Merge pull request #364 from johnjohto/mods-stray-folder-notice

Adopt mods dropped beside the game instead of ignoring them
This commit is contained in:
bryanthaboi
2026-07-29 11:50:14 -04:00
committed by GitHub
5 changed files with 264 additions and 18 deletions
+24 -12
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@@ -110,11 +110,14 @@ local function makePortableFs(dir)
}
end
local function detectPortable()
if portableChecked then return portableBase end
portableChecked = true
portableBase = false
if not (love and love.filesystem) then return false end
-- Every folder a player might reasonably call "the game folder", best first:
-- the packaged-app container, the folder holding the executable, then the
-- source itself. Portable mode is the case where one of these holds the
-- marker; the list itself is just locations, marker or not, which is also
-- what the mods panel needs to notice a mod dropped beside the game by hand
-- (LauncherMods.strays). Empty on Android/iOS and outside LOVE.
function SaveData.gameFolders()
if not (love and love.filesystem) then return {} end
-- Desktop only: portable mode carries the save (and, since issue #74, the
-- ROM cache) in the game folder next to the executable/source. On
-- Android/iOS the source is a read-only package with no such folder, so
@@ -122,7 +125,7 @@ local function detectPortable()
if love.system and love.system.getOS then
local osName = love.system.getOS()
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
return false
return {}
end
end
local src = love.filesystem.getSource and love.filesystem.getSource()
@@ -150,15 +153,24 @@ local function detectPortable()
-- Order: the packaged-app containing folder (macOS .app / Linux AppImage),
-- then the source-base directory (next to a packaged .exe), then the source
-- itself (a `love <gamedir>` run drops portable.txt in the game folder).
-- First one holding the marker wins. Built by appending so a nil (e.g. no
-- .app in the path) never truncates the ipairs scan.
-- Built by appending so a nil (e.g. no .app in the path) never truncates
-- the ipairs scan.
local candidates = {}
local appDir = appContainer(src) or appContainer(sbd) or appImageContainer()
if appDir then candidates[#candidates + 1] = appDir end
if sbd then candidates[#candidates + 1] = sbd end
if src then candidates[#candidates + 1] = src end
for _, base in ipairs(candidates) do
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
if sbd and sbd ~= "" then candidates[#candidates + 1] = sbd end
if src and src ~= "" then candidates[#candidates + 1] = src end
return candidates
end
-- The game folder carrying portable.txt, or false. First candidate holding
-- the marker wins.
local function detectPortable()
if portableChecked then return portableBase end
portableChecked = true
portableBase = false
for _, base in ipairs(SaveData.gameFolders()) do
if pathExists(base .. SEP .. PORTABLE_MARKER) then
portableBase = base
break
end
+30 -3
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@@ -126,9 +126,9 @@ local function resolveMount()
if okl and lib then
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
if oks and fn then
physfsMountFn = function(d, append)
physfsMountFn = function(d, mountPoint, append)
if append == nil then append = true end
local okr, ret = pcall(fn, d, "", append and 1 or 0)
local okr, ret = pcall(fn, d, mountPoint or "", append and 1 or 0)
return okr and ret ~= 0
end
break
@@ -145,7 +145,7 @@ end
local function mountReadable(dir, append)
local fn = resolveMount()
if not fn then return false end
return fn(dir, append)
return fn(dir, "", append)
end
-- PHYSFS_unmount, resolved the same way PHYSFS_mount is. Only
@@ -385,4 +385,31 @@ function CacheFs.unmountVersion(version)
return done
end
-- Mount `dir` at `mountPoint` for the length of `fn()`, then take it back off
-- the read path and hand back whatever fn returned.
--
-- Every other mount here is permanent and lands at the physfs root: this one
-- exists to *look* at a folder the game has deliberately not mounted, which
-- is a different job. The mods panel uses it to read a mods/ folder sitting
-- beside the executable of a non-portable install (LauncherMods.strays).
-- Because it unmounts again, and because a non-empty mountPoint keeps the
-- tree in its own corner of the namespace while it is up, a folder inspected
-- this way can never shadow a game file or change what the running game
-- resolves -- which is what makes it safe to point at a folder whose contents
-- nobody has validated.
--
-- Returns nil when the mount is unavailable (no ffi, no PHYSFS symbol, or the
-- mount was refused), which callers must treat as "could not look", not as
-- "nothing there". An error inside fn still unmounts before it propagates.
function CacheFs.withMounted(dir, mountPoint, fn)
if not dir or dir == "" then return nil end
local mount, unmount = resolveMount(), resolveUnmount()
if not (mount and unmount) then return nil end
if not mount(dir, mountPoint, true) then return nil end
local ok, res = pcall(fn)
unmount(dir)
if not ok then error(res, 0) end
return res
end
return CacheFs
+24
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@@ -2708,6 +2708,30 @@ end
-- so a still list costs nothing after the first paint.
function RomImporter:_refreshMods()
local LauncherMods = require("src.mods.LauncherMods")
-- Once per session, ahead of the first listing: pull in any mod the player
-- unzipped beside the executable, which an ordinary (non-portable) install
-- has no way to read. It happens here rather than behind a button because
-- the failure being fixed is one where nothing on screen suggests there is
-- anything to press -- the panel just comes up empty. Guarded so a toggle
-- or a delete does not re-scan; adoptStrays is idempotent regardless.
if not self.modStraysChecked then
self.modStraysChecked = true
local imported, failed = {}, {}
for _, s in ipairs(LauncherMods.adoptStrays() or {}) do
table.insert(s.err and failed or imported, s.id)
end
-- the failure wins the notice: an import that worked speaks for itself in
-- the list right below it, one that did not is the only word they get
if #imported > 0 then
self.modNotice = { ok = true,
text = "Imported from the game folder: " .. table.concat(imported, ", ") }
end
if #failed > 0 then
self.modNotice = { ok = false,
text = "Found beside the game but could not import: "
.. table.concat(failed, ", ") }
end
end
self.mods = LauncherMods.list() or {}
end
+138 -3
View File
@@ -16,9 +16,19 @@
-- fused build), which is why those mods still loaded while landing in the
-- wrong place.
--
-- Split in two: the pure derivation (deriveList, locateRoot) has no love and
-- no filesystem, so the engine tier can table-drive it; the discovery,
-- install, and uninstall paths reach for love.filesystem and SaveData.
-- The same split decides where a mod is FOUND, and that has a sharp edge: a
-- non-portable install never reads the game folder at all, so a mod unzipped
-- next to the executable -- where most games would want it -- is not wrong so
-- much as invisible, with an empty panel and no error to explain it.
-- adoptStrays looks in those folders anyway (a scoped mount that comes down
-- again, CacheFs.withMounted) and copies what it finds into the tree the game
-- really reads, so the mistake costs a line of notice rather than a support
-- thread.
--
-- Split in two: the pure derivation (deriveList, locateRoot, pickStrays) has
-- no love and no filesystem, so the engine tier can table-drive it; the
-- discovery, install, uninstall, and stray-scan paths reach for
-- love.filesystem and SaveData.
local Manifest = require("src.mods.Manifest")
local ManagerState = require("src.mods.ManagerState")
@@ -136,6 +146,28 @@ function LauncherMods.locateRoot(paths)
return nil, "no manifest.json found in the .zip"
end
-- pickStrays(found, installed) -> the rows worth adopting, pure.
-- found is an array of { id, name, folder, path } in scan order (game folder
-- order, then directory order); installed is the id -> true set of what the
-- game can already see. An installed id is dropped -- the player has a
-- working copy and the loose folder is just where they first put it -- and a
-- duplicate id across two game folders keeps the first, the same first-wins
-- rule discover() uses. Sorted by id so the notice reads the same every time.
function LauncherMods.pickStrays(found, installed)
installed = installed or {}
local out, seen = {}, {}
for _, row in ipairs(found or {}) do
local id = row.id
if id and not installed[id] and not seen[id] then
seen[id] = true
out[#out + 1] = { id = id, name = row.name or id,
folder = row.folder, path = row.path }
end
end
table.sort(out, function(a, b) return a.id < b.id end)
return out
end
-- ------- discovery (love.filesystem)
local function decodeManifest(raw, path)
@@ -301,6 +333,109 @@ local function removeTree(path)
fs.remove(path)
end
-- ------- strays: mods dropped beside the game that it cannot see
-- love.filesystem looks in two places for "mods/": the save directory, and --
-- portable installs only -- the game folder, which CacheFs mounts. A player
-- who unzips a mod next to the executable of an ordinary install, which is
-- where very nearly every other game would want it, gets no error and no mod.
-- The MODS panel simply stays empty, and there is nothing on screen to
-- suggest the files are twenty centimetres away in the wrong folder.
--
-- The scan mounts each game folder at a private mount point just long enough
-- to list mods/ inside it and drops it again (CacheFs.withMounted), so the
-- read path the game actually runs on is never touched and a stray can never
-- shadow a real file.
local STRAY_MOUNT = "stray_scan"
-- Run fn(mountedModsRoot) for each game folder that has a readable mods/
-- directory, one mount at a time. Folders that are already the physfs source
-- are skipped: their mods/ is discoverable by definition, so anything there is
-- installed already and not a stray (this is every `love <gamedir>` dev run).
local function eachStrayRoot(fn)
local SaveData_ = require("src.core.SaveData")
local fs = love and love.filesystem
if not fs then return end
local source = fs.getSource and fs.getSource()
local seen = {}
for _, folder in ipairs(SaveData_.gameFolders() or {}) do
if not seen[folder] and folder ~= source then
seen[folder] = true
CacheFs.withMounted(folder, STRAY_MOUNT, function()
local root = STRAY_MOUNT .. "/mods"
if fs.getInfo(root) then fn(root, folder) end
end)
end
end
end
-- Every valid mod folder sitting in a game folder's mods/, in scan order.
-- Only reads. The rows carry the mounted path, which is live for the length
-- of the mount and dead after it -- copying has to happen inside the same
-- scan, which is why adoption is a flag here rather than a second pass.
local function findStrays(fs, adopt, installed)
local found, adopted = {}, {}
eachStrayRoot(function(root, folder)
local batch = {}
for _, name in ipairs(fs.getDirectoryItems(root)) do
local path = root .. "/" .. name
local info = fs.getInfo(path)
if info and info.type == "directory" then
local raw = fs.read(path .. "/manifest.json")
local manifest = raw and decodeManifest(raw, path)
if manifest then
batch[#batch + 1] = { id = manifest.id,
name = manifest.name or manifest.id,
folder = folder, path = path }
end
end
end
-- filtered per mount, so a copy only ever runs for a row that survived
-- the pure rules -- and so the second game folder sees the first one's
-- ids as taken
for _, row in ipairs(LauncherMods.pickStrays(batch, installed)) do
if adopt then
-- same root pin installZip uses: the mods tree is shared by Red and
-- Blue, never version-prefixed (#330)
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
local dest = "mods/" .. row.id
local copied, copyErr = copyTree(row.path, dest)
if not copied then removeTree(dest) end
CacheFs.prefix = savedPrefix
if not copied then row.err = copyErr or "could not copy the files" end
end
installed[row.id] = true
row.path = nil -- dead once this mount comes down
adopted[#adopted + 1] = row
found[#found + 1] = row
end
end)
return LauncherMods.pickStrays(found, {})
end
-- The strays, optionally adopted. A folder whose id the game can already see
-- is left out: the player has a working copy, and the loose one is just where
-- they first put it. Rows that failed to copy come back with .err set.
local function scanStrays(adopt)
local fs = love and love.filesystem
if not fs then return {} end
local installed = {}
for _, m in ipairs(discover()) do installed[m.id] = true end
return findStrays(fs, adopt, installed)
end
-- strays() -> the rows, nothing copied.
function LauncherMods.strays() return scanStrays(false) end
-- adoptStrays() -> the rows, each one copied into the mods tree the game
-- really reads (rows carrying .err failed). Idempotent: a second call finds
-- the ids installed and returns nothing, so the panel can run this on every
-- open without duplicating anything or nagging twice. The loose folder is
-- deliberately left where it is -- deleting files outside the save directory
-- on the player's behalf is not this function's call to make.
function LauncherMods.adoptStrays() return scanStrays(true) end
-- installZip(source) -> true, id | nil, errString
-- source is an external path or a love DroppedFile. The archive is validated
-- BEFORE anything is copied; every path unmounts and clears the staged temp