feat(template): a module that builds and loads — Phase 5 slice 1
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The kit's `template/`: a complete, minimal Runic Gateway module a reader copies,
renames, and runs before reading a chapter. Slice 0 landed the workflow that runs
it; this is the tree that workflow was written against, so the `template` job
arms itself with no edit to the guard.

Installed into a real core it adds one public page at `/examplegame/status`, a nav
row pointing at it, one API route described in an OpenAPI fragment core merges,
one table created by an idempotent schema fragment and dropped by a purge file,
and both lifecycle hooks. That is deliberately less than a real module does; what
it is complete about is the shape — every seam used once, with the reasoning next
to it.

Four decisions, settled with the org lead:

1. **Public tier only, plus the lifecycle hooks.** §2.11.1 d1's "one public route",
   plus enough to show the whole vertical seam once. Admin and player tiers become
   worked examples quoted from module-uo in chapter 2 rather than two thirds of a
   tree the reader deletes on day one.
2. **The release workflow ships as a file, in BOTH flavours** — `.gitea/` and
   `.github/`. Neither runs where it sits (a workflow is only read from a
   repository root) and each arms itself when the reader's copy is its own repo.
   Packaging is the part of a module that cannot be guessed at, and the kit's
   audience is outside this org, so assuming Gitea would have been assuming our
   own deployment. Core installs from a URL and does not care where the release
   lives — only that the host is on the operator's `MODULE_SOURCE_HOSTS`.
3. **A rename checklist that CI verifies**, not a rename script. `template/README.md`
   carries the table; `scripts/checkRenameSites.js` holds it against the tree in
   both directions — an unlisted file that still carries the placeholder fails, and
   so does a listed file that no longer does. The second half is the one usually
   left out and the more valuable: a row that has stopped matching reads as
   instructions to edit something that is not there. Same rule core's identifier
   check follows about its own exemptions. It has its own ten-test suite, run by
   CI as `node --test`, because a check that has never been shown to fail is a
   check nobody knows the state of.
4. **A neutral invented game.** One deviation from the literal answer, forced by
   decision 3: the id is `examplegame`, not `example`. The checklist check is a
   text search, and `example` occurs in ordinary English ("for example") all over
   prose that is not a rename site — a placeholder that cannot occur by accident is
   what makes the check answerable instead of a source of false alarms someone
   learns to ignore.

**The pin moves to the 1.4.0 bump** (website `edge` 1b692bf), which is what
`template/module.json` declares as `coreApi`. Slice 0 pinned its parent, before
1.4.0 existed, so `checkCoreApi.js` arms for the first time here — it asserts
EQUALITY, and its failing on the next contract bump is the system working.

Also in CI: the client tests now run AFTER the build (two of them read the built
chunk and skip without one — run first, the job reports green while asking nothing
about the artifact that ships), and `check:swagger` verifies the committed
fragment is current.

## The finding: an UPDATE that changes nothing does not touch ON UPDATE CURRENT_TIMESTAMP

Every suite passed, both guards passed, the chunk built, the module loaded into a
real core and the page rendered correctly. Two hours later the same page said the
world was offline, and it was wrong.

`updated_at` was declared `ON UPDATE CURRENT_TIMESTAMP`, and MariaDB fires that
only when an UPDATE actually CHANGES a value. The boot refresh writes the same
numbers every thirty seconds — which is exactly what a quiet game looks like — so
the timestamp froze at the first write, the row crossed the freshness window, and
the model correctly reported a stale row as offline. Verified against the live
database: two hours of refreshes, `updated_at` still the boot timestamp.

No test in this repo could see it. The model takes its clock as an argument, and
nothing in a suite runs the same UPDATE twice against a real database. It is only
visible as a page that was right when you looked at it and wrong an hour later.

The writer now sets `updated_at = CURRENT_TIMESTAMP` explicitly and the column
drops the clause that was not doing what it looked like it was doing; both carry
the reasoning. Re-verified end to end: the timestamp advances every interval and
the API reports fresh.

Falling out of the fix, the schema fragment gained the rule the reader hits next:
**changing a table is an ALTER, never an edit to its CREATE** — `CREATE TABLE IF
NOT EXISTS` does nothing when the table exists, so an edited column definition
takes effect on a fresh install and on no existing one, which is the worst
possible split because your development database is usually the fresh one.

## Verified

- 29 server tests, 18 client tests, 10 kit-script tests; `check:imports`,
  `check:externals`, `check:swagger` and `checkCoreApi` all green, run in CI's own
  order from a clean `npm ci`.
- Browser smoke (MODULE_API.md §7.7) against a real core built from the pinned
  ref: module `started`, published on `/api/v1/public/modules`, chunk served
  `no-cache` with the right MIME from the entry's directory while `module.json`
  and the server source 404, script tag injected after core's bundle, the page
  rendering inside core's own chrome, the nav row interleaved into the public
  header between Wiki and About, SPA navigation into it from another page, the
  module's path and schema and tag merged into `/api/docs.json`, and
  `[examplegame] registered against core API 1.4.0` in the console with no CSP
  report and no React error.

Refs: MODULE_SYSTEM.md §2.11.1 (slice 1), MODULE_API.md §2.x, §3.x, §5.1, §7.7.

Co-Authored-By: Claude <noreply@anthropic.com>
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// ── The client entry point ────────────────────────────────────────────────
//
// Core serves `dist/entry.js` from your module's directory and injects it into
// its own HTML as a same-origin `<script type="module" src>` before `</body>`.
// This file registers what the module has; core renders it. Normative:
// MODULE_API.md §3.3.
//
// **Registration is synchronous and happens at evaluation time.** Module scripts
// are deferred, so this runs after core's bundle — which is where `window.__rg`
// is published — and before core's first render. There is no subscription and no
// late registration: a module that registered asynchronously would register after
// the route table had been read, and the symptom is a page that redirects home
// with nothing logged anywhere.
//
// So everything below is a plain top-level call and every page is a STATIC
// import. Lazy-loading the routes is the natural instinct for a chunk that grows,
// and it is the one thing this seam cannot have.
import { registry, coreApiVersion } from './core.js'
import WorldStatus from './routes/public/WorldStatus.jsx'
// Your module id, exactly as `module.json` spells it. Core keys the registry by
// it and prefixes every route path with it.
const ID = 'examplegame'
// ── Routes ────────────────────────────────────────────────────────────────
//
// Paths are relative to your module's namespace and core prefixes them. Whatever
// you write here, a public route lands at `/<id>/<path>`, an admin route at
// `/admin/<id>/<path>` and a player route at `/player/<id>/<path>`. You cannot
// write the segment your routes hang under, which is the point: two modules
// installed side by side cannot collide, and an operator can see from a URL which
// module served it.
//
// So this one page is at `/examplegame/status`.
//
// **Note what is NOT here: an auth wrapper.** `gate: { roles: [...] }` is
// available and core applies it as its own `RoleGate`; supplying your own is not
// possible, because the sidebar and the route table have to agree about who may
// see what, and they only do if one thing decides.
registry.registerRoutes(ID, {
public: [
{ path: 'status', element: <WorldStatus /> },
],
})
// ── Nav ───────────────────────────────────────────────────────────────────
//
// A registered row is an ORDINARY row from here on. It interleaves into core's
// own navigation, and an operator can reorder it, relabel it or hide it from the
// admin nav editor exactly as they can core's — because the interleave happens
// before the override merge, and the override layer is keyed by `to`.
//
// Three fields worth knowing before you need them:
//
// • `order` places the row among core's, which are keyed by their index. A row
// with NO order appends after them, rather than defaulting to 0 — otherwise
// "I didn't ask for a position" would mean "put me first".
// • `group` (admin sidebar) names an existing core group; an unknown name
// appends a new group at the end rather than dropping the row.
// • `icon` is a component, and core supplies no fallback. Public header rows
// carry no icons, so there is none here — but an admin or player row without
// one is the only row in its sidebar with no glyph, which reads as breakage.
// Match the nav you are landing in: the admin sidebar draws at 18px with a
// 1.6 stroke, the player portal at 16px with a 2.
registry.registerNav(ID, {
area: 'public',
items: [
{ label: 'World', to: '/examplegame/status' },
],
})
// `module.json`'s `coreApi` range was checked by the loader before this file was
// ever served, so there is nothing to re-check here. Log it anyway: a mismatch
// between the core that validated your manifest and the core that published this
// global is otherwise invisible from the browser, which is where the client half
// actually fails.
console.info(`[${ID}] registered against core API ${coreApiVersion}`)