draft: @game-ci/rpg-maker plugin (structural skeleton) - #125
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Structural skeleton for an RPG Maker (MV/MZ) engine plugin, per the plugin-idea roadmap. Not wired into core's default load list. See plugins/rpg-maker/README.md for what's real vs. TODO.
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CI's bun install --frozen-lockfile was failing on this branch since the lockfile never reflected the new plugins/<name> workspace member.
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Superseded by #142, which lands this skeleton verbatim. Consolidated rather than merged individually: every one of these PRs touches |
…139) (#142) * draft: consolidate the remaining 14 plugin skeletons Lands the structural skeletons from #125-#128 and #130-#139 in one commit. They were opened as 15 separate PRs, but every one of them touches bun.lock (each adds its own plugins/* workspace member), so merging the first - #124, gamemaker - immediately conflicted all 14 others. Merging them one at a time would mean 14 more rounds of regenerate-lockfile / push / re-run CI, each invalidating the next. Consolidating regenerates the lockfile exactly once instead. Content is taken verbatim from each PR's branch; only bun.lock is regenerated. Every plugin is the same shape as the already-merged gamemaker one: - a real, correctly-typed GameCIPlugin (name, version, and either an engineDetector or a commands entry) - domain logic that throws "not implemented yet (draft plugin)" and points at plugins/<name>/README.md, rather than guessing an invocation shape that hasn't been verified against the real tool - NOT added to cli.ts's loadPlugins() default list, so none of this is reachable unless explicitly requested via --plugin @game-ci/<name> Engines: rpg-maker, renpy. Deploy targets: itch-deploy, steam-workshop, github-release-deploy. Commands/options: crash-symbol-upload, screen-capture, live-show, dedicated-server-provisioning, anti-cheat, pseudo-localization, save-data-compat, dev-tunnel, code-signing. Several of the command-based drafts still need their command name registered in core's CliCommands before they can be invoked at all, even once implemented - each README says so explicitly. Verified: `bun install --frozen-lockfile` passes (the gate that was failing on all of these branches), and the suite shows 244 failures before and after - the pre-existing orchestrator-plugin vitest-under-bun failures, unchanged. * chore: drop a snapshot file accidentally included in the previous commit plugins/unity/.../versioning.test.ts.snap was picked up by a broad `git add plugins/` after running the suite locally. Running these vitest snapshots under bun's test runner appends a second entry under a differently-formatted key, so the file was modified as a side effect of testing, not by any real change - and committing it broke the "Unity engine core tests" job. Restored to main's version. * draft: drop the five plugins that belong in orchestrator, not here crash-symbol-upload, anti-cheat, screen-capture, dedicated-server-provisioning and dev-tunnel are being implemented as real orchestrator capabilities instead of standalone plugin skeletons. They are lifecycle/infrastructure concerns, which is orchestrator's domain, not new user-facing command surface (which is what a plugin is for - see steam-deploy, runtime-test-framework, and the engine plugins): - crash-symbol-upload is an output type plus an upload, and orchestrator already owns output-type-registry (whose built-ins include coverage/logs/metrics/test-results) and artifact-upload-handler. "symbols" is a sibling of those. - anti-cheat registered options and NO command at all - it hooks into an existing build, which is exactly services/hooks/middleware-service. - screen-capture overlaps an existing built-in output type: images ("Screenshots, render captures, atlas previews"). - dedicated-server-provisioning is provisioning, which is what orchestrator's providers already do. - dev-tunnel exposes a running job, adjacent to hot-runner/providers. Lockfile regenerated for the reduced workspace set; `bun install --frozen-lockfile` still passes.
Structural skeleton for an RPG Maker (MV/MZ) engine plugin. Not functional yet. RPG Maker has no official build CLI (export is a manual Editor step), making this the fiddliest of the new engine plugins - detection and NW.js packaging logic are documented TODOs. Not wired into core's default load list.
See
plugins/rpg-maker/README.mdfor what's real vs. TODO.