Skip to content

draft: @game-ci/rpg-maker plugin (structural skeleton) - #125

Closed
frostebite wants to merge 2 commits into
mainfrom
draft/plugin-rpg-maker
Closed

draft: @game-ci/rpg-maker plugin (structural skeleton)#125
frostebite wants to merge 2 commits into
mainfrom
draft/plugin-rpg-maker

Conversation

@frostebite

Copy link
Copy Markdown
Member

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.md for what's real vs. TODO.

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.
@coderabbitai

coderabbitai Bot commented Aug 24, 2026

Copy link
Copy Markdown

Important

Draft PR not reviewed

Draft PRs are not automatically reviewed by default.

  • Trigger a manual review

To automatically review draft PRs, update your CodeRabbit configuration:

reviews:
  auto_review:
    drafts: true

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share

Comment @coderabbitai help to get the list of available commands.

CI's bun install --frozen-lockfile was failing on this branch since the
lockfile never reflected the new plugins/<name> workspace member.
@frostebite

Copy link
Copy Markdown
Member Author

Superseded by #142, which lands this skeleton verbatim.

Consolidated rather than merged individually: every one of these PRs touches bun.lock (each adds its own plugins/* workspace member), so merging #124 immediately conflicted all 14 remaining PRs. Merging them one at a time would have meant 14 more rounds of regenerate-lockfile → push → re-run CI, each invalidating the next. #142 regenerates the lockfile once and passes bun install --frozen-lockfile.

@frostebite frostebite closed this Aug 24, 2026
@frostebite
frostebite deleted the draft/plugin-rpg-maker branch August 24, 2026 21:58
frostebite added a commit that referenced this pull request Aug 24, 2026
…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.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant