Files
Integration-kit/template/server/boot.js
wtclaude 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

131 lines
5.8 KiB
JavaScript

// ── The lifecycle hooks ───────────────────────────────────────────────────
//
// `register()` may not touch the database (MODULE_API.md §2.2). This file is
// where everything it could not do goes.
//
// core schema → your schema fragment → onBoot(ctx) → the listener binds
//
// So by the time `onBoot` runs your tables exist, core's settings are seeded, and
// nothing is serving traffic yet. That last part is a guarantee you can rely on:
// a module that must warm a cache before its first request gets to.
//
// **`onBoot` has no timeout.** Shutdown races the process being killed; boot does
// not. A slow `onBoot` delays the listener, which is the promise above rather
// than a problem to be timed out.
//
// **If `onBoot` throws, the module is `startup_failed` and the site still comes
// up.** Your routes stay mounted but answer 503, because a module that failed to
// warm up serving half-initialised data is worse than one that says it is down.
// You then get NO `onShutdown` — you are part-way through a warm-up you never
// finished, and being handed a half-built world to tear down is worse than not
// closing cleanly.
//
// This is where a real module opens its sidecar connection. **The website process
// never opens a connection to a game server** — that is §2.7, contract as of
// MODULE_API 1.4.0, not advice. What you connect to here is your sidecar: a
// service you write, which owns the socket to the game, persists what the game
// says before forwarding it, and answers reads from that store. See the kit's
// chapter 3 for why that shape and not a shorter one.
const core = require('./core')
const worldStatusDb = require('./model/worldStatus/worldStatus.db')
const clanDb = require('./model/clans/clanProvider.db')
const log = core.logger('boot')
// Whatever a real module would keep open — a sidecar WebSocket, a poll timer —
// is held here so `onShutdown` can close it. This template has one timer, purely
// so that there is something for the shutdown hook to actually do.
let refreshTimer = null
const REFRESH_MS = 30 * 1000
/**
* Ask the game (in a real module: your sidecar) how it is doing, and store it.
*
* Isolated from the hooks so it is the one place a failure is handled: an
* unreachable game is expected, is not this module's fault, and must not become
* an unhandled rejection in core's process.
*/
async function refresh() {
try {
// A real module calls its sidecar's REST API here. Two hardcoded values
// stand in, so that the page renders and the seam is visible.
await worldStatusDb.setStatus({ online: true, players: 0, worldName: 'Example World' })
} catch (err) {
log.warn('could not refresh world status', { error: err.message })
}
}
/**
* Two clans, so that the Team provider has something to be authoritative about.
*
* A real module fills these tables from its sidecar — the roster arriving on its
* own frames, separately from the clan itself. That separation is why
* `member_count` is written from what the game SAYS the size is rather than from
* the rows: the provider needs both numbers to tell an empty clan from one whose
* roster has not landed, and a seeder that derives the count from its own array
* quietly removes the case the provider's most important guard exists for.
*
* **Core is not called here and does not have to be.** Registration is a claim;
* core reconciles on its own schedule, after `onBoot`, by calling the provider.
* A module that tried to push Teams into core would be a module racing core's
* reconciler for a table it does not own.
*/
async function seedClans() {
try {
await clanDb.replaceClan({
externalId: 'clan-1', name: 'The Gilded Company', abbr: 'GC', memberCount: 3,
members: [
{ memberKey: 'char-001', displayName: 'Aldric', rankLabel: 'Warlord', leader: true, online: true },
{ memberKey: 'char-002', displayName: 'Bryn', rankLabel: 'Member', online: false },
{ memberKey: 'char-003', displayName: 'Cass', rankLabel: 'Member', online: true },
],
})
await clanDb.replaceClan({
externalId: 'clan-2', name: 'Ash and Ember', abbr: 'A&E', memberCount: 1,
members: [
{ memberKey: 'char-101', displayName: 'Dael', rankLabel: 'Warlord', leader: true, online: false },
],
})
} catch (err) {
log.warn('could not seed clans', { error: err.message })
}
}
/**
* Runs once, after the schema and before the listener binds.
*
* Receives the same frozen `ctx` `register()` was given — not a second object
* built to look like it — so a module that only needs core at boot time can skip
* `core.init` entirely and use this argument.
*/
async function onBoot() {
await refresh()
await seedClans()
refreshTimer = setInterval(refresh, REFRESH_MS)
// Node keeps the process alive for a pending timer. Core's own intervals are
// unref'd for exactly this reason: a module that forgets turns `Ctrl-C` into a
// thirty-second wait, and on a host it turns a `systemctl stop` into a SIGKILL.
if (typeof refreshTimer.unref === 'function') refreshTimer.unref()
log.info('booted', { refreshMs: REFRESH_MS })
}
/**
* Runs on SIGINT/SIGTERM, before core closes anything of its own.
*
* The database pool, the push dispatcher and the SSE fan-out are all still open,
* because flushing through them is the only thing this hook is for. There is a
* five-second budget per module, after which the hook is abandoned — abandoned
* rather than cancelled, since nothing can stop a promise that is still running.
* Close what you opened, flush what is buffered, and return.
*/
async function onShutdown() {
if (refreshTimer) clearInterval(refreshTimer)
refreshTimer = null
log.info('shut down')
}
module.exports = { onBoot, onShutdown, refresh, seedClans, REFRESH_MS }