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:
2026-08-19 01:21:55 -05:00
parent 77418aaef5
commit 7875848ee7
25 changed files with 1889 additions and 43 deletions

View File

@@ -68,3 +68,57 @@ CREATE TABLE IF NOT EXISTS examplegame_world_status (
-- again on every boot, and the second run must be a no-op rather than a
-- duplicate-key error that fails the whole replay.
INSERT IGNORE INTO examplegame_world_status (id, online, players) VALUES (1, 0, 0);
-- ── Clans, and who is in them ─────────────────────────────────────────────
-- The module's half of Teams (MODULE_API.md — `api.registerTeamProvider`, and
-- TEAMS.md §2.3). A **Team** is core's word and a core table; a **clan** is this
-- game's word for the same thing, and these two tables are what the module knows
-- about them. Core never reads either — it asks the provider in
-- `model/clans/clanProvider.model.js`, which reads these.
--
-- **That separation is the point of the whole primitive, and it is worth being
-- concrete about.** Core owns `teams`, `team_members`, the reconciler that syncs
-- them, the access rules, the forum and the activity feed. This module owns what
-- a clan IS, which members exist, and who may look. Nothing here is prefixed
-- `team_` because nothing here is core's; §2.6's prefix rule would refuse it
-- anyway, and the rule is doing real work in this direction — a module that
-- wrote into `team_members` would be a module racing core's reconciler.
--
-- In a real module both tables are filled by your sidecar ingest. Here `boot.js`
-- seeds two clans so the pages render and the seam is visible.
CREATE TABLE IF NOT EXISTS examplegame_clans (
external_id VARCHAR(64) NOT NULL PRIMARY KEY,
name VARCHAR(120) NOT NULL,
abbr VARCHAR(16) NULL,
-- What the game says the clan's roster size is, which is NOT the number of
-- rows next door. The two arrive separately in every real ingest, and the
-- provider needs both to tell "this clan is empty" from "its roster has not
-- landed yet" — the distinction that decides whether it answers or refuses.
member_count INT UNSIGNED NOT NULL DEFAULT 0,
updated_at DATETIME NOT NULL DEFAULT CURRENT_TIMESTAMP
);
-- One row per character in a clan.
--
-- `member_key` is the game's own stable id for a character — a serial, a UUID,
-- whatever your game keeps — and it is what core stores as the member's identity.
-- It must survive a rename, because core reads a changed name as a rename and a
-- changed key as a different person.
--
-- `user_id` is the site account behind that character, resolved **by this
-- module**: the game↔site link table is yours, and a core that resolved it would
-- be core reading a module's table by name. NULL is the ordinary case — most
-- characters are not linked to an account.
CREATE TABLE IF NOT EXISTS examplegame_clan_members (
clan_id VARCHAR(64) NOT NULL,
member_key VARCHAR(64) NOT NULL,
display_name VARCHAR(120) NULL,
rank_label VARCHAR(60) NULL,
is_leader TINYINT(1) NOT NULL DEFAULT 0,
is_online TINYINT(1) NOT NULL DEFAULT 0,
user_id INT UNSIGNED NULL,
PRIMARY KEY (clan_id, member_key),
CONSTRAINT fk_examplegame_clan_members_clan
FOREIGN KEY (clan_id) REFERENCES examplegame_clans (external_id) ON DELETE CASCADE
);