9988729aab
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>
130 lines
6.7 KiB
Markdown
130 lines
6.7 KiB
Markdown
# @punktfunk/plugin-playnite
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Sync your **[Playnite](https://playnite.link)** library into the Punktfunk host game library. Every
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store and emulator Playnite manages — Steam, GOG, Epic, Xbox, itch, RetroArch, standalone emulators,
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manually-added games — shows up in Punktfunk's grid on every client, and launching a title hands it
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straight back to Playnite, which performs the real launch.
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It has two halves, both on the **same Windows box** as the Punktfunk host:
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```
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┌─────────────────────────────┐ ┌──────────────────────────────────────────┐
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│ Playnite │ │ Punktfunk host (this plugin, in the │
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│ └ Punktfunk Sync extension │ JSON │ scripting runner) │
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│ writes │ ─────▶ │ reads punktfunk-library.json, embeds art, │
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│ punktfunk-library.json │ │ PUT /library/provider/playnite │
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└─────────────────────────────┘ └──────────────────────────────────────────┘
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```
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- **The Playnite exporter** (`exporter/`, C#) is a tiny [GenericPlugin](https://api.playnite.link/docs/tutorials/extensions/genericPlugins.html)
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that writes your library to a JSON file whenever it changes. Playnite locks its library database
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while running, so reading it from *inside* Playnite is the only robust way — this is that adapter,
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and nothing more.
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- **This plugin** (TypeScript, on [`@punktfunk/host`](https://git.unom.io/unom/punktfunk/src/branch/main/sdk))
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watches that file and reconciles it into the host library as the `playnite` provider, with a
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console-hosted web UI. Zero-config auth via the runner.
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## Install
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Two one-time steps.
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### 1 · This plugin (on the host)
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```powershell
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cd "$(punktfunk config-dir)\plugins" # e.g. C:\ProgramData\punktfunk\plugins
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# bunfig.toml points the @punktfunk scope at the registry (once)
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bun add @punktfunk/plugin-playnite
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Enable-ScheduledTask PunktfunkScripting # enable the scripting runner if it isn't already
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```
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Open the Punktfunk console — a **Playnite** entry appears in the nav. (Headless box without the
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console? The engine is fully functional from a `config.json` alone — see [Headless](#headless--cli).)
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### 2 · The Punktfunk Sync extension (in Playnite)
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Download **`punktfunk-sync.pext`** from the [latest CI build](https://git.unom.io/unom/punktfunk-plugin-playnite/actions)
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(the `exporter` job's artifact) and **double-click it** — Playnite installs it like any add-on.
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Restart Playnite once.
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That's it. The console's **Playnite** page shows "Exporter connected" and your games sync within
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seconds of any library change.
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> The console page can also **deploy the exporter for you** if you'd rather not handle the `.pext` —
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> it drops the extension into `%APPDATA%\Playnite\Extensions\` and asks you to restart Playnite.
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> (Best-effort: it needs read/write access to the interactive user's `%APPDATA%`; the `.pext` is the
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> reliable fallback.)
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## Launching
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Each title syncs with a launch command of `start "" "playnite://playnite/start/<gameId>"`. The host
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runs that in the interactive Windows session, so **Playnite** owns the actual launch — the correct
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store client or emulator, exactly as if you'd hit Play in Playnite. No per-store launch mapping to
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maintain.
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## Box art
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Playnite stores cover art as **local files** on the host. Rather than shipping image bytes in the
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reconcile (which doesn't scale — a large library blows past the host's request-body limit), the plugin
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sends the local file **path** and the host serves the cover through its art proxy
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(`/library/art/…`, exactly like Steam art). The payload stays tiny at any library size.
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| `art.mode` | Behaviour |
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|--------------|-----------------------------------------------------------------|
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| `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. |
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| `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. |
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| `off` | Sync titles with no art (lightest payload). |
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`art.includeBackground` additionally serves the Playnite background as `hero` art (off by default).
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## Filters
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| Key | Default | Meaning |
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|-------------------------|---------|----------------------------------------------------------------|
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| `filter.installedOnly` | `true` | Only sync games Playnite marks installed. |
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| `filter.includeHidden` | `false` | Include games flagged Hidden in Playnite. |
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| `filter.sources` | `[]` | If non-empty, keep only these sources (`"Steam"`, `"GOG"`…). Case-insensitive. |
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| `filter.excludeSources` | `[]` | Drop these sources. |
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Edit them in the console's **Playnite** page, or in `config.json` directly.
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## Headless / CLI
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The plugin owns `<config_dir>/playnite/config.json` (see [`config.example.json`](./config.example.json)).
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It's fully functional from that file alone. A debug CLI mirrors the engine:
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```sh
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bunx punktfunk-plugin-playnite where # where the exporter output was found (+ probed paths)
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bunx punktfunk-plugin-playnite preview # the desired library — no host write
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bunx punktfunk-plugin-playnite sync # reconcile into the live library
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bunx punktfunk-plugin-playnite uninstall # remove every entry this plugin owns
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```
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For a host without the console, set `ui.standalone: true` and a password
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(`bunx punktfunk-plugin-playnite set-password <pw>`); the UI then serves on `ui.port` (default 47994).
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## Requirements
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- A **Windows** Punktfunk host running the scripting runner (`punktfunk-scripting`).
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- **Playnite** on the same box, with the Punktfunk Sync extension installed.
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- The mgmt-API provider reconcile is loopback + token; the runner supplies both automatically.
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## Build from source
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```sh
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bun install
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bun run build:all # backend (dist/) + SPA (dist/ui/)
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bun test
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```
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The exporter (needs the .NET SDK; builds net462 on any OS via reference assemblies):
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```sh
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dotnet build exporter/PunktfunkSync.csproj -c Release
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# package the .pext:
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( cd exporter/bin/Release && zip -j ../../../punktfunk-sync.pext extension.yaml PunktfunkSync.dll )
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```
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## License
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MIT OR Apache-2.0.
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