ad37cade6e695103cf0dd35f668fc9c59d485c4a
5 Commits
| Author | SHA1 | Message | Date | |
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| ad37cade6e |
docs(book): the game host already has the files your site wants (chapter 3 §2b)
The integration kit's share of the Asset Bridge, and the whole of it: one section in the sidecar chapter, teaching the pattern rather than re-specifying anything. `docs/link/v8.md` stays normative and is linked out to, as every chapter does. The problem is general even though our instance of it is not. Most games keep content on the host that a website wants to show -- sprites, icons, portraits, localisation tables, map definitions -- and the tempting answer is to make it the operator's problem: export it on a desktop with a third-party tool, upload the result, repeat after every patch. It works once and rots immediately. The four design notes are the ones that cost us real time to learn: content rides request/reply and never events (a sidecar that persists and broadcasts every event would write megabytes of sprite into its store and fan it out to every client); serve one at a time and put "busy" in the protocol so a caller treats it as flow control; two stages, so the common case -- a restart that changed nothing -- costs one small round trip; and version your DERIVATION separately from the protocol, because improving how you read a file changes your bytes while the file's hash stays put. Plus the operational note that surprises people: do not import on boot. Based on `main` rather than `edge` deliberately -- the kit's chapter 5 and the §2a it follows are on main only, so this section has nowhere to sit on edge. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
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| f89044b42e |
feat(kit): the event contract, taught and built (chapter 5)
The fifth chapter, and the template code it teaches out of. Events is the first
thing in the book that goes the other way — chapters 1-4 move data out of the
game and onto a page; an event changes a live world on a schedule, unattended.
**Chapter 5** covers the four declarations (budgets, option sources, leases,
actions), leads with the lease because EVENTS.md §H is right that it is the
primitive that travels and the spawn is the special case, and gives one section
each to the four things that are invisible until an outage: the envelope's
failure default, the idempotency passthrough, recording a resource before
confirming it, and under-declaring `cost`.
**Chapters 3 and 4 gain one section each** for the command plane, because
without them chapter 5 teaches a module to send an idempotency key to a sidecar
the book never told anyone to build a command path in. Both say at the top that
they are skippable until you want chapter 5.
**The template ships one of each declaration**, with `server/sidecarClient.js`
as the near end — a real timeout, a real key passthrough, a simulated transport
in one function marked for replacement. That file is named for the filename
`noGameConnection.test.js` already anticipated, so the test stays green now and
fires correctly the moment `deliver()` becomes a request.
Two things writing it found, both now in the chapter and beside the code:
* **An idempotency key belongs on a command, never on a question.** The first
draft keyed every call including the reads; an at-most-once store then
answers every future read with the first one's reply, forever. The lease
applied correctly and the module could no longer see it. Hence `ask` and
`send` as two functions.
* **A refusal's reason goes in `error`; core reads no other name.** The first
draft used `detail`, on the strength of the one place EVENTS.md §H mentions
it, and every refusal it produced was anonymous on the run console.
Proved by running the template's real declarations through core's real registry
at `edge` (all four accepted) and its real envelopes through the real
`events/dispatch.js` classifier.
**CI is RED on `checkCoreApi` and that is the mechanism working.** The template
now declares `coreApi: ^1.10.0` and `ci/core-ref.json` pins the engagement
cutover, where `main` is still 1.9.0. Equality is the check, a bump is meant to
turn this repo red until someone re-reads the chapters, and the pin move rides
in the events cutover (EVENTS_PLAN.md P16) as its own commit. Do not "fix" it.
Refs EVENTS_PLAN.md Phase 15, EVENTS.md §F, MODULE_API.md 1.10.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
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| d497a3b09a |
docs(book): name Oxide, and the question "how many sidecars" answers
Follows the org lead's two corrections on docs#170. The Rust example is an OXIDE plugin - naming the framework is the difference between a design a reader can start from and one they have to go and choose for themselves - and the architecture pairs one sidecar to one game server, on that server's own host. Chapter 3 gains the general form of that second one, since it is the chapter where a reader decides what to build: if your game runs as a fleet, "how many sidecars" is answered by where the loopback boundary is, not by how many processes you would rather run. Your module holding several clients is the cheaper end of that trade, and core never learns there is more than one. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 744e5b7944 |
docs(book): a mod is a plugin too, and RCON is not the Rust answer
The kit taught, to an audience outside this org, that Rust needs "no game-side plugin to write at all" because it ships RCON. That is overruled: the Rust dry run reaches the game through a MOD - a plugin loaded by the server's own framework, hooking events and dialling out - exactly as the ServUO overlay does (docs#170). Chapter 3's section kept its question and lost its example, which turned out to improve it. The useful test is not "does my game expose a protocol" but "does it DELIVER EVENTS": a remote-control channel is built for an operator typing commands and tells you what you asked about, when you ask, and a website needs what happened whether or not anyone was listening. A channel that answers questions can only be polled, and polling turns "someone left the clan at 14:02" into "the count was different at 14:03". Rust now appears in that section as the counter-example rather than the example, and carries the finding that is actually worth having: its server is a BINARY where ServUO is source you compile, and the three-part shape survives that unchanged. The plugin-dials-out arrangement is not a property of having source access. Chapter 4 said a game with a remote-control protocol may not need any of it, and that its worked example is source you build. Both now say what is true - the rules in that chapter are properties of being inside a game loop, and apply identically to a mod in a closed server. Co-Authored-By: Claude <noreply@anthropic.com> |
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| f41ff92c67 |
docs(book): the four chapters — Phase 5 slice 2
The book, written out of the tree slice 1 proved. Four chapters in the order the
work happens: the first module in twenty minutes, the website module, the sidecar,
and the game-side plugin.
Shape, settled with the org lead:
* template/README.md stays the REFERENCE — it travels with a copied template and
CI holds it against the tree — and chapter 1 is the narration: what you should
see after each step, the state your module lands in, and the four ways it fails.
The chapter links to the checklist rather than restating it.
* chapters 3 and 4 cite link/ and servuo-plugins/ by FILE AND IDENTIFIER, never by
line. Those repositories move for their own reasons and checkLinks already
forbids commit permalinks, so a line number in this book is wrong the moment
they do. The template stays the only code quoted verbatim.
* one PR: the outline's status table and the link check are only coherent when the
whole set lands.
scripts/checkChapterPaths.js is the anti-rot half a machine can answer: every path
a chapter names in backticks must exist. None of those mentions is a markdown link,
so checkLinks never looked at them, and none is code, so nothing else did either —
renaming one template file would have left four chapters quietly pointing at
nothing. Its anchor list is STATED rather than derived from the tree, for the reason
the template's own build guard states it: a list derived from what exists cannot
fail when what exists changes, and an anchor that stops matching is a check that has
silently stopped checking. So each anchor must exist or the check fails. Eleven
tests, every "must not catch" case a span that really appears in the book.
stripFences moved to scripts/lib/markdown.js and both checks use it — shared code,
not a shared description.
CHAPTER 1 WAS RUN, NOT REASONED ABOUT. The template was copied into a real core on
edge, booted against the dev database, and every claim in "what you should see"
checked: the five log lines, /examplegame/status with its injected
<script type="module" src="/modules/examplegame/entry.js">, the chunk served
no-cache while module.json 404s, /api/v1/public/world/status, the capabilities in
/api/v1/public/modules, and the route in the merged /api/docs.json. Then the three
failures the chapter tells a reader to cause on purpose, because a chapter that
predicts the wrong debugging heuristic is worse than one that predicts none:
* an undeclared prefix -> stage `register`, "declared public/extra but never
registered it", routes 404 and absent from /public/modules;
* a table without the id prefix -> stage `schema`, at LOAD time, before mounting;
* a throwing onBoot -> after mounting, so the same route answers 503 "Module
unavailable" rather than vanishing.
All three came out exactly as written, and the messages in the chapter are that
core's own. Two small corrections fell out of the run: the log sample now shows the
real interleaving of core's three lines with the module's two, and the section on
failure adds that a module disappears from /api/v1/public/modules in every failure
case — a check that needs no login.
MODULE_SYSTEM.md 2.11.1 slice 2. Docs half: docs#146.
Co-Authored-By: Claude <noreply@anthropic.com>
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