Fix long-path extraction past MAX_PATH on Windows (#1468) #1516
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rockysscenery wants to merge 2 commits from
contrib/windows-long-path-extract into main
pull from: contrib/windows-long-path-extract
merge into: MagicBeanDev:main
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Delete branch "contrib/windows-long-path-extract"
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What
Adds one narrow case to
nx2/nup.py: when extracting, hand absolute normalized Windows paths through the long-path prefix (\?\) so deep folders that run past 260 characters work correctly. The whole path logic stays exactly as-is; nothing changes about safety checks or links — just the way Python passes them down to the OS at one choke point (the newwin_longhelper).Why
Right where reporter hit it: extraction died halfway through a game folder named normally plus the deepest romfs leaf. makedirs succeeded but opening
.partgave ENOENT for any path >260 chars because Python uses ANSI APIs without long-path support by default on Windows. This fixes exactly that without touching policy or making unsafe names suddenly legal.Results
Testing performed
nx2/test_nup_paths.pythat specifically breaks without the fix but passes with it (author fixture root + deep leaf >260 total length). Test confirms both short and long names extract correctly regardless of whether your machine has OS-level long path support turned on or off.test_nup_codec,test_nup_verify) — all green, same five pre-existing symlink failures due to lack of Developer Mode privileges on the test machine (unrelated to this change).Closes: #1468
🤖 Generated with Claude Code
Thanks, the choke point in extract() is the right place and the test is a good repro. Two things I'd fix before merging:
UNC output folders break.
win_longturns\\server\share\xinto\\?\\\server\share\x, which is not a valid path; UNC needs\\?\UNC\server\share\x. Extracting to a NAS share worked before this change and would now fail at makedirs. Please special-case a leading\\(that is not already\\?\) into theUNC\form.The path checks in
extraction_path()and the resume check still use the plain path.os.lstaton a >260 char path raises FileNotFoundError without long-path support, andextraction_pathdoescontinueon that, so the link/reparse-point and hard-link checks are silently skipped for exactly the deep paths this PR targets. Likewiseos.path.exists(dst) and os.path.getsize(dst)in extract() is False for those files, so a re-run re-extracts every deep file instead of resuming. Running those lstat/exists/getsize calls throughwin_longtoo would keep the safety checks and resume behavior intact.Nit: the PR description says the safety checks are untouched, which is true of the code but not of their effect on long paths, see 2. Also #1497 fixes the same issue (#1468), so one of the two probably wants to close.
Heads-up: this conflicts with main now (a lot landed today). Could you merge main into the branch (or rebase) and resolve the conflicts? Thanks!
Thanks for this. Long paths are handled on main now by #1497, which covers the extraction (as this PR does) and also the game's own file reads, links and the shader census. I played from a game folder whose deepest file path is 374 characters: it reached gameplay with no file errors. Closing this one as superseded.