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Fix architecture preference for MacOS game shortcuts (#6145)
* Fix architecture preference for MacOS game shortcuts * Detect arch and then pass it to script Co-authored-by: jcm <john.moody@coloradocollege.edu> * Remove old script write call in `CreateShortcutMacos` * Turn launch script into EmbeddedResource * Added final newline --------- Co-authored-by: jcm <john.moody@coloradocollege.edu>
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distribution/macos/shortcut-launch-script.sh
Normal file
8
distribution/macos/shortcut-launch-script.sh
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@ -0,0 +1,8 @@
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#!/bin/sh
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launch_arch="$(uname -m)"
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if [ "$(sysctl -in sysctl.proc_translated)" = "1" ]
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then
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launch_arch="arm64"
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fi
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arch -$launch_arch {0} {1}
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@ -54,6 +54,7 @@ namespace Ryujinx.Ui.Common.Helper
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{
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string basePath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Ryujinx");
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var plistFile = EmbeddedResources.ReadAllText("Ryujinx.Ui.Common/shortcut-template.plist");
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var shortcutScript = EmbeddedResources.ReadAllText("Ryujinx.Ui.Common/shortcut-launch-script.sh");
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// Macos .App folder
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string contentFolderPath = Path.Combine("/Applications", cleanedAppName + ".app", "Contents");
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string scriptFolderPath = Path.Combine(contentFolderPath, "MacOS");
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@ -68,8 +69,7 @@ namespace Ryujinx.Ui.Common.Helper
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string scriptPath = Path.Combine(scriptFolderPath, ScriptName);
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using StreamWriter scriptFile = new(scriptPath);
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scriptFile.WriteLine("#!/bin/sh");
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scriptFile.WriteLine($"{basePath} {GetArgsString(appFilePath)}");
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scriptFile.Write(shortcutScript, basePath, GetArgsString(appFilePath));
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// Set execute permission
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FileInfo fileInfo = new(scriptPath);
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@ -51,6 +51,7 @@
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<ItemGroup Condition="'$(RuntimeIdentifier)' == 'osx-x64' OR '$(RuntimeIdentifier)' == 'osx-arm64' OR '$(RuntimeIdentifier)' == ''">
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<EmbeddedResource Include="..\..\distribution\macos\shortcut-template.plist" />
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<EmbeddedResource Include="..\..\distribution\macos\shortcut-launch-script.sh" />
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</ItemGroup>
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<ItemGroup>
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