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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: https://git.eden-emu.dev/eden-emu/eden/pulls/2678 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
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.. | ||
arm | ||
crypto | ||
debugger | ||
file_sys | ||
frontend | ||
hle | ||
internal_network | ||
loader | ||
memory | ||
tools | ||
CMakeLists.txt | ||
constants.cpp | ||
constants.h | ||
core.cpp | ||
core.h | ||
core_timing.cpp | ||
core_timing.h | ||
cpu_manager.cpp | ||
cpu_manager.h | ||
device_memory.cpp | ||
device_memory.h | ||
device_memory_manager.h | ||
device_memory_manager.inc | ||
gpu_dirty_memory_manager.h | ||
guest_memory.h | ||
hardware_properties.h | ||
memory.cpp | ||
memory.h | ||
perf_stats.cpp | ||
perf_stats.h | ||
precompiled_headers.h | ||
reporter.cpp | ||
reporter.h |