feat(kit): the two shapes Teams added, taught and built
MODULE_API 1.6.0 expands the contract this book teaches against, so the book
owes two shapes and one correction. Chapter 2 gains both and the template grows
a working version of each, because a reader following a snippet has no way to
find out whether it runs.
ONE SENTENCE WAS WRONG. Chapter 2 said, of extension slots, "Only core may
declare a slot; a module may only fill one". 1.6.0 inverted exactly that: a
module declares a place on its OWN page and core fills it. That is not a stale
detail - a new game's module cannot implement Teams at all without the inverted
direction, so it is the shape the reader needs and did not have.
THE TWO SHAPES
- The inverted slot. A new "Slots go the other way too" section: why the
direction has to invert (core owns the Team, not the word for one), the
namespace rule, one slot per PLACE, the optional { core } naming which of
core's three contributions goes there, and why asking for one core does not
offer throws when almost everything else in that registry fails open.
- registerTeamProvider, in "Becoming the source of Teams". The first
registration where core calls YOU and waits, which is where every rule in it
comes from: the envelope, the ten-second budget, refusing as a normal answer,
and the one mistake worth naming - answering with an empty list because the
game is unreachable, which core reads as authoritative and acts on.
projectRoster gets its own treatment because it is the exception that fails
CLOSED. pageUrlTemplate is a footnote beside it, as intended.
WHAT THE TEMPLATE GREW
model/clans/ - the provider over two tables, with the guards that matter: an
unreachable game refuses rather than reporting no clans, an empty roster is
refused unless the game says the clan is empty (which is why the schema keeps a
member count the rows cannot supply), and the audience rule lives in one file
that both projectRoster and the module's own page consult, because a second copy
drifts in the direction that publishes what core is withholding.
Its own /clans routes, deliberately not /teams - core mounts that itself, and
the loader would refuse the collision. A clan list page and a clan page that
declares three slots for core.
12 provider tests and three registration tests, 47 server and 20 client in
total. The purge test finally proves something: two of the three tables are now
a parent and its child.
WHAT IT DOES NOT DO. Enumerate the contract. The kit teaches one path end to end
and links out; it has never mentioned three pre-Teams registrations and that is
the design, not a gap.
FOUND WHILE WRITING IT: core filled three literal uo.guild.* slot names, so the
inverted direction reached exactly one module and every other game's page came
up empty with nothing logged. Fixed in website#160 / Module-uo#15 / docs#165
before this chapter could teach it - which is what this phase is for.
The ci/core-ref.json pin moves in a later commit on this branch: checkCoreApi is
an equality against a core on main, and 1.6.0 does not reach main until the
cutover.
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -149,9 +149,9 @@ Two more things that look like your module failing and are not:
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Restart core and read the log. A module that loaded says so:
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```
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INFO [examplegame] registered {"version":"0.1.0","routes":"public:/world"}
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INFO [modules] registered module "examplegame" v0.1.0 {"mounts":{"public":["/world"]}}
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INFO [modules] schema ensured for module "examplegame" {"statements":2}
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INFO [examplegame] registered {"version":"0.1.0","routes":"public:/world,/clans"}
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INFO [modules] registered module "examplegame" v0.1.0 {"mounts":{"public":["/world","/clans"]}}
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INFO [modules] schema ensured for module "examplegame" {"statements":4}
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INFO [examplegame:boot] booted {"refreshMs":30000}
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INFO [modules] module "examplegame" started
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```
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@@ -165,7 +165,13 @@ Then, in the browser:
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- **`/examplegame/status`** renders your page, with a **World** row in the public
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header pointing at it. That row is now an ordinary nav row: an operator can
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reorder it, relabel it or hide it from the nav editor exactly as they can core's.
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- **`/api/v1/public/world/status`** answers JSON.
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- **`/examplegame/clans`** lists the two clans the template seeds at boot, and one
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of them renders at `/examplegame/clans/clan-1` — the page that declares three
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places for core to fill. On a core with Teams those hold the activity feed, the
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forum and the notification control; on one without, they render nothing and the
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page is exactly as complete. Both are correct outcomes and neither logs anything.
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- **`/api/v1/public/world/status`** answers JSON, and so does
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`/api/v1/public/clans`.
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- **`/api/v1/public/modules`** lists you, with the `capabilities` array from your
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`module.json`. This is how a client — core's SPA, the Android app, anything —
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feature-detects you.
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