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

Aperta
#231 0 commenti 1 reazione 0 assegnatari Vedi su GitHub

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Valutazione

Difficoltà
5/5
Tempo stimato
Più di una settimana
Idoneità per principianti
45/100
Tipo di issue
Funzionalità
Chiarezza
Abbastanza chiara
Stato di attività
Attiva
Stack tecnologico
bun, typescript
Ambito
cli, performance

Direzione di ricerca

Inizia da loadPlugins() di cli.ts e confronta il percorso esistente PluginLoader.load/loadFromNpm con il percorso di caricamento github: attualmente fornito solo come stub. Misura la dimensione del binario e il tempo di avvio di --help con gli attuali sei plugin integrati, quindi valuta un meccanismo che eviti di caricare o incorporare plugin non pertinenti. Il lavoro è completato quando è disponibile un approccio documentato e testato che affronta il problema dei plugin non pubblicati e include le misurazioni di riferimento.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

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 A follow-up does the same for five more functional-but-unpublished plugins: github-release-deploy, itch-deploy, pseudo-localization, code-signing, steam-workshop.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.

Lingua principale
TypeScript
Stelle
20
Fork
11
Merge medio
5h 28m
PR unite (30g)
4

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