# @punktfunk/plugin-playnite Sync your **[Playnite](https://playnite.link)** library into the Punktfunk host game library. Every store and emulator Playnite manages — Steam, GOG, Epic, Xbox, itch, RetroArch, standalone emulators, manually-added games — shows up in Punktfunk's grid on every client, and launching a title hands it straight back to Playnite, which performs the real launch. It ships a web UI that lives **inside the Punktfunk console** (no second password, no second port). It has two halves, both on the **same Windows box** as the Punktfunk host: ``` ┌─────────────────────────────┐ ┌────────────────────────────────────────────┐ │ Playnite │ │ Punktfunk host (this plugin, in the │ │ └ Punktfunk Sync extension │ JSON │ scripting runner) │ │ writes │ ─────▶ │ reads punktfunk-library.json, maps it to │ │ punktfunk-library.json │ │ entries, PUT /library/provider/playnite │ └─────────────────────────────┘ └────────────────────────────────────────────┘ ``` - **The Playnite exporter** (`exporter/`, C#) is a tiny [GenericPlugin](https://api.playnite.link/docs/tutorials/extensions/genericPlugins.html) that writes your library to a JSON file whenever it changes. Playnite locks its library database while running, so reading it from *inside* Playnite is the only robust way — this is that adapter, and nothing more. - **This plugin** (TypeScript, on [`@punktfunk/plugin-kit`](https://git.unom.io/unom/punktfunk/src/branch/main/plugin-kit)) watches that file and reconciles it into the host library as the `playnite` provider, with a console-hosted web UI. Zero-config auth via the runner. ## Install Two one-time steps. ### 1 · This plugin (on the host) ```powershell cd "$(punktfunk config-dir)\plugins" # e.g. C:\ProgramData\punktfunk\plugins # bunfig.toml points the @punktfunk scope at the registry (once) bun add @punktfunk/plugin-playnite Enable-ScheduledTask PunktfunkScripting # enable the scripting runner if it isn't already ``` Open the Punktfunk console — a **Playnite** entry appears in the nav. It will say it's waiting for Playnite until you do step 2. ### 2 · The Punktfunk Sync extension (in Playnite) Download **`punktfunk-sync.pext`** from the [latest CI build](https://git.unom.io/unom/punktfunk-plugin-playnite/actions) (the `exporter` job's artifact) and **double-click it** — Playnite installs it like any add-on. Restart Playnite once. That's it. The console's **Playnite** page flips to "Exporter connected" and your games sync within seconds of any library change. No configuration needed. > **Headless box** without the console? The engine is fully functional from a `config.json` alone — > see [Headless / CLI](#headless--cli). ## The ingest inbox Punktfunk's plugin runner is **de-privileged** on Windows (it runs as `NT AUTHORITY\LocalService`), so it cannot read the interactive user's `%APPDATA%\Playnite\ExtensionsData\…` — which is where a Playnite extension normally writes. So the exporter drops a second copy into the host's **ingest inbox**, `\ingest\playnite\punktfunk-library.json`, which `punktfunk-host plugins enable` makes user-writable. The plugin reads that inbox **first**, and falls back to scanning Playnite's own `ExtensionsData` (which works for a same-user/SYSTEM runner, or on Linux under Wine). This is why the plugin works at all under the security tiers; if the console says it's reading the ingest inbox, that's the healthy path. ## Launching Each title syncs with a launch command of `start "" "playnite://playnite/start/"`. The host runs that in the interactive Windows session, so **Playnite** owns the actual launch — the correct store client or emulator, exactly as if you'd hit Play in Playnite. No per-store launch mapping to maintain. ## Box art Playnite stores cover art as **local files** on the host. Rather than shipping image bytes in the reconcile (which doesn't scale — a large library blows past the host's request-body limit), the default is to send the local file **path** and let the host serve the cover through its art proxy (`/library/art/…`, exactly like Steam art). The payload stays tiny at any library size. | `art.mode` | Behaviour | |--------------|-----------------------------------------------------------------| | `host` | **Default.** Send the cover's local path; the host serves the bytes. Scales to thousands of titles. Requires a host with the provider-art proxy. | | `dataurl` | Inline the cover as a size-capped `data:` URL (`maxBytes` caps one image). Self-contained, but for **small** libraries only. | | `off` | Sync titles with no art (lightest payload). | `art.includeBackground` additionally sends the Playnite background as `hero` art (off by default). The plugin's own SPA can't load a `C:\…\cover.jpg` either, so it fetches covers through `GET /api/art?path=…` — which serves **only** paths the currently-ingested export references. It is an allow-list lookup, not an arbitrary file read. ## Filters | Key | Default | Meaning | |-------------------------|---------|----------------------------------------------------------------| | `filter.installedOnly` | `true` | Only sync games Playnite marks installed. | | `filter.includeHidden` | `false` | Include games flagged Hidden in Playnite. | | `filter.sources` | `[]` | If non-empty, keep only these sources (`"Steam"`, `"GOG"`…). Case-insensitive. | | `filter.excludeSources` | `[]` | Drop these sources. | | `gameOverrides` | `{}` | Per-game `{ "": { "exclude": true } }` — the Library page's toggle. | Edit them in the console's **Playnite** page, or in `config.json` directly. Only the keys you author are stored: defaults live in the schema (`contract/src/config.ts`) and are never baked into your file. ## Headless / CLI The plugin owns `/plugin-state/playnite/config.json` and is fully functional from that file alone. A debug CLI mirrors the engine: ```sh bunx punktfunk-plugin-playnite where # where the exporter output was found (+ probed paths) bunx punktfunk-plugin-playnite preview # the desired library — no host write bunx punktfunk-plugin-playnite sync # reconcile into the live library bunx punktfunk-plugin-playnite uninstall # remove every entry this plugin owns ``` Provider entries are deliberately **left** in the library when the plugin stops, so your games survive restarts and reboots; `uninstall` is the explicit way to clear them. ## Requirements - A **Windows** Punktfunk host running the scripting runner (`punktfunk-scripting`). - **Playnite** on the same box, with the Punktfunk Sync extension installed. - `@punktfunk/host` **≥ 0.1.2** + `@punktfunk/plugin-kit` **≥ 0.1.4** (shared with the runner, not bundled). ## Development — three bun workspaces This plugin is the second consumer of [`@punktfunk/plugin-kit`](https://git.unom.io/unom/punktfunk/src/branch/main/plugin-kit), built on the same blueprint as [`rom-manager`](https://git.unom.io/unom/punktfunk-plugin-rom-manager) — copy either repo's structure to start a new plugin. | Workspace | What it is | |---|---| | `contract/` | **The single source of truth**: the cross-process export Schema (the C# exporter's other half, with the schema-version guard as a decode check), the config schema (raw↔resolved in one schema), domain DTOs, the `HttpApi` contract, API errors. Never published — bundled into the plugin, imported source-level by the UI. No hand-mirrored types anywhere. | | `plugin/` | The published package. `src/domain` is the pure, injectable, unit-tested core (locate/read, art, reconcile); `src/services` wires it into the kit (ConfigService, CacheStore, SyncEngine, ProviderClient, HttpApi handlers + SSE + the art proxy); `src/index.ts` is the `definePluginKit` entry (async at the runner boundary, Effect inside). | | `ui/` | The SPA: React 19 + `@unom/ui` + `@unom/app-ui` + the kit's `/react` helpers + `/theme.css`, with an Effect-native data layer (`AtomHttpApi` atoms derived from the contract). Three pages — **Overview**, **Library**, **Settings**. Builds into `plugin/dist/ui`. | ```sh bun install # one workspace install (Gitea registry for @punktfunk/@unom scopes) bun test # domain tests (plugin/) bun run typecheck # contract → plugin → ui bun run build # backend bundle + SPA → plugin/dist cd ui && bun run dev # UI with ZERO host running (in-browser mock layer + scenarios) cd ui && bun run storybook # per-page stories on the same fixtures (port 6014) cd ui && bun run screenshots # headless captures of every page story cd plugin && bun run dev # auth-free dev API on :5886 … cd ui && bun run dev:live # … and the UI proxied against it ``` `@unom/*` + `@effect/atom-react` are build-time only — the SPA ships as static assets, so the published plugin carries no UI runtime dependencies. The exporter (needs the .NET SDK; builds net462 on any OS via reference assemblies): ```sh dotnet build exporter/PunktfunkSync.csproj -c Release # package the .pext: ( cd exporter/bin/Release && zip -j ../../../punktfunk-sync.pext extension.yaml PunktfunkSync.dll ) ``` **The export shape is a contract with the C# side.** `contract/src/export.ts` and `exporter/Model.cs` describe the same document; change one and you must change the other, and bump `SCHEMA` if the change is breaking. The reader refuses a document stamped with a higher `SCHEMA` than it understands rather than mis-reading it. ## Security - The **ingest inbox is writable by any local user** — treat what it contains as untrusted. Game ids are validated as .NET Guids before they reach a launch command; the `playnite://` URI is the only thing ever interpolated, and Playnite performs the launch. - `config.json` lives in the hardened `/plugin-state`; the plugin refuses a group/world-writable one. - `GET /api/art` serves only paths referenced by the current export, and only image extensions. - No outbound network at all. No telemetry. ## License MIT OR Apache-2.0.