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

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まだ誰も着手していません。

評価

難易度
5/5
見積もり時間
1週間以上
初心者へのやさしさ
45/100
issue の種類
機能追加
明瞭さ
おおむね明確
活発さ
活発
技術スタック
bun, typescript
領域
cli, performance

調査の方向性

cli.ts の loadPlugins() から始め、既存の PluginLoader.load/loadFromNpm 経路と、stub 化された github: の読み込み経路を比較します。現在の 6 つの組み込みプラグインでバイナリサイズと --help の起動時間を測定し、その後、無関係なプラグインの読み込みや埋め込みを回避する仕組みを評価します。未公開プラグインの問題に対処し、ベースライン測定を含む、文書化されテストされたアプローチがあれば完了です。

索引モデルが issue の本文から書いたものです。

説明

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 A follow-up does the same for five more functional-but-unpublished plugins: github-release-deploy, itch-deploy, pseudo-localization, code-signing, steam-workshop.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

主要言語
TypeScript
スター
20
フォーク
11
平均マージ
5時間 28分
マージ済み PR(30日)
4

環境構築

はじめの一歩

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  2. 着手することを issue にコメントします — 二人が同じ作業をするのを防げます。
  3. リポジトリをフォークし、ブランチを切って変更します。
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