refactor: rewrite on @punktfunk/plugin-kit — contract + plugin workspaces
The framework half of this plugin (engine lifecycle, config/state, host
reconcile, UI server, CLI) was ~80% identical to rom-manager's. That code is
now @punktfunk/plugin-kit; this replaces the local copy with it and adopts the
rom-manager blueprint layout.
contract/ Effect Schemas: the cross-process export contract (the C#
exporter's other half, with the schema-version guard as a decode
check), the config schema (one schema, Encoded = authored file
shape, defaults only via withDecodingDefaultKey), domain DTOs, the
HttpApi contract, API errors.
plugin/ src/domain = the pure core (locate/read, art, reconcile), ported
tests green before any Effect wiring; src/services = the kit's
ConfigService/CacheStore/SyncEngine/ProviderClient; definePluginKit
entry, kit CLI, auth-free dev API.
Preserved, because they are what makes playnite work at all: the ingest inbox
is still read FIRST (the de-privileged LocalService runner cannot reach the
interactive user's %APPDATA%), the host/dataurl/off art modes, and the
playnite:// launch hand-back. The C# exporter is untouched.
New: per-game include/exclude overrides, and an allow-listed /api/art proxy so
the SPA can render local Playnite covers — it serves only paths the currently
ingested export references.
Dropped: the standalone password UI server (console surface + CLI only, as in
rom-manager 0.3.0) and the devEntry flag.
Trap found and fixed here: the HttpApi encoder serialises `undefined` as
`null`, so a `Schema.optional` field the server omits cannot be decoded by the
client — silently in the SSE feed, loudly in the typed client. Every optional
EngineStatus field is `Schema.NullOr` with an explicit value on the wire.
This commit is contained in:
@@ -0,0 +1,46 @@
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// The plugin entry — the default export the runner discovers. Everything is Effect inside
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// definePluginKit's async-main boundary (see @punktfunk/plugin-kit): start the sync engine,
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// serve the console UI, park until interruption.
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//
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// Provider entries are deliberately LEFT in the host library on shutdown, so the games
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// survive plugin restarts and host reboots; a clean uninstall is the explicit CLI command.
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import { definePluginKit, serveUi } from "@punktfunk/plugin-kit";
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import { Effect } from "effect";
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import pkg from "../package.json" with { type: "json" };
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import { PLUGIN_NAME, UI_ICON, UI_TITLE } from "./const.js";
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import { playniteLayer } from "./layer.js";
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import { makeApi } from "./services/api.js";
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import { PlayniteConfig } from "./services/config.js";
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import { PlayniteSync } from "./services/engine.js";
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export { PLUGIN_NAME, PROVIDER_ID, UI_ICON, UI_TITLE } from "./const.js";
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const plugin = definePluginKit({
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name: PLUGIN_NAME,
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version: pkg.version,
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layer: playniteLayer,
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main: Effect.gen(function* () {
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const sync = yield* PlayniteSync;
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const config = yield* PlayniteConfig;
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// Headless sync first — the library reconciles even if the UI can't come up.
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yield* sync.engine.start;
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yield* serveUi({
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title: UI_TITLE,
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icon: UI_ICON,
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staticDir: new URL("./ui/", import.meta.url),
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api: makeApi({ sync, config }),
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}).pipe(
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Effect.catch((e) =>
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Effect.logWarning(
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`ui: could not serve the console surface (${e.cause}) — engine continues headless`,
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),
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),
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);
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yield* Effect.never;
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}),
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});
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export default plugin;
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