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>
84 lines
3.2 KiB
JavaScript
84 lines
3.2 KiB
JavaScript
// ── The module's own view of its clans ────────────────────────────────────
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//
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// What `/api/v1/public/clans` serves. Separate from `clanProvider.model.js`
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// because the two answer to different consumers: the provider answers CORE, in
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// core's vocabulary, under core's envelope contract; this answers this module's
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// own page, in the game's vocabulary, under the ordinary rules of an HTTP route.
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//
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// **They share the audience rule and nothing else.** `rosterVisibleTo` lives in
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// the provider and is imported here, because a second copy is a copy that drifts
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// — and it drifts in the direction that matters, this page publishing a roster
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// core is withholding.
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const clanProvider = require('./clanProvider.model')
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const db = require('./clanProvider.db')
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/**
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* Every clan, with its size and nothing else.
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*
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* **A list is not a sync, so this does not refuse.** The provider's guard exists
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* because core makes destructive decisions from a complete answer; a page makes
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* none. An unreachable game here means the list is as old as it is, and saying so
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* is `stale` — the same shape `worldStatus` already answers with, for the same
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* reason.
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*/
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async function listPublic() {
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const [rows, reachable] = await Promise.all([db.listClans(), clanProvider.gameIsReachable()])
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return {
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stale: !reachable.ok,
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clans: rows.map((row) => ({
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externalId: String(row.externalId),
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name: row.name,
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abbr: row.abbr || null,
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memberCount: Number(row.memberCount) || 0,
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})),
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}
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}
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/**
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* One clan and its roster, or `null`.
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*
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* **What is deliberately not here: `memberKey` and `userId`.** Both are in the
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* tables and both go to core on the provider's envelope, because core needs an
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* identity to reconcile against and an account to notify. Neither belongs on a
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* public page: the member key is the game's internal handle for a character, and
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* the account id maps a character to a person. Core's own public roster withholds
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* both whatever `projectRoster` answers — a module route that published them
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* would route around its own visibility rules while looking like it respected
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* them.
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*/
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async function getPublic(externalId, viewer = null) {
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const clan = await db.findClan(externalId)
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if (!clan) return null
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let members = []
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let projected = true
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try {
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if (await clanProvider.rosterVisibleTo(externalId, viewer)) {
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members = (await db.listMembers(externalId)).map((row) => ({
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displayName: row.displayName || null,
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rankLabel: row.rankLabel || null,
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leader: Boolean(row.isLeader),
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online: Boolean(row.isOnline),
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}))
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}
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} catch {
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// Withhold, exactly as the provider does. `projected: false` says which of
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// the three reasons an empty roster has — no members, an audience that
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// excludes you, or a question nobody could answer — and a page that cannot
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// tell them apart will report the last as the first.
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projected = false
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}
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return {
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externalId: String(clan.externalId),
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name: clan.name,
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abbr: clan.abbr || null,
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memberCount: Number(clan.memberCount) || 0,
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projected,
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members,
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}
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}
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module.exports = { listPublic, getPublic }
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