* 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
140 lines
5.9 KiB
C#
140 lines
5.9 KiB
C#
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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namespace Ryujinx.Common.Configuration
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{
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public static class AppDataManager
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{
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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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private const string ProfilesDir = "profiles";
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private const string KeysDir = "system";
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public enum LaunchMode
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{
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UserProfile,
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Portable,
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Custom,
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}
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public static LaunchMode Mode { get; private set; }
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public static string BaseDirPath { get; private set; }
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public static string GamesDirPath { get; private set; }
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public static string ProfilesDirPath { get; private set; }
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public static string KeysDirPath { get; private set; }
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public static string KeysDirPathUser { get; }
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public const string DefaultNandDir = "bis";
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public const string DefaultSdcardDir = "sdcard";
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private const string DefaultModsDir = "mods";
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public static string CustomModsPath { get; set; }
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public static string CustomSdModsPath { get; set; }
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public static string CustomNandPath { get; set; } // TODO: Actually implement this into VFS
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public static string CustomSdCardPath { get; set; } // TODO: Actually implement this into VFS
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static AppDataManager()
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{
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KeysDirPathUser = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), ".switch");
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}
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public static void Initialize(string baseDirPath)
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{
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string appDataPath;
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if (OperatingSystem.IsMacOS())
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{
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appDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), "Library", "Application Support");
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}
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else
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{
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appDataPath = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData);
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}
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if (appDataPath.Length == 0)
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{
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appDataPath = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
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}
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string userProfilePath = Path.Combine(appDataPath, DefaultBaseDir);
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string portablePath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, DefaultPortableDir);
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// On macOS, check for a portable directory next to the app bundle as well.
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if (OperatingSystem.IsMacOS() && !Directory.Exists(portablePath))
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{
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string bundlePath = Path.GetFullPath(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "..", ".."));
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// Make sure we're actually running within an app bundle.
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if (bundlePath.EndsWith(".app"))
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{
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portablePath = Path.GetFullPath(Path.Combine(bundlePath, "..", DefaultPortableDir));
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}
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}
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if (Directory.Exists(portablePath))
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{
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BaseDirPath = portablePath;
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Mode = LaunchMode.Portable;
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}
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else
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{
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BaseDirPath = userProfilePath;
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Mode = LaunchMode.UserProfile;
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}
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if (baseDirPath != null && baseDirPath != userProfilePath)
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{
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if (!Directory.Exists(baseDirPath))
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{
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Logger.Error?.Print(LogClass.Application, $"Custom Data Directory '{baseDirPath}' does not exist. Falling back to {Mode}...");
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}
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else
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{
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BaseDirPath = baseDirPath;
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Mode = LaunchMode.Custom;
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}
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}
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BaseDirPath = Path.GetFullPath(BaseDirPath); // convert relative paths
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// NOTE: Moves the Ryujinx folder in `~/.config` to `~/Library/Application Support` if one is found
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// and a Ryujinx folder does not already exist in Application Support.
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// Also creates a symlink from `~/.config/Ryujinx` to `~/Library/Application Support/Ryujinx` to preserve backwards compatibility.
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// This should be removed in the future.
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if (OperatingSystem.IsMacOS() && Mode == LaunchMode.UserProfile)
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{
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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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FileSystemUtils.MoveDirectory(oldConfigPath, BaseDirPath);
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Directory.CreateSymbolicLink(oldConfigPath, BaseDirPath);
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}
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}
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SetupBasePaths();
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}
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private static void SetupBasePaths()
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{
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Directory.CreateDirectory(BaseDirPath);
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Directory.CreateDirectory(GamesDirPath = Path.Combine(BaseDirPath, GamesDir));
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Directory.CreateDirectory(ProfilesDirPath = Path.Combine(BaseDirPath, ProfilesDir));
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Directory.CreateDirectory(KeysDirPath = Path.Combine(BaseDirPath, KeysDir));
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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 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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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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}
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