3a6c80558d
A punktfunk-plugin-* package that scans ROM directories, maps them to emulators, fetches box art, and reconciles them into the host game library under provider id `rom-manager` — with a console-hosted web UI. Engine (pure, unit-tested core): - Table-driven platform registry (~25 consoles) + emulator registry with best-effort per-OS detection (PATH / Flatpak / known paths) and RetroArch core discovery. - Scanner with disc folding (m3u/cue/gdi), archive gating, excludes. - No-Intro title parsing + optional per-platform region dedupe. - Security-critical quoting seam: POSIX single-quote + Windows double-quote with hostile-name refusal; ROM filenames never reach a shell un-quoted. - Pure desired-state reconcile (stable external_ids, scale guard, fingerprint skip) → full-replace PUT /library/provider/rom-manager. Box art (like Steam ROM Manager): SteamGridDB primary (portrait/hero/logo/ header, fuzzy match, operator API key) behind a provider seam, with keyless libretro-thumbnails as the zero-setup fallback (`auto` default). UI: console-hosted via the SDK `servePluginUi` (zero plugin-side auth) with a plugin-local REST/SSE API and a self-contained React SPA (Setup / Emulators / Games / Sync). Standalone password-gated fallback for host-only installs. CLI: scan / detect / preview / sync / uninstall / set-password. 48 engine tests, typecheck + biome clean, SPA builds. Verified end-to-end: scan → detect → reconcile PUT, fingerprint idempotence, and the standalone UI serving SPA + REST. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
66 lines
2.4 KiB
TypeScript
66 lines
2.4 KiB
TypeScript
// The plugin entry (design §11). `main` is the plain-async form (NOT the Effect form): the packaged
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// runner bundles its own effect/SDK copy and cross-instance Effect identity is unverified (design D3),
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// so the async facade sidesteps it entirely. The runner supervises this with restart-on-crash and a
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// structured SIGTERM shutdown; a direct `bun src/index.ts` run works too (bottom of file).
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//
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// Lifecycle: connect (done by the runner/facade) → start the sync engine → serve the UI (console-hosted
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// by default, standalone if configured) → run until SIGTERM → deregister the UI and stop the engine.
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// Provider entries are deliberately LEFT in the library on shutdown so the games survive plugin
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// restarts and host reboots; a clean uninstall is the explicit `uninstall` CLI command.
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import { connect, definePlugin, type Punktfunk } from "@punktfunk/host";
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import { PLUGIN_NAME } from "./const.js";
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import { Engine } from "./engine/index.js";
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import { log } from "./log.js";
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import { serveConsoleUi } from "./server/index.js";
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import { serveStandaloneUi } from "./server/standalone.js";
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import { loadConfig } from "./state.js";
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import { readVersion } from "./version.js";
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const plugin = definePlugin({
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name: PLUGIN_NAME,
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main: async (pf: Punktfunk) => {
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const engine = new Engine({ pf });
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const config = loadConfig();
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// Headless engine first — the library syncs even if the UI can't start.
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await engine.start();
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let closeUi: () => Promise<void> = async () => {};
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try {
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if (config.ui.standalone) {
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const handle = serveStandaloneUi(engine, config);
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closeUi = handle.close;
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} else {
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const handle = await serveConsoleUi(pf, engine, {
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version: readVersion(),
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});
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closeUi = handle.close;
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log(`UI registered with the console (nav entry "${PLUGIN_NAME}")`);
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}
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} catch (e) {
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log(`UI server failed to start (engine keeps running headless): ${e}`);
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}
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// Run until the runner (or a direct SIGINT) asks us to stop. The runner sends SIGTERM on
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// shutdown; both its handler and ours fire, and this resolves.
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await new Promise<void>((resolve) => {
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process.once("SIGINT", resolve);
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process.once("SIGTERM", resolve);
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});
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log("shutting down");
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await closeUi();
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engine.stop();
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},
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});
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export default plugin;
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// Allow a direct `bun src/index.ts` run outside the managed runner (dev).
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if (import.meta.main) {
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const pf = await connect();
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await (plugin.main as (pf: Punktfunk) => Promise<void>)(pf);
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pf.close();
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}
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