The managed runner is de-privileged on Windows now (runs as LocalService), and %ProgramData%\punktfunk is locked read-only to it — so writing config/ cache straight under the config dir fails EPERM. Move the plugin's state to <config_dir>/plugin-state/playnite, which `punktfunk-host plugins enable` grants the runner write on. On Linux the runner owns the config dir, so the path is writable there too. First release, so no migration needed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
@punktfunk/plugin-playnite
Sync your Playnite 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 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) watches that file and reconciles it into the host library as theplayniteprovider, with a console-hosted web UI. Zero-config auth via the runner.
Install
Two one-time steps.
1 · This plugin (on the host)
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.)
2 · The Punktfunk Sync extension (in Playnite)
Download punktfunk-sync.pext from the latest CI build
(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.pextis 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).
It's fully functional from that file alone. A debug CLI mirrors the engine:
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
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):
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.