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* Remove NaK/Rust dependency, port remaining functionality to native C++SulfurNitride2026-04-0824-5084/+0
| | | | | | | | | | | | | | | Replace NaK Rust crate and nak_ffi with native C++ implementations: - Game detection (Steam, Heroic, Bottles), VDF parser, icon extraction - Prefix symlinks, SLR manager, Steam path detection - Known games database Add FUSE VFS optimizations: zero-copy reads via fuse_reply_data, default_permissions mount option, FUSE_CAP_ASYNC_DIO, FUSE_CAP_EXPIRE_ONLY, lookup cache parent index, cached mode bits, increased I/O buffer sizes. Update build system, prefix setup, and various fixes. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix cabextract not found in pressure-vessel and TTW game detectionSulfurNitride2026-04-031-14/+7
| | | | | | | | | | | | | | | | cabextract: The system binary under /usr is invisible inside the pressure-vessel container where winetricks runs. Always download a local copy to ~/.local/share/fluorine/bin/ instead of short-circuiting when the host has it installed. TTW: The game plugin was calling the base class identifyGamePath() which tried matching "TTW" against NaK's detected game names — never matching "Fallout New Vegas". Now explicitly searches for FNV in the NaK results, mirroring how the Windows path uses the FalloutNV registry key. Also adds HAS_NAK_FFI and nak_ffi linkage to the TTW CMake target since it was previously only defined for the game_gamebryo target. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix SLR download failures and CMake rebuild detectionSulfurNitride2026-04-013-266/+277
| | | | | | | | | | | | | | | Replace SHA256SUMS verification with Content-Length check for SLR downloads. Valve's CDN frequently serves stale SHA256SUMS that don't match the current archive, causing persistent checksum mismatches. Fix CMake DEPENDS for nak_ffi to glob all .rs sources instead of hardcoding a few files — previously changes to slr.rs (and most other Rust files) were silently ignored by ninja. Also wrap prefix init and runtime commands through SLR pressure-vessel container, and expose Proton install directories to the container. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add debug logging to game symlink creationSulfurNitride2026-03-281-0/+18
| | | | | | | | | | Log each game's prefix path, detected username, and whether the Documents/My Games directory exists. Also log when scan_and_link_all skips a game due to missing directories. This will help diagnose why some games are not getting their Documents folders symlinked during prefix setup. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Search all Steam library folders for game compatdataSulfurNitride2026-03-281-18/+20
| | | | | | | | | | Steam can place a game's compatdata in a different library folder than the game itself (e.g. game on SD card, compatdata on internal storage). Previously we only looked in the same steamapps directory as the appmanifest, causing games to have no prefix_path and their Documents/My Games folders to not get symlinked during prefix setup. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add Steam Linux Runtime (SLR) support + fix Use Proton defaultSulfurNitride2026-03-152-0/+260
| | | | | | | | | | | | | | | | | | | | | | Steam Linux Runtime: - New Rust module (libs/nak/src/slr.rs): download SteamLinuxRuntime_sniper from repo.steampowered.com, SHA256 verification, BUILD_ID update checks - nak_ffi exports: nak_slr_is_installed, nak_slr_get_run_script, nak_download_slr - ProtonLauncher: wraps Proton launch inside SLR pressure-vessel container when enabled (run -- proton waitforexitandrun game.exe) - Instance Manager: SLR checkbox (default on) beside Steam DRM checkbox - Main window: pre-check downloads SLR before launch if needed - Proton settings tab: "Download Steam Linux Runtime" button - spawn.cpp: reads fluorine/use_slr per-instance INI key - Logs "Final command:" showing full assembled launch command Bug fixes: - Fix Use Proton off by default for plugin executables (executableslist.cpp) - Fix Use Proton off by default for file tree right-click (filetree.cpp) - Fix Fedora 43 Qt platform plugin crash: explicit QT_QPA_PLATFORM_PLUGIN_PATH - Add Qt6::Concurrent to CMakeLists for QtConcurrent background downloads Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Replace wrestool with native Rust PE icon extraction (pelite)SulfurNitride2026-03-122-0/+196
| | | | | | | | | | | | | | | | | - Add icons.rs to nak crate: parses PE resource sections, extracts RT_GROUP_ICON/RT_ICON and builds ICO files in memory - Expose nak_extract_exe_icon() FFI for C++ consumption - Update iconForExecutable() to use Rust FFI instead of shelling out to wrestool; reads all ICO entries for correct color depth - Fix BasicGamePlugin::gameIcon() to call iconForExecutable() (was returning empty QIcon, causing placeholder icons for BG3/Cyberpunk) - Move app icon setup: setDesktopFileName + setWindowIcon to MOApplication constructor (fixes Wayland taskbar/decoration icon) - Move data/com.fluorine.* to data/icons/, install to XDG paths at launch for Wayland compositor icon resolution - Remove icoutils dependency from Docker image and build output Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* FUSE VFS performance, tracked writes fix, remove steam-run, add NixOS flakeSulfurNitride2026-03-111-27/+0
| | | | | | | | | | | | | - FUSE: disable AUTO_INVAL_DATA, enable readdirplus, 24h TTLs, clone_fd, FUSE_USE_VERSION=312 — cuts game load time from 2:40 to 1:57 - Fix tracked writes going to wrong (lower-priority) mod in both detectManualMoves and syncOverwrite - Remove steam-run entirely (UI, C++, Rust layers) - Build system: default to tarball, add installer/appimage as opt-in modes - Add flake.nix for NixOS — builds from source with Rust crates as separate pure derivations, FHS wrapper, NixOS module with FUSE passthrough Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Remove umu-run, keep game as child process for Steam trackingSulfurNitride2026-02-232-56/+3
| | | | | | | | | | | | | | | - Remove umu-run entirely (crashed due to pressure-vessel/FUSE incompatibility) — use raw `proton run` instead - Replace startDetached() with QProcess::start() so the game stays in Fluorine's process tree. This lets Steam track the game lifetime and makes the "close game" button work when Fluorine is added as a non-Steam game. - Add writeIniValueDirect/readIniValueDirect for safe Bethesda INI handling without QSettings corruption - Fix prefix_setup.rs to skip umu-run bootstrapping - Clean up settings UI, build scripts, and docs for umu-run removal Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Fix AppImage plugin loading, save timestamps, and INI corruptionSulfurNitride2026-02-203-20/+193
| | | | | | | | | | | | | | | | | | - Add AppConfig::pluginsPath()/dllsPath() that respect MO2_PLUGINS_DIR and MO2_DLLS_DIR env vars, fixing plugin discovery when plugins live inside read-only AppImage squashfs (#22, game plugin not found errors) - Preserve file modification times in save deploy/sync so games display correct save timestamps instead of all showing the same time (#17) - Replace QSettings INI reader in saves tab with direct line-by-line parser to avoid backslash-as-line-continuation corruption of sLocalSavePath=__MO_Saves\ (#22, saves tab showing wrong directory) - Add diagnostic logging to plugin symlink creation, save backup/restore operations to help diagnose silent failures through prefix symlinks - Fix Python SONAME mismatch in AppImage build (patch portable Python SONAME to match librunner.so DT_NEEDED, preventing dual libpython load) - Bundle PyQt6 Qt dependencies, improve RPATH for lib/ and plugins/ Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add Python init diagnostics, AppImage build system, misc Linux fixesSulfurNitride2026-02-192-39/+3
| | | | | | | | | | | | | | | | | | | | - python: switch Py_InitializeEx → Py_InitializeFromConfig for explicit error reporting; add dladdr + fprintf diagnostics to trace which DSO Python symbols resolve to and whether Py_IsInitialized succeeds - python: log RTLD_NOLOAD vs fresh-load outcome when promoting libpython to RTLD_GLOBAL - build: add Docker-based AppImage build script (build.sh), update Dockerfile and build-inner.sh for AppImage-only workflow - build: remove Flatpak support entirely; move AppImage metadata (desktop/metainfo/icon) from flatpak/ to data/ - Add Monster Hunter Wilds basic_games plugin - .gitignore: exclude squashfs-root, build-source, flatpak-repo, __pycache__, fomod-plus-settings.ini - Various Linux port fixes across wineprefix, processrunner, proton launcher, FUSE connector, instance manager, download manager, sanitychecks, and NaK Rust paths/runtime_wrap Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Fix save deploy/sync for non-Bethesda games using Saved Games directorySulfurNitride2026-02-181-1/+1
| | | | | | | | | | | | | | | | | Games like Cyberpunk 2077 store saves in %USERPROFILE%/Saved Games/ instead of Documents/My Games/.../Saves. The save pipeline previously hardcoded Documents/My Games as the base path, so profile-specific saves never reached the correct location. Replace relative save path resolution with absolute path resolution that extracts the user-relative portion from LocalSavegames::mappings() or savesDirectory() and reconstructs it under the Fluorine prefix. Update restoreStaleBackups to scan the entire prefix for backup dirs. Remove "Saved Games" from NaK symlink skip list. Fixes #17 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Fix Wine prefix deployment, INI handling, and data directory pathsSulfurNitride2026-02-171-4/+3
| | | | | | | | | | | | | | | | | | | | - Fix data directory path to use ~/.var/app/com.fluorine.manager consistently (was ~/.local/share/fluorine in committed code) - Fix VFS helper path in fuseconnector.cpp to use fluorineDataDir() - Fix localAppFolder() to resolve Wine prefix AppData/Local on Linux instead of returning XDG ~/.local/share - Add localAppName() virtual method for correct AppData folder mapping (Enderal→"enderal", Nehrim→"Oblivion") - Fix mergeTweak() to use direct INI parser instead of QSettings which corrupts backslashes and URL-encodes spaces in keys - Make resolveWineDataDirName() more robust with existence checks and fallback chain (documentsDirectory → gameShortName → gameName) - Add comprehensive debug logging throughout Wine prefix deployment - Fix INI case handling: copy instead of symlink for case-mismatched INIs, ensure both proper-case and lowercase aliases exist - Remove native build script (Flatpak only) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Migrate data paths to ~/.local/share/fluorine/, add native build, fix ↵SulfurNitride2026-02-146-19/+23
| | | | | | | | | | | | | | | | | | | | | | | | %command% and system Proton scanning - All data paths migrated from ~/.var/app/com.fluorine.manager/ to ~/.local/share/fluorine/ so native and Flatpak builds share the same instances, plugins, and configs - New fluorinepaths.h/.cpp with fluorineDataDir() helper and one-time migration from old path (writes MOVED.txt breadcrumb) - New libs/nak/src/paths.rs as Rust equivalent (data_dir()) - Strip %command% tokens from launch wrapper in protonlauncher.cpp - Always scan /usr/share/steam/compatibilitytools.d/ for system Proton packages (Arch installs Proton there); add Flatpak filesystem permission - Native build (build-native.sh) installs to ~/.local/share/fluorine/ with desktop entry and ~/.local/bin symlink instead of portable zip - build-flatpak.sh wrapper for Flatpak builds - Fix container locale (LANG=C.UTF-8) for AutoUic warnings - Fix prefixExists() to handle both compatdata and pfx directory layouts - Fix globalInstancesRootPath() to use fluorineDataDir() on Linux - Fix umu-run Flatpak lookup to use fluorineDataDir() - Update README with build instructions and Arch dependency list Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Add FUSE external mapping support, BG3/Oblivion Remastered fixes, fomod-plus ↵SulfurNitride2026-02-1421-0/+4544
and NaK integration FUSE VFS now deploys non-data-dir mod mappings (Paks, OBSE, UE4SS, etc.) via real symlinks and injects file-level data-dir mappings (plugins.txt, loadorder.txt) into the VFS tree. Fixes game launches for Oblivion Remastered (Root Builder path resolution, script extender support) and BG3 (Wine prefix documents directory, file mapper symlinks on Linux). Vendors mo2-fomod-plus plugin and NaK crate for FOMOD installer and game finder/runtime support. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>