Files
punktfunk/plugin-kit/README.md
T
enricobuehler 110eabf281 feat(library/providers): let a provider say how to recognize its games
A plugin's titles launch through the provider's own client, which hands off and
exits — so the host had nothing left to watch, and both lifetime behaviors went
quiet for exactly the entries a provider contributes. A `ProviderEntry` (and a
manual custom entry) may now carry an optional `detect` hint: install dir, exe,
or process name.

It is deliberately a subset of what the host tracks internally. A Steam appid or
a launcher's environment marker are things the host discovers for itself and
would be meaningless — or dangerous — to take on someone's word; where a title
is installed is something only the provider knows. The host's own findings win
where both exist, so a stale export can never redirect the matcher, and a blank
field is treated as absent rather than as "match everything" — an empty install
dir would otherwise prefix-match every process on the box, and this feature can
end processes.

`process_name` is the weakest of the three and the only one typed by hand, so it
is matched case-insensitively against the image's file name and nothing else:
`retroarch` finds RetroArch, not a helper whose name merely starts the same way,
and not a script that happens to live in a `retroarch/` directory. The
never-adopt-a-pre-existing-process rule still bounds it.

Also: the tray summary gains the running-game row (with the closing-in countdown
for a game whose client is gone — visible at the machine without opening the
console), the SDK mirrors the `game.*` events, and its generated client catches
up with the endpoints Phase 1 added.

Gates on .21: check + clippy --all-targets clean, 299 tests, fmt CI-parity,
openapi regenerated (GameEntry still carries no `detect` outbound); SDK tsc +
54 tests green.
2026-07-26 18:28:13 +02:00

4.5 KiB

@punktfunk/plugin-kit

The Effect-based framework punktfunk plugins are built on. It owns everything that is the same in every plugin — lifecycle, config/state, the sync engine, UI serving, the CLI scaffold, logging — so a plugin is just its domain logic, its HttpApi contract, and its UI. The reference consumer (and the blueprint to copy) is punktfunk-plugin-rom-manager.

Built on @punktfunk/host (the SDK stays the low-level host client; the kit is the opinionated plugin layer on top). Effect 4.x and the SDK are peer dependencies — the plugin's own copies are the only copies.

The one rule: async at the boundary, Effect inside

The packaged runner bundles its own effect + SDK; a plugin's imports resolve to the plugin's node_modules. Effect values must therefore never cross the plugin boundary (Context.Tag identity is per-instance). definePluginKit enforces this by construction: you write Effect, it exports a plain async-main PluginDef, and a ManagedRuntime built from your effect instance runs everything. SIGINT/SIGTERM interrupt the plugin fiber (scoped finalizers run: UI deregistration, watcher close), bounded by shutdownGraceMs.

import { definePluginKit, serveUi } from "@punktfunk/plugin-kit";
import { Effect, Layer } from "effect";

export default definePluginKit({
  name: "my-plugin",
  version: "0.1.0",
  layer: MyServices.layer, // over the kit base: HostClient | PluginInfo
  main: Effect.gen(function* () {
    const engine = yield* MySync;
    yield* engine.start;
    yield* serveUi({ title: "My Plugin", icon: "puzzle", staticDir, api: MyApiLive });
    yield* Effect.never;
  }),
});

Modules

Export What it owns
definePluginKit / runPluginKitDirect the async-main boundary + ManagedRuntime + signal handling
HostClient, PluginInfo the pf facade as services (request = the skew-safe untyped seam)
makeConfigService Schema-driven config: raw shape on disk, defaults ONLY in the Schema (withDecodingDefaultKey + encodingStrategy: "omit"), atomic writes, world-writable refusal, changes stream
makeCacheStore disposable derived state (corrupt/absent → empty, write-through)
ProviderClient + wire schemas typed library-provider reconcile over the untyped wire — including the optional detect hint (see below)
makeSyncEngine poll + fs-watch + debounce + single-flight coalescing + fingerprint skip + status feed
serveUi / httpApiEnv an effect/unstable/httpapi HttpApi behind the SDK's servePluginUi, core-only layers
sseRoute the status SSE endpoint (httpapi has no event-stream media type)
runPluginCli <bin> <command> dispatcher reusing the plugin's layer graph (deliberately not effect/unstable/cli — that would drag platform packages into every plugin)
loggingLayer runner-journal line format
@punktfunk/plugin-kit/react browser glue: createPluginRouter (path→hash→fallback deep-link restore + pf-ui:navigate), resolvePluginBase, useIsEmbedded, ResultGate, sseAtom
@punktfunk/plugin-kit/theme.css the console's violet identity for plugin UIs (import first in your Tailwind entry)

Telling the host how to recognize a running title (detect)

A ProviderEntry may carry an optional detect hint:

{ external_id: "playnite:9f2…", title: "Hades",
  launch: { kind: "command", value: "playnite://playnite/start/9f2…" },
  detect: { install_dir: "D:\\Games\\Hades" } }

It is what lets the host tell that the game has exited — which ends the streaming session, so the player's client returns to its library instead of showing a bare desktop — and what lets an operator who opted into it end the game when the session ends.

Omit it and nothing breaks: the host tracks the process it spawns for your launch command. It matters when that command hands off and exits — a launcher client, flatpak run, a front-end that starts an emulator — because then there is nothing left for the host to watch, and both behaviors go quiet for that title. Send whatever you genuinely know; install_dir is the one to send if you send only one, since any process running from under it counts as the game. The host never lets a hint override what it worked out itself, and never adopts a process that was already running before the launch.

Publishing

Tag plugin-kit-vX.Y.Z (matching package.json) — .gitea/workflows/plugin-kit-publish.yml typechecks, tests, builds, and publishes to the Gitea registry.