Built-in plugin registration doesn't scale: binary size + startup cost grows unconditionally with every plugin

Abierto
#231 0 comentarios 1 reacción 0 asignados Ver en GitHub

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
45/100
Tipo de issue
Nueva funcionalidad
Claridad
Bastante claro
Estado de actividad
Activo
Stack tecnológico
bun, typescript
Área
cli, performance

Línea de trabajo

Empieza por loadPlugins() de cli.ts y compara la ruta existente PluginLoader.load/loadFromNpm con la ruta de carga github: que actualmente solo tiene un stub. Mide el tamaño del binario y el tiempo de inicio de --help con los seis plugins integrados actuales y, después, evalúa un mecanismo que evite cargar o incrustar plugins no relacionados. Se considera terminado cuando haya un enfoque documentado y probado que aborde la carencia relativa a los plugins no publicados e incluya las mediciones de referencia.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

Context

game-ci/cli#230 registered @game-ci/bevy as a built-in plugin (a literal import() in cli.ts's loadPlugins(), traced and embedded directly into the compiled binary) because it isn't published to npm and --plugin @game-ci/<name> (which resolves via loadFromNpm) can't reach it at runtime. A follow-up does the same for five more functional-but-unpublished plugins: github-release-deploy, itch-deploy, pseudo-localization, code-signing, steam-workshop.

This pattern has a real cost that will keep growing as more plugins are added this way:

  1. Binary size: every built-in plugin's code is unconditionally bundled into the single compiled game-ci binary via Bun's --compile, whether or not a given invocation ever touches it. This is unlike the genuinely-opt-in --plugin <name> path (PluginLoader.load's string-parameter/loadFromNpm route), which is a dynamic import Bun's bundler can't trace - confirmed earlier this repo's own workspace plugins impose zero bundle cost on unrelated invocations when loaded that way. Built-in registration gives up that property.
  2. Startup cost: loadPlugins() calls PluginLoader.loadModule() (and therefore each plugin's onLoad(), if it defines one) unconditionally on every CLI invocation - game-ci --help, game-ci build ./unity-project, anything - regardless of whether that plugin is relevant. Today's built-ins are presumably cheap (synchronous command-factory registration, no I/O), but nothing enforces that, and the list will only grow.

Six built-ins (soon) is probably still fine. But there's no mechanism today to keep this bounded, and "not published to npm" is currently the only trigger for going down the built-in path - which will keep happening as new plugins ship, since none of the newer ones are on npm either yet.

Ask

Investigate a real fix for the underlying gap instead of continuing to grow the built-in list:

  • Publish these plugins to npm (npm) so --plugin <name> actually works for them via the existing loadFromNpm path - the original, genuinely-opt-in mechanism this was designed around - OR
  • Implement PluginLoader's github: loading path (currently a stub that throws "not yet implemented") so a plugin can be fetched/loaded from this repo without needing either npm or unconditional binary embedding, OR
  • Some other mechanism that keeps unrelated game-ci invocations from paying for plugins they don't use, as the plugin count grows.

Whichever direction, it'd help to also measure the actual current cost (binary size delta, --help startup time) with today's 6 built-ins as a baseline, so future additions have a concrete number to weigh against.

Lenguaje dominante
TypeScript
Estrellas
20
Forks
11
Merge medio
5 h 28 min
PR fusionados (30 d)
4

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