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