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>
This commit is contained in:
2026-08-12 12:56:32 -05:00
parent 1156a89509
commit 1ed617736e
45 changed files with 7289 additions and 12 deletions

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// ── SQL, and nothing else ─────────────────────────────────────────────────
//
// Core's own backend is layered `router → controller → model → db`, with models
// arriving in pairs: a `.db.js` holding the SQL and a `.model.js` holding the
// logic that calls it. Your module is under no obligation to copy that — the
// contract says nothing about how you organise yourself — but the split earns
// its keep here for the same reason it does in core: the file with the queries
// in it has no branching to test, and the file with the branching in it has no
// database to stand up.
//
// Raw parameterised SQL through `core.query`, no ORM. Placeholders always; a
// value interpolated into a query string is the one mistake in this file that
// nothing downstream can catch.
const core = require('../../core')
const TABLE = 'examplegame_world_status'
/** The singleton status row, or `null` if the schema replay has not run yet. */
async function getStatus() {
const rows = await core.query(
`SELECT online, players, world_name AS worldName, updated_at AS updatedAt
FROM ${TABLE}
WHERE id = 1`,
)
return rows[0] || null
}
/**
* Overwrite the singleton. Called by whatever ingests from your sidecar.
*
* **`updated_at` is set explicitly, and it has to be.** MariaDB's
* `ON UPDATE CURRENT_TIMESTAMP` fires only when an UPDATE actually CHANGES a
* value — an update that writes the same numbers back is a no-op and leaves the
* timestamp where it was. A game sitting quietly at the same player count writes
* exactly that update, so the column would freeze at the first write, the row
* would cross the freshness window, and the page would report the world offline
* while the game was up and reporting normally.
*
* That is invisible to every test — the model takes its timestamps as arguments,
* and nothing in a suite runs an UPDATE twice against a real database. It shows
* up as a page that was right when you looked at it and wrong an hour later.
*/
async function setStatus({ online, players, worldName }) {
await core.query(
`UPDATE ${TABLE}
SET online = ?, players = ?, world_name = ?, updated_at = CURRENT_TIMESTAMP
WHERE id = 1`,
[online ? 1 : 0, players, worldName],
)
}
module.exports = { getStatus, setStatus, TABLE }

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// ── The logic half ────────────────────────────────────────────────────────
//
// Shapes what the database returned into what a client should see. It is a
// separate file from the SQL so that it is testable without a database, and the
// suite next door tests it that way.
//
// The one decision worth pointing at: **a module answers when the game is
// unreachable rather than failing.** The website is the internet-facing process
// and your game is not; the game being down, or the sidecar being mid-restart,
// is an ordinary Tuesday and not an error condition for the site. A page that
// renders "offline, last seen 20 minutes ago" is right; a page that 500s because
// a socket is closed is a module that has made the site's availability depend on
// the game's.
const db = require('./worldStatus.db')
// Past this, the last thing the game said stops being news and starts being
// history. Presentation, so the number lives with the code that shapes the
// response rather than in the client.
const STALE_AFTER_MS = 5 * 60 * 1000
/**
* The public view of the world's status.
*
* Never throws for an absent or stale row: both are answers, not failures.
*/
async function getPublicStatus(now = Date.now()) {
const row = await db.getStatus()
if (!row) {
// No row at all means the schema fragment has not been replayed — a fresh
// install whose first boot has not finished. Report it as offline rather
// than as an error; the next boot fixes it.
return { online: false, players: 0, worldName: null, updatedAt: null, stale: true }
}
const updatedAt = row.updatedAt ? new Date(row.updatedAt) : null
const stale = !updatedAt || now - updatedAt.getTime() > STALE_AFTER_MS
return {
// A stale row cannot claim the world is up. The row says what was true when
// it was written, and nothing has written it since.
online: Boolean(row.online) && !stale,
players: stale ? 0 : Number(row.players) || 0,
worldName: row.worldName || null,
updatedAt: updatedAt ? updatedAt.toISOString() : null,
stale,
}
}
module.exports = { getPublicStatus, STALE_AFTER_MS }