#include "migration_worker.h" #include #include "common/fs/path_util.h" MigrationWorker::MigrationWorker(const LegacyEmu 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; const auto copy_options = fs::copy_options::update_existing | fs::copy_options::recursive; 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); 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()))); return; } // 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(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); } emit finished(success_text); }