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Integration-kit/template/server/boot.js
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feat(kit): the engagement contract, taught and built (cutover 5 of 7)
The kit was pinned to website 963d734 -- MODULE_API 1.6.0, the Teams cutover --
and the platform is on 1.9.0. Three registrations and two calls arrived in
between, and a reader building against this book would have found no mention of
any of them: a module can now declare what its game can announce, and never who
is told.

Moving `ci/core-ref.json` is the mechanism for exactly this. The pin is now
66bb3b9a (website `main`, the engagement cutover) and `template/module.json`
declares `^1.9.0`.

What chapter 2 gained, under "Telling core something happened":

  * a TRIGGER is a payload contract, not a notification stream -- the two share
    one id namespace and are constantly confused;
  * `ceiling` is required, has no default, and is a CONTAINMENT tree rather than
    a size ladder (a `staff` ceiling does not permit `owner`);
  * an AUDIENCE resolver returns user ids and nothing else, resolves to NOBODY
    on failure, and takes CONSTANT params -- the constraint worth knowing before
    you design around it;
  * templates re-ensure per seedVersion, rule groups are offered ONCE per group
    key, so a rule appended to an existing group reaches fresh installs only;
  * `ctx.events.emit` binds the owner and is fire-and-forget; `ctx.inbox.push`
    is the direct write, for when there is nothing for an operator to decide.

The template builds all of it: one trigger, one audience over the clan roster it
already had, one seeded body and one seeded rule group, and an emitter in
`boot.js` that fires on the TRANSITION rather than on the poll. Seven new tests,
including the audience that resolves to nobody when its query throws.

Three claims were wrong and are corrected here rather than shipped:

  * core validates `subjectKey` against the declared variables and refuses the
    module; the draft taught a cooldown keyed on `undefined`, which the check
    exists to prevent and a reader will never see.
  * `emit` throws OUTSIDE production and only drops-and-logs inside it. Teaching
    the second half alone leaves a developer meeting a throw the book says
    cannot happen.
  * the seeded body itself was malformed -- heading `level: 2` where the block
    registry takes 'h2', and no block ids at all.

The third is the one worth keeping: `registerEngagementSeeds` checks that
`blocks` is a non-empty array and stops, so that body would have registered,
seeded, and failed the first time an operator opened it. Found by running the
template's `register()` through core's real registry at the pinned ref -- which
CI does not do, and cannot: the template job checks the version and runs the
template against fakes. A fake accepts what core refuses. The gap is now named
in the chapter, beside the code, and in the pin's own comment, and the rule that
bit has a test that fails on it.

Also: `checkLinks` skipped `.core/`. Bumping this pin means cloning core into
that directory first, and the walk then reported nine broken links in someone
else's README. CI never saw it -- the clone happens in the `template` job and
the check runs in `prose` -- so it was a failure only a person could meet.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-01 12:57:55 -05:00

169 lines
7.9 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.
const next = { online: true, players: 0, worldName: 'Example World' }
// ── Emitting a declared event ──────────────────────────────────────────
//
// **Emit on the TRANSITION, not on the poll.** This function runs every
// thirty seconds; a rule on an event fired every thirty seconds is a rule
// that mails somebody every thirty seconds. Core has a cooldown and an
// hourly cap and they would both hold, but leaning on them means the module
// is emitting "the world is still up" and calling it news. Read the previous
// state, compare, and emit only when the answer changed.
//
// The read is BEFORE the write for the same reason, and getting that
// backwards is the easy version of this bug: after `setStatus` the previous
// value is gone and every poll looks like no change at all — an emitter that
// never fires and never errors.
const previous = await worldStatusDb.getStatus()
await worldStatusDb.setStatus(next)
// `previous === null` is the first boot on a fresh install, not a change.
// Treating it as one would announce the world coming online to everyone the
// first time an operator started the site.
if (previous && Boolean(previous.online) !== next.online) {
// Fire-and-forget: no await, no return value, nothing to handle. Core
// validates the payload against what `index.js` declared, and what a
// mismatch does depends on where you are running. **In production it is
// dropped and logged** against this module, because a notification must
// never be able to break the thing it is about. **Anywhere else it throws**,
// at this line, so the stack points at your own call instead of at a
// warning nobody reads. Neither is a condition to catch: a payload that
// does not match the contract you declared is a bug to fix.
core.emit('examplegame.world.status_changed', {
data: {
worldName: next.worldName,
status: next.online ? 'online' : 'offline',
players: next.players,
url: '/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 }