Files
enricobuehler e8acf922de
CI / build (push) Waiting to run
CI / exporter (push) Waiting to run
CI / publish (push) Blocked by required conditions
feat(ui): three-page console SPA on @unom/ui + the kit's react helpers
Overview (exporter health, Playnite version, counts, sync, live SSE activity,
and a first-run panel that names the exact ingest path the .pext writes to),
Library (covers + per-game include toggles + why-not-synced), Settings
(filters, art delivery, sync cadence, paths).

Data layer is AtomHttpApi atoms derived from the shared contract; the whole
thing runs with zero host against an in-browser mock transport with four
scenarios, and Storybook renders the real pages on the same fixtures. CI now
asserts the production bundle carries no fixture strings.

Also: CI rebuilt for the workspace layout (one root install, per-package
typecheck, publish from plugin/ on a v* tag) with the exporter job and
`publish: needs [build, exporter]` unchanged; README rewritten around the three
workspaces, with the ingest inbox explained as the load-bearing mechanism it is.
2026-07-20 21:05:04 +02:00
..

Punktfunk Sync — Playnite exporter

The Playnite side of @punktfunk/plugin-playnite: a minimal GenericPlugin that writes your library to punktfunk-library.json whenever it changes. The Punktfunk plugin on the host reads that file and reconciles it into the streaming library.

It exists because Playnite keeps its library database (LiteDB) open and locked while running, so the only robust way to read the library — with correct install state, art paths and metadata — is from inside Playnite. This plugin does exactly that and nothing else: no network, no settings, no UI.

What it writes

On startup, on every OnLibraryUpdated, and (debounced) on any per-game add/update/remove, it writes:

%APPDATA%\Playnite\ExtensionsData\<plugin-guid>\punktfunk-library.json

Shape (kept in lockstep with ../contract/src/export.ts):

{
  "schema": 1,
  "generatedAt": "2026-07-18T21:00:00Z",
  "playnite": { "version": "10.x", "mode": "Desktop" },
  "games": [
    {
      "id": "e3b0c442-98fc-1c14-9afb-4c8996fb9242",  // Playnite Guid = reconcile external_id
      "name": "Hollow Knight",
      "installed": true,
      "hidden": false,
      "source": "Steam",
      "platforms": ["PC (Windows)"],
      "cover": "C:\\Users\\me\\AppData\\Roaming\\Playnite\\library\\files\\ab\\cover.jpg",
      "background": null,
      "icon": null
    }
  ]
}

Art paths are absolute (resolved via IPlayniteAPI.Database.GetFullFilePath). Filtering (installed-only, hidden, per-source) happens on the Punktfunk side, so the export is the full library.

You can also trigger a write by hand: Playnite main menu → Punktfunk Sync → Export library to Punktfunk now.

Install (for users)

Double-click punktfunk-sync.pext — Playnite installs it like any add-on — and restart Playnite. Grab the .pext from the repo's CI artifacts.

Build

Targets .NET Framework 4.6.2 (Playnite's runtime). Thanks to Microsoft.NETFramework.ReferenceAssemblies it builds with the plain .NET SDK on any OS — no Windows or MSBuild needed:

dotnet build PunktfunkSync.csproj -c Release
# output: bin/Release/PunktfunkSync.dll + extension.yaml (PlayniteSDK.dll is provided by Playnite)

Package the .pext (a zip of the two files):

( cd bin/Release && zip -j ../../punktfunk-sync.pext extension.yaml PunktfunkSync.dll )