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@@ -147,9 +147,9 @@ statement of your dependencies, and it makes a test double for it — see
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## What you register
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Twenty calls, all synchronous and all listed in [§2.4][api]: fifteen
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registrations, the two lifecycle hooks, the two identity-link hooks, and the demo's
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seed hook. Five of the
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Twenty-one calls, all synchronous and all listed in [§2.4][api]: fifteen
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registrations, the two lifecycle hooks, the two identity-link hooks, the demo's
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seed hook, and the account-deletion hook. Five of the
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registrations are the event system's, and [chapter 5](05-events.md) has those. What
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is worth knowing is not their signatures but the model behind them.
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@@ -538,6 +538,39 @@ api.onIdentityLinked(async ({ userId, provider, subject, displayName }) => {})
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module made from it is yours to keep or remove.
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- Neither hook can mint a session or change who is signed in.
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### When a member deletes their account
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A member can delete their own site account, and staff can delete one from the
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admin panel (`MODULE_API_VERSION` 1.20.0). Core removes the row, and every table
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with a foreign key to it follows: `ON DELETE CASCADE` for what was theirs alone,
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`SET NULL` for what they made that others still read. Your module hears about it
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once, first:
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```js
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api.onUserDeleting(async ({ userId, deletedBy }) => {}) // deletedBy: 'self' | 'staff'
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```
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- **It runs before the row goes**, so you can still read what the person holds.
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- **A cascade is not an unlink.** If your game holds anything for the person, such
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as a link it reports back on every login or a grant it enforces, undo it here
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through your module's own unlink, the same call a player's own unlink makes. That
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way the game sees exactly what it would see if they had unlinked by hand. Clean up
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any data you keep without a foreign key here too.
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- **It cannot stop the deletion.** A throw is logged, and so is no answer within
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10 s, and the account is deleted anyway, because a person who asks to be deleted
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must be. So a module that talks to a game needs **a record of what is left and a
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retry**: write down what you are about to undo *before* the first call, keep what
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the game could not take (it was down, or it refused), and try again when the game
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comes back. That record cannot have a foreign key to `users`, because it outlives
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the user it names.
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- **Your hook keeps running past the 10 s.** Core stops waiting, not your code, so
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the user may already be gone when your last call finishes. Anything you write
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afterwards must not need the row: an activity entry, for instance, names the id in
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its `detail`, not its `userId`.
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- **Every module that holds per-person game state should register it.** Declaring it
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needs `coreApi` `^1.20.0`, because an older core has no `api.onUserDeleting`, and
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calling a missing function throws during `register()`.
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### On a public demo site
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A site can run as a public demo (`MODULE_API_VERSION` 1.18.0). Anybody signs in with
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@@ -563,6 +596,11 @@ members are for that. With the flag off none of them changes anything, except th
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syntax with an optional trailing `/*`, and under one of your declared `mounts`.
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**It is validated on every boot, demo or not**, so a wrong entry fails on your
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machine rather than only on the demo.
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- **Two refusals reach your routes without being listed.** On a demo, core refuses
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any request with a multipart body, and any write whose JSON body carries a
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`data:` URI in any string (a pasted image is an upload by another name), with the
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same `403` body. An upload route of yours is locked on a demo whether or not
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`demoLocks` names it.
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- **`ctx.demoMode` is for a lock a route list cannot express**, one that depends on
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what is in the request rather than which URL it went to. The Rust module refuses a
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console command by its first word, and a plugin's config file by the plugin that
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