window); } } void UserDataMigrator::ShowMigrationPrompt( QMainWindow *main_window) { namespace fs = std::filesystem; const QString migration_prompt_message = main_window->tr( "Would you like to migrate your data for use in Eden?\n" "Select the corresponding button to migrate data from that emulator.\n" "This may take a while."); bool any_found = false; MigrationDialog migration_prompt; migration_prompt.setWindowTitle(main_window->tr("Migration")); QCheckBox *clear_shaders = new QCheckBox(&migration_prompt); clear_shaders->setText(main_window->tr("Clear Shader Cache")); clear_shaders->setToolTip(main_window->tr( "Clearing shader cache is recommended for all users.\nDo not uncheck unless you know what " "you're doing.")); clear_shaders->setChecked(true); QRadioButton *keep_old = new QRadioButton(&migration_prompt); keep_old->setText(main_window->tr("Keep Old Data")); keep_old->setToolTip( main_window->tr("Keeps the old data directory. This is recommended if you aren't\n" "space-constrained and want to keep separate data for the old emulator.")); keep_old->setChecked(true); QRadioButton *clear_old = new QRadioButton(&migration_prompt); clear_old->setText(main_window->tr("Clear Old Data")); clear_old->setToolTip(main_window->tr("Deletes the old data directory.\nThis is recommended on " "devices with space constraints.")); clear_old->setChecked(false); QRadioButton *link = new QRadioButton(&migration_prompt); link->setText(main_window->tr("Link Old Directory")); link->setToolTip( main_window->tr("Creates a filesystem link between the old directory and Eden directory.\n" "This is recommended if you want to share data between emulators..")); link->setChecked(false); // Link and Clear Old are mutually exclusive QButtonGroup *group = new QButtonGroup(&migration_prompt); group->addButton(keep_old); group->addButton(clear_old); group->addButton(link); migration_prompt.addBox(clear_shaders); migration_prompt.addBox(keep_old); migration_prompt.addBox(clear_old); migration_prompt.addBox(link); // Reflection would make this code 10x better // but for now... MACRO MADNESS!!!! QMap found; QMap legacyMap; QMap buttonMap; #define EMU_MAP(name) \ const bool name##_found = fs::is_directory( \ Common::FS::GetLegacyPath(Common::FS::LegacyPath::name##Dir)); \ legacyMap[main_window->tr(#name)] = LegacyEmu::name; \ found[main_window->tr(#name)] = name##_found; \ if (name##_found) \ any_found = true; EMU_MAP(Citron) EMU_MAP(Sudachi) EMU_MAP(Yuzu) EMU_MAP(Suyu) #undef EMU_MAP if (any_found) { QString promptText = main_window->tr( "Eden has detected user data for the following emulators:"); QMapIterator iter(found); while (iter.hasNext()) { iter.next(); if (!iter.value()) continue; buttonMap[iter.key()] = migration_prompt.addButton(iter.key()); promptText.append(main_window->tr("\n- %1").arg(iter.key())); } promptText.append(main_window->tr("\n\n")); migration_prompt.setText(promptText + migration_prompt_message); migration_prompt.addButton(main_window->tr("No"), true); migration_prompt.exec(); MigrationStrategy strategy; if (link->isChecked()) { strategy = MigrationStrategy::Link; } else if (clear_old->isChecked()) { strategy = MigrationStrategy::Move; } else { strategy = MigrationStrategy::Copy; } QMapIterator buttonIter(buttonMap); while (buttonIter.hasNext()) { buttonIter.next(); if (buttonIter.value() == migration_prompt.clickedButton()) { MigrateUserData(main_window, legacyMap[buttonIter.key()], clear_shaders->isChecked(), strategy); return; } } // If we're here, the user chose not to migrate ShowMigrationCancelledMessage(main_window); } else // no other data was found return; } void UserDataMigrator::ShowMigrationCancelledMessage( QMainWindow *main_window) { QMessageBox::information(main_window, main_window->tr("Migration"), main_window ->tr("You can manually re-trigger this prompt by deleting the " "new config directory:\n" "%1") .arg(QString::fromStdString(Common::FS::GetEdenPathString( Common::FS::EdenPath::ConfigDir))), QMessageBox::Ok); } void UserDataMigrator::MigrateUserData( QMainWindow *main_window, const LegacyEmu selected_legacy_emu, const bool clear_shader_cache, const MigrationStrategy strategy) { namespace fs = std::filesystem; const auto copy_options = fs::copy_options::update_existing | fs::copy_options::recursive; QString success_text = main_window->tr("Data was migrated successfully."); std::string legacy_user_dir; std::string legacy_config_dir; std::string legacy_cache_dir; #define LEGACY_EMU(emu) \ case LegacyEmu::emu: \ legacy_user_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##Dir).string(); \ legacy_config_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##ConfigDir) \ .string(); \ legacy_cache_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##CacheDir) \ .string(); \ break; switch (selected_legacy_emu) { LEGACY_EMU(Citron) LEGACY_EMU(Sudachi) LEGACY_EMU(Yuzu) LEGACY_EMU(Suyu) } #undef LEGACY_EMU 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); fs::remove_all(eden_dir); switch (strategy) { case MigrationStrategy::Link: // Create symlinks/directory junctions if requested fs::create_directory_symlink(legacy_user_dir, eden_dir); // 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 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); 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); } success_text.append( main_window->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))); break; } // Delete and re-create shader dir if (clear_shader_cache) { fs::remove_all(shader_dir); fs::create_directory(shader_dir); } QMessageBox::information(main_window, main_window->tr("Migration"), success_text, QMessageBox::Ok); }