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authorSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-23 16:09:59 -0500
committerSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-23 16:09:59 -0500
commit96a6ba196c72e955c3db822d93da38fce8cd7045 (patch)
tree3fcc40e939bd609c4cb7b84f05e85875dde64fc6 /libs/game_bethesda/src/games/starfield/gamestarfield.cpp
parent6b9f0876cfbf6f8c723c86ec941ee70933aa883f (diff)
Fix VFS rmdir, prefix/launch issues, add version + beta channel
- VFS: add mo2_rmdir + OverwriteManager::removeDirectory so Wrye Bash shutil.rmtree stops failing with WinError 267 (issue #47). - FileRenamer: case-insensitive fallback via new resolvePathCaseInsensitive walks each path component; bulk hide in Conflict tab no longer dies with a misleading "Input/output error" when DirectoryEntry normalised parent dir case (issue #54). formatSystemMessage stops aliasing Windows error code 5 to errno 5 (EIO). - Versioning: FLUORINE_VERSION_* + fluorine_build_info.h generated from CMake; Linux createVersionInfo returns Fluorine's version. About dialog shows Fluorine version + MO2 engine + commit. Beta builds stamp "<semver>B<yyyymmddhhmm>" (issue #51). - CI: ci.yml determines channel from ref (v* tags = stable, main = beta), publishes a rolling `beta` GitHub release whose body carries a machine-parseable fluorine-meta block (timestamp, commit) for the in-app updater. - Updater: new FluorineUpdater polls GitHub API on startup, compares against embedded metadata, notifies on new release without auto-install. Channel toggle piggybacks on the existing "beta versions" checkbox. - Bethesda plugins: determineMyGamesPath no longer creates Documents/My Games/<GameName> for every possible title at plugin load; only games with a detected install path get their dirs created (issue #55). - Starfield: dataDirectory() on Linux now points at <game>/Data instead of My Games/Starfield/Data so the single FUSE mount lands where SFSE loads plugins; My Games Data becomes a secondary symlinked mapping (issue #56). - Prefix resolution: prefer Fluorine config, then explicit fluorine/prefix_path, then legacy Settings/* keys (with a warning) so auto-detected Heroic/Bottles prefixes can't silently override a user- configured Fluorine prefix (issue #52). compatDataPathFromPrefix no longer hands Proton the wrong parent dir for plain wine prefixes. - xrandr: ensureXrandrInstalled back-fills the helper for existing SLR installs, prefix init runs it before wineboot, SLR wrap exposes xrandr-bin via --filesystem= and prepends PATH inside the container (issue #49). - Process tracking: drop the wineserver-as-last-resort fallback that made MO2 hang on Proton's session manager after game exit. Rescan the prefix for matching game executables instead (covers reparented launcher children like f4se_loader → Fallout4.exe). Unlock button now kills wineserver for the prefix (SIGTERM then SIGKILL on timeout). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Diffstat (limited to 'libs/game_bethesda/src/games/starfield/gamestarfield.cpp')
-rw-r--r--libs/game_bethesda/src/games/starfield/gamestarfield.cpp22
1 files changed, 21 insertions, 1 deletions
diff --git a/libs/game_bethesda/src/games/starfield/gamestarfield.cpp b/libs/game_bethesda/src/games/starfield/gamestarfield.cpp
index c6c211a..ebec948 100644
--- a/libs/game_bethesda/src/games/starfield/gamestarfield.cpp
+++ b/libs/game_bethesda/src/games/starfield/gamestarfield.cpp
@@ -67,7 +67,7 @@ QString GameStarfield::gameName() const
void GameStarfield::detectGame()
{
m_GamePath = identifyGamePath();
- m_MyGamesPath = determineMyGamesPath("Starfield");
+ m_MyGamesPath = determineMyGamesPath("Starfield", !m_GamePath.isEmpty());
}
QString GameStarfield::identifyGamePath() const
@@ -77,16 +77,36 @@ QString GameStarfield::identifyGamePath() const
QDir GameStarfield::dataDirectory() const
{
+#ifdef _WIN32
+ // On Windows, USVFS hooks both the game-side Data folder (where SFSE
+ // loads plugins from) and My Games\Starfield\Data (where loose content
+ // lives) transparently, so MO2 can report the My Games path as primary.
QDir dataDir = documentsDirectory().absoluteFilePath("Data");
if (!dataDir.exists())
dataDir.mkdir(dataDir.path());
return documentsDirectory().absoluteFilePath("Data");
+#else
+ // On Linux we have a single FUSE mount, so the primary dataDirectory
+ // MUST be the game-install Data folder — that's where SFSE looks for
+ // plugins. If the mount lived under My Games/Starfield/Data, the
+ // base game Data folder would only see dangling symlinks and SFSE
+ // plugins would silently fail to load. See issue #56.
+ return gameDirectory().absoluteFilePath("Data");
+#endif
}
QMap<QString, QDir> GameStarfield::secondaryDataDirectories() const
{
QMap<QString, QDir> directories;
+#ifdef _WIN32
directories.insert("game_data", gameDirectory().absoluteFilePath("Data"));
+#else
+ // Primary is now gameDirectory/Data; My Games/Starfield/Data still
+ // needs to exist so the launcher and loose-file content work. Get it
+ // populated via the secondary-mapping symlink path.
+ directories.insert("documents_data",
+ documentsDirectory().absoluteFilePath("Data"));
+#endif
return directories;
}