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f89044b42e feat(kit): the event contract, taught and built (chapter 5)
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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
2026-09-08 18:10:18 -05:00
a8fa524263 feat(kit): the engagement contract, taught and built (cutover 5 of 7)
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The kit was pinned to website 963d734 -- MODULE_API 1.6.0, the Teams cutover --
and the platform is on 1.9.0. Three registrations and two calls arrived in
between, and a reader building against this book would have found no mention of
any of them: a module can now declare what its game can announce, and never who
is told.

Moving `ci/core-ref.json` is the mechanism for exactly this. The pin is now
66bb3b9a (website `main`, the engagement cutover) and `template/module.json`
declares `^1.9.0`.

What chapter 2 gained, under "Telling core something happened":

  * a TRIGGER is a payload contract, not a notification stream -- the two share
    one id namespace and are constantly confused;
  * `ceiling` is required, has no default, and is a CONTAINMENT tree rather than
    a size ladder (a `staff` ceiling does not permit `owner`);
  * an AUDIENCE resolver returns user ids and nothing else, resolves to NOBODY
    on failure, and takes CONSTANT params -- the constraint worth knowing before
    you design around it;
  * templates re-ensure per seedVersion, rule groups are offered ONCE per group
    key, so a rule appended to an existing group reaches fresh installs only;
  * `ctx.events.emit` binds the owner and is fire-and-forget; `ctx.inbox.push`
    is the direct write, for when there is nothing for an operator to decide.

The template builds all of it: one trigger, one audience over the clan roster it
already had, one seeded body and one seeded rule group, and an emitter in
`boot.js` that fires on the TRANSITION rather than on the poll. Seven new tests,
including the audience that resolves to nobody when its query throws.

Three claims were wrong and are corrected here rather than shipped:

  * core validates `subjectKey` against the declared variables and refuses the
    module; the draft taught a cooldown keyed on `undefined`, which the check
    exists to prevent and a reader will never see.
  * `emit` throws OUTSIDE production and only drops-and-logs inside it. Teaching
    the second half alone leaves a developer meeting a throw the book says
    cannot happen.
  * the seeded body itself was malformed -- heading `level: 2` where the block
    registry takes 'h2', and no block ids at all.

The third is the one worth keeping: `registerEngagementSeeds` checks that
`blocks` is a non-empty array and stops, so that body would have registered,
seeded, and failed the first time an operator opened it. Found by running the
template's `register()` through core's real registry at the pinned ref -- which
CI does not do, and cannot: the template job checks the version and runs the
template against fakes. A fake accepts what core refuses. The gap is now named
in the chapter, beside the code, and in the pin's own comment, and the rule that
bit has a test that fails on it.

Also: `checkLinks` skipped `.core/`. Bumping this pin means cloning core into
that directory first, and the walk then reported nine broken links in someone
else's README. CI never saw it -- the clone happens in the `template` job and
the check runs in `prose` -- so it was a failure only a person could meet.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-01 12:57:55 -05:00
3979fa5abf docs(book): teach the derived release version, and move the template onto it
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The template shipped the declared-version release engine the reference module
has just abandoned: publish when a push to `main` leaves `module.json` at a
version with no release yet. Both flavours of the workflow move to the engine
`link`, `installer` and now Module-uo run - feat!/BREAKING CHANGE -> major,
feat -> minor, fix|perf -> patch - with `module.json` kept as a floor and a
`workflow_dispatch` backdoor for a manifest change with no releasable code
behind it. The tag is the number that ships, and the job writes it into the
`module.json` inside the bundle.

The chapter keeps the declared model in view rather than deleting it, because
the reason it was abandoned is the part a reader needs: its cost is paid on
every release, and the drift it prevents is something review catches anyway. A
week of merged work in the reference module produced no bundle at all.

Also carried over from the same pass: a tag pushed without a release behind it
is recovered instead of standing down forever, and the changelog moved into the
plan step (so assemble clears `$OUT`, not `dist/`).

Kept: the `# CHANGE THESE` banner, the exclusion list from the acceptance run's
F4, and the GitHub twin's `MODULE_SOURCE_HOSTS` note.

checkLinks, checkRenameSites and checkChapterPaths pass.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-19 13:01:51 -05:00
d497a3b09a docs(book): name Oxide, and the question "how many sidecars" answers
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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>
2026-08-19 04:16:48 -05:00
744e5b7944 docs(book): a mod is a plugin too, and RCON is not the Rust answer
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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>
2026-08-19 04:11:03 -05:00
4093293009 fix(kit): what installing the template into a real core showed
The template was built into a running core - MariaDB, the real loader, a browser
- and both halves of the walk passed: core reconciled two Teams out of the
provider on the first boot, /public/teams/<slug>/members came back with
projected:true, and the clan page rendered core's activity feed and forum in the
two slots this module declared. That last one is the whole point of the phase: a
module whose id is not "uo" now gets core's Team content, which is what
website#160 fixed. module-uo's own guild page was walked on the same core and is
unchanged.

Two things the walk found, both of the kind only a browser can:

PageHeader takes `lead`, not `subtitle`. The template has been passing subtitle
since it was written, and an unknown prop on a React component is silently
dropped - so every page built from this template rendered its heading with
nothing under it, on a site where every core page has a line there. Nothing warns
anywhere. Fixed on all three pages, and chapter 2 now says to check prop names
against 3.4 rather than guessing them, beside the paragraph about `shell` that
exists for exactly the same reason.

"1 members" on the clan list.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-19 01:31:16 -05:00
7875848ee7 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>
2026-08-19 01:21:55 -05:00
f8f7014d53 fix(kit): everything the acceptance run found — Phase 5 slice 3
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A cold agent was given this repo and the documents it links to, and nothing
else — no core source, no module-uo — and asked to build a module for a second
game. It did, in one pass. The record is docs/modules/kit-acceptance.md; this is
the repair list, plus the two things it recommended that were not defects.

The one it could not find, because it had no core to render against: a module
page built exactly as this kit teaches renders OUTSIDE the site. PublicLayout is
the chrome, not the body. Core grew an opt-in `shell` prop for it
(MODULE_API_VERSION 1.5.0, website#148); the template passes shell="narrow" and
chapter 2 explains why you name a width and never a class.

Fixed:

- **F1, and the worst of them, because it lands in the first twenty minutes.**
  `npm run check:swagger` failed on a PRISTINE template on Windows: the check
  compared the committed fragment byte-for-byte and a default Windows clone is
  CRLF while the generator writes LF. The message blamed "the routes or their
  annotations". Now `template/.gitattributes` pins `eol=lf` and the comparison
  normalises line endings anyway — a check may only fail for the reason it names,
  and this one names a diagnosis.
- **F3** — `.gitea/workflows/release.yml` carries `gitea.example.com` and
  `your-org/your-module` under a literal `# CHANGE THESE`, was not in the rename
  checklist, and `checkRenameSites.js` could not match it, so CI was silent by
  construction. Row added, pattern widened. (The agent reported both workflow
  flavours; only the Gitea one is affected — GitHub supplies its own variables.
  Corrected in the record.) The near-miss is kept in the check's comments and its
  suite: the obvious widening is `example\.com`, which fires on a fixture URL in
  checkImports.test.js. Every alternative has to be a string that cannot occur by
  accident, which is the same rule that made the id `examplegame`.
- **F4** — the release bundle's include list was hardcoded, so adding
  `server/utils/` would have silently dropped it from every release while the
  bundle check stayed green. Inverted to an exclusion list, in both flavours, and
  run by hand because a release workflow never executes in CI.
- **F5** — the annotation-quoting warning was wrong in both directions, and the
  correction is measured rather than reasoned. A backtick is harmless (the
  template's own description has two spans and they survive). A `"` is not, and
  it does not throw: `'A "quoted" status'` is silently TRUNCATED to `A "` while
  swagger-autogen prints Success and the error capture sees nothing. The only
  signal is check:swagger blaming your routes.
- **F6** — `template/.gitignore`, so a copied template that is `git init`ed
  inherits ignore rules instead of nothing.
- **F7** — the UI kit is eight exports across five rows, not seven. The contract
  said seven and this kit had faithfully carried the miscount out of it.

Adopted, not defects:

- Chapter 1 now says to run every check on the untouched copy first. That is what
  found F1; without a baseline the first failure is ambiguous forever.
- The template ships the §2.7 self-check the agent wrote for itself. The rule has
  no CI in general — an outbound socket is not statically detectable — but a
  module can make a decidable claim about its own tree. Ported from its code with
  a header explaining how to NARROW it when a sidecar client arrives, since
  talking to your sidecar is the expected shape and is not what §2.7 forbids.

The pin moves to website edge 4ad8b2b, the 1.5.0 bump, and template/module.json
declares ^1.5.0 — so checkCoreApi's equality assertion still holds and the
template uses a member that exists only at that ref and later.

32 server + 18 client template tests, 21 kit-script tests, all four checks green.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-12 14:40:02 -05:00
f41ff92c67 docs(book): the four chapters — Phase 5 slice 2
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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>
2026-08-12 13:20:29 -05:00
cffd525bdf docs: scaffold the Integration Kit — front page, outline, and the checks
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Phase 5 slice 0 (MODULE_SYSTEM.md §2.11.1). The repo's governance, the front
page, the book's outline, and the CI that keeps the whole thing from rotting.

README.md
  What the reader is building, all three parts, and the draft banner: the kit is
  finished when someone outside this project builds a working module by
  following it alone, and that has not happened. Says the sidecar rule plainly
  (MODULE_API.md §2.7) rather than leaving it to chapter 3, because a reader who
  skims the front page and starts coding should still get that one right.

book/README.md
  The outline of four chapters, landed before the prose so the shape can be
  argued with. Chapters are named but NOT linked — a link to a file that does
  not exist is what the link check is for, and an outline should not be the
  first thing to fail it.

CONTRIBUTING.md
  The rule that governs every change here: the kit never re-specifies a
  contract. Also the prose conventions, and why the pinned ref points at core's
  `edge` rather than `main`.

SECURITY.md
  Scoped for a repo that runs nothing: the two things that ARE reportable are a
  template that teaches an insecure pattern (it is meant to be copied) and a
  chapter that teaches something dangerous.

scripts/checkLinks.js
  Relative links resolve; anchors match a real heading; no link pins a reader to
  a commit snapshot of a moving document. Nothing is fetched — a self-hosted
  Gitea would fail on a credential-less runner and teach us to ignore red.
  Fences and code spans are stripped by a line walk, not a regexp.

  Its first run found a real one: a PR template's relative links resolve from
  the REPO ROOT, because that is where their text ends up when Gitea inlines
  them into a pull request body. Encoded, with the reason.

scripts/checkCoreApi.js
  The anti-rot check. Asserts template/module.json's `coreApi` EQUALS the pinned
  core's MODULE_API_VERSION — equality, not "satisfies", because a range check
  stays green across a contract bump and green would then mean "the template
  still loads" instead of "someone has re-read the book". Both failure branches
  and the pass were exercised against a real core checkout.

ci/core-ref.json
  The pin, same convention as Module-uo's. Points at `edge`: core's `main` has
  no server/src/modules/ until the cutover, and that pin is one of the things
  the cutover has to revisit.

.gitea/workflows/pr-checks.yml
  Two jobs. `links` always runs; `template` is conditional on
  template/module.json existing, so the repo is gated now and the job arms
  itself when slice 1 lands, with no edit to the workflow. Same guard Module-uo
  used through its planning phase.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-12 09:47:22 -05:00