Commit Graph

68 Commits

Author SHA1 Message Date
David Alvarez 145f11eaa0 feat: fix hardcoded DOS paths in configs during upload + fix-paths endpoint
Build & Deploy / build-and-deploy (push) Successful in 43s
- Add both uppercase C: and lowercase c: variants to CONFIG_PATH_FIXES
- Add fixBundleConfigPaths() to GameService to patch existing bundles
- Add POST /api/games/{id}/fix-paths endpoint for existing games
2026-06-08 10:37:04 +02:00
David Alvarez 22a9a55af8 feat: patch hardcoded absolute DOS paths in game configs during upload
Build & Deploy / build-and-deploy (push) Successful in 1m41s
Adds fixAbsoluteConfigPaths() which runs after flattening and cue fixing
during game upload. Detects known config files (FALLOUT.CFG, etc.) with
hardcoded C:\dir\ paths and rewrites them to .\ relative paths, so games
like Fallout can find their DAT files after flattening moves everything
to the bundle root.

Uses byte-level replacement to preserve original CRLF line endings and
encoding. Extensible via CONFIG_PATH_FIXES map — add new entries for
other games with the same problem.
2026-06-08 10:16:33 +02:00
Hermes Agent 8108a661fa fix: rewrite .cue FILE references that point to non-existent data files
Build & Deploy / build-and-deploy (push) Successful in 12s
CloneCD rips generate a .cue that references DOTT.bin but the actual
data file is DOTT.img. DOSBox fails to mount the CD when the referenced
file doesn't exist, causing 'Illegal command' for executables on the CD.

Now before bundle creation, we scan all .cue files and fix any FILE line
that points to a missing data file by rewriting it to reference .img
or .bin files actually present in the same directory.
2026-06-03 12:46:33 +02:00
Hermes Agent 57842abe0d fix: smarter CD image selection per directory with format priority
Build & Deploy / build-and-deploy (push) Successful in 43s
Replace the broken descriptor-preference logic with a clean two-pass
approach: group images by parent directory, then pick the best format
per directory with priority .cue > .iso > .ccd > .img > .bin.

js-dos DOSBox's imgmount does NOT support .ccd (CloneCD descriptor)
natively, but .cue is widely supported. When both exist, .cue wins.
When only .ccd exists, it falls back to mounting the .img directly.
2026-06-03 12:40:11 +02:00
Hermes Agent 8a45ceccdc fix: prefer descriptor formats (.cue/.ccd) over raw data (.img/.bin) for DOSBox CD mounting
Build & Deploy / build-and-deploy (push) Successful in 45s
DOSBox's imgmount works best with descriptors because they contain track layout
info (audio tracks, subchannel data, copy protection). Raw .img/.bin mounts
lose this info, making the filesystem inaccessible and causing 'Illegal command'
when trying to run executables from the CD.
2026-06-03 12:36:14 +02:00
Hermes Agent 3162b9ff38 fix: remove duplicate imgLower declaration in buildCdOnlyDosboxConf
Build & Deploy / build-and-deploy (push) Successful in 40s
2026-06-03 12:29:21 +02:00
Hermes Agent 6f68e6c062 fix: seenDirs.add() after descriptor check, not before
Build & Deploy / build-and-deploy (push) Failing after 39s
The bug: seenDirs.add(parentDir) was called BEFORE the descriptor-skip
check. When .ccd was processed first, it marked cd/ as seen even
though it was skipped. Then .img was skipped because cd/ was already
'seen', leaving zero imgmount lines.

Fix: use seenDirs.contains(parentDir) for the continue check, and
call seenDirs.add(parentDir) only after passing all checks, right
before the actual imgmount output.
2026-06-03 12:27:15 +02:00
Hermes Agent 1fc0a11512 debug: show cdImages count in CD-only config
Build & Deploy / build-and-deploy (push) Successful in 50s
2026-06-03 12:20:19 +02:00
Hermes Agent 632fd7f554 fix: detect CD images once, pass into createBundle
Build & Deploy / build-and-deploy (push) Successful in 44s
CD-only games were failing because the second findCdImages() call
inside createBundle returned empty. Now detection happens once in
the upload method and the result is passed to createBundle.
2026-06-03 12:15:10 +02:00
Hermes Agent 85b0aa8c0c fix: prefer .img/.iso/.bin over .ccd/.cue descriptors
Build & Deploy / build-and-deploy (push) Successful in 37s
CloneCD (.ccd) and cue sheets (.cue) contain internal FILE references
that may not match the actual filename on disk (case mismatch).
When a data format (.img, .iso, .bin) exists in the same directory,
it's mounted directly instead of the descriptor.
2026-06-03 12:03:52 +02:00
Hermes Agent 4cdd72b3e2 fix: use Files.write() for byte[] return from buildCdOnlyJsdosJson
Build & Deploy / build-and-deploy (push) Successful in 36s
Files.writeString expects CharSequence, but buildCdOnlyJsdosJson
returns byte[]. Changed to Files.write() which accepts byte[].
2026-06-03 11:58:45 +02:00
Hermes Agent 6f59028cb0 feat: support CD-only games (no executable on filesystem)
Build & Deploy / build-and-deploy (push) Failing after 31s
When no .exe/.com/.bat files are found but CD images are present,
the upload no longer fails. Instead it creates a CD-only game where
the autoexec mounts the CD-ROM image(s) and presents a DOS prompt
with instructions for the user.

- findMainExe returning null + CD images exist = CD-only game
- createBundle handles null exePath (generates CD-only config)
- New buildCdOnlyDosboxConf / buildCdOnlyJsdosJson methods
- Upload metadata handles null executable gracefully (empty string)
- Platform defaults to 'dos' when no executable to inspect
2026-06-03 11:46:14 +02:00
Hermes Agent 383c66b166 restore dedup: mount one CD image per directory, prefer .bin over .cue
Build & Deploy / build-and-deploy (push) Successful in 37s
Since GameService now preserves CD images when regenerating configs,
the dedup logic is safe to re-add. Deduplicates by parent directory
so a .bin and .cue from the same folder only produce one imgmount.
Alphabetical sort ensures .bin (b) is mounted before .cue (c).
2026-06-03 10:22:27 +02:00
Hermes Agent 7c4d090de0 fix: preserve CD image mounts when changing executable
Build & Deploy / build-and-deploy (push) Successful in 36s
GameService.buildDosboxConfBytes() was rebuilding dosbox.conf with
only the executable path — CD image mount lines were lost.

- Added findCdImagesInBundle() to scan a .jsdos ZIP for CD images
- buildDosboxConfBytes() now accepts List<String> cdImages and
  generates imgmount lines (same logic as UploadResource)
- Both setExecutable() and streamSetupBundle() now scan for
  and include CD images when regenerating config
2026-06-03 10:09:38 +02:00
Hermes Agent 3b7c9b587f simplify: mount all CD images, no dedup
Build & Deploy / build-and-deploy (push) Successful in 38s
Removed the directory-level dedup and .bin-over-.cue preference
logic — it was causing imgmount lines to disappear entirely.

Now mounts every detected CD image (.iso/.cue/.img/.ccd/.bin)
with appropriate flags (.bin gets -fs iso for direct fs access).
2026-06-03 09:59:32 +02:00
Hermes Agent de9e978e55 fix: mount .bin directly instead of .cue to avoid case mismatch
Build & Deploy / build-and-deploy (push) Successful in 39s
.cue files contain an internal FILE reference (e.g. FILE "z.BIN")
that may not match the actual filename on disk (e.g. z.bin) due to
case differences. In js-dos's case-sensitive WASM filesystem, this
causes the imgmount to fail silently.

Changes:
- Added .bin to CD_EXT so findCdImages detects bin files
- When both .cue and .bin exist in the same directory, only the
  .bin is mounted (with -fs iso flag for direct filesystem access)
- .cue files without a matching .bin are still mounted as before
- Deduplication prevents mounting both .cue and .bin from same dir
2026-06-03 09:45:04 +02:00
Hermes Agent 7b7cc56bc1 feat: keep and auto-mount CD images via imgmount instead of stripping
Build & Deploy / build-and-deploy (push) Successful in 1m17s
- Removed .iso, .cue, .img, .ccd from SKIP_EXT (they're now kept in bundles)
- Added CD_EXT set and findCdImages() method to detect mountable images
- buildDosboxConf() now generates imgmount D:/E:/… commands for each CD image
- Only .nrg, .mdf, .mds, .sub, .dmg are still stripped (unsupported formats)

Games with CD images will now work out of the box — DOSBox presents
them as CD-ROM drives and the game can find its disc.
2026-06-02 16:11:24 +02:00
Hermes Agent 1362e6034a Revert "feat: add Sierra game bundle patcher and API endpoint"
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This reverts commit 5abc066178.
2026-06-01 13:35:19 +02:00
Hermes Agent 5abc066178 feat: add Sierra game bundle patcher and API endpoint
Build & Deploy / build-and-deploy (push) Successful in 41s
Handles common Sierra game file layout issues:
- RESOURCE.CFG with directory paths pointing to \KQ6CD when
  resources are actually at the bundle root (fixes paths to '.')
- INTERP.ERR/INTERP.ERRC files buried in subdirectories instead
  of at root (copies them up so SIERRA.EXE can find them)

POST /api/games/{id}/patch-sierra triggers the fix on an existing
game bundle.
2026-06-01 13:08:16 +02:00
Hermes Agent f297d30248 fix: resolveSibling using filename only, not full bundle path
Build & Deploy / build-and-deploy (push) Successful in 46s
bundleFile changed from 'wolf3d.jsdos' to 'wolf3d/wolf3d.jsdos' when
bundles moved inside game directories. resolveSibling(bundleFile + '.tmp')
produced a wrong nested path. Now uses bundlePath.getFileName() to get
just the filename part before appending .tmp.
2026-06-01 12:48:04 +02:00
Hermes Agent ab1ba503ff feat: store .jsdos bundle inside game directory instead of as flat file
Build & Deploy / build-and-deploy (push) Successful in 52s
Before: data/games/{id}.jsdos (flat, alongside the game dir)
After:  data/games/{id}/{id}.jsdos (inside the game directory)

Benefits:
- Delete is atomic — removing the game dir removes everything
- Cleaner data directory structure
- No orphan .jsdos files on delete

Also updated frontend bundleUrl() to use game.bundle_file from
the backend, making it path-agnostic. Old flat layout is still
served via StaticResource for backward compat.
2026-05-29 23:07:07 +02:00
Hermes Agent 4c3ded802b fix: valid Java char literal for backslash in UploadResource.java
Build & Deploy / build-and-deploy (push) Successful in 45s
replace('\', '/') is Java source for a char literal representing
a single backslash character. The previous commit had a single
backslash byte between quotes which made Java interpret it as
\\' (escaped single-quote) causing unclosed char literal errors.
2026-05-29 23:01:35 +02:00
Hermes Agent 9b95e5b994 feat: stream setup .jsdos bundles on-the-fly instead of duplicating game data
Build & Deploy / build-and-deploy (push) Failing after 1m20s
- Add streamSetupBundle() to GameService — reads main bundle as zip,
  replaces config files (.jsdos/dosbox.conf, .jsdos/jsdos.json) with
  setup variants pointing to SETUP.EXE, streams directly to response
- Add GET /api/games/{id}/setup-bundle endpoint that calls the above
- Remove .setup.jsdos disk creation during upload — setupExe is still
  detected and stored in game metadata, but no duplicate bundle is saved
- Update frontend api.js to point setupBundleUrl() to the new endpoint
- Fix pre-existing backslash escaping bug in UploadResource.java path
  normalization (replace('\', '/') instead of replace('\\', '/'))
2026-05-29 18:08:04 +02:00
Hermes Agent e39ee05a16 fix: add missing closing brace to load() method
Build & Deploy / build-and-deploy (push) Successful in 38s
2026-05-29 14:56:12 +02:00
Hermes Agent 2ab6b19598 Fix upload dialog re-trigger + add game size to detail page
Build & Deploy / build-and-deploy (push) Failing after 34s
- Fixed: navigating back to library no longer re-opens file dialog
  (prev-value guard in uploadTriggered effect)
- Added bundleSize field to Game, populated at load time from .jsdos file
- Game detail page shows file size next to DOS badge (e.g. 'DOS · 127 MB')
2026-05-29 14:54:13 +02:00
Hermes Agent 02d0c4f377 Add executable picker in game edit UI
Build & Deploy / build-and-deploy (push) Successful in 49s
- Added 'executables' (full list) and 'executable' (selected) fields to Game
- Upload now stores ALL discoverable .exe/.com/.bat files in game metadata
- Added setExecutable() to GameService that patches the .jsdos bundle
  (updates dosbox.conf + jsdos.json inside the ZIP) when changing executable
- GameResource PATCH handler delegates executable changes to bundle patching
- GameDetail edit mode shows a radio-button picker of all executables
- Heuristics remain as first-guess default, user can always override
- No re-upload needed to fix wrong executable selection
2026-05-29 10:31:25 +02:00
Hermes Agent e262a46487 Add path=c:\ to autoexec for DOS extender findability
Build & Deploy / build-and-deploy (push) Successful in 47s
When the main executable is in a subdirectory but DOS4GW.EXE (or other
DOS extender) is at the ZIP root, DOS/4GW fails with 'No such file or
directory' because it only searches the current directory and PATH.
Adding 'path=c:\' before the 'cd' command ensures root-level DOS
extenders are always findable regardless of where the game EXE lives.
2026-05-29 10:15:23 +02:00
Hermes Agent 815247f760 Fix setupExe metadata + improve PKSFX detection
Build & Deploy / build-and-deploy (push) Successful in 50s
- Added 'sfx' and 'makesfx' to SKIP_EXE_NAMES
- Increased self-extractor detection buffer to 32KB
- Fixed false-positive risk: PK signatures only checked after offset 0x40
  using proper signature comparison (not sequential byte matching)
- Fixed setupExe metadata: only set when setup bundle was actually created,
  preventing phantom Setup button when setup exe is Windows
2026-05-29 10:07:52 +02:00
Hermes Agent 54542612a5 Skip self-extracting archive executables (PKSFX etc.)
Build & Deploy / build-and-deploy (push) Successful in 53s
- Added archiver/compression tool names to SKIP_EXE_NAMES (pksfx,
  pkzip, pkunzip, unzip, arj, rar, lha, etc.)
- Added isLikelySelfExtractor() which reads the EXE body looking for
  PKWARE signatures (PKZIP/PKSFX strings and PK\x03\x04 local file
  headers) — catches renamed self-extractors regardless of filename
- Both filters applied during findMainExe candidate collection
2026-05-29 09:57:34 +02:00
Hermes Agent 473fb7a216 Check setup EXE's own platform before creating setup bundle
Build & Deploy / build-and-deploy (push) Successful in 40s
Previously only checked the main game's platform. Fallout's SETUP.EXE
is a Windows executable even though FALLOUT.EXE is DOS — creating a
.setup.jsdos bundle for it would show 'This program cannot run in DOS mode'.
Now detects the setup EXE's own header and skips if it targets Windows.
2026-05-29 09:41:45 +02:00
Hermes Agent 45d145a950 Prefer larger files over shallow depth in findMainExe
Build & Deploy / build-and-deploy (push) Successful in 45s
Size is a better indicator of 'this is the actual game' than depth.
A 1MB+ FALLOUT.EXE in a subdirectory should beat a 50KB BOOTME.EXE
at the root. Sort order: non-installer → DOS → size → depth.
2026-05-29 09:40:06 +02:00
Hermes Agent dee37b3f01 Prefer DOS executables over Windows in findMainExe
Build & Deploy / build-and-deploy (push) Successful in 46s
When a ZIP contains both a DOS version (FALLOUT.EXE) and a Windows
version (FALLOUTW.EXE), the sort now prefers DOS executables.
This reads the EXE header during candidate collection and ranks:
  non-installer → DOS platform → depth → size

Fixes Fallout being mis-detected as a Windows game.
2026-05-29 09:34:57 +02:00
Hermes Agent fa1804dc65 Fix Java type inference in comparator chain
Build & Deploy / build-and-deploy (push) Successful in 41s
2026-05-29 09:30:04 +02:00
Hermes Agent 12db0e9bb9 Fix: prioritize non-installer executables over depth in findMainExe
Build & Deploy / build-and-deploy (push) Failing after 33s
The sort was: depth → non-installer → size.
This meant a root-level SETUP.EXE (depth 1, installer) beat a
subdirectory FALLOUT.EXE (depth 2, non-installer).

New sort: non-installer → depth → size.
Now any non-installer game EXE wins over installers regardless of depth.
2026-05-29 09:28:05 +02:00
Hermes Agent 27a9c180d7 Fix: skip DOS extender executables (DOS4GW etc.) when finding main game exe
Build & Deploy / build-and-deploy (push) Successful in 1m35s
DOS4GW.EXE is a 32-bit DOS extender that ships with many DOS games
(DOOM, Fallout, Duke Nukem 3D, etc.). The findMainExe algorithm was
picking it as the main executable because it's typically large and at
the ZIP root, causing the autoexec to run 'DOS4GW' with no arguments
→ 'DOS/4GW fatal error (1004): syntax is DOS/4GW <executable.xxx>'

Added SKIP_EXE_NAMES set with known DOS extenders, DPMI hosts,
debuggers, memory managers, and uninstallers.
2026-05-29 09:15:23 +02:00
Hermes Agent e15ce10f5a Upload progress spinner + duplicate game detection
Build & Deploy / build-and-deploy (push) Successful in 1m20s
Two features:

1. Progress indicator: when upload starts, the dialog switches from
   IGDB results to a centered spinner with 'Uploading and processing'
   text + filename. The Cancel button stays visible but disabled.

2. Duplicate game blocking: before upload, checks if a game with the
   same title (case-insensitive) already exists in the library.
   Frontend checks against the loaded games list; backend also
   checks as a second line of defense. Shows ⚠️ message in dialog.
   Existing unique-ID suffix logic (foo-2, foo-3) is still in place
   but now only reached when titles actually differ.
2026-05-28 22:28:27 +02:00
Hermes Agent a9e52ade68 Resilient flatten: catch exceptions + return meaningful error messages
Build & Deploy / build-and-deploy (push) Successful in 47s
- Wrap flattenSingleDir in try-catch — if it fails, the upload continues
  and the cd <subdir> fix in dosbox.conf handles subdirectory executables
- Add global catch to upload method returning the actual exception
  message instead of a generic 500
- This will help diagnose why the user's King's Quest VI zip fails:
  flattening can throw on special filenames, Mac resource forks,
  symlinks, or other unusual ZIP contents
2026-05-28 16:13:11 +02:00
Hermes Agent ff7b7b446f Fix IGDB result selection: use DOM data attributes + pass igdb_id to backend
Build & Deploy / build-and-deploy (push) Successful in 58s
Two issues fixed:

1. Frontend closure bug: IGDB result buttons used Svelte {#each} closure
   with onclick={() => doUpload(result.name)}. When clicking the 3rd
   result, the 1st result's handler sometimes fired. Fixed by reading
   data-name from e.currentTarget.dataset instead of JS closure.

2. Backend scrape mismatch: when user selected 'Blood' from IGDB
   results, backend's autoScrape searched for 'Blood' and could match
   'Captain Blood' first (alphabetical), overwriting metadata.
   Now passes igdb_id along with title so backend uses the EXACT
   IGDB entry the user selected via applyIgdbId() instead of
   auto-searching.
2026-05-28 16:00:51 +02:00
Hermes Agent a4b633ae86 Fix crash in detectPlatform: handle negative e_lfanew offset
Build & Deploy / build-and-deploy (push) Successful in 53s
For pure DOS executables, the e_lfanew field at MZ header offset 0x3C
is uninitialized garbage. Duke Nukem 2's EXE had bytes that form a
negative int32 (-1878619136), which was used as an array index causing
ArrayIndexOutOfBoundsException.

Now checks peOffset < 0 and returns 'dos' (no Windows signature found).
2026-05-28 15:53:51 +02:00
Hermes Agent 41d1e22522 Fix platform detection: LE (DOS/4GW extender) is DOS, not Windows
Build & Deploy / build-and-deploy (push) Successful in 48s
Many classic DOS games (Blood, DOOM, Duke Nukem 3D, Quake) use
DOS/4GW or DOS/32A — 32-bit DOS extenders with Linear Executable
(LE) format. My code was detecting LE as 'windows', causing these
games to be incorrectly flagged as unplayable.

Only PE (Portable Executable / Win32) and NE (New Executable /
Windows 3.x) are actually Windows.
2026-05-28 15:46:36 +02:00
Hermes Agent 5b55a53b73 Skip creating .setup.jsdos bundles for Windows games
Build & Deploy / build-and-deploy (push) Successful in 47s
- Move platform detection before setup bundle creation
- Only create setup bundle when platform != 'windows'
- Also hide the Setup button in GameDetail for Windows games
- Windows setup executables (INSTALL.EXE) can't run in DOSBox anyway
2026-05-28 14:57:13 +02:00
Hermes Agent 733bdaa44f Fix js-dos ZIP extraction: write dirs shallowest-first, then files
Build & Deploy / build-and-deploy (push) Successful in 1m40s
js-dos v8's C extraction code (jsdos-libzip.c) iterates ZIP entries
linearly and calls mkdir() on each directory entry. If a child
directory appears before its parent, mkdir() fails with perror()
and exit(1) — fatal crash with 'No such file or directory'.

Previous approach wrote directory entries interleaved with files,
deepest-first (from the file path right-to-left). Now:

Phase 1: Walk entire file tree to discover ALL directories
Phase 2: Write ALL dir entries sorted (shallowest first via TreeSet
         natural ordering — '/' sorts before any letter)
Phase 3: Write .jsdos/ config files
Phase 4: Write game files (parents already exist from Phase 2)

This guarantees that mkdir("NAS50TH/TRACKS/") runs before
mkdir("NAS50TH/TRACKS/WILKES/"), which runs before open().
2026-05-28 14:43:28 +02:00
Hermes Agent f9967eacf8 Auto-exclude disk image files (.img .iso .ccd .sub etc.) from .jsdos bundles
Build & Deploy / build-and-deploy (push) Successful in 48s
Many DOS game ZIPs include CloneCD backups (.ccd/.img/.sub) or
other disk images that are not needed for gameplay — the game data
is already extracted in the working directory. These can be 300MB+
and cause WASM memory exhaustion in js-dos.

Added a SKIP_EXT set that filters out known disk image extensions
during game file pass. The .jsdos config pass is unaffected.
2026-05-28 13:54:56 +02:00
Hermes Agent eb37cd43bb Fix ZIP entry order: write .jsdos/ config first, then game files sorted
Build & Deploy / build-and-deploy (push) Successful in 40s
js-dos reads ZIP entries sequentially and needs .jsdos/dosbox.conf and
.jsdos/jsdos.json first to configure DOSBox. Java's Files.walk() uses
filesystem readdir order which put them at the very end of the ZIP
(after the 328MB CloneCD image), causing extraction failures.

Now:
1. First pass: walk .jsdos/ directory and write config files first
2. Second pass: walk everything else (excluding .jsdos/) in sorted order
3. All directory ancestors are still added as explicit entries
4. .sorted() ensures deterministic, alphabetical entry order
2026-05-28 13:47:52 +02:00
Hermes Agent 8f14ecb5a1 Fix nested directory entries: add full ancestor chain to ZIP
Build & Deploy / build-and-deploy (push) Successful in 45s
Previously only the immediate parent directory was added as a ZIP
entry. For deeply nested paths like NAS50TH/TRACKS/WILKES/WILKES.DAT,
only NAS50TH/TRACKS/WILKES/ was created — but NAS50TH/TRACKS/ and
NAS50TH/ were skipped (they're only parents of other directories,
never the immediate parent of a file).

Emscripten's FS.createDirectory() fails if parent doesn't exist,
so intermediate directories must be in the ZIP too.

Now walks up the full ancestor chain with a while loop.
2026-05-28 13:37:21 +02:00
Hermes Agent 5a3500c586 Fix js-dos ZIP extraction: add explicit directory entries to bundles
Build & Deploy / build-and-deploy (push) Successful in 46s
js-dos uses Emscripten's virtual filesystem which requires explicit
ZIP directory entries (names ending with '/') to create directories.
Java's ZipOutputStream only writes file entries, so subdirectories
like NAS50TH/TRACKS/WILKES/ were never created — causing Emscripten
'No such file or directory' errors for any path inside them.

- createBundle: before writing each file entry, add its parent
  directory as an explicit ZIP entry if not already added
- Affects all games with subdirectory structures (NASCAR Racing 2,
  Gus Goes to Cyberopolis, etc.)
- Use a HashSet to track already-added directories (no duplicates)
2026-05-28 13:28:10 +02:00
Hermes Agent 65e098244a Add platform auto-detection and UI flagging for Windows games
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- Game.java: add 'platform' field ('dos'/'windows') + 'isPlayable' helper
- UploadResource.java: detect EXE type by reading PE/NE header during upload
- GameResource.java: allow PATCH to update platform
- GameCard.svelte: show 🪟 Win badge for Windows games (blue style)
- GameDetail.svelte: show platform badge, disable Play for Windows with
  'Unplayable' button; add platform dropdown to edit form
- Play.svelte: show blocking overlay for Windows games with 'Try anyway'
  option for users who want to attempt it
2026-05-28 13:16:04 +02:00
Hermes Agent efa0aa5f81 Fix MoO2 subdirectory bug + remove sockdrive references
Build & Deploy / build-and-deploy (push) Successful in 36s
- Fix flattenSingleDir: flatten when exactly 1 root directory exists,
  even if other metadata files (file_id.diz, *.nfo) are present at root
- Fix buildDosboxConf/buildJsdosJson: add 'cd <dir>' before executable
  when it lives in a subdirectory, since DOS treats '/' as switch char
  (previously 'mastori2/ORION2.EXE' was parsed as command 'mastori2'
  with switch '/ORION2.EXE')
- Remove SockdriveResource.java entirely
- Remove bundleType field from Game.java (was 'standard'/'sockdrive')
- Simplify GameResource.java download endpoint
- Clean up upload resource
2026-05-28 12:10:43 +02:00
David Alvarez ba34065278 fix: remove zos.setLevel(0) from createBundle — default DEFLATE is more reliable with emscripten libzip extraction
Build & Deploy / build-and-deploy (push) Successful in 17s
2026-05-28 10:06:28 +02:00
David Alvarez e11f19c769 fix: remove sockdrive mode, always create .jsdos ZIP bundles
Build & Deploy / build-and-deploy (push) Successful in 40s
js-dos v8's window.Dos(container, { url }) expects the URL to point
to a .jsdos ZIP archive, not a loose dosbox.conf file. The
'sockdrive' mode was serving game files loosely with a URL pointing
to a raw config file, causing: 'Unable to add .jsdos/jsdos.json
into bundle.zip'.

Changes:
- Removed SOCKDRIVE_THRESHOLD_MB and the entire sockdrive branch
- Always create a .jsdos ZIP bundle via createBundle()
- Optimized createBundle: no temp dir copy (saves 2x I/O for large
  games), uses STORE compression (level 0) since DOS files are
  often already compressed
- Removed dirSizeMB(), copyDir() and setup config builders —
  no longer needed after removing sockdrive mode
- frontend bundleUrl()/setupBundleUrl() always use the standard
  /games/{id}.jsdos path
- GameService.delete cleanup simplified
2026-05-28 09:45:45 +02:00