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| author | SulfurNitride <lukew19@proton.me> | 2026-06-25 15:05:03 -0500 |
|---|---|---|
| committer | SulfurNitride <lukew19@proton.me> | 2026-06-25 15:05:03 -0500 |
| commit | b1f8b9de5d24213d32022b6023e7513003f1169f (patch) | |
| tree | 6ddc89efefdbdbd6849cd210bcb8aa2d9ba46b0d /libs/bsapacker/src/Fallout4DummyPluginService.cpp | |
| parent | 22f1f1812ebd554c92d1150a6a7bdfff78c2053b (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/Fallout4DummyPluginService.cpp')
0 files changed, 0 insertions, 0 deletions
