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[TECH] Move default save computation into the backend #1887
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The IPC call removed here did not actually do anything, since there's never a listener for `requestSettings` created in the frontend
This is the save path computed by Legendary, only populated after `sync-saves` was ran
…dary to compute it
Not sure why this issue didn't happen before, but the game info wasn't actually being refreshed after we ran the `save-sync` command, leading to, in theory, no `save_path` ever getting set. Again, no idea how this worked before
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Some of the changes in the last 3 commits are a bit off-topic, but I just couldn't live with everything just being the |
I can't find a reference to After much debugging, I've now reproduced the first issue: |
Hmm, I am 90% sure that we use |
Well GOG games don't just have one Anyways, found the issue with Proton: There's a specific verb ( |
This will reliably return the path even if Proton is used
Proton path computation should be fixed now |
I've now managed to reproduce this 2nd issue. It's indeed caused by something set in the cache when using older development versions of Heroic |
This brings runWineCommand closer to how callRunner works for example. The same `commandParts` idiom is used to make it possible to exactly specify what the arguments are that should be passed to `wine` In the process, I've also made the `wait` variable actually work again (with spawn, we're no longer using a shell, so we have to put in a little more work than adding `&& <extra_command>` to run another command after the first one finishes)
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See Discord for notes as to why Gotta love Proton weirdness
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Looks good and it is working fine now with both Proton and Wine
This PR does two main things:
Since I got a bit carried away, it also features:
TODO:
WINEPREFIX
/STEAM_COMPAT_DATA_PATH
/CX_BOTTLE
to LegendaryUse the following Checklist if you have changed something on the Backend or Frontend: