diff options
| author | SulfurNitride <SulfurNitride@users.noreply.github.com> | 2026-04-23 16:09:59 -0500 |
|---|---|---|
| committer | SulfurNitride <SulfurNitride@users.noreply.github.com> | 2026-04-23 16:09:59 -0500 |
| commit | 96a6ba196c72e955c3db822d93da38fce8cd7045 (patch) | |
| tree | 3fcc40e939bd609c4cb7b84f05e85875dde64fc6 /libs/game_bethesda | |
| parent | 6b9f0876cfbf6f8c723c86ec941ee70933aa883f (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')
12 files changed, 66 insertions, 24 deletions
diff --git a/libs/game_bethesda/src/gamebryo/gamegamebryo.cpp b/libs/game_bethesda/src/gamebryo/gamegamebryo.cpp index 9d29dcf..fc3ba8a 100644 --- a/libs/game_bethesda/src/gamebryo/gamegamebryo.cpp +++ b/libs/game_bethesda/src/gamebryo/gamegamebryo.cpp @@ -56,7 +56,7 @@ GameGamebryo::GameGamebryo() {} void GameGamebryo::detectGame() { m_GamePath = identifyGamePath(); - m_MyGamesPath = determineMyGamesPath(gameName()); + m_MyGamesPath = determineMyGamesPath(gameName(), !m_GamePath.isEmpty()); } bool GameGamebryo::init(MOBase::IOrganizer* moInfo) @@ -714,7 +714,8 @@ QString GameGamebryo::getSpecialPath(const QString& name) } #endif // _WIN32 -QString GameGamebryo::determineMyGamesPath(const QString& gameName) +QString GameGamebryo::determineMyGamesPath(const QString& gameName, + bool createIfMissing) { const QString pattern = "%1/My Games/" + gameName; @@ -781,21 +782,36 @@ QString GameGamebryo::determineMyGamesPath(const QString& gameName) } } - // If no existing directory was found, try to create it in the configured prefix - // so that the game launcher can populate it on first run. + // No existing directory found. By default we return the expected path + // (under the configured prefix) WITHOUT creating it — every Bethesda + // plugin constructs itself at startup, and pre-creating `My Games/<Game>` + // for every possible title (Fallout4, Oblivion, Morrowind, …) clutters + // the user's prefix with empty folders for games they don't have. + // See issue #55. + // + // Callers that actually need the directory (profile initialization, + // save writes, ini deployment) should mkpath on demand or pass + // createIfMissing=true explicitly. if (!configuredPrefix.isEmpty()) { const QString configuredDocs = QDir(configuredPrefix).filePath("drive_c/users/steamuser/Documents"); const QString newPath = pattern.arg(configuredDocs); - if (QDir().mkpath(newPath)) { - MOBase::log::info("determineMyGamesPath: created '{}' for game '{}'", newPath, - gameName); + if (createIfMissing) { + if (QDir().mkpath(newPath)) { + MOBase::log::info("determineMyGamesPath: created '{}' for game '{}'", + newPath, gameName); + return newPath; + } + } else { + // Return the expected path for reference; callers may check for + // existence before writing. return newPath; } } - MOBase::log::warn("determineMyGamesPath: could not find My Games path for '{}'", - gameName); + MOBase::log::debug( + "determineMyGamesPath: no existing My Games path for '{}' (create=false)", + gameName); #endif return {}; diff --git a/libs/game_bethesda/src/gamebryo/gamegamebryo.h b/libs/game_bethesda/src/gamebryo/gamegamebryo.h index 78ac1d4..c926c4e 100644 --- a/libs/game_bethesda/src/gamebryo/gamegamebryo.h +++ b/libs/game_bethesda/src/gamebryo/gamegamebryo.h @@ -148,7 +148,13 @@ protected: WORD getArch(QString const& program) const; - static QString determineMyGamesPath(const QString& gameName); + // createIfMissing=false is the safe default: the per-game plugin ctor + // calls this for every installed Bethesda game and we don't want to + // spam `Documents/My Games/<GameName>` directories for games the user + // isn't actually managing (see issue #55). Pass true only when we + // know the game is installed and likely to be used. + static QString determineMyGamesPath(const QString& gameName, + bool createIfMissing = false); static QString parseEpicGamesLocation(const QStringList& manifests); diff --git a/libs/game_bethesda/src/games/enderalse/gameenderalse.cpp b/libs/game_bethesda/src/games/enderalse/gameenderalse.cpp index 26587b8..e2f8952 100644 --- a/libs/game_bethesda/src/games/enderalse/gameenderalse.cpp +++ b/libs/game_bethesda/src/games/enderalse/gameenderalse.cpp @@ -55,7 +55,7 @@ void GameEnderalSE::detectGame() { m_GamePath = identifyGamePath(); checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QString GameEnderalSE::identifyGamePath() const @@ -99,7 +99,7 @@ void GameEnderalSE::setGamePath(const QString& path) { m_GamePath = path; checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QDir GameEnderalSE::savesDirectory() const diff --git a/libs/game_bethesda/src/games/fallout3/gamefallout3.cpp b/libs/game_bethesda/src/games/fallout3/gamefallout3.cpp index 75e1ea3..b0d3be7 100644 --- a/libs/game_bethesda/src/games/fallout3/gamefallout3.cpp +++ b/libs/game_bethesda/src/games/fallout3/gamefallout3.cpp @@ -104,7 +104,7 @@ void GameFallout3::detectGame() { m_GamePath = identifyGamePath(); setGameVariant(identifyVariant()); - m_MyGamesPath = determineMyGamesPath("Fallout3"); + m_MyGamesPath = determineMyGamesPath("Fallout3", !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFallout3::executables() const diff --git a/libs/game_bethesda/src/games/fallout4/gamefallout4.cpp b/libs/game_bethesda/src/games/fallout4/gamefallout4.cpp index 02d30cb..d1ba92f 100644 --- a/libs/game_bethesda/src/games/fallout4/gamefallout4.cpp +++ b/libs/game_bethesda/src/games/fallout4/gamefallout4.cpp @@ -63,7 +63,7 @@ QString GameFallout4::gameName() const void GameFallout4::detectGame() { m_GamePath = identifyGamePath(); - m_MyGamesPath = determineMyGamesPath("Fallout4"); + m_MyGamesPath = determineMyGamesPath("Fallout4", !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFallout4::executables() const diff --git a/libs/game_bethesda/src/games/fallout4london/gamefo4london.cpp b/libs/game_bethesda/src/games/fallout4london/gamefo4london.cpp index 646bf1c..06a39bd 100644 --- a/libs/game_bethesda/src/games/fallout4london/gamefo4london.cpp +++ b/libs/game_bethesda/src/games/fallout4london/gamefo4london.cpp @@ -65,7 +65,7 @@ QString GameFallout4London::gameName() const void GameFallout4London::detectGame() { m_GamePath = identifyGamePath(); - m_MyGamesPath = determineMyGamesPath("Fallout4"); + m_MyGamesPath = determineMyGamesPath("Fallout4", !m_GamePath.isEmpty()); } QString GameFallout4London::identifyGamePath() const diff --git a/libs/game_bethesda/src/games/fallout4vr/gamefallout4vr.cpp b/libs/game_bethesda/src/games/fallout4vr/gamefallout4vr.cpp index 852bf7d..e0e5e38 100644 --- a/libs/game_bethesda/src/games/fallout4vr/gamefallout4vr.cpp +++ b/libs/game_bethesda/src/games/fallout4vr/gamefallout4vr.cpp @@ -55,7 +55,7 @@ QString GameFallout4VR::gameName() const void GameFallout4VR::detectGame() { m_GamePath = identifyGamePath(); - m_MyGamesPath = determineMyGamesPath("Fallout4VR"); + m_MyGamesPath = determineMyGamesPath("Fallout4VR", !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFallout4VR::executables() const diff --git a/libs/game_bethesda/src/games/fallout76/gamefallout76.cpp b/libs/game_bethesda/src/games/fallout76/gamefallout76.cpp index bfeb507..c1348f3 100644 --- a/libs/game_bethesda/src/games/fallout76/gamefallout76.cpp +++ b/libs/game_bethesda/src/games/fallout76/gamefallout76.cpp @@ -50,7 +50,7 @@ QString GameFallout76::gameName() const void GameFallout76::detectGame() { m_GamePath = identifyGamePath(); - m_MyGamesPath = determineMyGamesPath(gameName()); + m_MyGamesPath = determineMyGamesPath(gameName(), !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFallout76::executables() const diff --git a/libs/game_bethesda/src/games/falloutnv/gamefalloutnv.cpp b/libs/game_bethesda/src/games/falloutnv/gamefalloutnv.cpp index 7a147e5..f7b9413 100644 --- a/libs/game_bethesda/src/games/falloutnv/gamefalloutnv.cpp +++ b/libs/game_bethesda/src/games/falloutnv/gamefalloutnv.cpp @@ -102,7 +102,7 @@ void GameFalloutNV::setGamePath(const QString& path) { m_GamePath = path; checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QDir GameFalloutNV::savesDirectory() const @@ -137,7 +137,7 @@ void GameFalloutNV::detectGame() { m_GamePath = identifyGamePath(); checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFalloutNV::executables() const diff --git a/libs/game_bethesda/src/games/skyrimse/gameskyrimse.cpp b/libs/game_bethesda/src/games/skyrimse/gameskyrimse.cpp index d0492af..377c65c 100644 --- a/libs/game_bethesda/src/games/skyrimse/gameskyrimse.cpp +++ b/libs/game_bethesda/src/games/skyrimse/gameskyrimse.cpp @@ -58,7 +58,7 @@ void GameSkyrimSE::detectGame() { m_GamePath = identifyGamePath(); checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QString GameSkyrimSE::identifyGamePath() const @@ -110,7 +110,7 @@ void GameSkyrimSE::setGamePath(const QString& path) { m_GamePath = path; checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QDir GameSkyrimSE::savesDirectory() const 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; } diff --git a/libs/game_bethesda/src/games/ttw/gamefalloutttw.cpp b/libs/game_bethesda/src/games/ttw/gamefalloutttw.cpp index e09ddf0..7ba105b 100644 --- a/libs/game_bethesda/src/games/ttw/gamefalloutttw.cpp +++ b/libs/game_bethesda/src/games/ttw/gamefalloutttw.cpp @@ -126,7 +126,7 @@ void GameFalloutTTW::setGamePath(const QString& path) { m_GamePath = path; checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QDir GameFalloutTTW::savesDirectory() const @@ -166,7 +166,7 @@ void GameFalloutTTW::detectGame() { m_GamePath = identifyGamePath(); checkVariants(); - m_MyGamesPath = determineMyGamesPath(gameDirectoryName()); + m_MyGamesPath = determineMyGamesPath(gameDirectoryName(), !m_GamePath.isEmpty()); } QList<ExecutableInfo> GameFalloutTTW::executables() const |
