The book, written out of the tree slice 1 proved. Four chapters in the order the
work happens: the first module in twenty minutes, the website module, the sidecar,
and the game-side plugin.
Shape, settled with the org lead:
* template/README.md stays the REFERENCE — it travels with a copied template and
CI holds it against the tree — and chapter 1 is the narration: what you should
see after each step, the state your module lands in, and the four ways it fails.
The chapter links to the checklist rather than restating it.
* chapters 3 and 4 cite link/ and servuo-plugins/ by FILE AND IDENTIFIER, never by
line. Those repositories move for their own reasons and checkLinks already
forbids commit permalinks, so a line number in this book is wrong the moment
they do. The template stays the only code quoted verbatim.
* one PR: the outline's status table and the link check are only coherent when the
whole set lands.
scripts/checkChapterPaths.js is the anti-rot half a machine can answer: every path
a chapter names in backticks must exist. None of those mentions is a markdown link,
so checkLinks never looked at them, and none is code, so nothing else did either —
renaming one template file would have left four chapters quietly pointing at
nothing. Its anchor list is STATED rather than derived from the tree, for the reason
the template's own build guard states it: a list derived from what exists cannot
fail when what exists changes, and an anchor that stops matching is a check that has
silently stopped checking. So each anchor must exist or the check fails. Eleven
tests, every "must not catch" case a span that really appears in the book.
stripFences moved to scripts/lib/markdown.js and both checks use it — shared code,
not a shared description.
CHAPTER 1 WAS RUN, NOT REASONED ABOUT. The template was copied into a real core on
edge, booted against the dev database, and every claim in "what you should see"
checked: the five log lines, /examplegame/status with its injected
<script type="module" src="/modules/examplegame/entry.js">, the chunk served
no-cache while module.json 404s, /api/v1/public/world/status, the capabilities in
/api/v1/public/modules, and the route in the merged /api/docs.json. Then the three
failures the chapter tells a reader to cause on purpose, because a chapter that
predicts the wrong debugging heuristic is worse than one that predicts none:
* an undeclared prefix -> stage `register`, "declared public/extra but never
registered it", routes 404 and absent from /public/modules;
* a table without the id prefix -> stage `schema`, at LOAD time, before mounting;
* a throwing onBoot -> after mounting, so the same route answers 503 "Module
unavailable" rather than vanishing.
All three came out exactly as written, and the messages in the chapter are that
core's own. Two small corrections fell out of the run: the log sample now shows the
real interleaving of core's three lines with the module's two, and the section on
failure adds that a module disappears from /api/v1/public/modules in every failure
case — a check that needs no login.
MODULE_SYSTEM.md 2.11.1 slice 2. Docs half: docs#146.
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.