The Playnite plugin emits `kind: "command"` for every game (a `start "" "playnite://…"`
shell line). The 2026-08-05 review made `command` operator-only, and `privileged_field`
refuses a PROVIDER reconcile carrying one — so on this branch the published
`@punktfunk/plugin-playnite@0.3.0` cannot publish anything at all. Not a launcher tile:
not one game. That is a regression against a shipped plugin, and it is the same hole
`launcher_ui` was created to close, one kind further along.
Two kinds, both host-owned so D1 holds — the plugin supplies a validated VALUE and
never a command line:
playnite valued by the game's GUID; resolves to
explorer.exe "playnite://playnite/start/<guid>", the same
protocol-via-a-concrete-EXE shape the `epic` kind uses. GUID-validated
on the way in (so a bad value is a 400 the plugin author can act on)
and again at launch.
launcher_ui now accepts "playnite" on Windows, resolving to
Playnite.FullscreenApp.exe with Playnite's own install dir as the
working directory.
Fullscreen, not Desktop, is the whole point of a couch tile — and it is also why this
one cannot ride the URI the games use: probed on .173, Playnite's registered
`playnite://` handler is bound to Playnite.DesktopApp.exe, so no URI opens fullscreen
mode. The exe is spawned directly, with the install dir read from Playnite's own
uninstall entry (HKCU, then HKLM for a machine-wide install), falling back to
%LOCALAPPDATA%\Playnite.
`valid_launcher_ui("playnite")` is answered by RESOLUTION rather than by a static list:
a host without Playnite installed refuses the entry instead of publishing a tile that
does nothing when a user clicks it. That is the same instinct that left Epic, GOG
Galaxy and the Xbox app off the list — each still needs its own verified activation,
and a guess would ship exactly that dead tile.
Gates: punktfunk-host 436 passed / 0 failed on .21 (the Linux arms), and the Windows
arms compiled and their library tests run on .173.