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feature: plugin directory - #557
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The mode picker never rendered: the query asked game_modes for a `runtime`
column that does not exist, so Hasura rejected the whole document and the
list stayed empty. Compatibility comes from the computed
`supported_runtimes`, where an empty array means the mode's plugins target
different frameworks and it runs nowhere.
Also from the review of this branch:
- a mode's plugins are read in load_order and sorted again before they are
re-indexed on save, so opening a mode and pressing Save no longer
reshuffles the order the server links them in;
- delete + insert of those rows go in one mutation document, so a failed
insert rolls back rather than leaving the mode with no plugins at all;
- /plugins/<slug> carries the admin middleware the index page has, and its
`desired` subscription the skip guard its three siblings have;
- install/uninstall report what they can actually know. Both actions return
{ success }, so the partial-failure branch was unreachable and every run
toasted success anyway; convergence is what the per-node states render;
- the two draft-game steps that were not renumbered when Mode was inserted
ahead of Format.
A plugin whose registry entry says it cannot work while the framework
enforces Valve's server guidelines now gets a switch on its own page, off
until an administrator sets it, next to the same GSLT warning 5stack Ranks
carries. It applies to that plugin alone.**Add a plugin** on the directory takes a release URL and the framework it was built for; everything else -- slug, version, name -- is read from the URL where it can be, and asked for where it cannot. The entry is marked Custom on the card and its page, because nobody reviewed it and the operator is vouching for it themselves. Removing one is offered only once it is uninstalled everywhere, so the files leave the nodes before the entry describing them does. A registry plugin has no such button: the next sync would bring it back.
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