feat: Playnite library sync plugin + exporter
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A two-part Punktfunk plugin that syncs the Playnite library into the host
game library as the `playnite` provider:

- exporter/ — a minimal C# Playnite GenericPlugin ("Punktfunk Sync") that
  writes punktfunk-library.json on every library change. Reading Playnite's
  live-locked LiteDB from outside isn't robust, so this adapter runs inside
  Playnite. Builds net462 via reference assemblies; packaged as a .pext.
- src/ — the TS plugin (on @punktfunk/host, rom-manager shape): watches the
  export, embeds covers as data URLs, reconciles via
  PUT /library/provider/playnite, with a console-hosted web UI + standalone
  fallback + CLI. Launch = playnite://playnite/start/<id>, run by the host
  in the interactive session so Playnite performs the real launch.

Verified locally: backend tsc + 23 tests + biome clean, SPA build, C#
exporter build + .pext pack.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-18 23:35:35 +02:00
commit 6694be9848
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Timers;
using Playnite.SDK;
using Playnite.SDK.Data;
using Playnite.SDK.Events;
using Playnite.SDK.Models;
using Playnite.SDK.Plugins;
namespace PunktfunkSync
{
/// <summary>
/// Writes the Playnite library to <c>punktfunk-library.json</c> in this plugin's data directory
/// (<c>…/Playnite/ExtensionsData/&lt;this-id&gt;/</c>) whenever it changes. The Punktfunk
/// <c>playnite</c> plugin globs for that file and reconciles it into the host game library — this
/// side stays a dumb, dependency-free exporter.
/// </summary>
public class PunktfunkSyncPlugin : GenericPlugin
{
private const int Schema = 1;
private static readonly ILogger logger = LogManager.GetLogger();
// Stable id → stable ExtensionsData folder. Never change it (it's the folder name the reader
// finds), and keep it distinct from every other extension.
public override Guid Id { get; } = Guid.Parse("d9f1b3a2-7c64-4e58-9a1b-6f2e3c4d5a6b");
private readonly string exportPath;
private readonly Timer debounce;
public PunktfunkSyncPlugin(IPlayniteAPI api) : base(api)
{
Properties = new GenericPluginProperties { HasSettings = false };
exportPath = Path.Combine(GetPluginUserDataPath(), "punktfunk-library.json");
// Coalesce bursts of per-item events (a metadata download touches many games) into one write.
debounce = new Timer(3000) { AutoReset = false };
debounce.Elapsed += (s, e) => Export("changed");
}
public override void OnApplicationStarted(OnApplicationStartedEventArgs args)
{
// Initial export, then react to any subsequent library mutation.
Export("app-started");
PlayniteApi.Database.Games.ItemCollectionChanged += (s, e) => ScheduleExport();
PlayniteApi.Database.Games.ItemUpdated += (s, e) => ScheduleExport();
}
public override void OnLibraryUpdated(OnLibraryUpdatedEventArgs args)
{
Export("library-updated");
}
public override IEnumerable<MainMenuItem> GetMainMenuItems(GetMainMenuItemsArgs args)
{
yield return new MainMenuItem
{
Description = "Export library to Punktfunk now",
MenuSection = "@Punktfunk Sync",
Action = a => Export("manual"),
};
}
private void ScheduleExport()
{
debounce.Stop();
debounce.Start();
}
/// <summary>Resolve a Playnite media reference to an absolute path (remote URLs pass through).</summary>
private string ResolveArt(string reference)
{
if (string.IsNullOrEmpty(reference)) return null;
if (reference.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return reference;
try
{
var full = PlayniteApi.Database.GetFullFilePath(reference);
return File.Exists(full) ? full : null;
}
catch (Exception ex)
{
logger.Warn(ex, $"Punktfunk Sync: could not resolve art path '{reference}'");
return null;
}
}
private void Export(string reason)
{
try
{
var games = PlayniteApi.Database.Games.Select(g => new ExportedGame
{
Id = g.Id.ToString("D"),
Name = g.Name ?? string.Empty,
Installed = g.IsInstalled,
Hidden = g.Hidden,
Source = g.Source?.Name,
Platforms = g.Platforms?.Select(p => p.Name).ToList() ?? new List<string>(),
Cover = ResolveArt(g.CoverImage),
Background = ResolveArt(g.BackgroundImage),
Icon = ResolveArt(g.Icon),
}).ToList();
var export = new LibraryExport
{
Schema = Schema,
GeneratedAt = DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"),
Playnite = new PlayniteInfo
{
Version = PlayniteApi.ApplicationInfo.ApplicationVersion?.ToString(),
Mode = PlayniteApi.ApplicationInfo.Mode.ToString(),
},
Games = games,
};
WriteAtomic(Serialization.ToJson(export, true));
logger.Info($"Punktfunk Sync: exported {games.Count} game(s) ({reason}) to {exportPath}");
}
catch (Exception ex)
{
logger.Error(ex, "Punktfunk Sync: export failed");
}
}
/// <summary>Write via a temp file + move so a reader never sees a half-written export.</summary>
private void WriteAtomic(string json)
{
Directory.CreateDirectory(Path.GetDirectoryName(exportPath));
var tmp = exportPath + ".tmp";
File.WriteAllText(tmp, json);
if (File.Exists(exportPath)) File.Delete(exportPath);
File.Move(tmp, exportPath);
}
}
}