- 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
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().
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.
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
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.
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)
- 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
- 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
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
The previous 200M limit on quarkus.http.limits.max-body-size and
multipart input-part.max-size rejected games over 200MB. DOS CD-ROM
games can easily exceed this (e.g. DOOM 95 full CD, Diablo). Raised
to 2048M to cover the largest DOS/CD-ROM game archives.
When a game archive contains SETUP.EXE, INSTALL.EXE, CONFIG.EXE or
CUSTOM.EXE (or .com/.bat variants), the upload now:
- Detects and stores the path in game metadata (setup_exe / has_setup)
- Generates a second .jsdos bundle with SETUP.EXE as autoexec:
- Standard mode: {gameId}.setup.jsdos (full game + setup autoexec)
- Sockdrive mode: .jsdos-setup/ directory alongside .jsdos/
- Both bundles share the same game files; only the autoexec differs
Frontend changes:
- Router strips query params from hash so ?setup=1 doesn't leak into id
- GameDetail shows a "Setup" button between Play and Edit (only when
game.has_setup is true), navigating to /play/{id}?setup=1
- Play.svelte detects ?setup=1, loads setupBundleUrl() instead, and
shows setup-specific overlay text
Persistence is handled automatically by js-dos v8 via the built-in
auto-save mechanism (ci.persist() → browser OPFS), so any config
changes made via SETUP.EXE survive across sessions.
Flow when auto-search finds nothing:
1. User types a title → presses Enter/clicks button
2. System searches IGDB with that title
3a. Results found → shown as selectable cards
3b. No results → warning + amber 'Upload anyway as xxx' button
4. Button label changes: 'Search' → 'Upload' after manual search
Also changed Enter key behavior: first press searches, second
press uploads (if no results after manual search)
Quarkus defaults to 10MB max body size. DOS games like
Warcraft 2 (50-100MB) were silently rejected. Added:
- quarkus.http.limits.max-body-size=200M
- quarkus.resteasy-reactive.multipart.input-part.max-size=200M
Upload flow is now:
1. Click +Upload → select a .zip file
2. IGDB is auto-searched with the filename
3. If matches found → show results as selectable cards + fallback
custom title search at the bottom
4. If no matches → show 'no matches' + manual title + Upload btn
+ a fallback 'Use filename: xxx' button
5. Clicking a result uploads immediately with that game's title
(so IGDB auto-scrape picks it up correctly)
6. Cancel button to dismiss
Completely new approach:
- After unzip, check if extractDir has exactly one entry (a directory)
- If so, move all its contents up and delete the empty folder
- This means game files are always at the bundle root (c:\)
- No more cd/subdirectory handling in config builders
- No more path separator conversions (forward/backslash)
- Removed splitPath() helper entirely
- Config builders are now trivial — relExe is always just a filename
Removed:
- injectDoomConfig() — WAD-detection and WASD config injection
- buildDoomDefaultCfg() — Doom config file generator
- All calls to injectDoomConfig in both bundle paths
Fixed:
- buildJsdosJson() now also uses splitPath() helper to handle
backslash separators (was using lastIndexOf('/') only)
- Extracted shared splitPath() method used by both
buildJsdosJson and buildDosboxConf
No more game-specific hacks. Just clean config generation.
extractDir.relativize() returns paths with native Linux forward
slashes. DOS requires backslashes. Changed .replace('\', '/')
to .replace('/', '\') and updated buildDosboxConf split logic
to also check for backslash separator.
When a ZIP contains game files in a subdirectory (e.g. doomiido/),
findMainExe() correctly finds the executable but the bundle autoexec
was using just the filename, causing DOSBox 'Illegal command' error.
- Use extractDir.relativize() to compute the relative exe path
- buildDosboxConf() now adds 'cd dirname' before running the exe
- buildJsdosJson() uses 'cd dirname && exe' for multi-line script
- Fix applies to both sockdrive and standard bundle paths
The dos.zone DEFAULT.CFG uses \r\n (DOS/CRLF) line endings.
Our injected config used \n (LF/Unix). While fgets() reads
both, the \r character stays in the buffer and the Doom
parser may behave differently when it's absent. Matching
the exact byte-for-byte format that works on dos.zone.
The missing piece — dos.zone's bundle has .jsdos/jsdos.json
which tells js-dos v8 how to configure the emulator (autoexec
command, autolock=true, etc.). Without it, js-dos may apply
different defaults that don't match our dosbox.conf.
Also simplified dosbox.conf to just the essential sections
and removed mapperfile=mapper-jsdos.map (not bundled).
Keeps usescancodes=true, autolock=true, SB16 audio.
Previous injectDoomConfig used Files.list() which only checks the
top-level directory — if the WAD was in a subdirectory, detection
failed silently and no config was written. Switched to Files.walk()
for recursive search.
Also:
- Write BOTH DEFAULT.CFG AND DOOM2.CFG (Doom II reads DOOM2.CFG
first as game-specific config, falling back to DEFAULT.CFG)
- Always overwrite (don't skip if file exists — the ZIP might
contain a stock DEFAULT.CFG with arrow-key defaults)
Root cause: Dosbox.conf was missing the [sdl] section with
'usescancodes=true' — without it DOSBox doesn't translate
keyboard scan codes and WASD keys don't register as game input.
Fix:
- Generate a complete dosbox.conf matching js-dos v8 standards
(all sections: sdl, dosbox, cpu, mixer, render, midi,
sblaster, gus, speaker, joystick, serial, dos, ipx, autoexec)
- Key setting: usescancodes=true + mapperfile=mapper-jsdos.map
- Uses svga_s3 machine type with SB16 audio (same as dos.zone)
Bonus: Auto-detect Doom-engine games (DOOM.WAD / DOOM2.WAD)
and inject a DEFAULT.CFG with WASD controls:
W=forward, S=backward, A=strafe-left, D=strafe-right
Arrows=turn, Ctrl=fire, Space=use, Alt=strafe, Shift=run
Mouse enabled for looking
Note: Existing uploaded games still have the old dosbox.conf.
They need to be re-uploaded to get the fix.
Game Detail:
- Year/genre badges and developer/publisher info moved from
the info column to the cover column (below the cover image)
- Edit mode unaffected — fields remain in the form on the right
- Added CSS spacing for meta/dev in cover section
Library upload:
- Removed the always-visible title input field
- After selecting a .zip, a modal dialog appears with two options:
1. 'Use filename as title' — uploads immediately with filename
2. Custom title input + 'Upload' button
Plus a Cancel button
- Modal is dismissible by clicking outside or Cancel
The info-section grid column (1fr) was expanding to fit wide content
like long game titles in Press Start 2P font (each character ~24px).
Added min-width:0 on grid children to prevent overflow, and
word-break:break-word on text elements as a safety net.
Global:
- Viewport meta already present; added -webkit-text-size-adjust: 100%
- Container padding reduces to 12px on mobile (was 24px)
- Smaller heading sizes (h1: 1.5rem, h2: 1.25rem)
- Buttons get min-height 40px for touch targets
- Inputs forced to 16px font-size to prevent iOS zoom
- Thinner scrollbar on mobile
Header:
- Logo text shrinks to 1rem on mobile, icon to 28px
- Header padding reduces to 12px
Library:
- Toolbar stacks vertically on mobile, full-width inputs
- Grid forced to 2 columns on narrow screens (480px), reduced gap
GameCard:
- Smaller info text, padding, badge on 480px screens
GameDetail:
- Cover section capped at 200px width on mobile
- Media thumbnails shrink to 160x90
- Scrape header stacks vertically with full-width buttons
- Edit rows stack vertically on mobile
Play:
- DOS container caps at 50vh on mobile, smaller border-radius
- Overlay text/icon sizes reduced, more compact layout
- Backend: Add GET /api/games/{id}/download endpoint (ZIP streaming)
- Frontend: All videos now shown in media row alongside screenshots
- Click any media thumbnail to load it into the media container
- Videos show YouTube thumbnail, screenshots show image preview
- Active thumbnail has green border highlight
- Download button between Edit and Delete triggers ZIP download
- Early return: if no media, the entire section is hidden
- Search now filters to DOS platform only (platform ID 13)
- New fetchVideos() queries IGDB game_videos endpoint for YouTube IDs
- New fetchScreenshots() queries IGDB screenshots endpoint for images
- autoScrape and applyIgdbId both fetch videos + screenshots after match
- Upload auto-save also triggers when videos/screenshots found
- GameDetail: embed first YouTube video + scrollable screenshot gallery
- Handles missing media gracefully (section hidden entirely if neither exists)
- New IgdbService: Twitch OAuth2, IGDB API v4 search, cover download
- Upload auto-scrapes IGDB after extracting game ZIP
- GameDetail page: 'Auto Scrape' + 'Search' buttons + result picker
- Upload dialog: optional title field (defaults to filename)
- Jackson SNAKE_CASE naming to match frontend expectations
- IGDB status endpoint to check credentials
- Replaced Go stdlib server with Quarkus (RESTEasy Reactive + Jackson)
- 7 Java classes: Game POJO, GameService (JSON file I/O), 4 REST resources, static file serving
- Same JSON-per-game storage, same ZIP upload + bundle creation
- Same Svelte frontend (unchanged), built into the JAR via maven-resources-plugin
- Multi-stage Dockerfile: Node → Maven → JRE runtime
- dos-container div always mounted (fixes circular dep: container needed for start, was gated on running)
- Overlay covers the empty canvas while booting: Loading → Booting (CDN) → Running
- No intermediate "Start Game" screen — emulator auto-starts immediately
- Error state shown inline if something fails
- Stop button + back arrow both kill emulator and return to detail
- Emulator auto-starts when Play page loads (no intermediate launch screen)
- Added ⏹ Stop button while game is running
- Back arrow and Stop both kill the emulator (js-dos CI.exit())
- Cleanup on unmount prevents background emulation
- Loading state shown while js-dos CDN loads
- Manual "Start Game" fallback if auto-start fails
- .jsdos bundles saved flat in data/games/ so /games/{id}.jsdos serves them
- bundleUrl() uses game.id (matches JSON) instead of game.slug (undefined)
- Delete handler also removes flat .jsdos bundle on game deletion