The module had no page for its own server rows: they were written only through PUT /admin/rust/servers/:id, and the README described an "Admin → Rust" server form that did not exist. D133 (org lead) builds it: add, edit, test and delete a server, with the D130 wipe schedule in the same form. The token stays write-only and an edit sends the stored protocol back rather than re-stamping the row. The next wipe shows on the server list and in the server page's header, in the reader's own clock, marked "rescheduled" for a one-off date. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
211 lines
12 KiB
JavaScript
211 lines
12 KiB
JavaScript
// ── The client entry point ────────────────────────────────────────────────
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//
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// Core serves `dist/entry.js` from this module's directory and injects it into
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// its own HTML as a same-origin `<script type="module" src>` before `</body>`.
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// This file registers what the module has; core renders it. Normative:
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// MODULE_API.md §3.3.
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//
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// **Registration is synchronous and happens at evaluation time.** Module scripts
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// are deferred, so this runs after core's bundle — which is where `window.__rg`
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// is published — and before core's first render. There is no subscription and no
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// late registration: a module that registered asynchronously would register after
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// the route table had been read, and the symptom is a page that redirects home
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// with nothing logged anywhere.
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//
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// So everything below is a plain top-level call and every page is a STATIC
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// import. Lazy-loading the routes is the natural instinct for a chunk that grows,
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// and it is the one thing this seam cannot have.
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import { registry, coreApiVersion } from './core.js'
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import Servers from './routes/public/Servers.jsx'
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import ServerDetail from './routes/public/ServerDetail.jsx'
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import Clan from './routes/public/Clan.jsx'
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import Account from './routes/player/Account.jsx'
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import Permissions from './routes/admin/Permissions.jsx'
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import ModConfig from './routes/admin/ModConfig.jsx'
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import Visibility from './routes/admin/Visibility.jsx'
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import ServerSettings from './routes/admin/ServerSettings.jsx'
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import UserRustSections from './routes/admin/UserRustSections.jsx'
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import FooterStatus from './components/FooterStatus.jsx'
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import { IconEye, IconKey, IconLink, IconServer, IconSliders } from './icons.jsx'
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// The module id, exactly as `module.json` spells it. Core keys the registry by it
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// and prefixes every route path with it.
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const ID = 'rust'
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// ── Routes ────────────────────────────────────────────────────────────────
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//
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// Paths are relative to the module's namespace and core prefixes them. Whatever
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// is written here, a public route lands at `/<id>/<path>`, an admin route at
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// `/admin/<id>/<path>` and a player route at `/player/<id>/<path>`. A module
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// cannot write the segment its routes hang under, which is the point: two modules
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// installed side by side cannot collide, and an operator can see from a URL which
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// module served it.
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//
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// So the list below is at `/rust` and the detail page at `/rust/servers/:id`.
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//
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// **Note what is NOT here: an auth wrapper.** `gate: { roles: [...] }` is
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// available and core applies it as its own `RoleGate`; supplying your own is not
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// possible, because the sidebar and the route table have to agree about who may
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// see what, and they only do if one thing decides.
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//
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// R8's landing page is the server list, and `/rust/servers/:id` hangs beneath it.
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//
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// **The list is registered with an EMPTY path**, which core renders as the
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// module's namespace root: `/rust`. The prefixing code strips the separator it
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// would otherwise leave behind (`registry.js`: `${id}/${path}` with trailing
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// slashes trimmed), so a module can own its own root without being able to spell
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// its way out of it. Phase 1 served this page at `/rust/servers` and left `/rust`
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// to core's CMS catch-all; the org lead settled it at `/rust` in phase 4, so the
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// address an operator links to is the module's name.
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//
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// React Router ranks a static segment above a dynamic one, so `/rust` wins
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// against core's `/:slug` CMS route without depending on registration order.
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//
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// The player route is registered with an empty path for the same reason the
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// public list is: `/player/rust` is the whole of what this module asks a player
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// to do, and a landing page above one page is a page nobody wants. Core applies
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// its own portal chrome and its own auth gate to the tier, so the component
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// renders no layout and re-implements no check.
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//
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// **The admin route arrives in phase 7 and is this module's first.** Everything
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// before it was configured through the API — the server rows still are — because
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// nothing until now had to be AUTHORED. A permission model is different in kind:
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// it is a thing an operator composes and keeps looking at, and there is no
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// version of "grant somebody VIP" that belongs in a terminal.
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//
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// It is registered with an empty path, so it lands at `/admin/rust`, and core
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// applies the admin tier's own gate. The routes underneath it are stricter than
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// that gate (`requireRole('admin')` on every one), which is a server-side answer
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// rather than a client one: a moderator who reached this page would see it fail
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// honestly rather than be quietly shown a page that cannot save.
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registry.registerRoutes(ID, {
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public: [
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{ path: '', element: <Servers /> },
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{ path: 'servers/:id', element: <ServerDetail /> },
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// Phase 9 (D56). Not nested under its server: core links here from Team
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// notification email through `pageUrlTemplate`, which substitutes
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// `{externalId}` and nothing else — and the server is inside that id.
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{ path: 'clans/:externalId', element: <Clan /> },
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],
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player: [{ path: '', element: <Account /> }],
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admin: [
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{ path: '', element: <Permissions /> },
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// Phase 7b (R18). A second admin page rather than a tab on the first: the
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// permission mirror decides who may do what inside the game, and this edits
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// the game host's own files. They are neighbours, not halves of one screen,
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// and the nav says so with two rows.
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//
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// A static segment under the module's namespace, so it lands at
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// `/admin/rust/config` and core's admin gate applies to it exactly as it
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// does to the page above.
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{ path: 'config', element: <ModConfig /> },
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// Who may see who is online — a third neighbour. The org lead's rule is that
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// nothing names who is online by default; this is where an operator widens
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// it on purpose, fleet-wide or per server.
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{ path: 'visibility', element: <Visibility /> },
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// The servers themselves (phase 16, D133): the page that was missing. Until
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// it, a server row was written only through the API, and D130's wipe
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// schedule needed somewhere to be typed.
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{ path: 'servers', element: <ServerSettings /> },
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],
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})
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// ── Nav ───────────────────────────────────────────────────────────────────
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//
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// A registered row is an ORDINARY row from here on. It interleaves into core's
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// own navigation, and an operator can reorder it, relabel it or hide it from the
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// admin nav editor exactly as they can core's — because the interleave happens
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// before the override merge, and the override layer is keyed by `to`.
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//
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// Three fields worth knowing before you need them:
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//
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// • `order` places the row among core's, which are keyed by their index. A row
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// with NO order appends after them, rather than defaulting to 0 — otherwise
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// "I didn't ask for a position" would mean "put me first".
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// • `group` (admin sidebar) names an existing core group; an unknown name
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// appends a new group at the end rather than dropping the row.
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// • `icon` is a component, and core supplies no fallback. Public header rows
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// carry no icons, so there is none here — but an admin or player row without
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// one is the only row in its sidebar with no glyph, which reads as breakage.
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registry.registerNav(ID, {
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area: 'public',
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items: [{ label: 'Servers', to: '/rust' }],
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})
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// The player portal's row. It carries an `icon` because core draws one on every
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// portal row — a row without one is the only text in a column of glyphs, and
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// core used to render `<n.icon />` unguarded, which blanked the whole portal.
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//
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// No `order`: an unordered row appends after core's own rather than claiming a
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// position it was not given. Account, appeals and notifications are what a player
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// came to the portal for; linking a game account is what they do once.
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registry.registerNav(ID, {
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area: 'player',
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items: [{ label: 'Rust', to: '/player/rust', icon: IconLink }],
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})
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// The admin sidebar's row. `group` names an existing core group — an unknown name
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// appends a new group at the end rather than dropping the row, which is the
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// failure mode to avoid here: a row nobody can find is a feature nobody has.
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//
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// It carries an icon for the same reason the player row does: core draws one on
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// every sidebar row, and the one without is the only text in a column of glyphs.
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registry.registerNav(ID, {
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area: 'admin',
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items: [
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{ label: 'Rust permissions', to: '/admin/rust', icon: IconKey },
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{ label: 'Rust mod config', to: '/admin/rust/config', icon: IconSliders },
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{ label: 'Rust visibility', to: '/admin/rust/visibility', icon: IconEye },
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{ label: 'Rust servers', to: '/admin/rust/servers', icon: IconServer },
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],
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})
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// ── Extension slots ───────────────────────────────────────────────────────
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//
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// Core declares a slot, only core may declare one, and at most one module may
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// fill it (§3.7). `site.footer.status` is the status-ish spot in core's footer
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// info row: core owns the position and passes `linkStyle`; the label, the
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// destination, the data and whether anything renders at all are the module's.
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//
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// It is a CLIENT slot and cannot be named in `module.json`'s `extensions` —
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// that array is validated against the SERVER registry, and naming a client slot
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// there fails the load outright with `unknown extension slot`. Phase 1 found
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// that the hard way; the two halves of R13 are declared in different places on
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// purpose.
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registry.registerExtension(ID, 'site.footer.status', FooterStatus)
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// R13's other slot, and the one that IS named in `module.json` — because it has
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// a server half too (`server/router/admin/usersRust.router.js`). The two halves
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// carry one name on purpose: a module that adds routes under
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// `/api/v1/admin/users/:id` is the module with something to show on that page.
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//
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// Core passes `userId` and nothing else, so the component builds its own client
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// for the routes the server half registered. It renders NOTHING for a user with
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// no linked Steam account, which is most of them.
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registry.registerExtension(ID, 'admin.users.detail', UserRustSections)
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// ── Inverted slots: core's Team contributions on OUR clan page ─────────────
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//
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// §3.7a. A clan is a Team (R5), and core renders no Team page because it does
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// not own the word "clan". So the page is `routes/public/Clan.jsx` and core
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// contributes the three things only it can render — into places this module
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// names, in this module's vocabulary. Core offers a CONTRIBUTION; it never names
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// a slot, which is what lets a second game use the same contract as module-uo.
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//
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// One slot per PLACE (D56): a slot holds one component, and a collapsed slot
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// would hand core the decision about where each part sits on a page it does not
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// own. Asking for a contribution core does not offer throws here, at
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// registration — a typo fails loudly rather than rendering nothing for ever.
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registry.declareModuleSlot(ID, 'rust.clan.header', { core: 'team.notify' })
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registry.declareModuleSlot(ID, 'rust.clan.detail', { core: 'team.activity' })
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registry.declareModuleSlot(ID, 'rust.clan.forum', { core: 'team.forum' })
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// `module.json`'s `coreApi` range was checked by the loader before this file was
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// ever served, so there is nothing to re-check here. Log it anyway: a mismatch
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// between the core that validated the manifest and the core that published this
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// global is otherwise invisible from the browser, which is where the client half
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// actually fails.
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console.info(`[${ID}] registered against core API ${coreApiVersion}`)
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