Commit Graph

104 Commits

Author SHA1 Message Date
droideparanoico 3f466c5be7 Actualizar README.md
Build & Deploy / build-and-deploy (push) Successful in 11s
2026-06-03 16:38:43 +02:00
Hermes Agent d652f3f94b fix: limit JVM heap to 128MB with G1GC periodic GC container
Build & Deploy / build-and-deploy (push) Successful in 14s
Revert to commit 8108a66 (cue file fix + CD mounting fixes) and
apply only the Dockerfile JVM memory limit. All other changes
(StaticResource Range support, FileChannel transferTo) reverted.
2026-06-03 16:15:20 +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 4a3ba3b986 perf: switch build stages to Alpine for faster CI pulls
Build & Deploy / build-and-deploy (push) Successful in 1m18s
- node:20-bookworm → node:20-alpine (350MB → 130MB)
- maven:3-eclipse-temurin-21 → maven:3-eclipse-temurin-21-alpine (630MB → 200MB)

Runtime stage (eclipse-temurin:21-jre-alpine) unchanged — final
image size stays the same, but CI caches and pulls are faster.
2026-06-03 09:22:42 +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"
Build & Deploy / build-and-deploy (push) Successful in 20s
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 4044ef3786 feat: pre-populate upload title with filename when no IGDB matches
Build & Deploy / build-and-deploy (push) Successful in 2m17s
When a game ZIP is selected and IGDB returns no matches, the search
box is now pre-filled with the filename (minus .zip extension) so
the user can edit it rather than typing from scratch.
2026-06-01 12:41:24 +02:00
Hermes Agent 677740aece fix: prevent layout shift by using 100vw body instead of scrollbar-gutter
Build & Deploy / build-and-deploy (push) Successful in 1m35s
Setting body { width: 100vw; overflow-x: hidden; } means the body is
always the full viewport width regardless of scrollbar presence.
margin: 0 auto centers content within the body, which doesn't
change width when a vertical scrollbar appears — so the content
stays in place.

html { overflow-x: hidden; } clips any body overflow past the
viewport (body is 100vw while html content area shrinks with
scrollbar). No gutter discoloration since there's no gutter
reservation — the scrollbar appears naturally on the html element.
2026-05-29 23:32:04 +02:00
Hermes Agent 9bb341eab9 fix: use scrollbar-gutter to prevent layout shift without always showing scrollbar
Build & Deploy / build-and-deploy (push) Successful in 45s
Replaces overflow-y: scroll with scrollbar-gutter: stable on html.
This reserves the scrollbar gutter space in the layout at all times,
so the content width never changes when a scrollbar appears/disappears.
The scrollbar itself only shows when content overflows (as desired).
Works on all modern browsers (Chrome 94+, Firefox 97+, Safari 15.4+).
2026-05-29 23:27:59 +02:00
Hermes Agent e2dca1db39 fix: force scrollbar visibility to prevent layout shift on tall pages
Build & Deploy / build-and-deploy (push) Successful in 56s
Add overflow-y: scroll to body so the scrollbar is always present,
preventing the ~15px layout shift when a page exceeds viewport height
(e.g., games with long descriptions). Also add overflow-x: hidden to
guard against any horizontal overflow breaking the layout.
2026-05-29 23:23:25 +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 5f69ea5ead fix: remove injected js-dos CSS/script on Play unmount to prevent style leaking into other pages
Build & Deploy / build-and-deploy (push) Successful in 48s
2026-05-29 15:15:02 +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 3f69820911 Move Reset button to bottom of sidebar
Build & Deploy / build-and-deploy (push) Successful in 49s
2026-05-28 23:58:10 +02:00
Hermes Agent 13293b325e Restructure layout: search in sidebar, upload in header
Build & Deploy / build-and-deploy (push) Successful in 58s
- Removed toolbar (Library title, search, upload button) from library
- Moved search box into the sidebar alongside Year/Genre filters
- Removed 'Filters' heading from sidebar
- Replaced 'Library' nav button in header with '+ Upload' button
- Genre filters now sorted by count (desc) instead of alphabetically
- Cleaned up unused CSS
2026-05-28 23:16:22 +02:00
droideparanoico b8ccba4d20 Actualizar README.md
Build & Deploy / build-and-deploy (push) Successful in 12s
2026-05-28 23:14:35 +02:00
Hermes Agent 676e101ffc Library filters sidebar, clickable tags, remove Ready badge
Build & Deploy / build-and-deploy (push) Successful in 59s
- GameCard: removed 'Ready' badge from covers (keep '🪟 Win' for
  Windows games only — it's informative since they can't be played)
- Library: sidebar with Year + Genre checkbox filter groups
  - Each shows up to 5 items with game counts, 'Show all' button
  - Active filters shown as removable chips above the grid
  - Reset button clears all filters
  - Filters reflected in URL hash (#/?genre=FPS&year=1996)
- GameDetail: year and genre tags are now clickable links to
  #/?year=1996 or #/?genre=FPS, which opens the Library with that
  filter pre-applied
- App.svelte: parses query params from hash and passes to Library
2026-05-28 22:56:51 +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