- 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('\\', '/'))
- 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')
- 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
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.
- 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
- 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
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.
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.
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.
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.
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.
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.
- 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
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.
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).
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.
- 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.
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
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.
- 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