The fifth chapter, and the template code it teaches out of. Events is the first
thing in the book that goes the other way — chapters 1-4 move data out of the
game and onto a page; an event changes a live world on a schedule, unattended.
**Chapter 5** covers the four declarations (budgets, option sources, leases,
actions), leads with the lease because EVENTS.md §H is right that it is the
primitive that travels and the spawn is the special case, and gives one section
each to the four things that are invisible until an outage: the envelope's
failure default, the idempotency passthrough, recording a resource before
confirming it, and under-declaring `cost`.
**Chapters 3 and 4 gain one section each** for the command plane, because
without them chapter 5 teaches a module to send an idempotency key to a sidecar
the book never told anyone to build a command path in. Both say at the top that
they are skippable until you want chapter 5.
**The template ships one of each declaration**, with `server/sidecarClient.js`
as the near end — a real timeout, a real key passthrough, a simulated transport
in one function marked for replacement. That file is named for the filename
`noGameConnection.test.js` already anticipated, so the test stays green now and
fires correctly the moment `deliver()` becomes a request.
Two things writing it found, both now in the chapter and beside the code:
* **An idempotency key belongs on a command, never on a question.** The first
draft keyed every call including the reads; an at-most-once store then
answers every future read with the first one's reply, forever. The lease
applied correctly and the module could no longer see it. Hence `ask` and
`send` as two functions.
* **A refusal's reason goes in `error`; core reads no other name.** The first
draft used `detail`, on the strength of the one place EVENTS.md §H mentions
it, and every refusal it produced was anonymous on the run console.
Proved by running the template's real declarations through core's real registry
at `edge` (all four accepted) and its real envelopes through the real
`events/dispatch.js` classifier.
**CI is RED on `checkCoreApi` and that is the mechanism working.** The template
now declares `coreApi: ^1.10.0` and `ci/core-ref.json` pins the engagement
cutover, where `main` is still 1.9.0. Equality is the check, a bump is meant to
turn this repo red until someone re-reads the chapters, and the pin move rides
in the events cutover (EVENTS_PLAN.md P16) as its own commit. Do not "fix" it.
Refs EVENTS_PLAN.md Phase 15, EVENTS.md §F, MODULE_API.md 1.10.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
310 lines
17 KiB
JavaScript
310 lines
17 KiB
JavaScript
// ── The server entry point ─────────────────────────────────────────────────
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//
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// Core requires this file once, synchronously, while its own `app.js` is still
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// being required, and calls the exported function with `(ctx, api)`. That is the
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// entire server-side handshake: everything this module can reach arrives on
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// `ctx`, and everything it can offer is registered through `api`.
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//
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// Normative: MODULE_API.md §2.2 (the entry point) and §2.4 (what you register).
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//
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// ── Three rules, and each one has a failure behind it ──────────────────────
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//
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// 1. **No `await`, and no database.** Core requires `app.js` in two build tools
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// with the connection pool pointed at a dead port — the route-manifest
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// generator and the OpenAPI generator both do it — so a module that queried
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// at registration time would hang both. Anything that needs a live database
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// goes in `onBoot`, which runs after the schema is up.
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//
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// 2. **Never resolve what core owns.** Your module lives at
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// `<website>/modules/<id>/`, which is outside core's `server/`, so Node's
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// resolver never reaches core's `node_modules` and `require('express')` from
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// here simply fails. express, express-validator, the database, the logger and
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// the middleware all arrive on `ctx` (§2.3) and are re-exported by `./core`.
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// This is not a style rule: a second express in the process would be a second
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// `Router` prototype, exactly as a second React would be a second renderer.
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//
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// 3. **Never reach into core's tree.** No relative path may escape this module's
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// root. `scripts/checkImports.js` enforces it (§5.1) and CI runs it.
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//
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// ── Why the requires are INSIDE the function ───────────────────────────────
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//
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// Every file below reaches core through `./core`, whose members resolve `ctx`
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// when they are CALLED. But a router writes `const express = core.express` at its
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// own file scope, and that runs the moment the file is required. So
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// `core.init(ctx)` has to happen before the first `require` of anything under
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// `router/`. Hoisting these to the top of the file breaks the module with an
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// error about a missing `ctx`, thrown from a file that never mentions one.
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//
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// Node caches modules, so requiring here costs nothing after the first call.
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const core = require('./core')
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/**
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* @param {object} ctx what core hands the module (MODULE_API.md §2.3), frozen
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* @param {object} api what the module registers (§2.4)
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*/
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module.exports = function register(ctx, api) {
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core.init(ctx)
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/* eslint-disable global-require */
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const worldRouter = require('./router/public/world.router')
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const clansRouter = require('./router/public/clans.router')
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const clanProvider = require('./model/clans/clanProvider.model')
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const eventActions = require('./config/eventActions')
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const boot = require('./boot')
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/* eslint-enable global-require */
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const log = core.logger()
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// One prefix, on one tier. The keys here must match `module.json`'s `mounts`
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// exactly — the loader compares the two and rejects a mismatch in either
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// direction, so a route you forgot to declare and a prefix you declared and
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// never registered both fail loudly at boot instead of quietly at runtime.
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//
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// This mounts at `/api/v1/public/world`. The router sits INSIDE the tier
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// router, so it structurally cannot reach above its prefix, and the tier's own
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// gate is already applied: `public` is behind nothing by design, `admin` sits
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// behind `noindex, isLoggedIn, requireRole(...)` and `player` behind
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// `noindex, requireAuth`. You add per-route gates on top; you never
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// re-implement the tier gate.
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//
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// **Prefixes share one namespace with core's own, and `/world` was chosen to
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// stay out of it.** Core answers `/api/v1/public/` + contact, modules, pages,
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// posts, settings, status, version and wiki. The loader rejects a collision at
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// registration time — but four of those eight are mounted at the tier root
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// rather than under a prefix of their own, and the loader's probe cannot see
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// them. `/status` would have been the obvious name for this module's route and
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// is exactly the one that would have gone wrong. Check the list before you
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// choose (§2.4, and MODULE_SYSTEM.md §2.7's own note about the probe).
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api.registerRoutes({
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public: { '/world': worldRouter, '/clans': clansRouter },
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})
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// ── Teams: this module is the authoritative source of them ───────────────
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//
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// A Team is a CORE entity — core owns the tables, the reconciler, the access
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// rules, the forum and the activity feed. What core does not own is the word for
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// one, because this game says clan and the next will say company. So core asks
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// this module three questions and never reads its tables (MODULE_API 1.6.0).
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//
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// **This is the first registration where core calls YOU and waits**, which is
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// what makes it unlike every other line in this file: the others hand core a
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// router to mount or a row to draw. Two consequences worth carrying:
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//
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// • **Registration is a claim, not a call.** Nothing in the provider runs
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// until core reconciles, which is after `onBoot` — which is what makes it
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// legal for every one of its methods to read the database while this
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// function may not (§2.2).
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// • **One provider per deployment.** Unlike every other registry this holds a
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// single value: two modules answering "what Teams exist" would produce two
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// disjoint sets under one table with no rule for merging them. A second
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// registration is a collision, reported against the module that holds it.
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//
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// The whole object is passed rather than picking its members out, so adding the
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// optional ones is an edit to the provider and not to this file.
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api.registerTeamProvider(clanProvider)
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// ── Engagement: declaring what your game can announce ────────────────────
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//
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// The three calls below are one seam, and it is the one where a module is most
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// tempted to reach past the boundary. **You declare what CAN happen; core
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// decides who is told.** A module never names a person, a channel or an
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// address, and never sends anything (MODULE_API 1.7.0 and 1.9.0; §2.7).
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//
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// A TRIGGER is not a notification stream, and the two are easy to confuse
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// because both are catalogs of things that happen. A stream is a subscribe
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// toggle you publish to yourself. A trigger is a PAYLOAD CONTRACT an operator
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// writes rules against — it says what variables the event carries and how wide
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// an audience it may ever be given, and core does the sending. Their ids share
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// one namespace, so declaring both for one id is legal and is one event with a
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// toggle and a contract; taking an id another module owns is not.
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api.registerEventTriggers([
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{
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id: 'examplegame.world.status_changed',
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label: 'World came up or went down',
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description: 'The game server changed between online and offline.',
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kind: 'event',
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// The cooldown subject: "once per world", not "once per user". It must
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// NAME one of the variables below — core refuses the registration
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// otherwise, with this trigger's id in the message, and the module does not
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// load. That check exists because the failure it prevents is silent: a
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// subjectKey naming nothing keys every subject on `undefined`, which looks
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// exactly like the feature working right up until two worlds share it.
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subjectKey: 'worldName',
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audience: 'authenticated', // what a rule is CREATED with
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// ...and the widest it may EVER be given. Required, with no default,
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// because there is no safe value to guess: `owner` would silently break a
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// broadcast and `authenticated` would silently widen a staff-only event.
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// The values are ordered by CONTAINMENT, not by size — see chapter 2.
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ceiling: 'authenticated',
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version: 1,
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variables: [
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// Every variable needs an `example`, and it is not decoration: it is what
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// lets an operator preview and test-send a template without waiting for a
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// real game event, which is the reason template systems ship untested.
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{ name: 'worldName', type: 'string', required: true, example: 'Example World' },
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{ name: 'status', type: 'string', required: true, example: 'online' },
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{ name: 'players', type: 'int', required: false, example: 42 },
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// A `url` is validated SITE-RELATIVE, because it ends up in an href in a
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// mail somebody opens days later. Never a full URL of your own.
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{ name: 'url', type: 'url', required: false, example: '/world' },
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],
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},
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])
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// An AUDIENCE is a named set of PEOPLE this module can resolve over its own
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// data, for an operator to point a rule at. "This clan's members" is one;
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// "everyone who opened the last mail" is not, and nothing here builds it.
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//
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// **The resolver returns user ids and nothing else.** It is not handed a
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// template, a channel or an address and it cannot enumerate them — core maps
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// ids to addresses on its own side, after preferences, suppression and the
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// verification gate. That is what stops this becoming the back door §2.7 spends
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// a section closing.
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//
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// Audiences are their OWN id space, unlike triggers and streams: an audience
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// names a set of people and a trigger names an event, so the two may share a
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// name without colliding.
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api.registerAudiences([
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{
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id: 'examplegame.clan.members',
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label: 'Members of a clan',
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// `int` or `string` only, and CONSTANT — an operator fills these in when
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// they save the rule. There is no way to say "the clan this event was
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// about"; if a rule needs that, the EVENT carries its own recipients
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// instead. Finding that out late is a phase's worth of rework.
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params: [{ id: 'clanId', type: 'string', required: true }],
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ceiling: 'members',
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resolve: async ({ clanId }) => clanProvider.listClanMemberUserIds({ clanId }),
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},
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])
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// Finally the CONTENT: the bodies your messages use, and the rules that decide
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// when one is sent. Both arrive **switched off** — `enabled` is not a parameter
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// and there is no call that sets it. An operator turns a module's mail on;
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// installing a module never does.
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//
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// The two halves have different lifetimes, and the asymmetry is the contract:
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//
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// • **Templates are re-ensured on every boot**, under `seedVersion`, so
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// improving a default body reaches deployments that never edited it — and
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// one an operator HAS edited is marked customized and left alone. Bump
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// `seedVersion` when the body changes; never for a comment.
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// • **Rule groups are offered ONCE, per named group key.** Re-offering would
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// resurrect a rule an operator deleted and reset one they enabled. So a rule
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// appended to an existing group reaches FRESH INSTALLS ONLY. That is the
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// guarantee rather than a limitation to work around: a rule that has to
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// reach existing deployments takes a NEW group key, and you choose that
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// knowingly because you name the groups.
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//
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// Core's generic bodies are a first-class answer, not a fallback: point a
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// channel at `notify.event` / `inapp.event` / `notify.digest` and author
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// nothing. Ship a body of your own when the message has something to say that a
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// structural projection of the payload cannot. Below, the mail does — a world
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// coming back deserves a sentence — and the in-app item does not, so it uses
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// core's.
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//
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// Note the two casings, which are not a slip: a TEMPLATE is an object this call
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// shapes (`triggerId`), and a RULE is a row (`trigger_id`). Copy them as they
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// are.
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api.registerEngagementSeeds({
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templates: [
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{
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// MUST be namespaced `<moduleId>.` — the key column is unique across the
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// whole table, and an unprefixed `notify.event` from a module would
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// collide with core's own body and win.
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key: 'examplegame.world-status-changed',
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name: 'World — status changed',
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channel: 'email',
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subject: '{{worldName}} is {{status}}',
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triggerId: 'examplegame.world.status_changed',
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triggerVersion: 1,
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seedVersion: 1,
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// The same block objects the template editor writes, so an operator can
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// open this in the admin panel and keep editing from here.
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//
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// **This is the one thing in this file core does not check for you.**
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// `registerEngagementSeeds` asserts that `blocks` is a non-empty array and
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// stops; the BODY is validated by the block registry, which runs in the
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// editor and in the renderer. So a malformed block registers, seeds, and
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// first shows itself when an operator opens the body or a rule fires.
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// Two that are easy to get wrong: every block carries its own `id`, and
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// `email.heading`'s `level` is 'h1' | 'h2' | 'h3' — not a number.
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blocks: [
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{ id: 'h', type: 'email.heading', props: { level: 'h2', text: '{{worldName}} is {{status}}' } },
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{ id: 'intro', type: 'email.text', props: { text: 'There are {{players}} players online right now.' } },
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{ id: 'cta', type: 'email.button', props: { label: 'Open the world page', url: '{{url}}' } },
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],
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},
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],
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ruleGroups: [
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{
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key: 'world-v1',
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note: 'the world status rule, seeded once',
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rules: [
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{
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trigger_id: 'examplegame.world.status_changed',
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name: 'World status changes',
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audience: 'authenticated',
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channels: ['email', 'inapp'],
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template_keys: {
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email: 'examplegame.world-status-changed',
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inapp: 'inapp.event',
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},
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// Two ceilings on volume, and they answer different questions. The
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// cooldown is per SUBJECT — one mail per world per hour, however many
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// times it flaps. The hourly cap is per RULE, and is the thing that
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// keeps a misconfiguration from becoming a mail storm.
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cooldown_seconds: 3600,
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max_sends_per_hour: 200,
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},
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],
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},
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],
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})
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// ── Events: what a scheduled event may do to your game ───────────────────
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//
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// MODULE_API 1.10.0, `EVENTS.md` §F, and chapter 5 of this kit. Four
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// declarations, and the whole of the file they come from is about the four
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// rules that are invisible until an outage.
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//
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// **This is core CALLING YOU**, like the Team provider above and unlike
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// everything else in this function — but from further away than either, because
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// the thing on the other end is a game server. That distance is the reason an
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// action declares `budgetMs` and the reason its failure default is a retry.
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//
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// **Every one of the four is optional.** A module that registers none of them
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// leaves its deployment with an event engine that can announce, wait, cue a
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// human and publish results, which is a working product. Each one *adds* what
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// an author can reach for; none is load-bearing for the engine.
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//
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// Registered in this order because it is the order they depend on each other:
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// an action's `cost` may only name a budget some module declared, and a param's
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// `source` names an option source. Core resolves both after every module has
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// registered, so the order here is for a reader rather than for the loader.
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api.registerEventBudgets(eventActions.BUDGETS)
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api.registerEventOptionSources(eventActions.OPTION_SOURCES)
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api.registerEventLeases(eventActions.LEASES)
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api.registerEventActions(eventActions.ACTIONS)
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// The lifecycle hooks (§2.5). `onBoot` runs after core's schema, after this
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// module's schema fragment, and BEFORE the HTTP listener binds — so a module
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// that must not serve traffic until it has warmed a cache gets that for free.
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// It has no timeout, deliberately: a slow boot delays the listener, which is
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// the guarantee rather than a problem to be timed out.
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//
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// `onShutdown` runs while core's database pool and push dispatcher are still
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// open, because flushing through them is the only thing it is for. It gets a
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// five-second budget and is abandoned past it.
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//
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// Both are optional. A module with neither still reaches `started`.
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api.onBoot(boot.onBoot)
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api.onShutdown(boot.onShutdown)
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log.info('registered', {
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version: require('../module.json').version,
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routes: 'public:/world,/clans',
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})
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}
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