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feat(art): default to host-served cover art (scales to large libraries)
Adds art.mode "host" (now the default): emit each cover's local file PATH
and let the host serve the bytes via its art proxy, instead of inlining a
data URL. The reconcile payload carries no image data, so a large Playnite
library no longer exceeds the host's request-body limit. "dataurl" (inline,
small libraries) and "off" remain. Requires a host with the provider-art
proxy (punktfunk main: feat/library-local-art).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-19 00:56:15 +02:00

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# @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 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, embeds art, │
│ punktfunk-library.json │ │ 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/host`](https://git.unom.io/unom/punktfunk/src/branch/main/sdk))
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. (Headless box without the
console? The engine is fully functional from a `config.json` alone — see [Headless](#headless--cli).)
### 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 shows "Exporter connected" and your games sync within
seconds of any library change.
> The console page can also **deploy the exporter for you** if you'd rather not handle the `.pext` —
> it drops the extension into `%APPDATA%\Playnite\Extensions\` and asks you to restart Playnite.
> (Best-effort: it needs read/write access to the interactive user's `%APPDATA%`; the `.pext` is the
> reliable fallback.)
## Launching
Each title syncs with a launch command of `start "" "playnite://playnite/start/<gameId>"`. 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 plugin
sends the local file **path** and the host serves 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 — a big one exceeds the host's body limit. |
| `off` | Sync titles with no art (lightest payload). |
`art.includeBackground` additionally serves the Playnite background as `hero` art (off by default).
## 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. |
Edit them in the console's **Playnite** page, or in `config.json` directly.
## Headless / CLI
The plugin owns `<config_dir>/playnite/config.json` (see [`config.example.json`](./config.example.json)).
It's 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
```
For a host without the console, set `ui.standalone: true` and a password
(`bunx punktfunk-plugin-playnite set-password <pw>`); the UI then serves on `ui.port` (default 47994).
## Requirements
- A **Windows** Punktfunk host running the scripting runner (`punktfunk-scripting`).
- **Playnite** on the same box, with the Punktfunk Sync extension installed.
- The mgmt-API provider reconcile is loopback + token; the runner supplies both automatically.
## Build from source
```sh
bun install
bun run build:all # backend (dist/) + SPA (dist/ui/)
bun test
```
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 )
```
## License
MIT OR Apache-2.0.