Make config filename changable for releases & Log to Ryujinx directory if application directory is not writable (#4707)
* Remove GetBaseApplicationDirectory() & Move logs directory to user base path We should assume the application directory might be write-protected. * Use Ryujinx.sh in Ryujinx.desktop This desktop file isn't really used right now, so this changes effectively nothing. * Use properties in ReleaseInformation.cs and add ConfigName property * Configure config filename in Github workflows * Add a separate config step for macOS Because they use BSD sed instead of GNU sed * Keep log directory at the old location for dev environments * Add FileSystemUtils since Directory.Move() doesn't work across filesystems Steal CopyDirectory code from https://learn.microsoft.com/en-us/dotnet/standard/io/how-to-copy-directories * Fix "Open Logs folder" button pointing to the wrong directory * Add execute permissions to Ryujinx.sh * Fix missing newlines * AppDataManager: Use FileSystemUtils.MoveDirectory() * Make dotnet format happy * Add a fallback for the logging directory
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22 changed files with 209 additions and 117 deletions
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@ -1,4 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using System;
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using System.IO;
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@ -6,8 +7,8 @@ namespace Ryujinx.Common.Configuration
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{
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public static class AppDataManager
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{
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public const string DefaultBaseDir = "Ryujinx";
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public const string DefaultPortableDir = "portable";
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private const string DefaultBaseDir = "Ryujinx";
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private const string DefaultPortableDir = "portable";
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// The following 3 are always part of Base Directory
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private const string GamesDir = "games";
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@ -109,8 +110,7 @@ namespace Ryujinx.Common.Configuration
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string oldConfigPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), DefaultBaseDir);
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if (Path.Exists(oldConfigPath) && !IsPathSymlink(oldConfigPath) && !Path.Exists(BaseDirPath))
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{
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CopyDirectory(oldConfigPath, BaseDirPath);
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Directory.Delete(oldConfigPath, true);
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FileSystemUtils.MoveDirectory(oldConfigPath, BaseDirPath);
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Directory.CreateSymbolicLink(oldConfigPath, BaseDirPath);
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}
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}
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@ -127,41 +127,13 @@ namespace Ryujinx.Common.Configuration
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}
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// Check if existing old baseDirPath is a symlink, to prevent possible errors.
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// Should be removed, when the existance of the old directory isn't checked anymore.
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// Should be removed, when the existence of the old directory isn't checked anymore.
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private static bool IsPathSymlink(string path)
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{
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FileAttributes attributes = File.GetAttributes(path);
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return (attributes & FileAttributes.ReparsePoint) == FileAttributes.ReparsePoint;
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}
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private static void CopyDirectory(string sourceDir, string destinationDir)
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{
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var dir = new DirectoryInfo(sourceDir);
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if (!dir.Exists)
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{
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throw new DirectoryNotFoundException($"Source directory not found: {dir.FullName}");
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}
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DirectoryInfo[] subDirs = dir.GetDirectories();
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Directory.CreateDirectory(destinationDir);
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foreach (FileInfo file in dir.GetFiles())
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{
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if (file.Name == ".DS_Store")
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{
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continue;
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}
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file.CopyTo(Path.Combine(destinationDir, file.Name));
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}
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foreach (DirectoryInfo subDir in subDirs)
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{
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CopyDirectory(subDir.FullName, Path.Combine(destinationDir, subDir.Name));
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}
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}
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public static string GetModsPath() => CustomModsPath ?? Directory.CreateDirectory(Path.Combine(BaseDirPath, DefaultModsDir)).FullName;
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public static string GetSdModsPath() => CustomSdModsPath ?? Directory.CreateDirectory(Path.Combine(BaseDirPath, DefaultSdcardDir, "atmosphere")).FullName;
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}
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