Files
Module-Rust/client/src/api.js
wtclaude 862c328176 feat: the module skeleton and every bundle seam
module-rust, id 'rust', built from the Integration Kit's template. Phase 1's job
is the kit's own argument: get every seam working at once with almost nothing in
them, so that afterwards you break exactly one at a time.

What is here:

* /rust on all three tiers, because the loader holds module.json's mounts against
  what is registered in BOTH directions -- so the declaration and the
  registration land together or not at all. The player tier is honestly thin: it
  answers the server list on the authenticated tier, delegating to the same model
  the public tier uses so the two cannot drift while they are meant to be the
  same. It is the address the app will call, registered now rather than moved
  later.
* Two tables. rust_servers is configuration an operator writes; rust_server_state
  is what a sidecar reported. Separate tables because they have different
  writers, lifetimes and audiences -- and because purging observed state while
  keeping the configuration is a thing an operator will want.
* Per-server sidecar tokens through ctx.secretBox, write-only in the API. The
  admin list reports hasToken and never the credential, and an empty token on a
  save leaves the stored one alone -- a form that posts its own blank field would
  otherwise erase a credential every time somebody renamed a server.
* A real sidecar client. It never throws: every call answers {ok, status, data},
  and the status is what tells a wrong URL from a wrong token from a mismatched
  protocol -- all three present as 'the site says my server is offline' and each
  has a different fix.
* The five guards, green: check:imports, check:swagger, check:externals, and both
  suites.

What is deliberately NOT registered: the Team provider, triggers, audiences,
engagement seeds, notification streams, the four event catalogues, and the two
extension slots. Each arrives with the phase that has something real to put in
it, and a test asserts their absence so that removing it is deliberate. A
declared trigger nothing emits and a declared slot nothing fills are both
surfaces an operator can configure and then wait on, which is worse than an
absent one because the absence is visible.

Two corrections to the kit's template, both feedback for a later phase:

* registration.test.js read one page BY NAME to check declared slots are
  rendered, so a module declaring none dies on ENOENT before reaching the loop
  that would have been empty. It now scans every file under src/routes.
* test/_fakes.js supplied validator: {}. An admin router that builds validation
  chains at file scope cannot be required with that, so the fake holds the real
  express-validator -- for the same reason it holds a real express Router.

The kit was right about noGameConnection.test.js: its header predicts that a
module adding a sidecar client will see the check go red, names sidecarClient.js
as the file to allow, and says narrow it rather than delete it. That is exactly
what happened on the first run, and the fix was the one line the header names.

Installed into a real core and verified: the module reaches 'started', publishes
its capability, serves its chunk, and renders a server whose server.hello
originated in a live Rust server.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-15 19:54:08 -05:00

58 lines
3.2 KiB
JavaScript

// ── This module's own API bindings ────────────────────────────────────────
//
// Core hands out the request PRIMITIVE and nothing above it (MODULE_API.md
// §3.5): same-origin `/api/v1`, cookies included, JSON in and out, and an
// `ApiError` thrown on any non-2xx. The paths are this module's, because the
// routes at the other end are — `server/router/**` in this repo serves them.
//
// **Do not build your own fetch wrapper.** The primitive is what carries the
// session cookie, the CSRF handling and the error shape core's `ErrorState`
// knows how to render. A module that calls `fetch` directly gets none of that
// and finds out one page at a time.
//
// Keeping the bindings in one file, ordered the way the routers are, is
// convention rather than contract — but the two halves of every call live in
// different directories and nothing checks them against each other, so anything
// that makes a mismatch easy to see is worth doing.
import rg from './core.js'
const { request: req, BASE } = rg.api
// ── public ────────────────────────────────────────────────────────────────
// Token-free, same-origin reads. Paths are relative to `/api/v1`, so this hits
// `/api/v1/public/rust/servers` — the route `server/router/public/rust.router.js`
// registers under the `/rust` prefix `module.json` declares.
export const servers = {
list: () => req('/public/rust/servers'),
}
// ── player ────────────────────────────────────────────────────────────────
// The same list, on the authenticated tier. It exists so that per-player detail
// can be added at an address clients are already calling; today the two answers
// are identical and the server delegates to one model so they cannot drift.
export const playerServers = {
list: () => req('/player/rust/servers'),
}
// ── admin ─────────────────────────────────────────────────────────────────
// **`sidecarToken` goes up and never comes back.** The list answers `hasToken`,
// and a save that omits the field leaves the stored credential alone — so an
// admin form must send it only when the operator typed one, rather than sending
// its own empty field on every save.
export const admin = {
listServers: () => req('/admin/rust/servers'),
saveServer: (id, body) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}`, { method: 'PUT', body }),
deleteServer: (id) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}`, { method: 'DELETE' }),
testServer: (id) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}/test`, { method: 'POST' }),
}
// Exported for the rare caller that needs the base itself — an `<img src>`, a
// download link, an EventSource. Reach for `request` first.
export { BASE }
export default { servers, playerServers, admin, BASE }