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punktfunk/plugin-kit
enricobuehler 6f07bd94d3
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feat(library): launcher tiles a plugin can actually publish
Design D4 promised entries that open the LAUNCHER — Steam Big Picture, Heroic,
Lutris — and the plumbing for it landed in M2/M4: the `role` field, the
`steam_ui` kind, the console's Launchers rail. But nothing could flow through it
for anything except Steam.

D4 said the other launchers would ride the `command` kind. The 2026-08-05 review
then made `launch.kind = "command"` operator-only (it is handed to a shell), so a
plugin publishing one is refused with a 403. The two changes are individually
right and jointly leave a hole: `steam_ui` was the only launcher kind a plugin
could publish, so a Heroic or Lutris tile was unreachable.

New `launcher_ui` kind, valued by store id. One kind rather than one per store
because every launcher except Steam has exactly a single UI to open; Steam keeps
its own kind because it genuinely has two. D1 is preserved — the plugin names a
launcher, the host builds the command, and no shell string crosses the wire:

  heroic -> the same native-or-Flatpak resolution the `heroic` game kind uses,
            minus --no-gui and minus the URI, so the window itself opens
  lutris -> bare `lutris`, which opens the window (the URI form is `lutris_id`)

Platform-gated to what this host can actually resolve, and validated INBOUND: a
value naming a launcher this OS cannot open is a 400 the plugin author can act
on, not a tile that silently does nothing when a user clicks it. Windows
launchers (Epic, GOG Galaxy, Xbox app) are deliberately absent — each needs its
own verified activation and a guess would ship exactly that dead tile.

Also closes a WP4.3 item I under-delivered and did not flag: the console's
add/edit form had no way to mark an entry as a launcher, so even hand-adding one
was impossible. It now has the checkbox — and `formFrom` round-trips it, without
which editing a launcher entry would silently demote it to a game, which is the
precise bug that file's own comment warns about.

Gates on .21: punktfunk-host 435 passed / 0 failed (two new), workspace clippy
-D warnings clean, cargo fmt --all --check clean, OpenAPI drift green. Console:
orval + paraglide regen, tsc clean, check-i18n at 604 messages for en + de.

Still unproven on hardware: no launcher tile has been clicked on a real host.
The steam plugin (the first to emit one) is not built yet.
2026-08-05 21:12:19 +02:00
..

@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)
@punktfunk/plugin-kit/library everything a game-library scanner plugin needs — see below

Library-scanner plugins (@punktfunk/plugin-kit/library)

The six first-party scanners (steam, lutris, heroic, epic, gog, xbox) each live in their own repo, like every other punktfunk plugin. Nothing is lost by that split because everything they share is published here rather than sitting adjacent to them:

Export What it saves you writing
defineLibraryPlugin the whole plugin except the scan: store claim, sync engine (poll + fs-watch + debounce), launcher entries, __config, category: "library" registration, and the detect / scan / parity / uninstall CLI verbs
parsers/* text VDF + .acf, binary shortcuts.vdf (with the CRC-32 appid and the 64-bit rungameid composition), read-only SQLite, reg.exe, capped readers, a confined path join, Steam root/library discovery, art location helpers, an anti-SSRF fetch
diffParity + the parity verb the acceptance gate below

A first-party scanner is therefore its parsers and a scan function — a few hundred lines.

The parity gate

Ported unit tests pin the parsers; they do not prove the plugin reproduces the scanner it replaces. A plugin that parses perfectly and emits steam:440.0 instead of steam:440 breaks every Moonlight pin on the host, and no parser test notices. So, on a box with that launcher installed:

# 1. while the host is still using its BUILT-IN scanner:
punktfunk-plugin-steam parity --snapshot before.json
# 2. offline — runs this plugin's own scan and diffs:
punktfunk-plugin-steam parity --compare before.json

--compare exits non-zero on any difference, so it works as a release gate. It compares ids, titles, launch recipes, roles and metadata exactly; art by presence, not value (the representation legitimately changes — a host-relative proxy path or inlined data: URL becomes a file:// path or a CDN URL), so spot-check a few covers by eye once. Launcher entries the plugin adds are reported separately rather than failing the run; an ordinary title the scanner never had still fails.

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.