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punktfunk/docs-site/content/docs/plugins.mdx
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feat(store): console plugin store, index repo, and the fixes on-glass found
Console: a Plugins section (Browse / Installed / Sources) on a static nav
entry, with install friction proportional to trust — a plain confirm for a
verified entry, a warning naming the curator for an external one, and a
danger dialog that makes you retype the spec for a raw package. Tier badges
are permanent and follow the plugin onto its own UI page.

Index: unom/punktfunk-plugin-index published and served from Gitea's raw
endpoint (real HTTPS, byte-exact, no vhost to stand up) — merge to main is
publish, which resolves the design's open hosting question.

Four things only running it could find:
- runner discovery matched @punktfunk/plugin-* only, so a third-party
  scoped plugin (which D8 requires) would install and never run
- ...and that convention also matches @punktfunk/plugin-kit, a plugin's
  own framework: it listed as installed and would have been imported as a
  unit. Both now key off the plugins dir's top-level dependencies, with an
  emptied dependency list meaning 'nothing installed' rather than falling
  back to the naming convention
- the store must not pass new flags to the runner: the scripting package
  ships separately and an older one reads an unknown flag's value as a
  package name. The host writes the bunfig scope mapping itself
- ureq reports only >= 400 as Err, so a conditional request's 304 arrives
  as Ok with an empty body — handled as an error it made every refresh
  after the first verify a signature over zero bytes and sit stale

Also: the console's first Tabs use exposed an @unom/ui theme gap that
rendered inactive tabs invisible (caught in a browser pass, not by types).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 20:48:02 +02:00

237 lines
9.9 KiB
Plaintext

---
title: Plugins
description: First-party plugins that sync your ROM collection or your Playnite library into the game library — and how to install them.
---
Plugins extend the host through the **scripting runner** (see [Events & hooks](/docs/automation)). A
plugin runs alongside the host, reconciles titles into your **game library** as a provider — so they
appear in the grid on every client — and can add its own page to the [web console](/docs/web-console).
Two first-party plugins today:
| Plugin | What it does |
|---|---|
| **ROM Manager** | Scans your ROM directories, matches each platform to an installed emulator, and syncs them into the library with box art. |
| **Playnite** | Mirrors your [Playnite](https://playnite.link) library — every store and emulator it manages — into the library, launched back through Playnite. |
## Installing from the console
Open the [web console](/docs/web-console) → **Plugins**. The **Browse** tab lists the plugin
catalog; pick one, confirm, and the host installs it and restarts the runner for you. **Installed**
shows what you have (and switches the runner on and off), **Sources** is where the catalog comes
from.
That is the whole install. The rest of this page covers the CLI, which does the same thing, and the
trust model behind the badges — worth reading once, because a plugin runs with the same privileges
as the host.
### What "Verified" means
Every catalogued plugin pins **one exact version** and that version's package hash. A verified entry
means somebody at unom reviewed *that exact package* — not the project in general, and not whatever
it publishes next. When a plugin releases a new version, the store keeps offering the reviewed one
until the new release is reviewed too. Before anything is downloaded, the host re-checks the pinned
hash against the registry, so a package that was quietly republished under the same version number
is refused rather than installed.
Three things a plugin can be:
| Badge | Where it came from |
|---|---|
| **Verified** | The built-in catalog. unom reviewed this exact package. |
| **Unverified**, *from &lt;source&gt;* | A catalog **you** added. Still pinned and hash-checked, but curated by somebody else — unom has not looked at the code. |
| **Unverified** | Installed by hand from a package spec. Nobody reviewed it and nothing pins it; the console asks you to type the name to confirm, and the plugin stays marked this way for as long as it is installed. |
### Adding another catalog
**Sources** → *Add a catalog source*: a name and the URL of its index. Optionally paste the source's
`ed25519:…` public key — with a key set, the host refuses any index from that source that isn't
correctly signed, rather than falling back to an unsigned one.
Adding a source is a trust decision you make once: its plugins become installable on this host.
They are always attributed to it and never carry the Verified badge, which belongs to the built-in
catalog alone.
To publish a plugin to the built-in catalog, open a pull request against
[`punktfunk-plugin-index`](https://git.unom.io/unom/punktfunk-plugin-index) — its README covers the
format and what review looks for.
## Installing from the CLI
Two commands: install the plugin, then turn the runner on. The host CLI handles the rest — creating
the plugins directory, pointing it at the package registry, and starting the supervisor.
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
```sh
punktfunk-host plugins add playnite # or: rom-manager
punktfunk-host plugins enable # turn the runner on (once)
```
</Tab>
<Tab value="Windows">
Run these from an **elevated** PowerShell — right-click **PowerShell** → **Run as administrator**.
The plugins directory lives under `%ProgramData%\punktfunk`, which is admin-owned. The runner task
itself runs as the low-privilege `NT AUTHORITY\LocalService` account — `plugins enable` sets that
up (including read access to the runner's scoped API token).
```powershell
punktfunk-host plugins add playnite # or: rom-manager
punktfunk-host plugins enable # turn the runner on (once)
```
If `punktfunk-host` isn't found, open a **new** terminal (the installer adds it to `PATH`), or use
the full path: `& "$env:ProgramFiles\punktfunk\punktfunk-host.exe" plugins add playnite`.
</Tab>
</Tabs>
Open the [web console](/docs/web-console) and the plugin's page appears in the nav automatically —
that's the whole install.
The runner is **opt-in**: `plugins add` installs, `plugins enable` turns it on. You only need
`enable` once. The runner discovers plugins when it starts, so one installed later needs a restart
to come up (`systemctl --user restart punktfunk-scripting`, or `Restart` the `PunktfunkScripting`
task) — the console does that restart for you as part of installing.
A plugin installed from the CLI shows up in the console as **Installed via CLI**: the console knows
what is installed, but not who vouched for it. Install the same plugin from the store's Browse tab
and it carries its catalog badge instead.
### The rest of the commands
| Command | What it does |
|---|---|
| `punktfunk-host plugins add <name…>` | Install one or more plugins. |
| `punktfunk-host plugins remove <name…>` | Uninstall. |
| `punktfunk-host plugins list` | List what's installed, with versions. |
| `punktfunk-host plugins enable` | Enable + start the runner. |
| `punktfunk-host plugins disable` | Stop + disable the runner. |
| `punktfunk-host plugins status` | Is the runner enabled and running? |
A bare name resolves to the first-party package — `playnite` installs `@punktfunk/plugin-playnite`,
always from Punktfunk's own package registry. Any other name (`punktfunk-plugin-*`, a foreign
`@scope/pkg`) would install from the **public npm registry** and is refused unless you add
`--allow-public-registry` — a guard against typos and look-alike packages pulling untrusted code
onto your host.
> Plugins are operator-installed code with operator privileges — they can launch games and run
> commands. Install only plugins you trust, from a registry you control.
## ROM Manager
`@punktfunk/plugin-rom-manager` — point it at your ROM directories and it scans them, matches each
platform to an installed emulator, fetches box art (SteamGridDB, or the keyless libretro thumbnails),
and reconciles the result into your library as the `rom-manager` provider. ~25 built-in platforms
(NES through Switch, PS1/2/PSP, Dreamcast, and more), per-game overrides, and a console page to
configure it all.
```sh
punktfunk-host plugins add rom-manager
```
Then add a root or two — from the console's **ROM Manager** page, or in the config file:
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
`~/.config/punktfunk/rom-manager/config.json`:
```jsonc
{
"roots": [
{ "dir": "/mnt/roms/snes", "platform": "snes" },
{ "dir": "/mnt/roms/ps1", "platform": "ps1", "excludes": ["*.sav"] }
],
"art": { "provider": "auto", "steamGridDbKey": "" }
}
```
</Tab>
<Tab value="Windows">
`%ProgramData%\punktfunk\rom-manager\config.json`:
```jsonc
{
"roots": [
{ "dir": "D:\\roms\\snes", "platform": "snes" },
{ "dir": "D:\\roms\\ps1", "platform": "ps1", "excludes": ["*.sav"] }
],
"art": { "provider": "auto", "steamGridDbKey": "" }
}
```
</Tab>
</Tabs>
Full options and the platform/emulator list are in
[the plugin's repo](https://git.unom.io/unom/punktfunk-plugin-rom-manager).
## Playnite
`@punktfunk/plugin-playnite` — mirrors your **[Playnite](https://playnite.link)** library (Steam,
GOG, Epic, Xbox, itch, emulators, manually-added games — everything Playnite manages) into your
library. Launching a title hands it back to Playnite, which performs the real launch, so there are no
per-store launch commands to maintain. Covers are served by the host, so it scales to large libraries.
Playnite is Windows-only, so both halves of this one live on the **Windows host**. Because Playnite
keeps its library locked while running, there are **two parts**:
1. **The plugin** — from an elevated PowerShell:
```powershell
punktfunk-host plugins add playnite
punktfunk-host plugins enable
```
2. **The Punktfunk Sync extension** (in Playnite) — download `punktfunk-sync.pext` from the
[plugin's builds](https://git.unom.io/unom/punktfunk-plugin-playnite/actions) and **double-click
it** to install it in Playnite like any add-on, then restart Playnite once.
Open the console's **Playnite** page — it shows "Exporter connected", and your games sync within
seconds of any library change. Filters (installed-only, per-store, hidden) live on that page or in
`%ProgramData%\punktfunk\playnite\config.json`. Details are in
[the plugin's repo](https://git.unom.io/unom/punktfunk-plugin-playnite).
## Troubleshooting
**`punktfunk-host: command not found`** — on Windows, open a new terminal so it picks up the
installer's `PATH` change, or call the exe by full path. On Linux the host package installs it to
`/usr/bin/punktfunk-host`.
**"the plugin runner isn't installed"** — the runner ships as its own package. On Debian/Ubuntu:
`sudo apt install punktfunk-scripting`. On Windows, re-run the installer and keep the scripting
component.
**The plugin doesn't show up in the console** — check the runner is actually running with
`punktfunk-host plugins status`, then look at its log:
<Tabs items={['Linux', 'Windows']}>
<Tab value="Linux">
```sh
journalctl --user -u punktfunk-scripting -f
```
</Tab>
<Tab value="Windows">
The runner task doesn't write a log file, so run it in the foreground to watch it start your
plugins (stop it with <kbd>Ctrl</kbd>+<kbd>C</kbd>):
```powershell
& "$env:ProgramFiles\punktfunk\bun\bun.exe" "$env:ProgramFiles\punktfunk\scripting\runner-cli.js"
```
</Tab>
</Tabs>
## Writing your own
A plugin is a small TypeScript module built on `@punktfunk/host` (`definePlugin`), supervised by the
runner. Start from the [SDK README](https://git.unom.io/unom/punktfunk/src/branch/main/sdk) — or the
two plugins above, which are worked examples of the same shape.