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>
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
- 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.
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.- The book —
book/, 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, holds the template's rename checklist
against the template's own tree, and checks that every path a chapter names is
still there. So a change to the contract breaks this repo's build loudly instead
of leaving a chapter quietly wrong.
None of that can tell you whether a paragraph has become untrue about a file that
still exists. That is a reviewer's job on every pull request, and a
MODULE_API_VERSION bump is when it is owed in full.
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.