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authorSulfurNitride <lukew19@proton.me>2026-06-25 15:05:03 -0500
committerSulfurNitride <lukew19@proton.me>2026-06-25 15:05:03 -0500
commitb1f8b9de5d24213d32022b6023e7513003f1169f (patch)
tree6ddc89efefdbdbd6849cd210bcb8aa2d9ba46b0d /libs/bsapacker/src/ArchiveAutoService.cpp
parent22f1f1812ebd554c92d1150a6a7bdfff78c2053b (diff)
Fix VFS not intercepting writes for games on SD card
pressure-vessel's default sharing of /run/media and home uses non-recursive bind mounts that don't propagate FUSE submounts into the container. The shouldExposeMountPointToPressureVessel function excluded all paths under /run (isSystemRootPath) and under /run/media (pressureVesselSharesByDefault), so the fuse.mo2linux mount point was never added to PRESSURE_VESSEL_FILESYSTEMS_RW. Inside the container, the game saw the real SD card Data directory instead of the FUSE overlay, so all VFS writes (shader cache, config files, overwrite) bypassed staging entirely — VFS_staging stayed empty and write-heavy mods like Community Shaders logged "Failed to save shader" on every compile. Internal-drive games were unaffected because pressure-vessel's home directory handling is recursive and propagates FUSE submounts correctly. Fix: detect fuse.mo2linux in the mountinfo scan and always add it to PRESSURE_VESSEL_FILESYSTEMS_RW regardless of its parent path classification. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'libs/bsapacker/src/ArchiveAutoService.cpp')
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