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>
8.4 KiB
The template module
A Runic Gateway module that builds, loads, and does almost nothing. Copy it, rename it, and you have a running module before you have read a chapter.
Installed into a core, it adds:
- three public pages —
/examplegame/status,/examplegame/clansand one clan at/examplegame/clans/:externalId— and nav rows pointing at the first two; - three API routes under
/api/v1/public/worldand/api/v1/public/clans, described in an OpenAPI fragment core merges into its own/api/docs; - three tables, prefixed
examplegame_, created by an idempotent schema fragment and dropped by a purge file; - a Team provider, which makes this module the authoritative source of Teams for the deployment — the one registration where core calls YOU and waits;
- three inverted extension slots, declared by this module on the clan page for core to fill;
- both lifecycle hooks, so there is something to see at boot and at shutdown.
That is deliberately less than your module will do. What it is complete about is the shape: every seam a real module uses is here once, with the reasoning next to it, and CI proves the whole thing still builds against a pinned core.
The tree
module.json what core reads first — id, version, coreApi, mounts
server/
index.js register(ctx, api) — the entire server-side handshake
core.js the lazy accessors over ctx; read this second
boot.js onBoot / onShutdown
db/schema.sql idempotent, replayed every boot
db/purge.sql destructive, run only by an explicit admin purge
model/worldStatus/ the .db.js / .model.js pair
model/clans/ the Team provider, its SQL, and the audience rule
router/public/ two routers, two controllers, the #swagger annotations
swagger/doc.js tags and schemas the annotations refer to
scripts/checkImports.js the module boundary, enforced
scripts/swaggerFragment.js generates swagger-fragment.json from your own routes
test/ the suites — start with entry.test.js
client/
vite.config.js the library build: anchored aliases, external: []
src/entry.jsx registers routes, nav and declared slots at evaluation time
src/core.js what core hands you: the UI kit (nine exports)
src/shim/ the four shared dependencies, re-exported from core
src/routes/public/ the pages — Clan.jsx is the one with slots in it
scripts/checkExternals.js asks the BUILT chunk whether a bare import survived
test/ build.test.js and registration.test.js
.gitea/workflows/release.yml packaging CI — Gitea
.github/workflows/release.yml the same, for GitHub. Keep one, delete the other.
swagger-fragment.json generated; commit it
Neither workflow runs while it sits inside the kit — a workflow is only read from a repository root. They arm themselves when your copy is a repository of its own.
Build it
npm ci --prefix server
npm test --prefix server
npm run check:imports --prefix server
npm ci --prefix client
npm run build --prefix client # → client/dist/entry.js, the chunk that ships
npm run check:externals --prefix client
npm test --prefix client # build FIRST: two of these tests read the chunk
npm test in client/ passes with no build, by skipping the tests that need one.
That is on purpose — the suite has to be runnable before the build — and it means
a CI job that tests without building is a job asking nothing. Build first.
Regenerate the OpenAPI fragment whenever a route or an annotation changes:
npm run swagger --prefix server # writes swagger-fragment.json
npm run check:swagger --prefix server # fails if it is stale
Install it
Three supported ways, and none of them builds anything on the operator's machine:
- Admin → Modules, pasting the URL of an install manifest — the JSON the release workflow attaches beside the tarball. This is how an operator installs your module.
- The
MODULESenvironment variable,<id>@<version>=<manifest URL>, for a deployment that declares its module set rather than clicking it. - A directory on the volume. Copy this whole tree to
<website>/modules/<id>/and restart. The fastest loop while you are developing.
For (3): copy, do not symlink. The loader lists directory entries and a symlink is not a directory, so a linked module is skipped in silence.
Rename it
Change id in module.json first, then work down the list. Nothing here is
subtle, and the suites catch most of a half-finished job: schema.test.js fails
the moment a table name stops matching the id, and registration.test.js fails
when a nav row stops matching its route.
Your id must match ^[a-z][a-z0-9-]{1,31}$, must equal the directory name core
loads you from, and becomes your table prefix — so no hyphen unless you enjoy
backticking table names.
| File | What to change |
|---|---|
module.json |
id, name, version, the mounts prefix, capabilities |
.gitea/workflows/release.yml |
GITEA_HOST and REPO, under the # CHANGE THESE banner — the only two, and they are wrong until you do. (The .github/ flavour needs nothing: GitHub supplies GITHUB_REPOSITORY and friends.) |
server/package.json |
package name and description |
server/core.js |
the message every accessor throws |
server/boot.js |
the placeholder world name |
server/db/schema.sql |
every table name — the prefix must be your id |
server/db/purge.sql |
the same table names |
server/model/worldStatus/worldStatus.db.js |
the TABLE constant |
server/model/clans/clanProvider.db.js |
the CLANS and MEMBERS table constants |
server/model/clans/clanProvider.model.js |
pageUrlTemplate — it must match the route client/src/entry.jsx registers |
server/router/public/world.router.js |
the #swagger.tags name |
server/router/public/clans.router.js |
the #swagger.tags name |
server/swagger/doc.js |
the tag, and the Examplegame… schema prefix |
server/scripts/swaggerFragment.js |
the generated fragment's info.title |
server/test/_fakes.js |
ctx.moduleId |
server/test/worldStatus.test.js |
the fixture's world name |
server/test/clanProvider.test.js |
the fixture's world name |
server/package-lock.json |
regenerated — npm install --prefix server |
client/package.json |
package name and description |
client/vite.config.js |
the guard plugin's name |
client/src/core.js |
the console tag on the identity check |
client/src/shim/rg.js |
the console tag on the missing-global error |
client/src/entry.jsx |
ID, every route path and nav to, and the three declareModuleSlot names — core enforces that a slot is namespaced under your id |
client/src/routes/public/Clans.jsx |
the link to the clan page |
client/src/routes/public/Clan.jsx |
the three <Slot name> values and their moduleId |
client/test/registration.test.js |
the example path in the comment |
client/package-lock.json |
regenerated — npm install --prefix client |
swagger-fragment.json |
regenerated — npm run swagger --prefix server |
That table is checked. scripts/checkRenameSites.js at the root of this kit
compares it against the tree on every pull request: a file that still mentions the
placeholder and is not listed fails the build, and so does a listed file with
nothing left to rename. A checklist nobody verifies is a checklist that is wrong
by the second edit.
Two things you do not rename: the mount prefixes /world and /clans need
not be your id (the server's prefix namespace is shared with core's — /status,
/settings, /version, /contact and /teams are already taken, which is why
the clan router is not mounted at the obvious name), and the world / clan
naming throughout is ordinary vocabulary you should replace with your own domain's
when you replace the feature. clan in particular is the point rather than the
placeholder: core's word is Team, yours is whatever your game says, and the
provider exists because core cannot pick one.
Licence
GPL-3.0-or-later, like everything else in this project — see LICENSE.md. This directory is meant to be copied and made yours; it carries that licence, and so does anything derived from it.