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feat(template): a module that builds and loads — Phase 5 slice 1
The kit's `template/`: a complete, minimal Runic Gateway module a reader copies,
renames, and runs before reading a chapter. Slice 0 landed the workflow that runs
it; this is the tree that workflow was written against, so the `template` job
arms itself with no edit to the guard.

Installed into a real core it adds one public page at `/examplegame/status`, a nav
row pointing at it, one API route described in an OpenAPI fragment core merges,
one table created by an idempotent schema fragment and dropped by a purge file,
and both lifecycle hooks. That is deliberately less than a real module does; what
it is complete about is the shape — every seam used once, with the reasoning next
to it.

Four decisions, settled with the org lead:

1. **Public tier only, plus the lifecycle hooks.** §2.11.1 d1's "one public route",
   plus enough to show the whole vertical seam once. Admin and player tiers become
   worked examples quoted from module-uo in chapter 2 rather than two thirds of a
   tree the reader deletes on day one.
2. **The release workflow ships as a file, in BOTH flavours** — `.gitea/` and
   `.github/`. Neither runs where it sits (a workflow is only read from a
   repository root) and each arms itself when the reader's copy is its own repo.
   Packaging is the part of a module that cannot be guessed at, and the kit's
   audience is outside this org, so assuming Gitea would have been assuming our
   own deployment. Core installs from a URL and does not care where the release
   lives — only that the host is on the operator's `MODULE_SOURCE_HOSTS`.
3. **A rename checklist that CI verifies**, not a rename script. `template/README.md`
   carries the table; `scripts/checkRenameSites.js` holds it against the tree in
   both directions — an unlisted file that still carries the placeholder fails, and
   so does a listed file that no longer does. The second half is the one usually
   left out and the more valuable: a row that has stopped matching reads as
   instructions to edit something that is not there. Same rule core's identifier
   check follows about its own exemptions. It has its own ten-test suite, run by
   CI as `node --test`, because a check that has never been shown to fail is a
   check nobody knows the state of.
4. **A neutral invented game.** One deviation from the literal answer, forced by
   decision 3: the id is `examplegame`, not `example`. The checklist check is a
   text search, and `example` occurs in ordinary English ("for example") all over
   prose that is not a rename site — a placeholder that cannot occur by accident is
   what makes the check answerable instead of a source of false alarms someone
   learns to ignore.

**The pin moves to the 1.4.0 bump** (website `edge` 1b692bf), which is what
`template/module.json` declares as `coreApi`. Slice 0 pinned its parent, before
1.4.0 existed, so `checkCoreApi.js` arms for the first time here — it asserts
EQUALITY, and its failing on the next contract bump is the system working.

Also in CI: the client tests now run AFTER the build (two of them read the built
chunk and skip without one — run first, the job reports green while asking nothing
about the artifact that ships), and `check:swagger` verifies the committed
fragment is current.

## The finding: an UPDATE that changes nothing does not touch ON UPDATE CURRENT_TIMESTAMP

Every suite passed, both guards passed, the chunk built, the module loaded into a
real core and the page rendered correctly. Two hours later the same page said the
world was offline, and it was wrong.

`updated_at` was declared `ON UPDATE CURRENT_TIMESTAMP`, and MariaDB fires that
only when an UPDATE actually CHANGES a value. The boot refresh writes the same
numbers every thirty seconds — which is exactly what a quiet game looks like — so
the timestamp froze at the first write, the row crossed the freshness window, and
the model correctly reported a stale row as offline. Verified against the live
database: two hours of refreshes, `updated_at` still the boot timestamp.

No test in this repo could see it. The model takes its clock as an argument, and
nothing in a suite runs the same UPDATE twice against a real database. It is only
visible as a page that was right when you looked at it and wrong an hour later.

The writer now sets `updated_at = CURRENT_TIMESTAMP` explicitly and the column
drops the clause that was not doing what it looked like it was doing; both carry
the reasoning. Re-verified end to end: the timestamp advances every interval and
the API reports fresh.

Falling out of the fix, the schema fragment gained the rule the reader hits next:
**changing a table is an ALTER, never an edit to its CREATE** — `CREATE TABLE IF
NOT EXISTS` does nothing when the table exists, so an edited column definition
takes effect on a fresh install and on no existing one, which is the worst
possible split because your development database is usually the fresh one.

## Verified

- 29 server tests, 18 client tests, 10 kit-script tests; `check:imports`,
  `check:externals`, `check:swagger` and `checkCoreApi` all green, run in CI's own
  order from a clean `npm ci`.
- Browser smoke (MODULE_API.md §7.7) against a real core built from the pinned
  ref: module `started`, published on `/api/v1/public/modules`, chunk served
  `no-cache` with the right MIME from the entry's directory while `module.json`
  and the server source 404, script tag injected after core's bundle, the page
  rendering inside core's own chrome, the nav row interleaved into the public
  header between Wiki and About, SPA navigation into it from another page, the
  module's path and schema and tag merged into `/api/docs.json`, and
  `[examplegame] registered against core API 1.4.0` in the console with no CSP
  report and no React error.

Refs: MODULE_SYSTEM.md §2.11.1 (slice 1), MODULE_API.md §2.x, §3.x, §5.1, §7.7.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-12 12:56:32 -05:00

Runic Gateway — Integration Kit

How to put a game on a Runic Gateway site.

Runic Gateway is a website platform for game communities. Core knows nothing about any particular game: everything game-specific — routes, tables, pages, navigation, notifications — arrives as an installable module, and an operator installs one from an admin panel without building anything. module-uo is the first module and serves an Ultima Online shard. This kit is how you write the second one.

🚧 This is a draft

The kit is finished when someone outside this project builds a working module for a new game by following it alone, without reading core's source. That has not happened yet, so treat every chapter as untested on you. If you are that person: the places you get stuck are the most valuable thing this repo can receive — tell us, and please say where you left the kit and what you did next.


What you are building

Three things, and the kit is one book rather than a page in three repos because the reasons live in the joins between them:

# Part What it is
1 The website module A bundle core loads at boot: server routes, a schema fragment, a prebuilt client chunk, navigation. The bulk of the work, and the only part every module needs.
2 The sidecar A small service that owns the connection to your game server, and owns the durable copy of what the game said. Not optional — see below.
3 The game-side plugin Whatever runs inside your game and feeds the sidecar, without ever letting the sidecar stall the game.
   your game server  ──dials out──▶  your sidecar  ──HTTP + WS──▶  website core
   (plugin: bounded              (owns the socket,              (loads your module,
    queue, writer thread)         persists to its own            serves the pages)
                                  store, then forwards)

The website process never opens a connection to a game server. That is a rule in the contract (MODULE_API.md §2.7, MODULE_API_VERSION 1.4.0), not a style preference, and chapter 3 is mostly about why. The short version: the website is the internet-facing process and your game is not; the sidecar persists before it forwards, so a website that is down or mid-deploy loses nothing; and a game must never block on a web request. A game that already exposes a remote-control surface — Rust's RCON over WebSocket, say — needs a thin sidecar, not none.

Start here

  1. The dry run — a complete module designed on paper for a second game, Rust, chosen for how little it shares with Ultima Online. Read it first. It is the shortest honest picture of the whole job, and it names the one thing the contract cannot do yet.
  2. template/ — a module that builds and loads, doing almost nothing. Copy it, rename it, and you have a running module before you have read a chapter.
  3. The bookbook/, four chapters, in the order the work happens.

The one rule this kit follows

It never re-specifies a contract. These documents are normative, and where the kit and one of them disagree, they win and the kit has a bug:

Authority For
MODULE_API.md Everything a module may do: module.json, ctx, the register* calls, the client registry, the UI kit, schema-fragment rules, the loader's obligations.
MODULE_SYSTEM.md Why the module system is shaped this way, and how a module is installed and removed.
link/PLAN.md + INTEGRATION.md The shard↔sidecar wire protocol, as one real sidecar implements it.

The kit teaches: the order to do things in, the reasoning, worked examples, and the mistakes that cost this project time. Where it must show a member list it quotes with a pointer rather than copying, because a guide that restates a contract diverges from it silently — and a reader who follows the divergent copy gets a module that fails validation for reasons the guide cannot explain.

What this repo contains

book/        the chapters
template/    a module that builds — copy this
scripts/     the checks CI runs over both

CI clones core at a pinned commit, asserts the version the template declares still matches that core's MODULE_API_VERSION, builds the template and runs its guards, checks every link in the book, and holds the template's rename checklist against the template's own tree. So a change to the contract breaks this repo's build loudly instead of leaving a chapter quietly wrong.

Licence

GPL-3.0-or-later, like every Runic Gateway repo — see LICENSE.md. The template/ directory is meant to be copied and made yours; it carries the same licence, and so does anything derived from it.

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